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  2. I wouldn't bother with them ZackTactical, their neither worth the breath or indeed the written words. If you highlight, as I do, others work, then that is a compliment to those making the mods. I have around 380'ish videos of ai on my channel, all were on there public at one point or other (mostly now un-listed, due to A2 being older), plus many other vidoes on private channels. From the start I have always said the work is done by talented mod/addon/script makers and highlight that. There is nothing wrong with doing that, it gets the word out, then other players can experiment too. Testing mods, helps the modder pinpoint any problems. If you took the advice of the person your answering (not worth it), then no one would make an Arma video. More or less all videos show mods of some type. Plus no one rattles on about it, its just their own paranoia..
  3. Unfortunately there have been AI mods that have never been released for Arma3, plus they have been kept in certain communities and not given for community access. snkman is not like this and is sharing with all. For this we are grateful!
  4. sarogahtyp

    [SOLVED] Array trouble

    yeah I tested it. You are right, sadly. Wasn't the answer I'd liked to get but better a bad news which is a solution than vice versa. Thx a lot.
  5. JB47394

    [SOLVED] Array trouble

    Absolutely sure.
  6. sarogahtyp

    [SOLVED] Array trouble

    @JB47394 Thank you for your fast reply. Are you sure? I doubt that this is the case but I can't proof currently.
  7. JB47394

    [SOLVED] Array trouble

    In your script, you have the line _allNodes = _allNodes apply... Apply will create a new array which is then assigned to the local variable _allNodes. After that, the caller's array is never touched again. Instead, You have to modify the existing array. So use a forEach on _allNodes and fiddle with the array contents.
  8. Hey guys, I need some help please. I wrote a sqf implementation of Dikstra's Shortest Path algorithm. The algorithm itself is working but my problem is that the manipulated input array (_allNodes) which I gave as parameter 3 does not contain the solution at the end. I guess that somwhere during the script the pointer connection to the input array gets lost but I cant discover where. situation the script is feeded with as picture: https://imgur.com/UMT9v1B I start the script from initServer.sqf with: private _nodeThings = [3,1,0,2]; private _index = [0, 3, _nodeThings, [[10, 0, 1], [9,0,2], [15, 1, 3], [5, 2, 3]]] spawn saroSSSP_fnc_shortPathDijkstra; waitUntil {scriptDone _index}; // DEBUG _notext = " "; _text = "Nodes after script"; diag_Log _text; diag_log _nodeThings; diag_log _notext; // DEBUG parameters are described here: complete Script here: diag_log Output at end of script is: 7:03:17 "Solution Nodes:" 17:03:17 [0,2,3] diag log of initserver.sqf after script is ran is this: 17:03:17 "Nodes after script" 17:03:17 [0,1,2,3] As you can see, the "Nodes after script" are not the same as the "Solution Nodes" inside the script. I looked at it nearly a day and I don't get it... please help 🙂 SOS...
  9. Today
  10. If I turn off simulation for a boat while a player is nearby, the sound of lapping water follows the player around, even through respawns. 1. I've deleted all (getPos player) nearestObject -1 objects 2. Nothing is attached to the player (attachedObjects player) 3. diag_activeSQFScripts shows only my own scripts 4. allMissionObjects "" shows only normally-typed mission objects or roads (typeof == ""). Does anyone know where this sound is coming from and whether scripts can get access to it to turn it off?
  11. x3kj

    Fixed wing flightmodels

    no it was already said by devs with jets dlc that this was the last adjustement of the flightmodel because of no time available. You should also know by now that hot development phase of A3 is over. You can make a force based custom flight model (addForce, addTorque script commands) - in theory. Only question is how stable that would be at varying fps counts and also how performant/well it would sync in multiplayer.
  12. ZackTactical34

    Tactical Combat Link - TypeX

    You do realize that a heavy component of the mix was GL4 (which is by snkman himself). That’s why I mentioned it with my post to give him due credit. Again, my only intent with my post/video was to show that TCL was incredibly advanced (why do you think I dedicated most of the video showcasing their abilities). Since many people have expressed genuine interest in how the A2 AI Mix behaved and wondered if it worked on A3, I wanted to show that there is an available mod that does the same basic things or better. That’s it.
  13. AveryTheKitty

