R5th 3 Posted February 21, 2019 On 2/18/2019 at 9:48 AM, Kraft0824 said: I almost done every step in "Setup Guide" and my server everything work but I still have some little problem about "server.Arma3Profile". Where "server.Arma3Profile" should I copy? I can't find "Users" Folder in "D:\Program Files (x86)\Steam\steamapps\common\Arma 3" so I put "server.Arma3Profile" in "D:\Program Files (x86)\Steam\steamapps\common\Arma 3 Server\Users\user".https://imgur.com/a/LyKsN2b I sure "thirdPersonView" set 1 but I can't enable third person in game. @Kraft0824 From the picture you've shown, the "server.Arma3Profile" directory is correct. Solution that i can think of: 1- Double check your arma3server.exe/arma3server_x64.exe launch parameter. (ex: D:\Program Files (x86)\Steam\steamapps\common\Arma 3 Server -port=2302 -config=server.cfg -cfg=basic.cfg -profiles=User -name=user -bepath=D:\Program Files (x86)\Steam\steamapps\common\Arma 3 Server\User\BattlEye -serverMod=@Apex -filePatching -autoInit -enableHT 2. change the name of "server.Arma3Profile" to "user.Arma3Profile". (which i can see from the posted picture that this is might be the cause)! 1 Share this post Link to post Share on other sites
PipTheGrunt 0 Posted April 14, 2019 As for the TFAR issue, im not sure if that issue was resolved at the beginning of this thread, but TFAR has changed since its creation that the only need it has to operate is a physical radio object being placed in the players inventory. However, zues placing a box full of these radio works, the radio is immediatly deleted from the Player's radio slot, as well as the radio backpack. Is this just an object whitelisting issue? Same goes for ACE, ACE works fine minus the Ace medical supplies, which cant be placed in the players inventory. The ACE settings can be changed so the Framework's down state does not interfere with the ACE down state, but the medical supplies are the most important part of that, as it replaced the normal FAKs with bandages and morphine, which is then blacklisted from the players inventory. Is there a place to change these blacklisted items? Share this post Link to post Share on other sites
Wei Zhao 1 Posted April 15, 2019 Hey, QS, I tried to get rid of Achilles in the comments, but it didn't work. Can you give me some advice? Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted April 20, 2019 On 4/15/2019 at 2:50 AM, PipTheGrunt said: As for the TFAR issue, im not sure if that issue was resolved at the beginning of this thread, but TFAR has changed since its creation that the only need it has to operate is a physical radio object being placed in the players inventory. However, zues placing a box full of these radio works, the radio is immediatly deleted from the Player's radio slot, as well as the radio backpack. Is this just an object whitelisting issue? Same goes for ACE, ACE works fine minus the Ace medical supplies, which cant be placed in the players inventory. The ACE settings can be changed so the Framework's down state does not interfere with the ACE down state, but the medical supplies are the most important part of that, as it replaced the normal FAKs with bandages and morphine, which is then blacklisted from the players inventory. Is there a place to change these blacklisted items? you will have to disable the arsenal whitelisting/blacklisting in parameters, in order to use modded gear without further effort/editing. https://github.com/auQuiksilver/Apex-Framework/blob/master/%40Apex_cfg/parameters.sqf#L62 change that value to 0. Making use of the whitelisting/blacklisting feature in addition to using modded gear will take extra effort to add those desired items to the respective whitelist/blacklist Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted April 20, 2019 Updated to 1.1.4 (Dev Build) Role Selection System This update brings us a 'beta' development build, primarily testing a new scripted system to replace the vanilla Role Assignment Lobby with an ingame alternative, alleviating the need to abort to lobby to change roles, and adding a lot of flexibility for custom missions involving changing roles, locking/unlocking of enemy/opfor slots, etc. - [ADDED] Role Selection System. - [TWEAKED] Replaced "select" with "#" in most active server/client scripted systems. - [TWEAKED] Micro optimizations to main client scripts. - [TWEAKED] Small optimization to player object namespace for UI data. - [TWEAKED] It was possible to use vehicle Manual Fire mode to bypass the base safezone protections. - [TWEAKED] AI skills boosted slightly for Regular and Veteran AI. - [FIXED] Easter Egg helicopters could de-spawn with players inside! 