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About Ulfgaar

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  1. Ulfgaar

    Flickering/Flashing Objects

    We're running with a fixed mod-list which is white-listed on our server. So, everyone is using the same mods - anyone attempting to use anything in addition, or with anything less - will be blocked by server. I dont really think its CH-view distance, as our in-house programmer said that this most likely was due to some sort of memory leak. What causes it could be anything from mod, to a script etc., so it might be problematic to "pin down" what. We've had no issues with this in the past - so if its a mod, the logical conclution would be a mod that recently has been updated, rather one that has been working and not touched in a while? We've used this mod-set for a full year now almost, and not really had any issues with this outside once earlier on he Panthera map, and now on Altis (Altis being among the oldest BI maps for A3, so would think it was pretty "optimal" for A3 compared to modded maps). We're having a different OP this saturday using the same mod-set and compositions for our unit, so we'll see if it persists in a different scenario and map. I'll look into the .RPT logs - just not immediatly. On paternity leave, so time is...limited 😉. Thank you for the responses so far!
  2. Ulfgaar

    Flickering/Flashing Objects

    Was there any solution to this problem? We're experiencing the same currently - which really wrecks the fun we're having. We're using mods and DLC (WS) - but its the very same issue as the OP who's just using DLCs. Here are my recordings on the issue (recorded yesterday, 11.03.23) 1: https://youtu.be/R0ORFO_bY6c 2: https://youtu.be/9cdF2GSqTek To deal with it we have to leave the game and reboot Arma completely for it to be gone - but it is seemingly returning after a while for some. Its visually very annoying, and over time makes FPS take a proper dump to the unplayable the longer it continues. We've struggled with this issue in a 5 mission long campaign set on ALTIS hosted on a dedicated server. It affects everyone over time, and playing a mission where one have to reboot the game 3-4 times over a 3+ hour missions is just unbearable. My rig where i recorded this is the following: i9 12900K RTX 3080 (12GB) 32 GB DDR4 RAM I should have plenty of power for the game, but as said - its not only affecting myself, but everyone. First I thought it was due to some triggers I used to make certain hidden assets appear and become simulated in the mission, but its clearly not that. We then suspect it might be something with the mod "CH View Distance" which enables you to change view/render distance on the fly - but not really proven this to be the issue yet either. Any information on how to solve this issue will be very much welcome.
  3. Alright, thanks for your response. Was hoping to just make some new skins to use for our group - but, if i have to actually go this deep just to change the visual textures of the rotor blades, its bit too much imo.
  4. Greetings mighty oracle! I have come to seek your knowledge once again. Jokes aside, im doing some retexture work for my unit - and im retexturing a few assets from both the vanilla game and some mods, helicopters in this instance. I've been using this code to apply my skins to said helicopter and to test them in the editor. this setObjectTextureGlobal [0,"MyTexture.paa"]; Now, i've managed to retexture all exterior parts, however being stuck on what selection ID to use for the rotor blades themselves, and the interior of the helicopter. So, im reaching out to you guys here - to see if you might know the answer regarding how to retexture, or at least apply new textures to rotor blades and helicopter interiors. I've got the files for it, i just dont know how to apply them correctly. Any help will be greatly appreciated! //Ulfgaar
  5. Hey! We're making a new Arma 3 group - and as such, seek to have our own unit beret. We want to base ourself off the native Arma 3 beret (NATO/Colonel one) - but we're sort of getting stuck in our attempts to remove the "shield outline" on it. We've fixed the nohq, smdi and the 3D model itself (removed the shield) - yet, it persists in game. What are we missing?
  6. Yupp, can confirm - getting the same issue: Server load stops with: MovesType CfgMovesMaleSdr load time 4509.0 ms As last message on my end. Server does not go live anymore. The weird thing is that we're not using that mod even, just regular ACE (unless its been merged of late).
  7. Ulfgaar

    3CB Factions

    See the post in modding support made by one of my members pursuing this, named "RogoRogo".
  8. Ulfgaar

    3CB Factions

    I've encountered a problem. In my group we're trying to run with whitelisted mods on the server. We're using you guys's very fine mod, but there seem to be a problem with the key. Even though your mod is on the server, and it has a key in its folder - this is the message we get when trying to whitelist while using your mod. While other mod keys are in the serves own "keys" folder, the key of your mod does not get in there somehow. For some reason the server seems to have problems installing your mod as well. Needs anything from 3-10 attempts. I've removed the mod and reinstalled it several times now - but problem persist. We cannot whitelist using your mod, as the server claims it dos not get your key.
  9. Ulfgaar

