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Everything posted by tinboye

  1. tinboye

    object import

    ok how can I take this _this = createVehicle ["Land_R_Shed_Ind02", [11982.002, 12815.203, -0.12420972], [ ], 0, "CAN_COLLIDE"]; _this setDir 200.3562; and translate for eden collect3DENHistory{ { private[ "_obj" ]; _x params[ "_type", "_pos", "_rot" ]; _obj = create3DENEntity [ "Object", _type, _pos, true ]; _obj set3DENAttribute [ "rotation",[ 0,0,_rot ] ]; }forEach [ ["Land_R_Shed_Ind02",[11982.002, 12815.203, -0.12420972],200.3562,0,0,false] ]; }; works fine, but when I have a file with a bunch of the _this = createVehicle ["Land_R_Shed_Ind02", [11982.002, 12815.203, -0.12420972], [ ], 0, "CAN_COLLIDE"]; _this setDir 200.3562; Am i going to have to change each 1 to that format, or can a script do this for me.
  2. tinboye

    object import

    yes, i am trying to take arma 2 objects and their coordinates as I am using a2 map with CUP. I do not want to do each object 1 by 1 manually. will take forever. So looking for a faster method to take my old a2 map and convert over to a3
  3. tinboye

    object import

    I tried running that in the debug console, and it does not create the object on the map.
  4. Sorry if posting in the wrong area, move if needed. I am looking for information on how to get class names of vehicles. Like if a tank is shot and takes damage, what is the classname of said part. Like left and right tracks, window, cannon etc for cars/trucks i know it is "HitLF2Wheel","HitLFWheel","HitRFWheel","HitRF2Wheel","HitLMWheel","HitLBWheel","HitRMWheel","HitRBWheel" but how does 1 find this information? thanks in advance
  5. tinboye

    A3 Tank hit parts

    So here are the results i came up with if anyone ever wanted to know.
  6. tinboye

    A3 Tank hit parts

    thanks I appreciate the response, i had done a bit more digging and found this as well: hint str getAllHitPointsDamage cursorTarget; copyToClipBoard str getAllHitPointsDamage cursorTarget which returned [["HitHull","HitFuel","HitEngine","HitLTrack","HitRTrack","","","HitTurret","HitGun","HitTurret","HitGun"],["telo","motor","motor","pas_l","pas_p","light_l","light_r","vez","zbran","vezvelitele","zbranvelitele"],[0,0,0,0,0,0,0,0,0,0,0]] I tried your method placed the vehicle on map, went into attributes for tank added player to map, played as that player, opened the debug console and ran: copyToClipboard str getAllHitpointsDamage blarg; [["HitHull","HitFuel","HitEngine","HitLTrack","HitRTrack","","","HitTurret","HitGun","HitTurret","HitGun"],["telo","motor","motor","pas_l","pas_p","light_l","light_r","vez","zbran","vezvelitele","zbranvelitele"],[0,0,0,0,0,0,0,0,0,0,0]] diff ways to do things with same results. thanks again.
  7. tinboye

    A3 Tank hit parts

    ok, i will have to do some research, I was hoping to find a simple script I could just plunk into eden editor, place a unit and tank on the map, play scenario, hit esc, bring up the debug console, put in the script, run local command, and then shoot at the tank and it display what I am shooting at and damaging. for now I found this https://community.bistudio.com/wiki/Arma:_cfgvehicles_Config which shows tank hit points. HitEngine HitHull HitLTrack HitRTrack
  8. tinboye

    A3 Tank hit parts

    thank you for the reply. this is what i was looking for. Im fairly new to the programming aspect of arma3, so still learning. I see from that link if I use getAllHitPointsDamage vehicle; this should create an array. so if i was to select a particular vehicle, would i need to create an array variable _myVehicle = ["vehiclename"]; getAllHitPointsDamage vehicle _myVehicle;
  9. Did you check the config file for infistar to make sure TP is not blocked
  10. tinboye

    Live server editor?

    thanks, i had meant to post earlier, i did try this out, works somewhat, but the server I tried it on runs exilemod, and it does work to an extent, i found certain things do not work, like zeus's lightening bolt, and adjusting time. Also the server tends to be unstable, and crashes after about 30 minutes.
  11. Is there a mod or anything a person can install where it would allow them to spawn objects/buildings live within the game. Like a person would do in eden editor. But a MP environment. Cannot be Alive, due to server host restrictions, they will not allow uploading of dll files. so the @aliveserver cannot be uploaded. Basically the objective is, I need to have a server, where players can spawn in, spawn objects, buildings, that kind of thing. Need it so I can make an in game film for a project. I would prefer not having to place the items in eden editor and then loading the mission. if this is not possible, lmk thanks
  12. tinboye

    Dialog Help

    So playing around with dialogs. I have my description.ext with #include "welcomedialog\defines.hpp" #include "welcomedialog\dialog.hpp" then in my folder welcomedialog i have these 2 files the error I get when my mission boots is: welcomedialog\dialog.hpp, line 8: /RscFortexRules/controls.RcsRulesBackground: Undefined base class 'RscText' in my dialog i have the section in question and my defines I have am I missing something here?
  13. I am trying to get zeus to fully work with Exilemod, so far everything works except a few things I have tested. 1st thing is that when I spawn sheep/goats, only their shadows appear on the ground, but not their models. 2nd when i try and adjust the time, does not change. 3rd when I try and use the lightening bolt, nothing happens. It is possible that other scripts are interfering with this, but I wanted to make sure i had zeus added to my mission properly before I start stripping my scripts out. I have this in my addons section "A3_Modules_F_Curator_Curator", "A3_Data_F_Curator_Virtual", and i have this I can login to my server, then login as admin #login password then hit Y to bring up zeus, I can place AI, place objects, buildings etc, its just the things I listed which do not appear to work. is there something else I need to enable?
  14. Just open that file and add a ; at the end of the line.
  15. Is it possible to use this on a Dedicated server, and if so, has anyone been able to use this with INIDBI2 to save server side?
  16. I tried this out on my MP server, and was unable to see any blood spatter when I shot an AI or another Player. I created the bloodlust.sqf and added the code. I also added class bloodlust_onunithitpart { allowedTargets=2; }; to my class CfgRemoteExec { class Functions {
  17. yes when a game requires a licence the workshop downloader does not work. this method from the batch works just fine for me. But i am actually just going to have the first part, and then use symbolic links to the workshop folder. That way when I update a mod, i do not have to worry about copying it back over to the server folder.
  18. tinboye

