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Posts posted by warhawk373

  1. Any way to make mcc mission generator only spawn in non-dlc vehicles.  Like spawning in cars from certain factions maybe?


    Was playing a mission with a friend using ACE and all that good stuff.  Went through hell to get a friendly hvt out of enemy territory, made our extraction plan based on the vehicles we saw parked outside the AO.  Turns out they were all DLC vehicles.  So had to reroute through a town and just got overrun.  2 hours of intense combat down the drain.  I'm planning on getting the apex dlc during the summer sales but would be nice to fix this in the mean time. 


    It's like it only chose to spawn dlc vehicles instead of vanilla because there were three vehicles all of which were DLC content.  This makes me think there should be a way to make it spawn vanilla/RHS vehicles. 

  2. So I'm just now figuring out how to sight scopes in with advanced ballistics and all.  After I mastered it with some of the standard snipers I wanted to try the SVD dragunov.  However, all the scopes only use the vanilla zeroing.  I tried scopes from both RHSAFRF and the CUP Weapons.  I have the ace compatibility mod for both rhs and cup mods.  I guess I could use a dragunov with a tactical rail but I was also wanting to do like a rag tag ak-47 sniper mission with an authentic, non-tactical scope.  Any way to get these russian scopes to work with ace?

  3. 15 hours ago, pierremgi said:


    You're right:

    any player detected by Opfor doesn't work (any player is not a side for this case)

    blufor detected by opfor works (classic)

    then, you can add a condition:  this && {_x in thislist} count allPlayers > 0

    Ahhh, thanks.  It seems like there should be an option for this instead of having to code it, but I guess that's just me being picky....and a little bit lazy 

  4. This seems like it should be so much more simple but this isn't working.  I have a trigger set to


    Type - none 

    Activation - Any Player

    Activation Type - Detected by Opfor 


    The trigger will not activate though.  When I change "Activation - Any Player" to "Activation - Blufor" then it works.  Since it says "Activated when any player of the given side satisfies the 'Activation Condition'". Then I assume I have to put something in the "Condition" box.  I tried Blufor, WEST, and SideBLUFOR_F but none of those worked.  Can anybody explain how to make this work?

  5. Well I'm back to try to answer my own question.  After running some tests it seems as though explosions and shrapnel won't break the clay targets.  I'd be willing to bet that whoever configured the shotguns in the mod somehow made them shoot shrapnel instead of bullets.  If anyone has any other ideas let me know, I would love to be able to shoot skeet with a shotgun in this game.  Maybe Bohemia will release a vanilla shotgun that works.

  6. I'm currently using the CUP weapons pack and the RHS weapons.  Each have a shotgun, the CUP has the AA12 and the RHS has some pump shotgun.  I'm trying to make a neat training area that has a clay skeet shooting area but only bullets can break them.  I checked to see if it was only addon ammo but that's not the case.  The slugs break them but not the pellets.


    Any ideas why this is happening?

  7. Am I stupid or is there really no information regarding how long this wiki maintenance will last?  Sorry if it's super obvious somewhere but I looked on the news forum and there was only information regarding the forums being updated earlier this month, nothing about the wiki.  Today is the first day I've got on in a while but the wiki has been under maintenance all day for me.

  8. 55 minutes ago, Darkhound7 said:

    I sent you a private message but unless it's changed last I messed with alive..


    "The only way to save with Alive is on a dedicated server set up to use War Room persistence. It does not have a local DB system, and saving normally (with the save button) will often be corrupted due to how much stuff is being saved.

    To save it as a server admin from a dedicated server, simply hit escape and choose the SERVER SAVE & EXIT option while logged in as admin.

    As long as you do not change the file name of the .PBO for your mission, it should save multiple missions just fine."


    If your just hosting on the same box you as the host should be able to just hit save and exit. 


    Yeah I followed their guide on saving an ALiVE server but I couldn't get that to work

  9. 1 hour ago, BroBeans. said:

    Why dont you just click host server from the Multiplayer section in arma? 


    ExtDB is useless for a small co-op mission. And you probably don't need to host a dedicated server if it's just you and your mate playing. IF the mission has multiplayer saving then it will be linked to your profile. 

    It's an ALIVE mission, so not very small.  When I use vanilla save function it FUBARs everything.


    I did get the dedicated server to work though.  But my main problem still stands...no way to save it.  I can't use persistence because I can't keep the server on constantly.


    I was also looking at a mod called inidbi2 for saving progress, but I couldn't figure out how it is used.

