Nutzgo
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Everything posted by Nutzgo
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Thank you for your reply. No, I'm not sure that I need it. I'll guess I'll just test it first with the server, and see if the server alone can handle it. But if I want a another PC to be a HC, do I also need to buy a second copy of arma 3 for this to work?
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So, I've made a couple of EndGame scenarios. They all function very well, but there is one bug that keeps annoying the shit out of me. I have some vehicles and helicopters connected to a Vehicle Respawn Module. Settings as follows: Delay 60 seconds. Deserted distance 200 meters. Expression = none. Position: Starting position. Wreck: Delete (without explosion effect). Notification: Enabled. Forced respawn: Disabled. Respawn when disabled: True. Sometimes it works, but other times - e.g. after the said vehicle is taken out by a rocket, mine or anything else that makes it explode - it still explodes when respawning! And that makes one hell of a firework, because it keeps respawning and the new vehicles keep exploding, so burning vehicles are flying every-fucking-where like a fucking meteor shower. The solution I have now is that I log on as Zeus, and delete that vehicle. I've checked that the vehicle can rotate 360 degrees freely on the respawn position (so it doesn't collide with anything when respawning). Any suggestions to how I can fix this shit?
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Is there a way to globally execute a script on a server without adding it to the mission init? Could I use the debug console as server admin? Let me clarify with an example. In my missions I use HallyGs 3rd person limit script, that force players into 1st person mode if they are on foot, and allows it when they're in a vehicle. But, if I start a vanilla mission, e.g. "Escape Altis" or "Warlords" - how do I execute this script in these missions, without digging for the .pbo file and adding it manually?
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Have anyone experimented with Warlords and Zeus as commander? Thinking of creating a Warlords mission using the official guide. On each team I also want to have a "commander" which have Zeus privilege. The Zeus can only see his own teams units on the map, and can only spawn units belonging to its respective faction. Maybe he also only can spawn units in a defined area around the start base. Zeus have to be resource restricted, so he can't spawn a million tanks. Before I invest hours in this project, I just wanted to hear if the gurus on these forums think it's possible? Do you also have a link to forum posts/guides to help me? I searched for Faction Specific Zeus, but couldn't find much helpfull.
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3rd person limit script on a server?
Nutzgo replied to Nutzgo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you very much! :) That was really helpful, and it works!! First I tried to only load it under "serverMod" command line, didn't work. Loaded it under "mod", and it works. Thank you so much for your time! -
3rd person limit script on a server?
Nutzgo replied to Nutzgo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
In my self made missions, yes. In the official missions from BIH, the escape missions, Warlords, End Game and so on, it seems to be disabled. I can't seen to find all the official pbos. Awaiting Mr Hs guide so I always could have it enabled. -
3rd person limit script on a server?
Nutzgo replied to Nutzgo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
And how do I put it in an add-on? I'm new to server management and I have never created an addon. I want the script to run server side, all the time on all of my missions, including official ones. For now, I've included it in "InitPlayerLocal.sqf" in the mission folder, but I cannot do that for the offical missions (Warlords, Escape and so on). I can't open the debug console on these official missions either, and I cannot seem to find out how I can fix that. -
3rd person limit script on a server?
Nutzgo replied to Nutzgo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
For some reason, the Debug Console wont show up when I'm logged in as admin on the server. Any idea how I can fix it? -
Customize the artillery loadout for artillery support module
Nutzgo posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, I'm trying to set up a mission where the players get an artillery support from the M4 Scorcher (or something like it). The thing is, I only want them to have the laser guided shell. When I remove the other magazines in the init, and start the scenario, the only thing that's showing in the support field, is the laser guided shell (as it is supposed to). Problem is, the artillery wont fire. When I remove the code from the init - I get all the magazines, and the artillery fires. *sigh* Steps to reproduce: Place a player (with laser desginator + batteries) Place "Support Requester" module Place "Support Provider Artillery" module Place M4 Scorcher w/crew, name vehicle "arty" Sync player with "support requester module" Sync "support requester module" to "Support Provider Artillery" module Sync "Support Provider Artillery" module to M4 Scorcher. In init of vehicle: Also tried with Support Provider: Artillery Virtual. In "Vehicle init" in "Attributes" of module, I have this: Same result. To be clear, in side channel I get "confirmation" that "Coordinates is recieved, artillery is inbound" and "Rounds complete" - but nothing more. -
Getting vehicle inventory (Copy to clipboard)
Nutzgo posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi. Is there a simple way to copytoclipboard e.g. an helicopters inventory? I've placed a helicopter, and I've made a custom inventory that I want to keep when it respawn. In the respawn script, I have to add each item manually by it's ID. So far, I've found the IDs by using searching in the Ace Arsenal. Is there a function that could do this easier for me? I've tried to paste this function: "copyToClipboard [this, "init", false] call BIS_fnc_saveInventory" into based on this forum post, but that didn't work. I get the "Type array, expected string"-error. Any suggestions? :) -
Getting vehicle inventory (Copy to clipboard)
Nutzgo replied to Nutzgo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Pierre, with this script - does every vehicle placed in 3den or Zeus, respawn? I saw your YT-video on that post, and could not see an option for disabling respawn for vehicles? -
Customize the artillery loadout for artillery support module
Nutzgo replied to Nutzgo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've tried with the virtual artillery support again, without linking it to any vehicles. It wont f**king fire jack sh*t. Does not matter what kind of artillery I use, or what kind of shell I choose - I get "Rounds complete" - and then nothing at all. I've tried using the laser designator, the remote designator, AR-2.. nothing happens at all. I've tried different locations, different maps, in SP and MP - nothing, nada. -
Customize the artillery loadout for artillery support module
Nutzgo replied to Nutzgo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Now I've tried that too. I don't know what's wrong at all. Tried removing the code again, and the artillery won't fire whatever I do. Could it be something with ACE3, or ..? -
Customize the artillery loadout for artillery support module
Nutzgo replied to Nutzgo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Tried that to. Will try again though. Thanks pierremgi, you're a lifesaver these days. -
Vehicles keep exploding after respawn
Nutzgo replied to Nutzgo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Cheers, will try it out! -
Hi. I'm making a small Kart mission. I've set the vehicle attributes to disable damage, but the kart wheels/tires could be destroyed when crashing. I also tried evading this, by setting vehicle respawn when vehicle disabled or abandoned by 1m - but that only works one time. E.g. I get into the kart, then I leave it - a new one respawns. When I get out of this new one, the respawn doesn't seem to work anymore. Any solutions?