2 Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted April 22, 2019 Updated to 1.1.4 (Release Candidate 1) Applying bug fixes and tweaks to the 1.1.4 build. When it is polished we will release as 1.1.5. - [TWEAKED] Role selection pause menu button now hidden when disabled in parameters. - [TWEAKED] OPFOR slots hidden when not available, by default. - [TWEAKED] Role menu player list shows all players now, instead of only those in the selected faction. - [TWEAKED] Added a "Close" button to Role menu. - [TWEAKED] OPFOR players have Role menu access when respawning. - [FIXED] 1.1.4 patch broke the ability to respawn at FOB instead of base. - [FIXED] Script error related to vehicle access and use of the new # command. 2 Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted April 23, 2019 Updated to 1.1.4 (Release Candidate 2) More bug fixes and tweaks ahead of the Stable build release - [TWEAKED] Reduced slightly AI skills on Tanoa, raised slightly AI skills on Altis/Malden. - [TWEAKED] CAS pilots will have Role menu appear on respawn, instead of having to run long distance to access at an Arsenal crate. - [TWEAKED] If you are a gunner in an armed offroad and get incapacitated, you'll be knocked out of the vehicle instead of remain on the gun. - [FIXED] widthRailway config error when joining server. - [FIXED] Arsenal could sometimes display gear for a role different to yours. - [FIXED] Enemy transport helos would regularly de-spawn after dropping soldiers. - [FIXED] Transport leaderboard was broken in 1.1.4 update. - [FIXED] A Classic mode enemy HQ had a white flag instead of faction flags. - [FIXED] Bug with players unable to join roles which were close to capacity. Ex. sniper (1 / 2) - [REMOVED] Ear collector leaderboard (network optimization). - [REMOVED] Obsolete leaderboard player registration code (network optimization). 2 2 Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted May 5, 2019 Updated to 1.1.6 Role Whitelisting & Performance In this patch the core focus was on introducing Role Whitelisting to the new Role Selection System. Also included are many bug fixes, tweaks and significant performance improvements. - [ADDED] Role Whitelisting for Role Selection System. - [ADDED] Parameter option for Ambient Civilians. - [ADDED] Parameter option for Ambient Animals. - [ADDED] 2 New buttons to Role Selection menu (Arsenal + Group). - [TWEAKED] When over 50 players on server, Ambient Animals and Ambient Civilians are disabled regardless of parameter option, to preserve performance during peak demand. - [TWEAKED] Implemented improved "switchLight" command. - [TWEAKED] Implemented new command "lnbSetTooltip" to role selection system menu lists. - [TWEAKED] AI Tank gunners more likely to attack player-occupied buildings. - [TWEAKED] Capped ability for client to spam "Jump" animation net messages. - [TWEAKED] Role Selection System documentation in the file "documentation\role selection system.txt" for role whitelisting.- [FIXED] (Bigly network optimization) Removed beta net code for new Roles system. - [FIXED] Server-spawned UAV turrets would be deleted when the UAV operator used them and then left the slot. - [FIXED] Server script error in robocop AFK auto-kick system. - [FIXED] Server script error when initializing Group Management system. - [FIXED] Client script error when opening the Virtual Arsenal system. - [REMOVED] Game bug workaround for date year sync issue, as BIS has fixed it internally. 2 1 Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted May 12, 2019 Updated to 1.1.6 Hotfix 1 Arsenal fix - [FIXED] Arsenal bug (displaying gear for incorrect role when using whitelisting or blacklisting). - [FIXED] HVT could not be captured. - [FIXED] Vehicle Inventory Editor worked even on destroyed vehicles. - [FIXED] Artillery Computer parameter was not working since 1.1.4. - [FIXED] Fighter pilot could not activate Simple Object planes. 1 Share this post Link to post Share on other sites
Wei Zhao 1 Posted May 21, 2019 Hello, I can't use Zeus, hint: Curator Module initialization failed. Please abort to server browser and reconnect Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted May 30, 2019 Working on the FOBs system, improving it and making it easier to create custom FOBs. Also preparing to integrate the Contact Expansion content, including terrain port to Livonia. YouTube series covering editing/customization will follow in the next couple months. 1 1 Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted June 5, 2019 Published 1.1.7 Dev Build, which includes support for the new Livonia terrain. Download 1 Share this post Link to post Share on other sites