  10. All I want is a LAN server that will be able to save without messing everything up.  Currently, just starting a coop mission, then saving it, then resuming it, creates a lot of bugs, including bugs that won't let you pick up items.  So I read that I have to have a place where the server can save its information?  Something called EXTDB.  I can't find any information on using this to create a LAN server with custom mods that can be saved and resumed at a later time.  The only information on this tool is to start a wasteland server.  I got steamCMD and did everything that other posts have said and I was able to get a server to show up, but it was online, I couldn't set a password in the .cfg, it created TWO servers, and it wouldn't let me join.

  11. Fixed it.  Just in-case anyone else is having this issue in the future, I will explain.


    The problem is that task force radio will not initialize for the host of the server AFTER the host saves a multiplayer mission, exits Arma 3, then gets back on and resumes the mission.  THIS DOES NOT FIX A POORLY INSTALLED TFR SO IF YOU AREN'T EXPERIENCING THIS EXACT PROBLEM THEN THIS ISN'T USEFUL INFORMATION.  I could not find a fix for this anywhere else so I'm going to explain what I did to fix it.


    Everything that is below here is for people that are really unfamiliar with how files and scripting in Arma 3 works.  To help those who already know script I will explain it fast here.  Basically you need to spawn the task force radio initialization function (TFAR_fnc_TaskForceArrowheadRadioInit) locally.  The way I did it is by using addAction.  I'm sure there are other ways but this was simple and quick. Now for the long explanation.


    Go into editor for the mission you want to be able to save and resume.  Then place an object down and name it whatever you like, I just named mine "obj" without the quotations for simplicity and if your new to scripting you should name your's "obj" also. This object can be anything but keep in mind, you will need to be near this object every time you resume your mission.  So if you will be at a base then the object can be stationary, but in my case I'm playing an MSO so I needed a mobile object.  So I placed down an empty vehicle and named it "obj".  Now save the mission and find it in your files.  It should be in \Documents\Arma 3\missions


    Now for the scripting.  After opening the folder that contains your mission, create two .txt files. Name one "init.sqf" and one "TFR.sqf".  If your file extensions are not visible you may end up having files named "init.sqf.txt" and "TFR.sqf.txt" and this is not what you want so make sure it asks you whether your sure you want to change the name, if it doesn't then google how to show file extensions and after you do that, go back and correct the names.  Now that you have the .sqf files ready, open the init.sqf, if it asks you which application to open it with just use notebook.  Now copy and paste this into the init.sqf

    obj addAction ["TFR", "TFR.sqf"];

    then MAKE SURE TO SAVE IT by going to file - save.  You can then close the init.sqf.  Now open TFR.sqf and paste this into it 

    x = [] spawn TFAR_fnc_TaskForceArrowheadRadioInit;

    Again make sure to save then you can exit TFR.sqf.


    Now your done.  When you go into the game and look at the object you should have an action called TFR in your scroll menu.  If your TFR is not initializing then look at the object and press the TFR action.  In my case, only the host's TFR wouldn't work so he is the only one who has to press it after resuming the mission.  However, anyone who's TFR won't initialize can press it to initialize it (unless your TFR was just installed incorrectly in the first place).  If you haven't tried just reloading your teamspeak plugins then you could do that but that didn't work for me. 

    I probably made this longer than it has to be but this only happened because we don't have a dedicated server to play on and I'm assuming people who are playing on LAN or with just a couple other people aren't going to know very much about scripting.  Anyway, hope I helped someone out there, but remember, if you just didn't install TFR right in the first place (which happens ALL THE TIME to new players) then this isn't a fix for you.

  12. So my friend and I are trying to create a small ALIVE mission for us just to play occasionally but we want to be able to save it so that we can progress through the map and eventually rid the enemy presence from the whole map.  

    When we first start the mission our TFR works fine, but after we save it, exit, then go back and resume it, the host's TFR won't initialize.  The TFR of the person joining it works fine, just for some reason the host's TFR wont work.  We tired it with him as the host and me as the host.  We are both very experienced with mods and can usually just troubleshoot our problems by ourselves but this one has us stumped.  I can assure you we have the mods installed correctly and I really can't see how any of our other mods would conflict with TFR causing it to do this since it works just fine in missions that we don't have to save then resume. 

    Any ideas on how to fix this other than putting the mission on a dedicated server?

