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Everything posted by Cheitan
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Custom main menu scene?
Cheitan replied to FartParty's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey everyone, old topic but I'm currently struggling to design my own Altis intro, and I can't get it work. I followed step by step what is written here, and I also used the BI wiki (https://community.bistudio.com/wiki/Arma_3_Main_Menu#Spotlight) to create my initIntro.sqf but the only result I have is a static view of Altis from the sky to the ground, at a random location. It seems that the mission file corresponding to the scene I want to show is not found, but I'm unable to see why. Here is my CfgMissions : class CfgMissions { class Cutscenes { class Altis_intro1 // Class referenced in 'cutscenes' property in CfgWorlds { directory = "\lm_intro\altis_intro_lm.Altis"; // Path to scenario with the scene }; }; }; (I've not pu the CfgPatches as it's the same as exposed above by @Ranwer135) I tried the mission file path both with and without the startup " \ ", but the result is the same in both cases. No error message shown. According to the way it's designed in A3's files, I've put in my addon a non-PBOed version of the scenario, simply copied-pasted from my mission folder. I've also tried with a PBOed version but the result is still the same. What am I missing ? Is the wiki outdated ? According to the screenshot it seems to have been updated when Apex was released, so I think it's up to date, but what is the problem in my addon ? PS : I realized that my AddonBuilder was not configured to include SQM files in the PBO. Now it's properly set up, but false hope : still the same result... What should I do ? -
Wohoho Feint is back guys, let's re-embark ! Straight to Tanoa's mangrove swamp ! Great to see this awesome mod up and running again, I was really missing it since the last CBA keys changes.
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TV screen with setObjectTexture on dedicated server
Cheitan replied to Cheitan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
UPDATE 2 : Here again, simple object was messing around ! cam1 was declared as a simple object, as all the other cams that you don't see here. Again in SP there was no problem with it, but in MP the cam was not found and so the view was not created. The same way, if you want the camera to be properly oriented, target1 need to be a "normal" object, not a simple one. Now all is working as expected. And remember : if you plan to interact in any way possible with an object, it NEEDS to be a normal one. Simple object command, as it's name indicate (obviousness is sometimes not so obvious...), is meant to be used when you need an object that is ABSOLUTELY DEFINITELY TOTALLY COMPLETELY decorative. In my example the "cam1" variable in MP disappears in a spacetime vortex, and so stops to exist as soon as the camera is created. No way to use any handle to the object after that. -
TV screen with setObjectTexture on dedicated server
Cheitan posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello ! Here is the problem : for the needs of a mission I'm currently designing, I have to display various things on various screens here and there. I'm using setObjectTexture, not the global variant but the local one, you are gonna see why. Among various devices I have to retexture, there is some PC screens. All is working as expected with theses screens. But there is also some TV flat screens that have to be retextured. First, I need to put a simple PAA image, exactly as I do on PC screens, and later in the mission, I have to display a camera feed on it, so I'm using procedural textures (RenderToTexture : local, that's why I'm using the non-global command ; of course the script is running on all clients). All this is working perfectly when I try locally, but on the dedicated server only PC screens are retextured. For the TVs, even the "static" simple texture don't appears. Of course, no error message, no other unintended behavior... If it was only the RenderToTexture not being shown, I would search in that direction, but as the static image is also not displayed, I suppose that there is something wrong with the TV screen. Here is my code, very simple, I don't think it's very relevant, but... //firstly ecran_1 setObjectTexture [0, "img\connection.paa"]; //then later in the mission ecran_1 setObjectTexture [0, "#(argb,512,512,1)r2t(camfeed1,1)"]; spycam1 = "camera" camCreate getPos cam1; spycam1 camSetTarget target1; spycam1 camSetFov 0.6; spycam1 camCommit 0; spycam1 cameraEffect ["Internal", "Back", "camfeed1"]; Did anyone already faced this problem ? Do I miss something ? -
TV screen with setObjectTexture on dedicated server
Cheitan replied to Cheitan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
UPDATE : The screen was spawned as a simple object, which seems not to cause any issue in solo, only in MP. Love 'dat. Anyway, the static image is now properly displaying, but not the RenderToTexture. I'm not very skilled with this little trick in ArmA coding, is there anything wrong in my code ? -
Nature Sounds-from Xam Enviroment for ArmA3