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Thanks. I will try out redarmys version first. Isn't this the same as this in the editor: Attributes -> Unheck Enable Damage? Respawn method: I have a vehicle respawn module synced to the vehicles. Will check it out, thanks.
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I have a trigger in a mission that when activated, spawns 6 UGVs at a specified location on the map using markers (UGV1, UGV2 and so on). The problem is, when they've spawned, I can't use them, can't connect to them with at UAV terminal. I've learned that the UGV needs an assigned crew for this to work, but I don't know how to do this. I've tried the following: Trigger 1, spawns the UGVs: _vehicleObject = "B_UGV_01_rcws_F" createVehicle (getMarkerPos "ugv1");_vehicleObject setPos getMarkerPos "ugv1";_vehicleObject setDir 205.552; _vehicleObject = "B_UGV_01_rcws_F" createVehicle (getMarkerPos "ugv2");_vehicleObject setPos getMarkerPos "ugv2";_vehicleObject setDir 205.552; _vehicleObject = "B_UGV_01_rcws_F" createVehicle (getMarkerPos "ugv3");_vehicleObject setPos getMarkerPos "ugv3";_vehicleObject setDir 205.552; _vehicleObject = "B_UGV_01_rcws_F" createVehicle (getMarkerPos "ugv4");_vehicleObject setPos getMarkerPos "ugv4";_vehicleObject setDir 205.552; _vehicleObject = "B_UGV_01_rcws_F" createVehicle (getMarkerPos "ugv5");_vehicleObject setPos getMarkerPos "ugv5";_vehicleObject setDir 205.552; _vehicleObject = "B_UGV_01_rcws_F" createVehicle (getMarkerPos "ugv6");_vehicleObject setPos getMarkerPos "ugv6";_vehicleObject setDir 205.552; Trigger 2, intended to spawn the crew, calls a script I've placed in the mission file called "uav.sqf": _uav = ["B_UGV_01_rcws_F"]; if (typeOf _vehicle in _uav) then { createVehicleCrew _vehicle; { diag_log [_x, faction _x, side _x, side group _x]; } forEach crew _vehicle; }; The problem is, when the trigger fires, I get this error message: What have I done wrong?
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Spawn crew in empty UGV/UAV
Nutzgo replied to Nutzgo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
New problem happened here. When trigger is fired, it seems to multiply per player connected to server. Sorry for bad english. This is what happens: When I play alone on the server, 6 UGVs spawns according to trigger. When I play with 1 other guy on my server, 12 UGV spawns With 2 other guys, 18 UGV spawns and so on. Why?? -
Spawn crew in empty UGV/UAV
Nutzgo replied to Nutzgo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This did the trick. Thanks! -
Spawn crew in empty UGV/UAV
Nutzgo replied to Nutzgo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Cheers, I'll try it! -
There's probably an easy fix, but I don't get it. I have a mission where the guys are searching for some UAVs and UGVs. The problem is, the UAV/UGVs are showing on map (even with show/hide module). How do I fix it? I've checked that when I place them, they have no crew. I also want to have "Show friendlies on map" on.
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(Question) UAV/UGV shows on map
Nutzgo replied to Nutzgo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Update: I tried to make a script that would give the vehicle a crew. First trigger spawns the vehicles. The second trigger executes a script I called "uav.sqf": Based on this forum post. But, I only get this error: -
(Question) UAV/UGV shows on map
Nutzgo replied to Nutzgo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, so I tried a different approach. I have now a trigger near the garage, that spawns the UGVs when the players are near: Now this works, because the UGVs do not appear at all on the map before they are spawned in. My new problem now, is that I cannot connect to them I've figured out that I need to use the createVehicleCrew, because I can't use an empty UGV/UAV - but I don't get it, how do I activate this after they've spawned? -
(Question) UAV/UGV shows on map
Nutzgo replied to Nutzgo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Tried that, but it didn't work either. Tried enableSimulation false in their init, also tried disabling simulation in the UAV/UGVs attributes in the editor - still showing on map. They are static, parked in a garage.