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strider42

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Everything posted by strider42

  1. Does anyone know why we are getting this error with our server when viewed from the ArmA Launcher > Servers; select server and click the More details... button: https://1drv.ms/i/s!AnX2_vGoXf5F8VT8JH3gxW6q-lPV Basically I get a nice red line telling me "Server can't transmit all data; some allowed mods might be missing of their signatures not regognized In the mods list the none of the mods are recognised and some have a red text message: e.g. "Load 'USP Patches & Insignias' from library (signature mismatch)" I did not have much success searching for other people with similar problems apart from one thread where someone thought there was a limit on the serve information that could be transmitted and it was an issue with having too many mods specified (though I thought this was unlikely). Thanks in advance. S PS - If you ignore the error and select Keep Current Selection and Join button there are no problems joining the server.
  2. OK, we have a solution of sorts. After looking at this part of a thread: https://forums.bistudio.com/forums/topic/203122-how-to-get-required-addons-to-show-up-in-launcher/?do=findComment&comment=3168534 We did this: We moved most of the mods from the -mod parameter to the -serverMod parameter. That cleared the sever error but the -mod parameters are treated as Mods required by server. The rest being in the Suggested and additional mods. That is not how I was lead to believe it worked but hey, it works. S PS - It seems like a dirty hack because I have a dedicated server running on a local network and that has all the mods in the -mod directory (with very long paths) and that reports that it needs no mods and everything is a Suggested and additional mods. Maybe it is because it is running on a LAN rather than the Internet
  3. This does seem to be a classic bit of ArmA. We were getting a similar error to @flexgrip : Server can't transmit all data; some allowed mods might be missing or their signatures not recognized We have tried a lot things to try an cure the problem but after reading the discussion with @wyqer we moved most of the mods from the -mod parameter to the -serverMod parameter. That cleared the sever error but the -mod parameters are treated as Mods required by server. The rest being in the Suggested and additional mods. That is not how I was lead to believe it worked but hey, it works. S
  4. I modified the fn_spawnVehicle.sqf file to solve this problem. It works in the USS Freedom but I have not check it still works on land. Basically I check if the position is over water and assume that means it is on the Freedom and then modify the position to take into account the height of the carrier deck. The checking the respawn point is clear still works (if it is not the vehicle is deleted, as before). /* File: fn_spawnVehicle.sqf Author: Bryan "Tonic" Boardwine Description: Spawns the selected vehicle, if a vehicle is already on the spawn point then it deletes the vehicle from the spawn point. Edit: Strider 10 Sep 2017 Updated to work with the USS Freedom aircraft carrier. */ disableSerialization; private["_position","_direction","_className","_displayName","_spCheck","_cfgInfo"]; if(lnbCurSelRow 38101 == -1) exitWith {hint "You did not select a vehicle to spawn!"}; _className = lnbData[38101,[(lnbCurSelRow 38101),0]]; _displayName = lnbData[38101,[(lnbCurSelRow 38101),1]]; _position = getMarkerPos VVS_SP; // Check if we are over water (and assume we are on the USS Freedom. if ( surfaceIsWater _position ) then { _position = _position vectorAdd [0,0,24]; }; _direction = markerDir VVS_SP; //Make sure the marker exists in a way. if(isNil "_position") exitWith {hint "The spawn point marker doesn't exist?";}; //Check to make sure the spawn point doesn't have a vehicle on it, if it does then delete it. _spCheck = nearestObjects[_position,["landVehicle","Air","Ship"],12] select 0; if(!isNil "_spCheck") then {deleteVehicle _spCheck;}; _cfgInfo = [_className] call VVS_fnc_cfgInfo; /* * Spawn the requested vehicle. */ // Spawn vehicle somewhere where we can manipulate it. _vehicle = createVehicle [_className, [0,0,10], [], 0, "CAN_COLLIDE"]; // Stop it being damaged. _vehicle allowDamage false; // Set the vehicle direction. _vehicle setDir _direction; // Put the vehicle where we want it. _vehicle setVehiclePosition [_position , [], 0, "CAN_COLLIDE"]; if((_cfgInfo select 4) == "Autonomous") then { createVehicleCrew _vehicle; }; if(VVS_Checkbox) then { clearWeaponCargoGlobal _vehicle; clearMagazineCargoGlobal _vehicle; clearItemCargoGlobal _vehicle; }; _vehicle allowDamage true; hint format["You have spawned a %1",_displayName]; closeDialog 0; The new bits of code are: Checking if the respawn position is over water and them modifying the _postion variable. // Check if we are over water (and assume we are on the USS Freedom). if ( surfaceIsWater _position ) then { _position = _position vectorAdd [0,0,24]; }; Respawn the vehicle safely. This uses a template I like for safe vehicle respawn and the simple way seemed to cause problems with some vehicle spawning and other disappearing. /* * Spawn the requested vehicle. */ // Spawn vehicle somewhere where we can manipulate it. _vehicle = createVehicle [_className, [0,0,10], [], 0, "CAN_COLLIDE"]; // Stop it being damaged. _vehicle allowDamage false; // Set the vehicle direction. _vehicle setDir _direction; // Put the vehicle where we want it. _vehicle setVehiclePosition [_position , [], 0, "CAN_COLLIDE"]; Hope this might help you. S
  5. Is it possible to stop players handcuffing AI on a selective basis. This is to stop players running off with the medical staff, meaning players cannot find them to be cured of their ailments. Thanks in advance S
  6. Well looking at your code you worry about more than just the damage. You reset the blood amount, morphine and pain. I can confirm that the pain stopped so maybe they have changed the code. Added to which I have only done a quick test using the editor. So plenty of steps to trip me up. S
  7. OK. I solved the problem. Actually the function I thought was just for the advanced medical system ace_medical_fnc_treatmentAdvanced_fullHealLocal also seems to work for the basic medical system. I think when I was testing it originally I got the first parameter wrong [objNull, player] call ace_medical_fnc_treatmentAdvanced_fullHealLocal; Thanks for the info @belbo I'll have a look at your link as well. That would definitely cover all bases.
  8. strider42

