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About Ryko

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  1. Thanks sarogahtyp, I tried adjusting the flow rate by adding a loop which uses setRepairCargo and the other two functions; essentially setting it all to 0, sleeping, then setting it back to 1, then sleeping again, and this does indeed adjust the flow rate fairly nicely. My problem however is with the other two issues, where the action sometimes does not function reliably.
  2. You know the vehicles I'm talking about - the HEMTT ammo / fuel / repair truck, the Huron containers, Taru pods, Zamaks, etc... you drive up to it and it just automatically repairs / refuels or rearms you, as is the case. I've searched high and low through the functions and config files, and I can't find the scripting that is making this effect happen. Does anyone know what it is, or where it can be found? Please don't answer with references to your own or other's Rearm / Refuel / Repair scripts, I have a ton of those but that's not what I'm asking - thank you! Why am I looking for this, specifically? 1. Vehicle rearming, with turrets and especially with dynamic loadouts, is especially problematic. I challenge you to reload 13 out of 19 rockets, exactly, on a rocket pod that's not on the vanilla configuration of a dynamic loadout aircraft. The vehicle rearm script on the Huron pod just works, it an cosmetically appealing way: the numbers just increase while you're next to the rearming source, until you're fully reloaded, and it doesn't seem to care whether it's a vanilla loadout or a dynamic one, whether the turret is local or not, etc. 2. There's no way to adjust the "flow rate" of vehicle rearming, repairs, or refueling. 3. The effect itself is capricious. Sometimes it works as intended (drive up to the box/ car/ whatever) and the vehicle resupplies as intended. Sometimes it doesn't, but it provides you with an action (complete with a lovely icon) to perform it. And sometimes it doesn't work at all. Thank you in advance! Ryko
  3. Hello, I am working on a mission and having some difficulty: some time into the mission, every player who has a zeus slot assigned will find their game crashes with the following: 0xc000005 STATUS_ACCESS_VIOLATION I'm kind of at my wit's end trying to debug this issue, as it makes administering the mission a bit problematic if the admin users are being kicked every 20 minutes or so. The mission begins fine, but as units spawn and the player count rises, the odds of the kick happening increase. The interesting thing is it doesn't isolate some users: it's all users that have a zeus module assigned. My initial approach was the dynamically create zeus modules and assign admin users to them, but then I went back to a standard pre-placed module approach, with UIDs as the assignment, to see if that was the issue. Both methods produce the same results. In the .rpt, we get the following: 2018/12/19, 21:11:01 Client Username - client's ticket has become invalid. Code: 6 2018/12/19, 21:11:01 NetServer: cannot find channel #264769362, users.card=45 2018/12/19, 21:11:01 Message not sent - error 0, message ID = ffffffff, to 264769362 (Username) and that happens every second until every Zeus user has crashed. I've tried to be very efficient in the coding of the mission, but there are some loops that run for various reasons. I've used diag_tickTime to clock how some of the longer scripts are performing, and nothing goes over 0.52ms... there were probably around 300 units running in the mission at the time. Any ideas, or suggestions of what to check? I'm at a loss. - Ryko
  4. Thanks, Larrow. Adding the following allowed edit functionality to work properly: _curatorModule setVariable ["owner", str _owner, true]; _curatorModule setVariable ["curatorUnitOwner", str _owner];
  5. Thanks for the responses. As stated, everything works (moving, adding, deleting, assigning waypoints) but double clicking does not produce the edit dialog.
  6. following up: I think I've gotten around it by adding code from the fn_moduleCurator.sqf function in the curator addon: _curatorModule addeventhandler ["curatorObjectDoubleClicked",{(_this select 1) call bis_fnc_showCuratorAttributes;}]; _curatorModule addeventhandler ["curatorGroupDoubleClicked",{(_this select 1) call bis_fnc_showCuratorAttributes;}]; _curatorModule addeventhandler ["curatorWaypointDoubleClicked",{(_this select 1) call bis_fnc_showCuratorAttributes;}]; _curatorModule addeventhandler ["curatorMarkerDoubleClicked",{(_this select 1) call bis_fnc_showCuratorAttributes;}]; Though strictly speaking, I don't think this should be necessary. Edit: works in local multiplayer, but doesn't on dedicated server.
  7. Hi folks, I'm trying to get away from editor-placed zeus modules, and I've got everything working except editing units. With the following code, a connected player is assigned a curator module that's dynamically created, and can create/delete/move/issue waypoints to spawned units: but double-clicking on the unit does not produce the editing dialog. What am I missing? curatorGroup = createGroup sideLogic; addMissionEventHandler ["PlayerConnected", { params ["_id", "_uid", "_name", "_jip", "_owner"]; _player = (allPlayers select {owner _x == _owner}) select 0; private _curatorModule = curatorGroup createunit ["ModuleCurator_F", [0, 90, 90], [], 0.5, "NONE"]; _player assignCurator _curatorModule; _player setVariable ['curatorModule', _curatorModule]; }]; (My code is a bit more elaborate than this, but this stripped-down version produces the same results.) Thanks, Ryko
  8. Try using #include "\adminpass.txt"; That said, if every client does not have this file on their computer in the root directory for arma, your mission will crash. Every arma installation has arma3_readme.txt, which you can edit to include whichever data you wish on the server, and the connected players will include harmless text.
  9. What is this evaluating? I don't think your setVectorUp etc commands will every be run in this setup.
  10. Hi there, been getting this error since installing this F-16 mod: Cheers -R
  11. Hello all, I've been playing on the Ahoyworld EU3 modded server, and it sounds a lot like what you're looking for: http://www.ahoyworld.co.uk/ There are typically around 10-20 people on at any given time during UK's evenings (and USA's afternoon), and regular game nights are typically scheduled over the weekend. They run several I&A servers with vanilla Arma, but also a modded EU3 server (it's around 15GB of mods, so buckle up) with a custom game mode called Gauntlet which spawns missions on the various maps. It's a good group of people, with the aim of fun but serious game play. -Ryko