Jump to content

donelsarjo

Member
  • Content Count

    193
  • Joined

  • Last visited

  • Medals

Everything posted by donelsarjo

  1. donelsarjo

    Position problem...

    Resolved. I will use modelToWorld instead in some crazy vector calculatuons.
  2. donelsarjo

    Tanoa discussion (Dev-Branch)

    same here. got it more or less to work via arma3GU.exe but i crashed on me ... if i switched profiles in the game started with arma3GU.exe i didn't have the dlc anymore (or it crashed) . No downloading via steam. maybe it will work.
  3. donelsarjo

    Error "'author/' is not a value"

    I have commented out the value "author=me;" in description.ext. Worked fine for me. Just set it in Eden directly.
  4. donelsarjo

    backpack gear duplicates

    use the in-build arsenal or put this line at the top of the init in each unit you edited
  5. donelsarjo

    backpack gear duplicates

    the desync propably happens because the server has to send all this duplicated stuff across the network. or let's better say all the commands and their effects caused.
  6. donelsarjo

    backpack gear duplicates

    simple solution : init of unit: if !(local this) exithwith {}; // and here comes your arsenal copy&past stuff this will get rid of your duplication problem as discribed here at the very link i send you: http://killzonekid.com/arma-scripting-tutorials-basic-multiplayer-coding-v2/
  7. donelsarjo

    backpack gear duplicates

    Have a look at the locality of the arguments and effects of scripting commands. Killzone kid explained it very good in his blog. http://killzonekid.com/arma-scripting-tutorials-basic-multiplayer-coding-v2/
  8. donelsarjo

    RESPAWN Modules

    Jupp, you can add as much stuff as you want. It will get messy, with everything in one line so I would recommend putting it in an external script.
  9. donelsarjo

    RESPAWN Modules

    Ah yes it was backpackcargo. Well the respawn module will apply the code to the objects synced to it. So if you want to have different codes running on different objects then just place another module. Or make a nice script like kylania filtering out the things you want.
  10. donelsarjo

    Server low fps with a lot of player

    as long as your rpt does not grow in a odd way like ++1 mb/s everything is ok. i think this is the usual rpt spam. without your mission i don't think anybody can help you.
  11. donelsarjo

    Server low fps with a lot of player

    maybe it is an error spamming the rpt. with each player more spam.
  12. donelsarjo

    Server low fps with a lot of player

    hmm ok, sorry. then i am clueless, as long as you don't provide the mission. (my server has the same spects and usualy it can still run 300 ai @ ~30FPS without hc, but then it drops rapidly)
  13. donelsarjo

    Server low fps with a lot of player

    Virtual Server, they just suck and are not compareable to real ones. It does not matter what they cost
  14. donelsarjo

    RESPAWN Modules

    I might've been mistaking but I think the correct script would be "(_this select 1) addItemCargoGlobal ["bla",1]; Make sure to check "force respawn" _this select 0 is the old vehicle and _this select 1 the new spawned. "Force respawn" creates the vehicle, deletes it and creates it again forcing the code on it. The one thing I am not quite sure about is, if the code is run locally or on every client. So if you play this with your friends and there are as many backpacks as there are players then it might get a little bit more complicated. I will try the code when I am at my pc
  15. donelsarjo

    Server low fps with a lot of player

    Is it a Vserver? If yes, that's usually your problem.
  16. I have got two missions running on our server which would fit quite nicely in a ww2 setting. This is a modified RHS Version by UralServer66 I got permission to edit and publish: http://uralserver66.ru/ This is the original version (a bit outdated): LINK Armaholic (permission is being aquired, permission given, see pm) Then there is the RHS edited Version of BeCTI (it would be easier to start with this one because RHS fixed a few bugs already): can be found in the mission.pbo of RHS And the Vanilla one: LINK BIForum
  17. dependency vtn, and find the specfic class and overwrite it with an empty/default one and hope that it doesn't interfere with something else?
  18. BeCTI! I think the gamemode would fit the setting perfectly. (or Devastation, although there wouldn't be much to do)
  19. Well yes it can be a solution but its not what i asked for help I use the countdown module in the editor and i have to call endscript.sqf when the countdown is finished but there is only a init field in the countdown module no other options, only mission failed or mission completed, but i don't want to use those messages at the end of the coundown but a custom script so how to call it from the countdown module ? not possible, or let's say not practical. I don't want to use other countdown scripts, because the countdown module works perfect in multiplayer games and is synchronized to all players also stays on screen for everyone to see it. so is a trigger, it runs when activated on all clients
  20. Just place a trigger: Condition : true On Activation: _nul=[] execVM "yourEndScript.sqf" Timer Type: Countdown Time Values: Min: yourTime Mid: yourTime Max: yourTime
  21. donelsarjo

    Script Errors

    Verify your installation.
  22. donelsarjo

    Arma 3 Server MOD [Linux]

    lol now i've got your problem! lowercase! rename all the mods to lowercase. also all the .pbo s. and use the right version of extDB2
  23. donelsarjo

    Arma 3 Server MOD [Linux]

    -mod=<string> Loads the specified sub-folders for different mods. Separated by semi-colons. Absolute path and multiple stacked folders are possible. In Linux multiple folders arguments need the following separation syntax: -mod=mod1\;mod2\;mod3 This setting always auto-disable in-game mod/extension management (in UI menu). -serverMod=<string> Loads the specified sub-folders for different server-side (not broadcasted to clients) mods. Separated by semi-colons. Absolute path and multiple stacked folders are possible. In Linux multiple folders arguments need the following separation syntax: -mod=mod1\;mod2\;mod3. Just google how to set up a altis life server. there a more than a million tutorials.
  24. donelsarjo

    Arma 3 Server MOD [Linux]

    Well i think the best way to solve this problem is to ask in the "life" forums. I actually don't know what mods you need and which not. the important thing is that the server loads the mods. you can check this in the rpt.But the syntx should be correct. maybe you could run this script in debug : ./blabla_startingScript -debug there can watch the rpt live.
  25. donelsarjo

    Arma 3 Server MOD [Linux]

    # ARMA 3 Modules # add mods with relative paths: # mods/\@CBA_A3\; # or several mods as: # mods/\@CBA_A3\;mods/\@task_force_radio # and chmod modules directories to 775 mods="" # Server-side Mods servermods="\@servermod\;\@life_server\;\@extDB2"
×