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Everything posted by Rawshark

  1. Hello all, I have been having this problem on and off throughout my time playing vanilla and modded ARMA in the two game-modes that I predominantly play (I&A and Zeus). However, after ARMA shifted to the x64 platform I stopped having random CTDs when playing vanilla but the problem for modded gameplay still exists - noticeably, the problem ONLY ever arises when I am in an air vehicle. I could be on the server for 3 hrs as infantry, in a ground vehicle and I will experience no issues whatsoever in my modded server (or any public server for that matter), but If I spend anywhere between 10 - 30 minutes in a Ghosthawk/Kajman/A64D/Mi8/Blackfish/Y32 (basically any vanilla or modded helicopter or VTOL) I will CTD. The error I get on the server is the generic Steam Authenticaton Failure. This problem is a sort of carry-over from my previous thread 3 months ago with the only difference been that it a different gamemode (Antistasi 1.8.0) been played on a dedicated server at home (the server is hosted on a different PC) and I am the only client affected. None of my friends have experienced this issue on the server as they primarily don't fly any air vehicles but as I occasionally do provide transport/CAS, I am always subjected to this issue. -------------------SYSTEM SPECS---------------------------------- Win10 i7-8700K CPU 16GB RAM (x2 8Gb @ 2133) 1080Ti Graphics card ---------------Arma 3 Steam Startup Parameters---------------- -malloc=system -----------------------MODS----------------------------------------- CBA_A3 RHSUSAF RHSAFREF RHSGREF ShackTac User Interface Taskforce Arrowhead Radio (beta) Blastcore - Phoenix Unofficial Phoenix Upload JSRS Soundmod JSRS Soundmod - AFREF Soundpack JSRS Soundmod - GREF Soundpack JSRS Soundmod - USAF Soundpack JSRS Soundmod - Reloading Sounds ------------------------Attached RPT(s)--------------------- https://justpaste.it/50t4x https://justpaste.it/3zngh https://justpaste.it/6vrs1 https://justpaste.it/4pdtg ------------------------------------------------------------------------ It has to be said that while the issue mentioned in the previous thread was resolved by removing the JSRS mod, I wanted to check if the RPT files show any errors related to that mod that could be triggering the CTD this time around -or- if there is any clue as to what might be causing this issue altogether. It is also worth nothing that when we first started playing, the server mods only consisted from CBA_A3 to Taskforce Radio (the last 2 mods were added 2 weeks ago) and I did not experience any CTDs when playing with those original mods; that said during that initial period I was not in the cockpit long enough to trigger the CTD as it usually takes AT LEAST ~ 10-15 minutes before I get struck by one. Anyhelp or insight would greatly be appreciated. Thanks again.
  2. Hi all, So I have a building (a military cargo house) in my MP mission that I have locked by putting the following into the init field: building1 setVariable ['bis_disabled_Door_1',1,true] I also have a "key" that will unlock the door to said building with: key addAction ["Pickup Key", {deleteVehicle key; building1 setVariable ['bis_disabled_Door_1',0,true];}]; Everything works fine, however, I worry that the animation of a locked door alone might not be enough to inform any players without the key...that they should be looking for said key. In essence, I want to add a hint/system chat to appear whenever a player without the key takes the "Open door" addAction: hint "The door is locked. A key is required!"; The problem is, I don't know how to add that hint into the setup I currently have. Simply adding the hint into the init field of the building causes the hint to fire when the mission launches (which is not ideal) and I am not well versed in scripting to be able to figure this one out by myself. So if anyone can help me work out this problem -or- suggest an alternative method where I can lock and unlock a building door with the suggested hint integrated within, I would be so so grateful. Thanks again!
  3. @stburr91 Well, I'll be...that is actually what I was after! It looks a breeze to implement even without the Vop objects (I was just going to re-purpose the ACE vehicle keys anyway). Thanks my dude!