Cheitan replied to reserve's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Such a bad new, I dug a bit into the mod, and even if all is to be done from scratch as there is no way to keep the old scripts, the general operation is pretty simple. Translating it into the modern scripting era should be easy. What is the general status of a mod with no disclaimer ? And do we have any informations concerning the origin of the sounds ? Did Snake recorded it himself, or are these sounds free samples ? It's a very good addon to ArmA 3 today, as the soundscape is sometimes very poor, especially when at night or in a windy environnement. Bringing it back to the community would be great. Snake, where are you ? :'( -
Nature Sounds-from Xam Enviroment for ArmA3
Cheitan replied to reserve's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi everyone, I used to play with this mod on ArmA 3 for years now, but I never had the idea to have a closer look on it. As I work on various modding projects and progressing in my learning of the "deep-ArmA", I wanted to know more about this small mod. So one or two mouse clics later, and I realize that the whole mod is made of SQS scripts. This syntax still works in A3 but is absolutely deprecated ! It would be great if I could take it and bring it close to what we can do with modern SQF scripting. I saw in the Foxhound's message the following line : But I can't find any disclaimer anywhere, and nothing about licensing and things like that. Is there any way to contact both the original author and Reserve to ask them the permission to work on it ? -
ILBE Assault Pack with RT-1523G / TFAR
Cheitan replied to raspu86's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for all your answers ! :) -
ILBE Assault Pack with RT-1523G / TFAR
Cheitan replied to raspu86's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey Raspu ! Awesome mod ! We are working on adopting it in our modpack, as it fits perfectly our needs. I was wondering if there is a documentation, anywhere ? In fact for the SATCOM antenna you said that the range of the radio is increased if the player is near the object, but you don't explain what "near" is. A few centimeters ? A few meters ? A hundred meters ? A thousand meters ? The same way, you said that the 3 different antennas have a specific range, but you don't give us the data. Or maybe you did but I don't see where ? Thanks again for your awesome mod ! PS : another question, do the antenna type have any influence on the frequencies available for the radio ? -
We do have one, yes ! Some of our members are streaming our missions through Youtube. But actually, as all is still in progress, videos and lives are not really accessible, and do not represent what we want to bring to the public. So thank you very much for the permission, I will transmit you all the informations needed to see what we are doing as soon as possible ! And when we will be ready, feel free to make a small trip to our TeamSpeak ! As I said, we are french, but some of us can speak a pretty good english, good enough for you to discuss a little bit ! :) See you soon !
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Hey Kimi ! I send you this message today as a modpack manager for my team, not as a user of your mod. In fact, each time I try to fly with one of those big wrong-mounted noisy fan, something terrible happens to me and my teammates... But among those teammates there are some very good chopper pilots, and they are absolutely fond of your work ! They said you bring them the easiest and cleanest way of using helicopters. What seems to me as a big heavy metal box, designed to stay on the ground, seems to them as the ultimate fun in ArmA ! Incredible... Anyway, that's why we are using your mod in our modpack since the very beginning of your work. But today, as a team, we are evolving to a more public gameplay, hoping to gather around us some motivated semi-milsim french players. With this goal in mind we are redesigning our infrastructure in order to be able to easily welcome new players. The developpement of a private application able to manage and update mods from our private server is one of our actual tasks. This implies to host our modpack directly on our private server. So I'm currently reviewing our whole modpack, asking every mod maker (and there is plenty of them !) the permission to host their work. Today it's your turn ! So, would you allow us to host your work on our server ? Your disclaimer is very clear : Of course, we would use your work without any modification, and credits will be given to you through the mod-managing application, but also on our website and in the credits of our missions. Your work, and all the other mods we will hosting, will be accessible only through the application, and the download will be locked by a password we will provide to our players. Appart from that, we are a french team, working to bring a semi-milsim public modded server. Our membres have to pay a contribution, but this fee is recalculated each semester, following the number of people involved, in order to cover our charges. We are a non-profit organisation, we do not accept donations. Public players and membres are sharing the exact same game environnement, the only difference is that membres can vote during our montly meeting and participate to the adventure through their decisions ! I hope you will grant us your permission, as we really want to keep fighting hard with your mod that my teammates love so much ! I'm at your disposal for any information about our team or project, wainting for your answer. Cheitan
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Hey guys I was wondering if the latest version of this mod (2.6) is now working with CBA keybinding ? Or is the problem still existing ?
