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Everything posted by Ulfgaar

  1. Thanks a bunch! Might want to perhaps change that link on the website for your Discord server instead as such 😉
  2. Ulfgaar

    Flickering/Flashing Objects

    I think I've come to a sensible suspicion. Through out this rather sizable campaign mission - i used a myriad of triggers to either "hide and turn off simulation" or "show and activate simulations" blocks of enemy units on the map depending on player distance to them. This was done in hopes of saving some performance. However, i did not use the global command, meaning that with a fair numbers of players going in and out of different zones - turning these units/assets on/off locally - while the assets still being "owned" by the server, would cause some serious shenanigans. I have since learned about the codes global variant - which i believe would have worked a lot better - and i've more or less stopped using them in this way outside minors assets i'd like to keep hidden from players till certain conditions are met. Quite sure its a memory issue, but i believe these triggers were the cause of said memory issue in this case. I have however noticed similar effects, but not on this scale since - which might be other memory related issues, so i'll check up on the launchers "memory limit" settings for sure.
  3. Greetings everyone - just to check, are there anyone maintaining and updating the CUP line of mods? Aka, Vehicles, units and weapons? I've got some feedback i'd like to provide regarding the Bell 412 line of helicopters, or more specifically the CH-146 Griffon. However, their issue tracker link just provides a 503 "Service Unavailable" error. So, guessing its either that the link is broken - or that they've stopped maintaining these mods? Anyone know?
  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. 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!
  6. 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.
  7. 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.
  8. 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?
  9. 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).
  10. Ulfgaar

    3CB Factions

    See the post in modding support made by one of my members pursuing this, named "RogoRogo".
  11. 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.
  12. Greetings everyone! I've searched wide and far for a solution to a problem im having with my groups squad patches only occationally showing on our dedicated server games. I've searched the forum for similar topics, and found only an old one which didnt make too much sense to me - nor did it work as i hoped (tho, might just be me doing it wrong). However, its an old thread - and people seem to ignore it for that reason. We have two dedicated servers - one which is where our narrative campaigns are hosted. These campaigns are either a series of 4-5 missions connected to a campaign, or a persistent campaign with 4-5 phases. The other server is our training server, where people can log on and practice all sorts of things, from infantry tactics to vehicle and mod training/practice. We have our own modset, sporting squad insignias. We also operate with preset loadouts for each role - and would as such like to have the individual squad insignia show for each squad in multiplayer on a dedicated server, no matter if you've selected a loadout or not - and i want this to be JIP friendly, so that players connecting late can see the squad insignias of those already playing. We also want the players to have their radio frequencies (TFAR) be set when they select a loadout, to ensure a minimum of radio problems during out games (simplicity - as the TFAR module acts a bit spotty at times). This is what im operating with - the code is just for my testing mission, but the same code will be customized for the larger group, adding variable names for each role in the squad, once its made to work properly. Im am by no means a coder/scripter - so there are things i cannot do or understand yet. initPlayerLocal.sqf (This makes the players spawn in with their correct insignia showing on the dedicated server, before chosing a loadout). { if (str(player)in ['Wolf1']) then { [player,'SPAR_WOL1'] call BIS_fnc_setUnitInsignia; }; if (str(player)in ['Bear1']) then { [player,'SPAR_BEA2'] call BIS_fnc_setUnitInsignia; }; if (str(player)in ['Lion1']) then { [player,'SPAR_LIO3'] call BIS_fnc_setUnitInsignia; }; if (str(player)in ['Rhino1']) then { [player,'SPAR_RHI1'] call BIS_fnc_setUnitInsignia; }; if (str(player)in ['Scorpion1']) then { [player,'SPAR_SCO'] call BIS_fnc_setUnitInsignia; }; } remoteExec ["bis_fnc_call", 0, True]; onPlayerRespawn.sqf: (This makes the players respawn in with their correct insignia showing on the dedicated server, up until chosing a new loadout - proved insignia had to be removed first, then reapplied before showing after respawn). { if (str(player)in ['Wolf1']) then { [player,''] call BIS_fnc_setUnitInsignia; [player,'SPAR_WOL1'] call BIS_fnc_setUnitInsignia; }; if (str(player)in ['Bear1']) then { [player,''] call BIS_fnc_setUnitInsignia; [player,'SPAR_BEA2'] call BIS_fnc_setUnitInsignia; }; if (str(player)in ['Lion1']) then { [player,''] call BIS_fnc_setUnitInsignia; [player,'SPAR_LIO3'] call BIS_fnc_setUnitInsignia; }; if (str(player)in ['Rhino1']) then { [player,''] call BIS_fnc_setUnitInsignia; [player,'SPAR_RHI1'] call BIS_fnc_setUnitInsignia; }; if (str(player)in ['Scorpion1']) then { [player,''] call BIS_fnc_setUnitInsignia; [player,'SPAR_SCO'] call BIS_fnc_setUnitInsignia; }; } remoteExec ["bis_fnc_call", 0, True]; TFAR_Freq.sqf (This us the script that will set the players radio to preset frequencies). [(call TFAR_fnc_activeSwRadio), 1, "130.1"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 2, "131.1"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 3, "132.1"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 4, "133.1"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 5, "134.1"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 6, "135.1"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 7, "136.1"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 8, "137.1"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeLrRadio), 1, "40.1"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeLrRadio), 2, "41.1"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeLrRadio), 3, "42.1"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeLrRadio), 4, "43.1"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeLrRadio), 5, "44.1"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeLrRadio), 6, "45.1"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeLrRadio), 7, "46.1"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeLrRadio), 8, "47.1"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeLrRadio), 9, "48.1"] call TFAR_fnc_SetChannelFrequency; SQL_2IC_Loadout.sqf (Example of preset loadout - used by infantry squad leader and their 2IC) comment "Exported from Arsenal by Ulfgaar"; comment "[!] UNIT MUST BE LOCAL [!]"; if (!local _this) exitWith {}; comment "Remove existing items"; removeAllWeapons _this; removeAllItems _this; removeAllAssignedItems _this; removeUniform _this; removeVest _this; removeBackpack _this; removeHeadgear _this; removeGoggles _this; comment "Add weapons"; _this addWeapon "rhs_weap_m16a4_imod_M203"; _this addPrimaryWeaponItem "rhsusf_acc_anpeq15side_bk"; _this addPrimaryWeaponItem "rhsusf_acc_eotech_552"; _this addPrimaryWeaponItem "rhs_mag_30Rnd_556x45_M855A1_Stanag"; _this addPrimaryWeaponItem "rhs_mag_M585_white"; _this addWeapon "MCC_TentDome"; _this addWeapon "rhsusf_weap_glock17g4"; _this addHandgunItem "rhsusf_mag_17Rnd_9x19_JHP"; comment "Add containers"; _this forceAddUniform "gear_OCP_kit02"; _this addVest "gear_platecarrier_OCP_02"; _this addBackpack "SPAR_tf_rt1523g_OCP"; comment "Add binoculars"; _this addWeapon "ACE_Vector"; comment "Add items to containers"; for "_i" from 1 to 5 do {_this addItemToUniform "ACE_fieldDressing";}; _this addItemToUniform "ACE_epinephrine"; for "_i" from 1 to 2 do {_this addItemToUniform "ACE_morphine";}; _this addItemToUniform "ACE_Flashlight_MX991"; _this addItemToUniform "ACE_IR_Strobe_Item"; _this addItemToUniform "ACE_EarPlugs"; for "_i" from 1 to 3 do {_this addItemToUniform "ACE_CableTie";}; _this addItemToUniform "ACE_microDAGR"; _this addItemToUniform "SPAR_Beret_Green"; _this