    Arma 3 Aegis (Beta)

    Re-cap of the last few updates on the A3 HUB Discord. Editor previews have been added for most content along with placeholder UI images. Yay, no more pop-up errors! New sand magazines for the MX series. The digital ones are still available but these sand variants will be standard. AA-40 magazine. 20 round drums are still available but will only be used by ION. Beret (SF) Beret (SAS) Beret [CSAT] Tanoan dirt patches for you mission makers. The vanilla SPAR-16 has been renamed to SPAR-16C, while a new variant using the SPAR-16S's model has been added as the default SPAR-16 variant. (Also have a little teaser for Atlas.) The vanilla AK-12 has been renamed to AK-15, while a new variant (called AK-12 of course) has been added, chambered in 5.45. RPK-16 5.45 mm, wielded by an earlier concept for the Russian Army. New RVMAT materials and textures for British infantry to differentiate them from the US further, made to resemble the UBACS shirt. More BAF (Pacific) images. L85A3 6.5 mm (Khaki) - placeholder model. NATO and NATO (Pacific) have been renamed to US and US (Pacific) respectively while NATO (British) has been renamed to BAF. New Russian forces they are a soley OPFOR faction now, sharing gear with CSAT while still maintaining some of their own unique kit. Some notable differences: 5.45 mm AK-12s, EMR camouflage, and the Russian Army insignia on the shoulder. Civilian model for the PO-30 Orca (has new materials that make it shinier, plus fancier rotors. Air ambulance is possible later on down the line.) Aaaand three more teasers! It's something I'd like to add so possibly.
  14. @viper4aa Updates are planned. Wrapping them up and getting them out is proving elusive though. I am aware of some issues people are having with some of the newer maps. That's my highest priority issue right now but time for Athena is limited. @kibyde It's difficult to implement pinch to zoom with the framework Athena Desktop was built on. Originally, it was a native Windows 8 app but Windows 7 was more popular so I had to port it to a Win 7 framework which didn't support pinch to zoom very well. I had hoped to port it to become a Windows 10 app but Microsoft kind of dropped the ball with their UWP rollout. I'm still interested in that port … it would give me the opportunity to clean up a lot of the code but it would make more sense to target a cross platform framework that also supports Windows 10 rather than pursuing native Windows 10. But then that means I have to take more time to learn that completely new framework in addition to a code cleanup so the whole 'move to a more modern framework with more modern feature support' effort is on hold.
  15.  EO