    Namalsk for Arma 3

    i had, ended up finding things. I was more curious than anything to know what happened to the project with exile and namalsk. Why they pulled the plug, if things were broken (incomplete Map for namalsk arma 3) that kind of thing.
  19. I posted this in the other section and have resolved the issue. this thread can be closed.
  20. So im having issues getting my headless client to work. I have a dedicated box setup in France rackspace and I am running a dedicated server. Before it was no problem to run a HC from the same machine as the dedicated server within the same server folder. But I found after arma3 update of 1.58 this was no longer possible. I can remote connect from another IP address to the server as a HC and that works fine, it is only when I try and connect within the same machine i use commandline start "Arma3" /min /wait "arma3server.exe" -client -port=2342 -profiles=hc -name=hc "-mod=@Exile;@A2OP;@ryanzombies;@RZInfection_for_Exile;@NATO_Russian_SF_Vehicles;@NATO_Russian_SF_Weapons;@EBM;@RDS_Civilian_Pack;" -world=empty -noPause -noSound I have also tried start "Arma3" /min /wait "arma3server.exe" -client -ip= -port=2342 -profiles=hc -name=hc "-mod=@Exile;@A2OP;@ryanzombies;@RZInfection_for_Exile;@NATO_Russian_SF_Vehicles;@NATO_Russian_SF_Weapons;@EBM;@RDS_Civilian_Pack;" -world=empty -noPause -noSound and start "Arma3" /min /wait "arma3server.exe" -client -ip= -port=2342 -profiles=hc -name=hc "-mod=@Exile;@A2OP;@ryanzombies;@RZInfection_for_Exile;@NATO_Russian_SF_Vehicles;@NATO_Russian_SF_Weapons;@EBM;@RDS_Civilian_Pack;" -world=empty -noPause -noSound in my server.cfg I have localClient[] = {,}; headlessClients[] = {"",""}; battleyeLicense=1; when i start up the server it starts fine. when I start up the hc, i get the white box like so my hc rpt shows: the server shows the HC is loaded fine <FuMS:vExile.1> Init.sqf: Server side FuMS initialized and operational." so from my pc here in canada I have arma 3 dedicated server installed, with the same mods, and I use the same batch file and i get the same issue. start "arma3" /min /high "arma3.exe" -client -connect= -port=2342 "-mod=@Exile;D:\Games\Steam\steamapps\common\Arma 3\!Workshop\@A2OP;D:\Games\Steam\steamapps\common\Arma 3\!Workshop\@Zombies and Demons;D:\Games\Steam\steamapps\common\Arma 3\!Workshop\@RZInfection_for_Exile;D:\Games\Steam\steamapps\common\Arma 3\!Workshop\@NATO_Rus_Vehicle;D:\Games\Steam\steamapps\common\Arma 3\!Workshop\@NATO_Rus_Weapons;D:\Games\Steam\steamapps\common\Arma 3\!Workshop\@Extended_Base_Mod;D:\Games\Steam\steamapps\common\Arma 3\!Workshop\@RDS Civilian Pack;" -nosound So then i tried running hc bat from my actual arma3 game folder to the dedicated server and guess what! so it seems that an arma3server.exe cannot connect to the hc, but an arma3.exe can. How can I get around this, is this a bug? I use to be able to use the same arma3server.exe to run the server and the hc on the same machine.
  21. I hope someone can help me out. I am having problems running my HC on the same machine as the dedicated server box. if you read my forum https://forums.bistudio.com/topic/201898-headless-client-issues-since-v158 you can get more details on the issue I am having, If i could move the post to this section of the forum I would. the issue I have is my HC can connect to my server remotely, but not when its ran from the same box. I believe its to do with IP routing/Ports. screenshots are in the post above. I hope someone can help me out. thanks
  22. I had forgotten i had added open chernarus project with jbad, the HC still connected, but it would give the error of deleted mod. once i added those 2, it connected fine.
  23. well final solution start "Arma3hc" /min /low "arma3hcserver.exe" -client -connect= -port=2347 -password=1test -profiles=hc -name=hc "-mod=@Exile;@A2OP;@ryanzombies;@RZInfection_for_Exile;@NATO_Russian_SF_Vehicles;@NATO_Russian_SF_Weapons;@EBM;@RDS_Civilian_Pack;@OCP_JBad;@JBad;" -noPause -noSound exit So to conclude, if you need to run hc on same machine as server, here are points to note: 1. CAN be ran from the same folder as dedicated server. 2. Must include both -connect=actual ip:port 3. Must include -port=different.unused.port for hc to connect with. 4. Battleye does not have to be disabled. I have to thank everyone who assisted me in figuring this out! especially SSgt Ryan I have been trying to figure this out for weeks. I had contacted bohemia even and they didnt even assist me with the issue.