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Rawshark

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Everything posted by Rawshark

  1. Thanks for the reply. So if the trigger is set to activation type 'BLUFOR present' with the init: playSound "ambient1" That should mean that player(s) within the trigger hear the sound, and not everyone on the server? Also, if I wanted to loop a 90second soundclip, do I just modify the init as playSound "ambient1", sleep 90;
  2. For a MP server I'm trying to setup an area trigger where if entered by a vehicle, the trigger will empty the fuel tank. Now I know an easy way to do this is to name the vehicles and then add in to the trigger" vehiclename setfuel 0;" etc but I was wondering if there was an alternative way to remove fuel without having to name all the vehicles on the server? I've been trying various iterations of 'setfuel' like so, but none of them seem to work or do what I want. [_vehicle] remoteexec [setfuel 0, _vehicle]; If anyone can point me in the correct direction, that would be marvellous, thanks!
  3. So I decided to try and get the ammo count to show on the HUD/Weapon info panel while running ACE 3 and tried enabling the "Ammo count" option in the ACE3 User Interface settings but that doesn't seem to work. When I test it in the editor I get the popup "cannot modify a forced User Interface element". I've applied on the server and set it to override the mission and client but no luck there. Is there a step I am missing? Any help would be appreciated.
  4. Guess the answer according to jonpas is to remove the ace_reload.pbo https://github.com/acemod/ACE3/pull/5877
  5. Thank you so much for the help, you legend!
  6. So for a multiplayer session, I want to create a script that will mark the position of any friendly BLUFOR player should they go unconscious/awaiting revive...and upon a successful revive have that maker be deleted. It's not a PvP mission so the marker should only be visible to players on the same side. This is what I've come up with so far but I haven't been able to test it atm. Can someone point out if there is any glaring errors with it or know a better code I could implement: _player = _x; _mrk = format ["%1",_player]; _mrk setMarkerTextLocal format ["%1 Injured",name _player]; _mrk setMarkerColorLocal "ColorRed"; I am not certain a) what BIS_func I have to call for checking player state as there only seems to be a 'BIS fnc paramReviveUnconsciousStateMode' option to check before dropping the marker b) I am not sure how to then remove said "injured" marker if the revive is complete. Could I get away with: While (true) do { injured marker code; } else {deleteMarkerLocal _x} forEach _markers; Any help would be appreciated as I am not the best at this. thanks.
  7. Hmm, but in my case they deploy the Airbrakes which, after a few seconds, leads to a nose dive/loss of altitude and a subsequent crash - not at all horizontal stable flight. I don't doubt you are wrong but I am not seeing any sort of "autopilot" engaging when opening a chat window, just a loss of altitude that's similar to when a client loses connection to the server. Hmm..if it is as you say though then..shit. Its a really annoying feature
  8. On MP servers I noticed that while flying and opening chat with "/" it causes the engine to lose power (in helicopters & VTOLs) or deploys the airbrakes in fixed wings resulting in a loss of altitude despite having separate keybinds for chat and throttle/speedbreak . Interacting with other interfaces (eg: when using mods) it also causes a similar loss of altitude. Has anyone else experienced this and is there a way to fix it? Cheers
  9. Rawshark

    Arma 3 crashes only when flying

    Update: The issue once again resolved itself when removing the JSRS Soundmod from the modlist. I don't know if this a known issue or something unique to my specs but this is the second time, by systematically removing each mod and testing them individually over a 7 day period, that I can say the issue is linked with the JSRS Soundmod (even when running a vanilla server with JSRS as the only mod I will experience a CTD after a few minutes of flying). If anyone knows why this would be the case, please let me know as the mod is otherwise excellent but it seems to do something to my systems resources that causes a crash.
  10. Rawshark

    [SP/CO8] A 3 - Antistasi Altis.

    Playing RHS Antistasi 1.8.0 and we have captured some Kords that we are now trying to setup as a defensive perimeter around our assets in the field. Problem is, the Kords have 0 ammo in them and we don't know how to rearm them (we even tried the vehicle ammo crate but no luck). If anyone knows how to rearm these and other static weapons, that would be much appreciated.
  11. Rawshark

    Random CTD

    So I've noticed that on occasion when playing on multiplayer servers (I&A) my Arma 3 will randomly crash to desktop, leaving no error message or pop-up or anything. Its happened a few times and always when flying a VTOL aircraft; generally about 12 mins into flying the aircraft my game would freeze (external textures would glitch) for about 3-4 seconds and I'll crash to desktop. Im running Win10 i7-8700K CPU 16GB RAM 1080Ti Graphics card Mods running: JSRS Soundmod Attached RPT: https://justpaste.it/2wssf && https://justpaste.it/48axq Any ideas what's going on or how I can fix this? Cheers
  12. Hey there, I am running a small server for a few mates of mine playing Antistasi. Our current predicament stems from TFAR changing our operational frequencies upon death/respawn onto some random frequency. So I thought it might be handy to call a hint function into a onPlayerrespawn.sqf as gentle reminder to reset the radios to respawning players. Problem is, I don't really know how to exectute this plan of mine. Is it possible to add a execVM "onPlayerRespawn.sqf" into the server.cfg files and have it be read properly? Or do I create an init.sqf in the server.cfg and have THAT call the respawn.sqf? Any help with this would be amazing! Thank you!
  13. I've setup a dedi server on a home PC (using TADST) to run antistasi 1.8.0 with a headless client. When running as admin, I can see the headless client (HC1) connected to the headdless client slot in the 'virtual' lobby (https://i.imgur.com/9Amq1Pr.jpg) and HC1 is also listed in the players list -however- despite this I am somewhat uncertain if the HC is configured properly as in game when checking the HC AI load info I get this result (https://imgur.com/Tam1upz). Now I have no idea if this is completely normal or if this is a sign the HC is not configured properly but I suspect that the HC AI should = the total number of AI (in this example it should read HC 5 AI?) If anyone playing Antistasi can confirm/refute this that would be amazing. Some additional info/questions about the headless client: When running the .bat file for the headless client the console window pops out the following messages :- At no point does the profile "HC1" complete loading, instead this message stays throughout the mission and I am concerned that this is yet another sign the HC is not setup/configured properly. Can anyone confirm if this is an error or not, is there a next step in the process? //Additional info: My server config.cfg has the following: headlessClients[] = {127.0.0.1} localClients[] = {127.0.0.1) battleyeLicense = 1; .bat file contains: start /min "" "D:\A3Test server\arma3server_x64.exe" -client -connect=127.0.0.1 -port=2302 -mod=@CBA_A3;@RHSAFRF;@RHSUSAF That's about it, anyone willing to confirm if this is all good or not is much appreciated. Thank yall for your time!
  14. Rawshark