    Arsenal question

    Perhaps an odd question, but has there been found a solution for this? Whereas you can selec a weapon and -not- have your old magazines removed and new ones stuck in?
  10. @Dedmen We're using the script way of setting frequencies (the one shown further up, as we set different ones for different squads and fireteams, and as part of the "immersion" of going over to the radio corporal and "getting it done"). Question though, is there a line of similar code to pre-program the additional channel function of the radios? or a CBA/3DEN attributes way? Thanks for any potential help regarding this ;).
  11. Never mind - i just cant read well: https://community.bistudio.com/wiki/BIS_fnc_initLeaflet This works: [this, ["Image.paa", -1, -1], "YourText"] call BIS_fnc_initInspectable; This will add an inspect function to your object, displaying your image - with no texture added to the object itself.
  12. Apparently https://community.bistudio.com/wiki/BIS_fnc_initInspectable does the exact same as: https://community.bistudio.com/wiki/BIS_fnc_initLeaflet Which means, they both apply said texture to the object as well - which means if i want to use this function to say display a tablet viewing said AI officer's ID - i end up applying the tablet texture to the said AI Officer...which is a real bummer. Still at a loss - any help appreciated.
  13. Cheers! Will do some digging. If anyone else has a bite more hands-on suggestions for codes that can be used to achieve what i want - i'd appreciate that too 😄 Im thinking something similar to the "leaflet" code, but one that lets you enter the "examine" object stage when pressing the action, rather than at the same time apply texture to the object. I found this: https://community.bistudio.com/wiki/BIS_fnc_initInspectable But uncertain on how to compile the code for it - as if i understand this right, this will let me "inspect" the certain object - displaying potentially a picture of my chosing. As said, any help is appreciated!
  14. Hello guys! Im trying to "simulate" that our players have a "PDA" or "Tablet" from where they can check the "ID" of certain AI they encounter in the game. These AI and their identity, those i want to be eligible for it - will ofc be arranged by me as the content creator. However, i'll be using an image file of a PDA/tablet - where i change the contents and convert them into a .paa file - which i then want to display to the player through pressing an addAction on the AI in question. I've tried to google a fair bit, and found that there are two types of "pop" up windows im interested in - which are the HintC, and the GUIMessage. I am now wondering what kind of code can i use to display a simple image using one of these? I saw one can use ParseText as part of the HintC, perhaps even as part of the GUIMessage - but this is where im falling off the track a bit - as i dont understand it that well. What i want is for the player to approach the AI, press the addAction - and then either a HintC window, or a GUIMessage window appears with my selected image. So in short, How to display an image to a player using an addAction by either HintC or GUIMessage? Hoping one of you guys can help me out with this 😊
  15. InitPlayerLocal.sqf (Example of 4xSquads of 8 people - applies insignias at start) if (!isDedicated) then { if (str(player)in ['SQA1','SQA2','SQA3','SQA4','SQA5','SQA6','SQA7','SQA8']) then { [player,'YourLogoNameA'] call BIS_fnc_setUnitInsignia; }; if (str(player)in ['SQB1','SQB2','SQB3','SQB4','SQB5','SQB6','SQB7','SQB8']) then { [player,'YourLogoNameB'] call BIS_fnc_setUnitInsignia; }; if (str(player)in ['SQC1','SQC2','SQC3','SQC4','SQC5','SQC6','SQC7','SQC8']) then { [player,'YourLogoNameC'] call BIS_fnc_setUnitInsignia; }; if (str(player)in ['SQD1','SQD2','SQD3','SQD4','SQD5','SQD6','SQD7','SQD8']) then { [player,'YourLogoNameD'] call BIS_fnc_setUnitInsignia; }; }; OnPlayerRespawn.sqf (Removes insignia, before reapplying them again when players respawn) if (!isDedicated) then { if (str(player)in ['SQA1','SQA2','SQA3','SQA4','SQA5','SQA6','SQA7','SQA8']) then { [player,''] call BIS_fnc_setUnitInsignia; [player,'YourLogoNameA'] call BIS_fnc_setUnitInsignia; }; if (str(player)in ['SQB1','SQB2','SQB3','SQB4','SQB5','SQB6','SQB7','SQB8']) then { [player,''] call BIS_fnc_setUnitInsignia; [player,'YourLogoNameB'] call BIS_fnc_setUnitInsignia; }; if (str(player)in ['SQC1','SQC2','SQC3','SQC4','SQC5','SQC6','SQC7','SQC8']) then { [player,''] call BIS_fnc_setUnitInsignia; [player,'YourLogoNameC'] call BIS_fnc_setUnitInsignia; }; if (str(player)in ['SQD1','SQD2','SQD3','SQD4','SQD5','SQD6','SQD7','SQD8']) then { [player,''] call BIS_fnc_setUnitInsignia; [player,'YourLogoNameD'] call BIS_fnc_setUnitInsignia; }; }; With Preset Loadouts, loaded up through AddActions and the use of .sqf scripts containing the loadout preset: You'll need to add a line of code to each .sqf containing your loadout, and you'll need to add another .sqf as well. At the end of each loadout.sqf add this execVM "loadout_post.sqf"; This is the new .sqf you'll need to make (name it whatever you want, this is just what we use). loadout_post.sqf Sleep 1; SetInsignia = 1; You'll also need a repeatable trigger with this: Repeatable Trigger Condition: SetInsignia == 1; On Activation: if (!isDedicated) then {_handle = player execVM "onPlayerRespawn.sqf"; SetInsignia = 0;}; This is just an example of what we're using and its working on a dedicated server and will apply insignias when they connect, when they respawn and when they pick a kit from our preset loadout boxes - this way our squad insignias and rank insignias are displayed throughout the game we're having.