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Hey KiTooN, you may notify in your post that the user can bind the user action 10 if he don't want to use the standard get out key ! ;) In fact, ArmA is full of keys, particularly when playing with mods like ACE, and in this type of situation it is hard to find a way to bind all the actions needed. And when the vault key need to be another one than standard V in order to avoid vaulting each time you want to enter a vehicle, things get a bit complicated... With user action 10, which can be bind on any key, preventing your system to work when pressing the get out key, it's much easier ! Vault and get out are still on standard V, and the quick mount key simply become Shift, as we are supposed to use it when boarding rapidly, for example.
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Hey hey Shiragami ! We found your small addon very interesting, and as you allow reupload (excepted on steam workshop) we are planning to integrate it in our modpack. But we think there is something missing : is it possible for you to sign your mod ? It's a very easy procedure, allowing server admin to increase the security level. In case you don't want to sign your addon, would you allow us to reupload your work signed by our team, in order to use it on our dedicated server ? Thanks again for this great idea !
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Hi all, We are encountering a strange problem while trying to access our dedicated server. Here is our config : the machine is a OVH dedicated server, running ESXi. One of the VM is a Windows Server 2012R2 running the Arma 3 Dedicated Server. We are launching it through the TADST server tool. We are running the server with BattlEye, and are using the EPM Rcon Tool. We use plenty of mods. Until yesterday night, all was running normally. But today we cannot connect to the lobby : the server is shown in the explorer, we can connect it but we get stuck on the loading screen, and nothing happen. I had a look to the server log file, and I saw that it was spammed (tens of thousands of lines) by one error : Server error: Player without identity [LM] Cheitan (id 606562169) The spam stops when I disconnect by double tapping escape. And when I try to connect again, the same problem appears. When we are more player to try, the result is the same, but we get different "player without identity" lines with just the player and player's id changing. I searched through the internet, I found several "solutions" : - rebooting the host VM - rebooting the physical machine - close the A3 dedi, close steam on the server, then re-launch the A3 dedi and AFTER that, re-launch steam - try to see if things are working as expected in vanilla config None of this things works. In vanilla config, each client is still stuck on the loading screen, but the server log file seems to be clean (no "player without identity" lines at all). I don't know what to do anymore. Do you have any idea ? EDIT : in the explorer the server is shown with a strange ping, around 240ms, whereas usually it's around 40ms. Plus, in the small "extension" tab down right of the explorer, several of our mods are shown in red, and many are missing...
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Sorry for the late answer, P. Niels. As I said, what we are discussing here is a server-side problem, not client-side. Which means your client is not broken. In fact, if you can see and join any server except the one of your team, it means that they have a configuration problem. Try to find other people encountering the same issue with this server. If you are alone, then the issue is not what we are discussing here. But if you can find several other players who cannot join the server without experiencing difficulties, you will be ensured that you are experiencing the issue discussed here. It is possible that other members of the team can connect easily to the server if they have previously (since the last reboot of their PC) connected to the machine hosting the A3 dedicated server, for example through a launcher or a website. In fact, when we were experiencing this issue, it took a long time to diagnosis because of this. Some of us had the habit to visit other of our services while their game were starting, so the connexion to the server was "first-timed" by other means than A3.