    Ravage

    Lol, I still have every revision from v010 onwards...🤓
  16. Cype_Revenge

    [IceBreakr/IBIS] Chongo, Angola

    always a great work @icebreakr! 💪
  17. AkatsukiRuisu

    Linux Dedicated Server feedback

    Well yeah, I just solved that. Now I'm having another issue; Using this; ./arma3server -name=server -config=server.cfg -mod="cba_a3\;@2035_russian_armed_forces\;@ace\;@acex\;@hebontes_military_training_ground" I only have this; 16:56:18 ============================================================================================= List of mods =============================================================================================== 16:56:18 modsReadOnly = true 16:56:18 safeModsActivated = false 16:56:18 customMods = true 16:56:18 hash = '48434E7F0A7386FAFB86D3F1F0FC4DDBBABF7D5D' 16:56:18 hashShort = '87a3a791' 16:56:18 name | modDir | default | origin | hash | hashShort | fullPath 16:56:18 ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 16:56:18 Hebontes Military Training Ground | @hebontes_military_training_ground | false | GAME DIR | da39a3ee5e6b4b0d3255bfef95601890afd80709 | 11fdd19c | /home/steam/steamcmd/arma3/@hebontes_military_training_ground 16:56:18 Advanced Combat Environment Extras 3.4.2 | | false | NOT FOUND | | | @acex/ 16:56:18 Arma 3 DLC Bundle 2 | dlcbundle2 | true | NOT FOUND | | | 16:56:18 Arma 3 DLC Bundle 1 | dlcbundle | true | NOT FOUND | | | 16:56:18 Arma 3 Tanks | tank | true | GAME DIR | 4a14e1ecf1af89ea98224b8f1095e9b61301853e | cdc7127 | /home/steam/steamcmd/arma3/tank 16:56:18 Arma 3 Tac-Ops | tacops | true | GAME DIR | 149f08abc660fd423b38466b4a9d682c410f98e4 | db38c30 | /home/steam/steamcmd/arma3/tacops 16:56:18 Arma 3 Laws of War | orange | true | GAME DIR | 31f89051969e29ea553203c32ca7972501c7b61b | 92db45c3 | /home/steam/steamcmd/arma3/orange 16:56:18 Arma 3 Malden | argo | true | GAME DIR | d8d3ac60c3a99f8414a094d0591c65eea7efc8fd | e2934170 | /home/steam/steamcmd/arma3/argo 16:56:18 Arma 3 Jets | jets | true | GAME DIR | 408eb80d493aa11fd0d3b8516f65c06596e2b14d | 2a311e2c | /home/steam/steamcmd/arma3/jets 16:56:18 Arma 3 Apex | expansion | true | GAME DIR | e458e8b4066613b11f951911ee8d525c9f2f98aa | a9afa646 | /home/steam/steamcmd/arma3/expansion 16:56:18 Arma 3 Marksmen | mark | true | GAME DIR | 2a255977a9b3a0180e2aa427c1fca640e5c0fe7f | f1016c78 | /home/steam/steamcmd/arma3/mark 16:56:18 Arma 3 Helicopters | heli | true | GAME DIR | 6a714914a9be47e5fde481c2a28288af05aa6687 | 6cb72e94 | /home/steam/steamcmd/arma3/heli 16:56:18 Arma 3 Karts | kart | true | GAME DIR | 4581dd3a8ab3b5b7864eabded04f77c864edc4b4 | 3e38263e | /home/steam/steamcmd/arma3/kart 16:56:18 Arma 3 Zeus | curator | true | GAME DIR | 2f79d7e68f01c426656a12e210984bfd580117be | e210394d | /home/steam/steamcmd/arma3/curator 16:56:18 Arma 3 | A3 | true | NOT FOUND | | | 16:56:18 ==========================================================================================================================================================================================================
  18. icebreakr

    [IceBreakr/IBIS] Chongo, Angola

    Chongo v1.30 (Angola Maps Pack): Aka Angola Maps 1.3 on Steam. https://steamcommunity.com/sharedfiles/filedetails/?id=1446500688
  19. Because I have no interest in spending the time to find out. I have a long list of development tasks and the return doesn't justify the potential cost. The UI has input elements.
  20.  EO

    Sirens (Prelude)

    @johnnyboy, don't expect to much dude, it's much more a proof of concept than a full blown mission, that will come later. 😉
  21. Homesick

    SITREPs

    Full SITREP
  22. haleks

    Ravage

    And it's only the beginning mate... By the way, I'm going to push the new Ravage update very soon, and it's going to break the Myst demo a little... If you want to keep playing it until the next demo, I suggest backing up the current Ravage version (sorry for the inconvenience).
  23. Well yes. The parameter is "-mod" not "mod"
  24. PuFu

    Arma 3 - Creator DLC Discussion

    The monetization thing was intended to legally frame something that has been happening since A2 days at least. The intention was to allow server owners to keep their servers up by providing direct ingame benefits towards their users. Yes, that is commercial avenue for all intents and purposes, the scope was to cover renting/co-location expenses rather than allow profits to be made, because, and i quote "donations is not something that users are willing to make without getting something in return" The main problem here is that the vast majority of monetized communities doesn't function that way. And although this sort of monetization was initially intended as a test run for an year, it has been continued in the same form year after year despite the vocal negative provided feedback. That is not allowed based on monetization policies (https://www.bohemia.net/monetization). The mod user needs to agree to monetization of its owned addons/mods and provide written permission in such cases. What happens is that a lot of the communities that apply for monetization, they are approved for using just vanilla, then later add community made addons into the mix. There is no oversights, and no continuous (or automated monitoring) so reporting such cases comes down to mod owners rather than have BI deal with it, considering it is their own system, and mod creators shouldn't spend their own time enforcing someone's elses rules. I can tell you right now, it's a waste of my free time. I wasn't the one to set the rules, so i shouldn't be the one to enforce those rules to begin with. No modder expects or relies on donations to be honest. That would be foolish to begin with, it's not gonna happen. Sure payed mods is in itself a can of worms, that being said, so is server access and content exclusivity based on payment, but BI seems to acknowledge and actually encourage just half of the issue. I will reiterate - the modding today is getting more complicated and more skill based than it used to be. At least for this franchise, the process for producing (from scratch) quality assets for instance is precisely the same (if not more advanced in some cases) as official developers are using to produce official content for the game to begin with. The result in the long term is gonna be one - there will be less and less bespoke quality content being produced for free, because a. why would come from a job and spend his time and earned money on yet another job. b. why would some produce and release content when just so some random BoB hosting a patato server can make a profit out of that content, despite the set rules in place - the alternative being to self-police and report / C&D/ DMCA , which takes a ton of that free time (i have been doing it for the past 5 years now) That is how DCS is doing it to some degree.
  25. AkatsukiRuisu