addItemToUniform "ACE_MapTools"; _this addItemToUniform "G_Cigarette_F"; _this addItemToVest "ACE_tourniquet"; _this addItemToVest "rhsusf_acc_M952V"; _this addItemToVest "ACE_NVG_Gen4"; _this addItemToVest "ALIVE_Tablet"; for "_i" from 1 to 2 do {_this addItemToVest "HandGrenade";}; for "_i" from 1 to 2 do {_this addItemToVest "ACE_M84";}; _this addItemToVest "rhsusf_mag_17Rnd_9x19_JHP"; for "_i" from 1 to 6 do {_this addItemToVest "rhs_mag_30Rnd_556x45_M855A1_Stanag";}; _this addItemToVest "ACE_Chemlight_HiGreen"; _this addItemToVest "ACE_Chemlight_HiRed"; for "_i" from 1 to 2 do {_this addItemToVest "SmokeShell";}; _this addItemToVest "SmokeShellGreen"; _this addItemToVest "SmokeShellOrange"; for "_i" from 1 to 2 do {_this addItemToBackpack "1Rnd_SmokeRed_Grenade_shell";}; for "_i" from 1 to 2 do {_this addItemToBackpack "1Rnd_SmokeGreen_Grenade_shell";}; for "_i" from 1 to 5 do {_this addItemToBackpack "1Rnd_HE_Grenade_shell";}; _this addItemToBackpack "rhs_mag_M585_white"; _this addHeadgear "gear_ECH_OCP_14"; _this addGoggles "VSM_Shemagh_OD"; comment "Add items"; _this linkItem "ItemMap"; _this linkItem "ItemCompass"; _this linkItem "ItemWatch"; _this linkItem "tf_anprc152_1"; _handle = execVM "OnPlayerRespawn.sqf"; _handle = player execVM "TFAR_Freq.sqf"; waitUntil { isNull _handle }; The problem was initially that players lost their insignia when changing loadouts. This is why i've added this to the end of each preset loadout script: _handle = execVM "OnPlayerRespawn.sqf"; _handle = player execVM "TFAR_Freq.sqf"; waitUntil { isNull _handle }; This sorted the TFAR radio frequencies, and works well (to what i can see at least). The insignias however is a mystery - as the player changing the loadouts, can see his own, and others. But others can no longer see his. Example below: Going to operate with 3 Players to explain this. Player A, Player B and Player C - on dedidcated server. All 3 Players (A,B and C) spawn in - all can see their own and the others insignias. Player A goes to get a preset loadout. He can still see his own, and the others insignias - however Player B and C can no longer see Player A insignia. Player B then goes to get a presetloadout. Player B can see his own, and Player A and C insignias. Player C can also now see Player A insignia. However, Player A and C can no longer see player B insignia. Player C goes to get preset loadout - and same pattern repeats. C can now see his own, and both A and B's. A can now also see B's. A and B can however no longer see C's. So, this is my case and situation - and i feel im "close", but my lack of the actual coding language and scripting is holding me back - so i am now humbly coming before you guys in the great Arma 3 forum oracle, seeking help. Any help and pointers will be greatly appreciated - as i've been hitting my had through the wall with this issue for a long time now trying to figure it out. Best regards, - Ulfgaar
  13. 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 😊
  14. 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?
  15. @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 ;).
  16. 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.
  17. 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.
  18. 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!
  19. 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.
  20. I am, as a few others as i understood from what i've found in this thread and elsewhere - looking to make some sort of "command/communication center" where I want to have one or several long/short range radios transmitting on stereo. I've understood that there is something called "Static Radio", or was perhaps, as i cannot find any modules or Zeus options for this in game currently. I've looked into certain work arounds, but before digging deeper into potential work-arounds i'd like to check if there is any function or setup for where i can set an object/TFAR object to be a source of transmitting live radio feed from the players. I read somewhere that you were going to make a video tutorial of how to set up Static Radio, but cannot say i found any when googling for it. So, whats the latest and greatest on this particular function?