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Hey Bnae ! I found your small addon very interesting but as we play only with ACE the keybinding was not the most efficient way to handle the inspection of the weapon. So based on your mod I designed a very small addon porting your code and config to the ACE self interaction framework. Actually it is still on my PC, and it will not go anywhere else until I have your agreement : we, as a team, want to integrate it in our modpack under the "ACE standard" I designed. It will be privately distributed with other mods by the mean of an application (currently in developpement by members of our team) that will be hosted on our own servers. Of course, we will credit you in any doable manner through the application but also on our website and in the credit part of all our missions, as we do with all the mod creators and script makers who gave us the permission to use or distribute their work. If you are OK with this and want to have a closer look on my work, I will give you the whole "ACE standard" mod with the sources, in order for you to chose if you want to officially release it under your own name. Or to do anything else with it. You decides :-) Or if you don't want your work to be used that way, it will be instantly deleted, and of course will not be distributed in our modpack in any way. Here again, you decides :-) Please tell me your thoughts about my work and our intentions ! Greetings
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Hi, I dig up this topic in order to inform anyone that would face the same problem, because it's the first result when searching for similar terms in google. We add the same trouble for months, and we were using the same workaround, but since 1.66 of ArmA the workaround was not working anymore. So we came back to the battle, and do a lot of stuff in order to fix it. Finally, a message from OVH informed us that sometimes their antiDDOS protection can make this type of problem appears (same thing with TeamSpeak for example). But it's easily fixable : all you have to do is to configure this protection from your OVH client pannel, under the tab "IP", the menu "GAME firewall". You can totally disable it (not recommended !!!) or simply add an exception for the desired protocol/port, just as a firewall do. The effect is instantaneous, all your problems will vanish ! Pay attention to select the right IP in the case of using, as we do, multiple fail-over IPs to provide internet access to our virtual machines.
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Dynamic Movement - Descend in Style
Cheitan replied to Gole's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi everyone. We use this mod as a part of our modpack since a long time now, in combination with various other "movement" mods, in order to allow us not to be as static as we should with vanilla movement system. This small addon is really really appreciable, and as far as we were able to test, it is the best regarding the efficiency as well as the aesthetic. But since ArmA 1.64 we encounter some trouble with it : the mod seems to be disabled. No way to use the functionnalities anymore. I'll soon depack the PBO in order to have a look on it and do further tests, but I wanted to know if the author has stopped the developement of the mod, and also if there is anyone else facing this problem ? If the author is not working anymore on it and if you guys are interested in making it working again, maybe we can work on it together and "Make DynMov great again" ! ;) As a reminder for working on it : (quoted from Armaholic download page) EDIT : hey guys... don't pay to much attention to what I've written above. I'm simply a bit silly ;) In fact the mod is perfectly working, considering two points : 1) don't forget to include it in the modpack, as I do since the last release of the modpack I manage in my team, and 2) the "vault over" key in ArmA settings seems to be a on-tap key in order to make the mod work. I mean that if you use the standard "V" key all is perfectly working, but if, as we do, you use "2x V" it's not working anymore. That's a bit anoying because of other mods which needs the same type of condition to properly work, but the spotted misworking was not the mod's fault, only ours. -
[Release] Injured Ai script/Mod
Cheitan replied to Persian MO's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can find a link to the addon version of your script (1.3) in my previous message ;) The dependency to CBA comes from the need to launch your script by an other way than the init.sqf of a mission. In order to do that, CBA provides several event handlers, including one that fires at mission startup (exactly as init.sqf does in a mission file). What I've done in the config file of the mod is to set up this event handler to call your script, nothing more :) I think there is another way to do that, because CBA can implement it. But I don't know how at all. CBA is a complex framework, very well optimized, designed in order to make some tasks easier to do for mod makers and/or mission designers. I'm not skilled enough to pretend that I understand how it works ! :) I'm only able to use it at my level. Anyway, currently working to bring you the 1.4 version built as an addon, I will release it here in a few minutes I think ! -