    Linux Dedicated Server feedback

    It has been a while but I finally solve this issue, now the problem that I'm having is with the mods, using; ./arma3server -name=server -config=server.cfg mod="@hebontes_military_training_ground\;@ace\;@cba_a3" Does´t load the mods as it should. and only loads the DLC content. 14:50:52 ============================================================================================= List of mods =============================================================================================== 14:50:52 modsReadOnly = false 14:50:52 safeModsActivated = false 14:50:52 customMods = false 14:50:52 hash = '48434E7F0A7386FAFB86D3F1F0FC4DDBBABF7D5D' 14:50:52 hashShort = '87a3a791' 14:50:52 name | modDir | default | origin | hash | hashShort | fullPath 14:50:52 ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 14:50:52 Arma 3 DLC Bundle 2 | dlcbundle2 | true | NOT FOUND | | | 14:50:52 Arma 3 DLC Bundle 1 | dlcbundle | true | NOT FOUND | | | 14:50:52 Arma 3 Tanks | tank | true | GAME DIR | 4a14e1ecf1af89ea98224b8f1095e9b61301853e | cdc7127 | /home/steam/steamcmd/arma3/tank 14:50:52 Arma 3 Tac-Ops | tacops | true | GAME DIR | 149f08abc660fd423b38466b4a9d682c410f98e4 | db38c30 | /home/steam/steamcmd/arma3/tacops 14:50:52 Arma 3 Laws of War | orange | true | GAME DIR | 31f89051969e29ea553203c32ca7972501c7b61b | 92db45c3 | /home/steam/steamcmd/arma3/orange 14:50:52 Arma 3 Malden | argo | true | GAME DIR | d8d3ac60c3a99f8414a094d0591c65eea7efc8fd | e2934170 | /home/steam/steamcmd/arma3/argo 14:50:52 Arma 3 Jets | jets | true | GAME DIR | 408eb80d493aa11fd0d3b8516f65c06596e2b14d | 2a311e2c | /home/steam/steamcmd/arma3/jets 14:50:52 Arma 3 Apex | expansion | true | GAME DIR | e458e8b4066613b11f951911ee8d525c9f2f98aa | a9afa646 | /home/steam/steamcmd/arma3/expansion 14:50:52 Arma 3 Marksmen | mark | true | GAME DIR | 2a255977a9b3a0180e2aa427c1fca640e5c0fe7f | f1016c78 | /home/steam/steamcmd/arma3/mark 14:50:52 Arma 3 Helicopters | heli | true | GAME DIR | 6a714914a9be47e5fde481c2a28288af05aa6687 | 6cb72e94 | /home/steam/steamcmd/arma3/heli 14:50:52 Arma 3 Karts | kart | true | GAME DIR | 4581dd3a8ab3b5b7864eabded04f77c864edc4b4 | 3e38263e | /home/steam/steamcmd/arma3/kart 14:50:52 Arma 3 Zeus | curator | true | GAME DIR | 2f79d7e68f01c426656a12e210984bfd580117be | e210394d | /home/steam/steamcmd/arma3/curator 14:50:52 Arma 3 | A3 | true | NOT FOUND | | | 14:50:52 ==========================================================================================================================================================================================================
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