Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

Posts posted by Ilias48rus

  1. On 9/18/2017 at 9:38 PM, Leopard20 said:

    Hey old friend!

    To be honest I'm not entirely sure if the mod obeys the forum rules, so I'm waiting for more feedback before uploading it on Armaholic and Steam Workshop (although I asked a couple of moderators about it and they weren't sure either!)

    As soon as the final and signed version is released I'll upload it to both sites. Hopefully it won't be long.


    • Like 2

  2. enabling windowsMediaPlayerNetworkSharing service allowed to connect to the server trough inGame "direct connect" using internet IP, but this does not allows to connect trough serverBrowser

    edit: , rCon still doesn't work;


    p.s. Thanks to everyone for being so helpful, especially BI which considered that the users do not need to know which OS components required to run their product (though it's probably the only game which depends on such of them)

  3. Hi, i have dedicated server running with ports forwarded in ,router between the machine and internet, the server is internet discoverable, after i'm trying to connect with rCon by the server's internet ip the rCon stucks with this


    ('s ip), but it looks like it works with local ip.

    When i'm trying to connect to the server with game it keeps black screen until client kicked for timeout



    Would highly appreciate any help


    edit: ports used are default, so all the 5 symbols numbers randomly issued by router's DHCP server i guess. windows,router 's firewalls and antivirus have no effect on this

  4. I did not used Windows Server, so not sure if its enough relevant to include in the tutorial, but on desktop Windows builds following requirements are also applied:

    • Setup the [[#Port Forwarding]] in your firewall or\and router accordingly, also doesn't seems like implemented in some routers Port Trigger feature works with Arma 3 Server (tested with ASUS RT-N66U)
    • Make sure you have Network Discovery enabled for your network type (the setting can be found in [Control Panel\Network and Internet\Network and Sharing Center\Advanced sharing settings]. If you have problem with it's state reset on the interface reopen, check if all of the required for this feature services are running: DNS Client, Function Discovery Resource Publication, SSDP Discovery, UPnP Device Host;

    (Note: Changes to the above 2 settings to be applied require Arma relaunch, as for server same for client machines);

  5. On 29.09.2017 at 6:47 AM, Guest said:


    You was able to do it using description.ext?

    it won't work trough decription.ext ,cause it editing missionconfigfile (not configfile) (actualy it depends on engine if the exact class can be readed by game from missi.. ,but using addons is preferable by some reasons)

    , and you'll need some other lines in the class too ,for it would work for the engine (when you writing

    class _ {/*anything*/};

    in this cases it overwriting the class entirely (and most of classes (including these) need some parameters('lines') for they would work)).

  6. 4 hours ago, Dedmen said:



    I'm not stating that i'm not maybe missing something, but if so FIX it, do not just revert back to errors


    Addon locations are saved to memory. To include a file from one of them write:

    #include "<addon folder name>\<file>"

    WTF is that ???, this is totaly wrong, if you getting into ,make the info real, and if there is some "hidded stuff" that most readers don't know that places sence into this, make it normal, this is point of wiki


  7. 18 hours ago, zagor64bz said:

    Hey man, it's not really clear on what you want to do...can you develop further your question? As it is, is not easy to help you.


    What do you meant by "MASK" the vehicle? Change camo texture while in game, or spawn/editor place it with a different camo?

    Or by "masking" you meant HIDE it?..a la Predator optic camo?

    Visual sensor in game represents electro optical scanning devise which recognizing visual patterns of targets.

    Hypothetical situation: vehicle enters some reed thicket, and i want to add action for masking it, after which it’s visual recognition range will be divided on certain value;

    1. question: is it possible without: making new class of the vehicle (with lower visualTargetRange) and respawning it;?;

    (due to the topic's question is "change camouflage and |_|targetsize confgs" i do not understand how it could be misunderstood)

    2. also other question came up (it is made trough addon and not an answer on question 1):

    at marked m-atv:


    ; and oviously it doesnt work (countng sensor on a-10 the recognition range should be few tens of meters),

    (visualTarget=0; works as expected);

    • Thanks 1

  8. Because there is no way to register on wiki to fix|offer to fix it self, writing here in hope what someone who have access to wiki will fix it.

    2.8 #include



    You can also include files from the installation dir:

    #include "\myDirectory\codestrip.txt" // ArmA 2\myDirectory\codestrip.txt

    Addon locations are saved to memory. To include a file from one of them write:

    #include "<addon folder name>\<file>"

    For arma 3 is wrong, should be (as addition if for Arma 2 currently written is still correct): "


    You can also include files from current addon:

    #include "<file>" or #include "<custom folder>\<file>"
    Addon locations are saved to memory. To include a file from one of them write:
    #include "\<.pbo's (or folder's (if -FilePatching on)) name>\<file>" // Arma 3\myAddonFolder\addons\myAddon.pbo\<file>