  21. Just to place this into context - i made a mission where the players will be supported by some cruise missile fire, fired by the AI. There are 3 different targets, and 3 different MK41 VLS launch pads firing at each their target. I found this script/code and its been working very "on/off". It works every time in singleplayer, but only "occational" in multiplayer on a dedicated server - so im approachig you guys, the mighty Arma 3 oracle, to see if you guys can help me improve this code so that it'll work more predictably and reliably on dedicated servers too. This is the code im using: ------------------------------------------------ // This is the script I'm using in an .sqf ------------------------------------------------ west reportRemoteTarget [HAA1_0, 3000]; HAA1_0 confirmSensorTarget [west, true]; west reportRemoteTarget [T2, 3000]; T2 confirmSensorTarget [west, true]; west reportRemoteTarget [T1, 3000]; T1 confirmSensorTarget [west, true]; Cruise1 fireAtTarget [HAA1_0, "weapon_vls_01"]; Cruise2 fireAtTarget [T2, "weapon_vls_01"]; Cruise3 fireAtTarget [T1, "weapon_vls_01"]; ------------------------------------------------ // This is basically the information provided for each launcher ------------------------------------------------ west reportRemoteTarget [HAA1_0, 3000]; HAA1_0 confirmSensorTarget [west, true]; Cruise1 fireAtTarget [HAA1_0, "weapon_vls_01"]; While developing the mission, i do my fair share of testing on a dedicated server - first time i tried it, all 3 missiles fires and hits their targets. Next time i did some changes to the mission, although nothing to the settings of the targets/missiles or script - suddenly all 3 missiles fires, but 1 goes straight up - while 2 hit their target. And ofc, during the offical playthrough of the mission with my Arma 3 group, all 3 missiles fires but all 3 goes straight up and none of them seemingly targeting their targets. This was mildly put rather annoying. So in short, if any of you script-wizzes know how to help me out with this to have it work more predictably and reliably on a dedicated server it would be absolutely epic, and much appreciated.
  22. Small update, incase others are wondering. I took what PierreMGI showed me and ended up making the .sqf script look like this in a different mission. This works on a dedicated server, and all 3 cruise missiles are fired and all 3 hit their targets. The sleep code is just there for some "effects" with them being fired in sequence, rather than all at once. Variable names are: VLS1, VLS2, VLS3 = The VLS Cruise missile launchers, 3 different. AA1, AA4, AA5 = 3 different targets i want destroyed. west reportRemoteTarget [AA1, 3600]; west reportRemoteTarget [AA4, 3600]; west reportRemoteTarget [AA5, 3600]; VLS1 doWatch AA1; waitUntil {AA1 confirmSensorTarget [west, true]; VLS1 aimedAtTarget [AA1] > 0}; VLS1 fireAtTarget [AA1, "weapon_vls_01"]; Sleep 5; VLS2 doWatch AA5; waitUntil {AA5 confirmSensorTarget [west, true]; VLS2 aimedAtTarget [AA5] > 0}; VLS2 fireAtTarget [AA5, "weapon_vls_01"]; Sleep 5; VLS3 doWatch AA4; waitUntil {AA4 confirmSensorTarget [west, true]; VLS3 aimedAtTarget [AA4] > 0}; VLS3 fireAtTarget [AA4, "weapon_vls_01"]; This might not be perfect, but it works - and is tested and verified on the dedicated server of my Arma 3 group. Links to relevant content: - FireAtTarget - ReportRemoteTarget - ConfirmSensorTarget - AimedAtTarget - DoWatch - WaitUntil Pretty neat and immersive to have the players go onto the deck of the aircraft carrier heading for their transport helicopters, while the surrounding escort destroyers fire their cruise missiles during dawn/dark 😉.
  23. Been trying to get vanilla support system to work on dedicated server game, and looked up what you made here - which is a great job, thank you! However, i edited it a bit so that you can assign specific variable names to it, so you dont just assign the support to class names, but specific roles if you want to. In the example below think of VN1, VN2, VN3, VN4 as the variable names of specific roles in a mission, such as the HQ, platoon commander etc. etc. if (str(player)in ['VN1','VN2','VN3','VN4']) then { [_this select 0, SupportRequester, ArtilleryProvider] call BIS_fnc_addSupportLink; [_this select 0, SupportRequester, TransportProvider] call BIS_fnc_addSupportLink; [_this select 0, SupportRequester, AmmoProvider] call BIS_fnc_addSupportLink; }; This is ofc put into the Initplayerlocal.sqf file just as you said. Seem to be working when im testing it on my dedicated server. The only thing thats pondering me now, is that when i as an example call in a supplydrop, the chopper that delivers it does not despawn afterwards for some reason. Anyone have any idea on why thats happening?
  24. Yeh, i'll do so once i've got bit more time - need to put it into "wording" that makes sense and not just ramble on 😄
  25. We resolved the case, by utilizing the condition fields of the waypoints instead - and our inhouse code-head. Thanks for all the efforts of helping tho, really appreciate it - if for nothing else it has -somewhat- made locallity clearer to me - which is a big deal 😄