    Detect player has joined game

    Thanks @das attorney, I opted for getClientStateNumber rather than getClientState but it seems to be doing the job, Thanks again. S
  9. I have a multiplayer mission and I want to display a message to the player (using hintC) that tell the player the mission information and server rules. Currently this runs from initPlayerLocal.sqf and can display on the loading screen. I want it to appear when the player joins the mission and is in the mission and can see the world. Currently I can't see any way of detecting that point. I can only think of creating a trigger that fires when the player moves, on the principle that most people do not try moving until they can see where they are in the world. Any sage advice gratefully accepted. S
  10. strider42

    Vehicle Respawn Deserted Not Working

    I am running ArmA 3 v1.70.141838 and I don't think the Vehicle Respawn module is working. Destroyed respawn seems to work fine but the Deserted Distance and Respawn when disabled only works once. Additionally when the single Deserted Distance or 'Respwan when disabled' were triggered the vehicle instantly respawned instead of waiting the respawn Delay. My settings were: Single player, but chasing a bug on our server where vehicles were not respawning and these symptoms would explain what we are seeing on our server. Vehicle Respawn module: Probability of Presence: 100% Condition of Presence: true Delay: 5 Deserted Distance: 5 Tickets: <empty> Position: Starting position Wreck: Delete Notification: Enabled Forced respawn: Disabled Respawn when disabled: Enabled Am I missing something? S
  11. strider42

    Dynamic Combat Generator

    Thanks for the reply Senseii, Still not working for me but I have learned a bit more. I'll keep plugging away at it when I have time, some other things keep getting in the way ^^
  12. strider42