POLPOX's Calm Animations 3
Cheitan replied to POLPOX's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Same question than PersianMO, a while ago for an ancient version you said that it was designed to work SP and not for MP. Is this still true for this version ? A little bit of calm animation would be a greate immersion helper in our coop missions. -
[Release] Injured Ai script/Mod
Cheitan replied to Persian MO's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi Persian MO ! Sooner in this topic someone asked you if you plan to release this script as a mod, and you answered him that you don't know how to do but to feel free to do it. That's what I've done. Here you can find an addon version of your script. Inside the @ folder you'll find not only the classical "addons" folder containing the PBO that I made, but also an "injured_ai_addon" folder containing all your script files under the good format to build it as a PBO. Feel free to have a look on it, it's really easy to understand how it works. All I did is to make your script fit the needed syntax in order to build it as a PBO, in order to 1) train myself to modding, and 2) check the behaviour of your script in various situations without the need to add it to every mission made by my team. In fact if we are satisfied of the work done by the script and if you think it's ok to build it as a mod, your work will soon become a part of our modset ! Note that the mod is CBA-dependant, as I don't know how to make a script auto-launchable at startup without CBA (don't know if it's even possible...). So you can do whatever you want with it, including releasing it under your own name of course. What I've done is the smallest part of the job, just a 15mn work. Please also consider the fact that, as I will soon release a signed version of all of my small mods, I'm fully able to build a signed version of your script too. Just ask me if you want. It would make the mod easier to use for admins of secured servers. Thanks again for bringing us this work that make the IA much more fun to fight ! Please let mo know your thought about the (small) job I've done ! -
Oh man, after months spent on config, how can I missed this ? Thank you, now all is working as expected ! Let's go for FFV !
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Thanks, good to know, I will check this out...... as soon as I succeed to understand a new problem that I got ;) Here is the problem : We have a retextured version of the CH-49 Mohawk, I made modifications to its config in ordrer to modify the ramp cargo entry point that was totally fucked up (1.5m above ground surface, unreachable...). And I wanted to slightly move the others entry points for lateral doors. This lead me to that : class LM_MOHAWK : I_Heli_Transport_02_F { GOS_QM_CargoCustom[] = {[2.15,2.399,-3.573],[0,-5.151,-3.573],[-2.2,4.649,-3.573]}; //other stuff... }; but when entering the game, I get a script error, as showed on this capture : http://images.akamai.steamusercontent.com/ugc/195172462380262185/B77E65BB0BBC7393853CB071ABC4AC31F164D6ED/ (sorry, I'm french, so is for the game...) Do I missed something, or is this really a problem inside the mod ? I had a brief look on the notified error but I haven't really digged into it. EDIT : just checked, same problem when configuring a retextured Zamak for custom GetIn entry points, but in the GetCargo.sqf so I think I'm missing something, somewhere... In the same time, I would like to bring to everyone a small script that is VERY VERY useful for finding relatives coordinates to use with your mod ;) http://www.armaholic.com/page.php?id=31072
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You man, are awesome ! You allow us to dramatically bring down our minimum time of boarding when extracting with a chopper, reduced to 45s to an expected 15s for a twelve men squad. Also I wanted to thank you for the easy-modifying system, we are using retextured vanilla vehicles and so I'm able to optimize the different entry points to perfectly match with our boarding procedures. The ultimate solution for a long time quest for reduced vulnerability of the team and chopper ! I'm currently searching for a way to modify the entry points for FFV seats, particularly on the Zamak. In your small doc there is no reference to this type of slot, how can I modify it ?