  13. 1 hour ago, Frostbite_Hgy said:

    I found this BUG before I used DEV version arma3,


    I canceled the dev, the bug appeared. Then I put all the arma3 files in the C drive all deleted. Including my documents and arma3 files in AppDate. Finally, I deleted the arma3 whole file. Then I found a wonderful thing. If I deleted all the files, the first time I run arma3, the bug is gone. But the second time I run the game this BUG appeared. I tried this 3 times, every time this is the case.

    Now that you say it, I remember I downloaded the dev version but then reverted back to the original and that's when I noticed the bug.

  14. I read some guy that said putting it at 200% makes it run smoother.  I thought it was just supposed to make it look better.  Sometimes when I'm playing the campaign or missions my game will stutter while shooting and being shot at.  After I fire a few rounds the stutter stops but when I first engage I basically have to just lay there until the stutter stops so I can aim.  Turning corners is a nightmare because If I see an enemy I have to just pull the trigger and wait for my game to stop lagging to see which one of us came out alive.  Would putting the res to 200% fix that?  If not, would something else fix that?  


    Processor: Intel i5-4690k @3.5GHz quad-core

    GPU: NVIDIA GeForce GTX 970

    Motherboard: MSI B85M


    Shouldn't that setup be able to run arma 3 high-ultra at 60+ FPS?  During heavier campaign missions I get ~30 FPS on medium-high settings.  Like view distance and object distance are both at ~1500m shadows are medium, textures high, objects are medium, res is 1080.  I turned terrain to it's lowest because that increased my frames by like 5-8.  On lighter missions I get ~50-70 depending on how light the mission is.  But I still stutter.

    Even in editor I get that stutter from shooting and occasional lag.  The further away I am the less I stutter though.  When I'm 10m away It's the "pull trigger and hope for good outcome" but when I'm being shot at from 300m It's not noticeable. 

  15. First I just want to say freaking great mod.  I've been playing some flight sims and this really brings next level flying realism into arma. However:


    I have some bugs.  The change-log says there is a GPS targeting feature, I'm assuming this is the same as in the f18 mod, but I can't find it in the a-10.  Also, the service menu is really f*cked to say the least.  When I customize my load-out, the weapons RARELY go where I tell them to.  And I say rarely as in out of the 20 times I tried customizing it, it worked once.  As for the cockpit, everything worked fine except when I wanted to land and shut it down, I could turn everything off except I couldn't get the right throttle to got back.


    The main thing that bothered me though was just the service menu, I mean it adds the weapons, but for example, I couldn't get the mk82 bombs (I think thats what their called) to go anywhere.  I could drop them, but they were not visible on the plane. When I load the default loadouts it sometimes places the anti-air missiles inside the anti-tank missiles and it places the hydras under the middle of the plane instead of on the wings.


    Sorry if this has already been mentioned, I just really didn't want to read through 26 pages of comments to try to find out.

  16. Like the blufor is referred to as WEST opfor is EAST and the wiki said independent is GUER but that doesn't work for me.  I know this for sure because I'm counting the amount of units in a trigger and when I use EAST and place a couple east units in the trigger then it will count them but when I use GUER and place independent troops in the trigger the debug log or whatever says that GUER is an undefined variable, but it runs with EAST perfectly.

  17. So me and my brother were playing an insurgency mission on LAN using many mods, such as ACE, Alive, and Task Force Radio.  When we saved the mission then the next day resumed it, my brother's task force radio wouldn't initialize (he was hosting the mission).  So what we did, was I took the saved mission files and put them in my folder then hosted the game to see if his radio would work.  It did work, but only one slot would work where we could be a unit, every other slot would spawn us as a seagull and we couldn't move or use scroll menu.  Is there a way to fix this so that we don't have to restart our insurgency mission every time we want to play it?

  18. I think this should be in the question and answers section of the forum

    I wasn't exactly sure where to put it.


    Arma 3 launcher or arma 3 sync maybe.

    I have arma 3 sync but I didn't know it could update mods.  I'll look around for a tutorial on that.



    Ok I found a forum where someone asked that and you can't update it from arma 3 sync.  But If necessary I will use playwithsix if it would work.  The problem is that it wont even let me update.  I have the mod in the mod folder for playwithsix but it just says that it isn't there and I have to install the mod.

  19. I'm trying to figure out how to update mods without the dreadful playwithsix which now wont even let me update, only re-install.  Is there a way to update a mod without completely downloading the whole thing?  I know some mods come with an update.exe or something like that but the mods that I want to update are ACE and CBA, which are not big downloads but if for the future if I have to update CUP Terrains I would prefer not to download a massive mod like that again with this whole comcast data limit malarkey.