Vince_
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:( Well, as it is, it works wonderful, thankfully :)
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(SMA) Specialist Military Arms
Vince_ replied to blazenchamber's topic in ARMA 3 - ADDONS & MODS: COMPLETE
V3.0 on the SMA website – F90\EF88 – – Custom AK – – SRS Sniper – – ACOG – – ARX 160 – F2000 – Mk3 minimi 5.56 -
Thanks for your help again :) I'll take a look at these
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Vince_ started following Applejakerie
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Thanks, but I mean a little more stricter than that. As in limiting the amount of AI that can be spawned at once. Example, if there are say, 80 AI spawned, and I don't want anymore to spawn until they start dying, is there a way to specifically set something like this up?
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Anyone know how to limit the amount of zones that can be active and the amount of AI that can be spawned?
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Make AI AA Tanks not attack infantry???
Vince_ replied to Vince_'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
I want to make it so enemy AI AA tanks do not attack us infantry units on the ground -
Make AI AA Tanks not attack infantry???
Vince_ posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is there a way to make enemy AI AA tanks not attack infantry units on the ground and strictly only attack aerial vehicles? -
(SMA) Specialist Military Arms
Vince_ replied to blazenchamber's topic in ARMA 3 - ADDONS & MODS: COMPLETE
For Linux server, I usually just fix this by using convmv to convert all files in the addon to lowercase. Pretty quick and easy. -
I PM'd you it. There are no other scripts in it.
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Something now seems to be conflicting on the server side. Locally, it works fine with the PUID. When I run the mission on a server, all I get is a ping before and after respawning. Very strange.
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Yes, I did do that. But, the goal was to have a separate #adminLogged module work as I want only people with access to the admin password to access unlocked zeus. The PUID method seems to be the only working alternative though. So, I'll try that.
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Thanks for that. After testing on your mission, results are the same. Seems like the issue is related to #adminLogged. Using the PUID in the module works correctly after respawn though. I am testing locally, for it to be played on a server. I have tested on the server and results yield the same with #login password on the server for #adminLogged modules. So I guess the only route would to be using PUID. I noticed that you had two individual Zeus modules, not including the one synced to the costs and set attributes etc. Is it possible to have multiple PUID's in one Zeus module, or does each PUID need it's own Zeus module?
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The objective is for the #adminLogged module to work server side. I was not syncing the module to all the units, but I will give that a try and report back. Thanks for the help, guys. :) Edit: Still no luck. Syncing the #adminLogged Zeus module to units yields the same results. Zeus still only works until respawn, resulting in just being able to ping. Could someone send me their mission that they've got this working on?
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I'm using the Zeus method you posted and still having this issue. Locally, Zeus works with #adminLogged until I respawn, then it just pings it. On server side, it just pings it. Not sure what could be causing the issue.
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Looks like having two Zeus Game Master modules breaks the functionality after respawning. So, having only one works, I guess... Edit: Nvm, seems like the issue is something related within the mission/scripts itself. Can't seem to get an #adminLogged zeus module to work period in this mission
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