Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

Everything posted by mikeomni

  1. @God of Monkeys in MP the helicopter sometimes gets stuck not moving. Made a few edits to make it more reliable in resupplyHeli.sqf: // Spawn Heli, set fly height in case of mountains, delays and checks for stalling _unghi = [_spawnPosition,_resupplyPoint] call BIS_fnc_dirTo; _helicopterSpawn = [_spawnPosition, _unghi, _heliClassname, west] call BIS_fnc_spawnVehicle; _helicopter = _helicopterSpawn select 0; {_x setskill ["courage",1]; _x allowFleeing 0;} forEach (crew _helicopter)+[_helicopter]; _helicopter flyinheight 150; _heliPad = "Land_HelipadEmpty_F" createVehicle _resupplyPoint; _helipadPosition = getPos _heliPad; // Add Resupply Area to Heli [[_resupplyPoint],"ResupplyHelicopter\resupplyCreateTrigger.sqf"] remoteExec ["execVM"]; // Add delay to make sure heli is ready before continuing "Calling resupply helicopter" remoteExec ["hint"]; sleep 2; // Move Heli _helicopter doMove _helipadPosition; "Resupply Helicopter inbound!" remoteExec ["hint"]; waitUntil { _lastpos = getPos _helicopter; sleep 5; if (!alive _helicopter || !canMove _helicopter) then {deleteVehicle _heliPad; breakTo "heliDestory"}; _travelled = _helicopter distance2D _lastpos; if (_travelled < 1) then { [driver _helicopter, format ["%1 meters per second",_travelled]] remoteExec ["globalChat"]; doStop _helicopter; [_helicopter, _helipadPosition] remoteExec ["doMove",_helicopter]; sleep 10; } else {[driver _helicopter, format ["%1 meters to LZ",_helicopter distance2D _helipad]] remoteExec ["sideChat"]}; (_helicopter distance _heliPad) < 180}; // landing routine, make sure it's local [_helicopter] remoteExec ["doStop", _helicopter]; [_helicopter, _landingMode] remoteExec ["land", _helicopter]; "Resupply Helicopter landing!" remoteExec ["hint"];
  2. This tool is great! Some things that need to go into a FAQ for beginners like me: 1) If your PC is the server (not dedicated), you get an entry 'Write Saved Data' which will copy the json to the webserver and attempt to post it to receive.php. Be careful not to press in head of combat as server will have a CPU spike and everyone will lag. 2) If you Continue a Scenario but made changes to userconfig/config.hpp those are not reflected until the game is Restarted. (Discovered with json being sent to old directory instead of new) 3) If the webserver is down (I run XAMPP on my PC) then json may be copied but data.db is not updated since receive.php did not get called. I have found a workaround though. Workaround to add a json to data.db: It's possible to manually edit the data.db since in my case the webserver is also my PC. a) Download sqllitebrowser.org b) Find and open your json file, get the first line. c) Drag and drop the json unto "DB Browser for SQLlite" -> Browse Data # fields: #id world_name mission_name mission_duration filename date #id=counter #world_name=map's "name" per ocap/images/maps/maps.json #mission_name=name of mission #mission_duration=number of frames per header line of the mission.json #filename=filename in ocap/data #date=yyyy-mm-dd #e.g. Insurgent_76.json first line: {"worldName":"Stratis","missionName":"Life Is Hard","missionAuthor":"CTO","captureDelay":1,"endFrame":267 # e.g. data.db content initial id world_name mission_name mission_duration filename date "1" "Stratis" "Life Is Hard" "37" "Insurgent_926.json" "2017-10-08" "2" "Stratis" "Life Is Hard" "151" "Insurgent_947.json" "2017-10-08" "3" "Stratis" "Life Is Hard" "204" "Insurgent_402.json" "2017-10-08" "4" "Stratis" "Life Is Hard" "267" "Insurgent_76.json" "2017-10-08" #e.g. map reference in maps.json e.g. maps.json [ { "name": "Stratis", "worldName": "stratis", "worldSize": 8192, "imageSize": 16384, "multiplier": 2 } # Example to add a