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nerexis

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About nerexis

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  1. nerexis

    AI-support for Arma3 in 2023

    I totally support this. It's a shame for a such game that the community has to fix such a big design flaw i. e. which is allowing AI units to pass through walls etc. by creating mods like my mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2904714255
  2. This is huge issue in Linux version of the server which is not fixed yet: https://feedback.bistudio.com/T161913
  3. Is there any way to increase time value for signature check timeout of BattlEye? (To make it longer until it kicks out a player not responding quickly)
  4. Bump: multiple mods are still not recognized in Launcher even tho, I have updated meta.cpp and mod.cpp to correct values for those mods on server side, meaning name and publishedid, so not sure if required also in the mods but some of them have it and still not recognized. The list of not recognized mods from Steam Workshop: ACE RKSL Compatibility Nerexis Repack Kyklop's Electronic Warfare Map Darkmode ACE Repack Nerexis Plastic Armbands Repack Nerexis Realistic Drones Freestyles Crash Landing Tier One Weapons NIArms ALl In One (V14 Onwards) Screenshot, notice the mods marked as red.
  5. I have created a mod, and according to description I should have 2 required files to make it properly detected by server launcher / server browser which is mod.cpp and meta.cpp with correctly set steam workshop mod id (taken from URL). I have it all done, it's showing in launcher but there is no option like on other mods to download it automatically. I'm using Linux Dedicated x64, latest stable version. Mod link: https://steamcommunity.com/sharedfiles/filedetails/?id=2614017981 Mods in startup param is added like ~ -mod="clientmods/2614017981;" So they are pointing to folder with mod id (could this be an issue on Linux? According to my test it the same result with mod id or mod name). How it shows in launcher: meta.cpp:
  6. Hello, is there any SQF scripting command to get the currently set range of active radar?
  7. Thank you a lot, it works as expected! 🙂
  8. Hello, is there any way/hack/trick to override final var/function specified in mod's CfgFunctions file?
  9. It work perfectly, thank you!
  10. Hello, is there a way to disable sharing of the score of players by the server or way to disable scoreboard or sharing of it? In our pvp game mode people are cheating by using external server tracking websites / Steam Friends View Game Info features to check scoreboard of players to get an intel what players are doing - for example if their scoreboard is rising they already know player is fighting with AI.
  11. The IDD 301 is mentioned in https://community.bohemia.net/wiki/Arma_3:_IDD_List as IDD_HINT
  12. I found the way how infistar makes it disappear. So it has function called when frame is rendered which invokes hintSilent ""; command which clears the message: dupecheck_d3dcode = { hintSilent ""; (findDisplay 602) displayRemoveAllEventHandlers "MouseButtonUp"; (findDisplay 602) displaySetEventHandler ["MouseButtonUp","mousebuttonupinventory = diag_tickTime; "]; if(cameraView isEqualTo "GROUP")then { cameraOn switchCamera "INTERNAL"; systemChat "<infiSTAR.de> TacticalView is not allowed to be used!"; }; false };
  13. I have 301 whitelisted but it still doesnt work: /* Use IDD White-List ? */ UDW = "true"; /* allowedIDDs: Insert IDDs here to prevent them from being closed! */ allowedIDDs[] = { /* default idds */ -1,0,4,5,6,8,12,15,18,24,49,54,55,70,72,101,160,174,177,999,131,63,602, //InGameUI 300,301,302,303,304,305,
  14. Hello, does anyone know what is IDD of "hint" sqf command triggered gui msg box? It seems my infistar is blocking it and I'm not sure what IDD to whitelist.
  15. Goal: to be able to use/trigger Suppressed EH for players inside the same faction INDEPENDENT. https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Suppressed Situation: all my players are set to be on the INDEPENDENT side and this is a requirement by a third-party mod so I can't change it. Problem: the event can only trigger between enemy units, so as recommended in BIKI I have added in mission init: independent setFriend [independent, 0]; but that also prevents them to enter each other vehicles. I want them to be able to enter such occupied vehicles because in general having all players in INDEPENDENT factions does not really mean they are actually enemies.
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