  4. Cheers thanks, I think I see what needs to be done now. Thanks for the advice.
  5. @wogz187 Hey thanks for the link, having taken a look at GOM's post I am not entirely sure how I can best adapt it for my needs. From GOM's post: Unless I am misunderstanding something (again, I am not very good at this) but it looks like the script is: a) checking if a player is the owner of the building b) adds the "unlock door" option to the scroll menu if the player is the owner of the building -else- it fires the systemchat with "This door is locked!"; If that's correct, then, so far so good! However, I am not building a big mission, I am just trying to keep access to a single building restricted until a player interacts with it after collecting a key. In which case, how exactly do I adapt GOM's script to reflect that via this "ownership" method? Would something like this work: mission initialises with target building locked -> player picks up the key (eg: a notebook) -> this sets the player as the owner of the building? GOM mentions: _building = cursorObject; _owner = player; //this sets the player as owner and locks all doors and adds all respective actions _init = [_building,_owner] call GOM_fnc_initBuildingDoors; As someone struggling with scripting...how do you run this script mid-mission? Can't this be done via triggers? I am a bit puzzled still, sorry!
  6. In the mission that I am building I am trying to create a small squad of super-soldiers to go up against my players. I have done a mission like this before in vanilla by just adding this addEventHandler ["HandleDamage",{damage (_this select 0)+((_this select 2)/15)}]; into the init fields of the units in question and it has worked well enough in the past with the AI taking a lot more damage than normal before going down. This time around though I am using ACE and the above script just doesn't seem to work at all. I am fairly sure this might be down to how ACE handles damages but I am not versed enough in scripting to know how to modify (or even re-write) the script so it will play nicely with ACE. I am also aware that in the ACE medical setting I can tinker around with how much damage players and AI can take before going unconscious but that seems to apply a global effect when I only want to apply this to a selection of units. Anyone have any ideas or experience trying to do something similar with ACE?
  7. So basically I am trying to setup a trigger based sound loop for an upcoming multiplayer mission. I have converted my audio file from mp3 to .ogg and have placed it in a 'sounds' folder within the Arma 3 mission folder. I have also setup the 'description.ext' file with the following script: class CfgSounds { sounds[] = {}; class ambient1 { name = "ambient1"; sound[] = {"\sounds\ambient1.ogg", 15, 1}; titles[] = {}; }; }; Within the trigger, which is set to trigger on the presence of BLUFOR in the trigger area I have the following in the init field: nul = [thisTrigger] spawn {while {true} do {(_this select 0) say3D "spooky1"; sleep 150;};}; As far as I can tell, this does seem to get the job done when testing in the editor..but I have a few issues. 1) I don't know if this only executes locally and so would go unnoticed by other players? Would it be better to initialise the trigger as: [thisTrigger, ["ambient1", 15, 1]] remoteExec ["say3d", 0, true]; to get everyone else to hear the sound as well? and 2) When testing the sound, it seems to originate from the centre of the trigger as opposed to uniformly within the area of the trigger, as in, the sound gets louder when you approach where the centre of the trigger zone would be and fades away as you proceed further away from it. In my particular case though I want the sound to be at a consistent level throughout the trigger area and cant seem to tweak that in the coding. Does anyone have any advice on the matter? Edit: I should add I am running ACE and don't know if that is/would effect anything.
  8. So I entered the code as is into the trigger activation and I get this error (https://imgur.com/DIB1mV6)..it says I am missing a ";" Edit: Nvm, the PlaySound "ambient1" needed the ";" at the end. All sorted, thanks for the help!
  9. Cheers, I'll try the updated one in the editor now. One last thing, if I may, I assume that this would all be identical if it was a music track instead..only changing cfgsound to cfgmusic and in the trigger changing playSound with playMusic. Just wanted to check there wasn't any extra steps with the latter. Thanks again for the help! 👍
  10. Thank you, that is pretty much what I have been after!
  11. 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;
  12. 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!
  13. 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.
  14. Guess the answer according to jonpas is to remove the ace_reload.pbo https://github.com/acemod/ACE3/pull/5877
  15. Thank you so much for the help, you legend!
  16. 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.
  17. 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
  18. 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
  19. 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.
  20. 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.
  21. 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
  22. 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!
  23. 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[] = {} localClients[] = { battleyeLicense = 1; .bat file contains: start /min "" "D:\A3Test server\arma3server_x64.exe" -client -connect= -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!
  24. 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 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'"?
  25. 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 ( in TADST for both IPs or do you have to change anything? Thank you