    Dynamic Combat Generator

    I'm really enjoying this system. I currently have 2 issues. I'm struggling to change the unit pools based on the map. I have edited the description.txt file so it has: class dcg_settings { class dcg_main_unitPoolEast { typeName = "POOL"; value[] = { {"ALL","O_soldier_UAV_F","O_Soldier_TL_F","O_Sharpshooter_F", "O_Soldier_lite_F","O_Soldier_LAT_F","O_Soldier_F", "O_soldier_repair_F","O_Soldier_AT_F","O_Soldier_AA_F","O_soldier_M_F", "O_HeavyGunner_F","O_support_MG_F","O_Soldier_GL_F","O_soldier_exp_F", "O_engineer_F","O_medic_F","O_Soldier_AR_F","O_Soldier_AAT_F", "O_Soldier_AAA_F","O_support_AMG_F","O_Soldier_AAR_F","O_Soldier_A_F"}, { "TAKISTAN", "CUP_O_TK_INS_Soldier_AA", "CUP_O_TK_INS_Soldier_AR", "CUP_O_TK_INS_Guerilla_Medic", "CUP_O_TK_INS_Soldier_MG", "CUP_O_TK_INS_Bomber", "CUP_O_TK_INS_Mechanic", "CUP_O_TK_INS_Soldier_GL", "CUP_O_TK_INS_Soldier", "CUP_O_TK_INS_Soldier_Enfield", "CUP_O_TK_INS_Soldier_AAT", "CUP_O_TK_INS_Soldier_AT", "CUP_O_TK_INS_Sniper" } }; }; }; But I still get the standard unit at the task locations. Additionally DCG seems to generate enemy bases using the metal box on stilts system which does not fit well with the Takistand mission I want to play. All help gratefully received. Keep up the good work. S
  13. What is the best way to detect if a player is initialised (as part of the init.sqf script, in a multiplayer mission)? I had been using the following to detect if a player has been initialised in a multiplayer mission: if ( hasInterface ) then { waitUntil { alive player }; _player = player; ...However recently I have seen occasions where this did not appear to work as the _player variable had not been set correctly.I solved the problem with the following code: if ( hasInterface ) then { waitUntil { alive player }; waitUntil { ! isNull player }; _player = player; ...I'm guessing a better option would be: if ( hasInterface ) then { waitUntil { alive player && ! isNull player }; _player = player; ...Which is what I am currently using but should I be using something else? BD
  14. I want to run a "killed" event script when a GAIA controlled unit is killed. Ideally I would like to set this on the commander, but I can be flexible. I can set this up when I create the group but I am guessing GAIA caching will remove the this from the unit. Am I correct in this assumption or does GAIA have any features that would let me implement this (even if I have to hack GAIA). BD
  15. strider42

    Detecting player initialised

    Thanks for the reply harmdhast. The problem I had been seeing seemed to be intermittent. Just using the waitUntil { alive player }; has worked well until I tried to do the following: _player createDiaryRecord ["Diary", ["Titile", "Message"]]; And then I went trough one of those loops that made me belive I needed to test waitUntil { alive player && ! isNull player }; to get it to work, only to find that when I reverted to just waitUntil { alive player }; That was now working. I left it at that and then one of my tests showed that the diary record was not being created so I am back on waitUntil { alive player && ! isNull player };. Since when I have had no problems. Interestingly I asked a friend about this issue and he believed that ! isNull player is not sufficient to to check for the player being initialised hence I decided to make a post to see what other people did. BD
  16. strider42

    Generic Vehicle Service

    I have been looking at this script recently and this is what I did to get it to work: The first issue is gvs defines a function called Param. Unfortunately, as has been pointed out before this is now a reserved word so we need to change the name in the function definition and when it is called. To edit the definition: cfg_lookup.sqf; line 56 SoundParam = Where the function is called: sounds.sqf; line 64 _volume = [_this, 5, 10] call SoundParam; _pitch = [_this, 6, 1.0] call SoundParam; _distance = [_this, 7, 30] call SoundParam; _inside = [_this, 8, false] call SoundParam; and line 90 _volume = [_this, 2, 10] call SoundParam; _pitch = [_this, 3, 1.0] call SoundParam; _distance = [_this, 4, 30] call SoundParam; _inside = [_this, 5, false] call SoundParam; Additionally there is a bug in the following file: generic_vehicle_service.sqf; line 386 _oVehicle addMagazine (_turretMags select _mag); Good luck. S
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