new json: Life_is_Hard_498.json {"worldName":"Stratis","missionName":"Life Is Hard","missionAuthor":"CTO","captureDelay":1,"endFrame":280 "1" "Stratis" "Life Is Hard" "37" "Insurgent_926.json" "2017-10-08" "2" "Stratis" "Life Is Hard" "151" "Insurgent_947.json" "2017-10-08" "3" "Stratis" "Life Is Hard" "204" "Insurgent_402.json" "2017-10-08" "4" "Stratis" "Life Is Hard" "267" "Insurgent_76.json" "2017-10-08" -> New Record "5" "Stratis" "Life Is Hard" "280" "Life_is_Hard_498.json" "2017-10-08" -> Write Changes Refresh OCAP, new mission is listed # the missions are displayed by OCAP as highest ID first. # missionName is derived but freetext, you can edit it without affecting playback
  3. Has anyone had Apache 2.4 Gzip to work for them on Windows? Aside from IIS8, what other Windows (or Linux) webservers have worked? Installed XAMPP and enable mod_deflate for 2.4. http://localhost/dashboard when opened in Chrome Dev Tools says content: gzip which I think means gzip is enabled. But when opening http://localhost/ocap/install it says Gzip isn't enabled and the header doesn't show gzip, so there's something more that's missing. In Filters added very MIME type for json I could find but no joy. ------------------------------------------------------- Update: Got through the Gzip issue for XAMPP/Apache 2.4 on Windows. Now my next issue is getting recording and playback to work. php.ini edits for XAMPP: zlib.output_compression=On HTTPD.conf edits for XAMPP: LoadModule deflate_module modules/mod_deflate.so LoadModule filter_module modules/mod_filter.so LoadModule headers_module modules/mod_headers.so SetOutputFilter DEFLATE # Set the path to the directory where you wish to apply the gzip compression # Usually you would like to apply that to the entire htdocs folder, but you can change it <Directory "D:/xampp/htdocs"> Options Indexes FollowSymLinks MultiViews AllowOverride All Order allow,deny allow from all <IfModule mod_deflate.c> SetOutputFilter DEFLATE # Add any file type you want AddOutputFilterByType DEFLATE text/html AddOutputFilterByType DEFLATE text/plain AddOutputFilterByType DEFLATE text/xml AddOutputFilterByType DEFLATE text/css AddOutputFilterByType DEFLATE text/javascript AddOutputFilterByType DEFLATE text/x-javascript AddOutputFilterByType DEFLATE text/x-json AddOutputFilterByType DEFLATE application/xml AddOutputFilterByType DEFLATE application/xhtml+xml AddOutputFilterByType DEFLATE application/rss+xml AddOutputFilterByType DEFLATE application/javascript AddOutputFilterByType DEFLATE application/x-javascript AddOutputFilterByType DEFLATE application/json </IfModule> </Directory>
  4. Using the XInsurgency Altis PBO 1.2 from Armaholic. It says that AmmoCache destruction should have been fixed. But we tried PCML and tank rounds and the Cargo Net box just rolls around even after we've destroyed the building housing it. Did the bug regress? UPDATE: Found the X39_Xlib_AmmoCaches.sqf, line 85 through 129. O_supplyCrate_F is normally destructible by any large damage but it appears there is a special damage handelr in line 88 where only Satchel or Demo charges are allowed to destroy it. "SatchelCharge_Remote_Ammo", "SatchelCharge_Remote_Ammo_Scripted", "DemoCharge_Remote_Ammo_Scripted". To allow other means of destruction I would have to find and list all other possible explosives. I'm not to scripting ... now I have to figure out where this list comes from ... :-) UPDATE2: https://community.bistudio.com/wiki/Arma_3_CfgMagazines if((_this select 4) in ["SatchelCharge_Remote_Ammo", "SatchelCharge_Remote_Ammo_Scripted", "DemoCharge_Remote_Ammo_Scripted", "M_NLAW_AT_F", "R_PG32V_F","R_TBG32V_F", "G_40mm_HE", "GrenadeHand","mini_Grenade","Sh_120mm_HE","Sh_125mm_HE"]) then UPDATE3: Nope, still invulnerable after the above change.