luminous815 3 Posted June 14, 2019 Hello Quicksliver!I found custom init code not working on respawning vehicle,these are the codes I added on the respawning vehinle: 0 = [ this, 30, false, {this addeventhandler["fired",{(_this select 0) setvehicleammo 1;}];}, 50, 50, -1, true ] call QS_fnc_registerVehicle; Is there any problems with my codes? In addition,how could I use custom weather in the mission?I want to play some foggy tasks. Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted June 20, 2019 On 6/14/2019 at 10:20 PM, luminous815 said: Hello Quicksliver!I found custom init code not working on respawning vehicle,these are the codes I added on the respawning vehinle: 0 = [ this, 30, false, {this addeventhandler["fired",{(_this select 0) setvehicleammo 1;}];}, 50, 50, -1, true ] call QS_fnc_registerVehicle; Is there any problems with my codes? In addition,how could I use custom weather in the mission?I want to play some foggy tasks. Hi, to disable internal weather system, you need to set this variable to FALSE https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework.terrain/code/functions/fn_core.sqf#L558 For this block 0 = [ this, 30, false, {this addeventhandler["fired",{(_this select 0) setvehicleammo 1;}];}, 50, 50, -1, true ] call QS_fnc_registerVehicle; "this" is not recognized in that context (the { ... } is called from another script, not editor init field). you need to change it to _this so this block would be correct: 0 = [ this, 30, false, {_this addeventhandler["fired",{(_this select 0) setvehicleammo 1;}];}, 50, 50, -1, true ] call QS_fnc_registerVehicle; also you may encounter a locality issue with "setVehicleAmmo", since the { ... } is only executed on server. the solution might be like this 0 = [ this, 30, false, { [ [_this], { (_this # 0) addEventHandler ["Fired",{ if (local (_this # 0)) then { (_this # 0) setVehicleAmmo 1;};}]; } ] remoteExec ['call',0,_this]; }, 50, 50, -1, true ] call QS_fnc_registerVehicle; Share this post Link to post Share on other sites
luminous815 3 Posted June 20, 2019 4 hours ago, fn_Quiksilver said: Hi, to disable internal weather system, you need to set this variable to FALSE https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework.terrain/code/functions/fn_core.sqf#L558 For this block 0 = [ this, 30, false, {this addeventhandler["fired",{(_this select 0) setvehicleammo 1;}];}, 50, 50, -1, true ] call QS_fnc_registerVehicle; "this" is not recognized in that context (the { ... } is called from another script, not editor init field). you need to change it to _this so this block would be correct: 0 = [ this, 30, false, {_this addeventhandler["fired",{(_this select 0) setvehicleammo 1;}];}, 50, 50, -1, true ] call QS_fnc_registerVehicle; also you may encounter a locality issue with "setVehicleAmmo", since the { ... } is only executed on server. the solution might be like this 0 = [ this, 30, false, { [ [_this], { (_this # 0) addEventHandler ["Fired",{ if (local (_this # 0)) then { (_this # 0) setVehicleAmmo 1;};}]; } ] remoteExec ['call',0,_this]; }, 50, 50, -1, true ] call QS_fnc_registerVehicle; I tried in my server,seems like eventHandler can not use in this block.But now I can add weapons for the vehicles,thank you for your reply! Share this post Link to post Share on other sites
fubukiiwanami 1 Posted July 11, 2019 Hi QS, I have a question for the squad IFF system in your framework, I don't know how to call this blue team hexagon identification marker in your code, It will be appeared when players who take GPS in same squad. Can I close this marker in my server? If yes, Which file/script can I found the setting for this marker? And, Really like your I&A maps, Thank you for your Great job! 1 Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted July 11, 2019 2 hours ago, fubukiiwanami said: Hi QS, I have a question for the squad IFF system in your framework, I don't know how to call this blue team hexagon identification marker in your code, It will be appeared when players who take GPS in same squad. Can I close this marker in my server? If yes, Which file/script can I found the setting for this marker? And, Really like your I&A maps, Thank you for your Great job! Hi, thank you! The easiest way is to change this line: https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework.terrain/code/functions/fn_clientEventDraw3D.sqf#L155 To: if (false) then { Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted July 15, 2019 Adding a new countermeasure for armored vehicles (works for both players and enemy AI vehicles) 1 Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted July 22, 2019 Updated to 1.1.7 "Contact" Contact DLC & vehicle active protection - [ADDED] Contact DLC Integration. - [ADDED] Livonia.