    Arma 3 Headless Client

    Having created a Headless Client using TADST for the first time, I just want to check that this isn't an error when the window reads as follows: 19:49:27 Client Connected 127.0.0.1:2302 19:49:29 > Player headlessclient connecting 19:49:29 > Welcome to the server! 19:49:29 Loading Profile "HC1" Should the message at some point change from loading profile or is it meant to remain at "loading Profile 'HC1'"? 2 years later: Yeah, it was working as intended!
  15. Hi sorry to ask but in TADST the HC section has two options; HC IPs and Local Clients IPs. If you are hosting the server on one computer and playing on a different computer do you still leave the IP as default (127.0.0.1) in TADST for both IPs or do you have to change anything? Thank you
  16. Rawshark

    Random CTD

    Hey sorry for the super late reply but removing JSRS did seem to work. I haven't noticed any random CTDs without it running.
  17. Rawshark

    Random CTD

    Hey thanks, I will give those options a try and hopefully have the issue fixed or at least narrow down the cause. I have dual DDR4-2132 Mhz (1066Mhz) RAM so, I think that should be sufficient to handle ARMA but the odd visual glitch/freezing before the crash is very reminiscent of the old 3fps bug that use to hit ARMA before the 64-bit upgrade. I'll try playing without the soundmod to see if its the source of the CTD but it's really odd if that is what is causing it. Anways, thanks for your help.
  18. Like Grumpy said - you are missing a semicolon somewhere before GOM_fnc_initTeleport = { either in a line of code -or- you failed to comment a line properly. Eitherway, test the code out on its own without any other script in the initPlayerLocal.sqf and see if it works, because there isn't anything wrong with the code that I can see.
  19. Thanks, I'll give it a shot. At a glance though I am not sure if it will work if the trigger activation is set to none, maybe none, BLUFOR, non repeatable? I'll test it out and let you know Edit: Cheers, it works like a charm! Thank you so much!!
  20. Heya, apparently there is a generic error in the On Activation expression. I can't seem to execute it, sorry
  21. Rawshark

    Ravage

    Chernerus Redux, has just shy of a billion things to loot (ok, that might be an exaggeration...but there is a lot) the map itself comes with a lot of static objects (luggage, vehicle wrecks, garbage piles, disused industrial/household equipment/ random crates..etc) and inside buildings there a mix of objects (ovens, cupboards, dressers, closets) all of which Ravage makes lootable. Additionally, boxes and crates dropped from the editor are lootable (though there are some restrictions - a wooden box is lootable but a shipping container is not). The map also has random camps/military outposts scattered throughout which contain lootable assets like lockers, cabinets, packs, desks, crates and such..so all in all quite a lot of things to loot scattered throughout the map. If anything though, the number of items to loot within a house is a bit limited; if you remember Chernerus from ARMA 2 you know they are not exactly flushed with furnishings, so on average a household may have 2-3 lootable items -but- overall the map has a lot of assets scattered about that can be looted. If you want a somewhat quick overview of what the map looks like, take a peek here. NOTE: The skybox in default Chernerus Redux isn't pink, I believe this showcase in question was done with a colour correction script on top of Ravage..for the feels.
  22. Rawshark

    Ravage

    I am using the Chern Redux map and I can report that in the Loot System module if you select 'yes' to the 'Arma 2 structures' option you will be able to encounter loot in the Chernerus buildings. As Chernerus is an ARMA 2 map it will not spawn any loot if you set the module to ARMA 3 or APEX (I assume, not tested) at least, logically it shouldn't since there arent any arma 3 building assets in the map for the loot to spawn in. As for the loot rate, that you would have to fiddle around with in the loot chances to determine the loot drops/type you prefer.
  23. Rawshark

    Ravage

    I am curious about this too. Is this [85,85,85,85,85] for civilian, military and industrial loot or have you set this for only one of those three parameters?
  24. Rawshark

    Ravage

    I don't know if anyone else is experiencing this but I'm running Ravage on the Chernerus Redux map and I noticed that after about 10mins the game starts to lag and frame-rates start to drop when you force respawn. The framrate deteriorates further, with time, to the point where you can no longer search for items (holding space no longer triggers a search) and also weirdly, you get teleported to the sea a couple of minutes after you respawn at a last checkpoint. Im running a few mods, the most notable of which is ACE but I just wanted to check if anyone else is experiencing this or not. I am running the laterst versions of both Ravage and CBA, along with ACE, Frits Ruin, JSRS mod, Ares Mod, 3DEN enhanced, CUP weapons, Task Force Radio.
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