- [ADDED] QS Active Protection System, for armored vehicles. Based on Israeli "Trophy" and Russian "Afghanit" systems. - [ADDED] FOBs to Malden. - [ADDED] Medical cabinets to FOBs (all terrains). - [ADDED] DLC gear to scripted Arsenal. - [ADDED] New enemy static weapon emplacement in AOs. - [TWEAKED] Overhaul of FOB compositions. - [TWEAKED] Improved enemy loadout randomization. - [TWEAKED] FOB'ified the main mission types for Malden (AOs split into regions). - [TWEAKED] Added ability to disregard "is respawn position clear" parameter for Vehicle Respawn (set near entities check radius to -1). - [TWEAKED] Prisoners converted from object type 'agent' (more resources) to 'vehicle' (less resources) when placed into Prison. - [TWEAKED] Contact DLC objects can be dragged/carried when appropriate. - [TWEAKED] Integrated new & improved A3 1.94 script commands. - [FIXED] Player vehicle event handlers were not unloading properly on player death. - [FIXED] "FOB Status" user action had no maximum radius. - [FIXED] Fighter pilot was unable to properly use Aircraft radio channel. - [FIXED] Engineer was unable to disarm landmines. - [FIXED] Enemy forces were unaware of where their own minefields were. - [FIXED] Script error in Towing Release script. - [FIXED] Fixed potential script error in AO Defend mission. 2 1 Share this post Link to post Share on other sites
luminous815 3 Posted July 29, 2019 I have three more questions want to ask foe help First,I wonder how to let AI units use their default gear because I want them to look more neat. Second,I want to let side missions spawn faster,we all think the side missions are very challenging and interesting. At last,could you tell me how to add whitelist helicopter pilot or other whitelist infantry slot? Looking forward to your reply! Share this post Link to post Share on other sites
UNIT_normal 39 Posted August 10, 2019 Thanks for making great mission framework! My community thinks this is great mission to put on our server. But how can we translate mission? I couldn't find anything on stringtable.xml except one sole string. Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted August 15, 2019 Updated to 1.1.7 (Hotfix 2) Bug fixes & more bug fixes - [ADDED] AI re-arming. - [TWEAKED] T140 Angara improved APS, but extended minimum effective range. - [TWEAKED] Commander no longer required for Active Protection System to work. - [TWEAKED] @Apex servermod, added override for BIS_fnc_setCustomSoundController running on server. - [TWEAKED] Removed enemy UGV from defend missions due to potential server crash. - [FIXED] "Edit Inventory" menu was broken by the arma update. (Thanks Fitz) - [FIXED] Robocop kick+ban features were broken by the arma update. (Thanks Fitz) - [FIXED] "Escort Vehicle" side mission was not available on Livonia. - [FIXED] Script error in AI suppressive fire system - [FIXED] Script error in AI countermeasure system - [FIXED] Shotgun magazines added to Arsenal whitelist. (Thanks Fitz) - [FIXED] Side mission rewards were not spawning on Livonia. (Thanks Mynar) - [FIXED] APS UI color was switching to red and not switching back to white. - [FIXED] APS UI visible only when in correct vehicle role. - [FIXED] Cancel action remained after reviving/healing. - [FIXED] "Edit Inventory" user action was broken by a recent arma update. - [FIXED] Auto-cancel of Treat action not working when heal target moved out of range. - [FIXED] AI units have ammo for incorrect gun (leaving limited space for ammo for correct gun). - [FIXED] Missions spawning outside map area (Livonia) - [FIXED] Script error in Sector Control mode, causing some AI to become invincible. 1 2 Share this post Link to post Share on other sites
Halandar 3 Posted September 3, 2019 Hi, first of all thank you for this! This is amazing. Question: is there an option or a plan for Headless Clients? I did not find any info on it. Thank you! Cheers Michael 1 Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted September 9, 2019 On 9/3/2019 at 8:00 PM, Halandar said: Hi, first of all thank you for this! This is amazing. Question: is there an option or a plan for Headless Clients? I did not find any info on it. Thank you! Cheers Michael Hi, thank you! No plans at the moment for Headless Client. There was past work done to facilitate HC but it is a complex task which I don't have the time to tackle these days. It may come back into focus in the future, but not in the near future. Share this post Link to post Share on other sites
Wei Zhao 1 Posted September 16, 2019 How can I use VCOM? Share this post Link to post Share on other sites