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Alpine_gremlin

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Everything posted by Alpine_gremlin

  1. Hey guys, I went ahead and updated my group`s server executables today following the new update. Now when starting the server however I get the following error: No entry 'bin\config.bin/CfgVideoOptions/Particles/Low.qualityLevel'. I am able to click through the error via remote desktop connection and the server boots and functions properly for now, but did I miss something when updating the server? I have done it this way following a game update many times before and never encountered this. Any thoughts on this?
  2. Alpine_gremlin

    No Entry Error after Todays Update

    Update to this issue: Attempting to launch the server without mods yields the same error. There must be something missing from the core game addons. I will attempt to reinstall the update through steamcmd. Update: this did not fix the issue. Checking server rpt yields the following 15:42:04 Warning Message: No entry 'bin\config.bin/CfgVideoOptions/Particles/Low.qualityLevel'. 15:42:12 Warning Message: '/' is not a value 15:42:12 Warning Message: No entry 'bin\config.bin/CfgVideoOptions/Particles/Normal.qualityLevel'. 15:42:12 Warning Message: '/' is not a value 15:42:12 Warning Message: No entry 'bin\config.bin/CfgVideoOptions/Particles/High.qualityLevel'. 15:42:12 Warning Message: '/' is not a value 15:42:12 Warning Message: No entry 'bin\config.bin/CfgVideoOptions/Particles/Normal.qualityLevel'. 15:42:12 Warning Message: '/' is not a value 15:42:12 Warning Message: No entry 'bin\config.bin/CfgVideoOptions/Particles/Low.qualityLevel'. 15:42:12 Warning Message: '/' is not a value 15:42:12 Warning Message: No entry 'bin\config.bin/CfgVideoOptions/Particles/Normal.qualityLevel'. 15:42:12 Warning Message: '/' is not a value 15:42:12 Warning Message: No entry 'bin\config.bin/CfgVideoOptions/Particles/Normal.qualityLevel'. 15:42:12 Warning Message: '/' is not a value 15:42:12 Warning Message: No entry 'bin\config.bin/CfgVideoOptions/Particles/High.qualityLevel'. 15:42:12 Warning Message: '/' is not a value 15:42:12 Warning Message: No entry 'bin\config.bin/CfgVideoOptions/Particles/High.qualityLevel'. 15:42:12 Warning Message: '/' is not a value
  3. Hi guys. I am currently working on a mission where I want to give the players M16A2s (NIArms or 3CB assets), but I would also like to give them a mounted flashlight since it is a night mission. Unfortunately, these models don`t have a rail system and therefore cannot mount said flashlights. Is there a way to give the rifle the ability to mount a light without creating a new asset? Thanks
  4. Hey guys I`m not sure if this is the correct place for this, but I wanted to add some custom voice sounds to play via the Zeus interface for a WW2 mission (Audio>Play sound). Unfortunately the sounds don`t appear to play while on a dedicated server environment. The sound preview works but when I place the sound module nothing plays. They work fine in local hosted MP. Does anyone know what I did wrong? The .pbo simply consists of the sounds folder and my config.cpp: class CfgPatches { class cust_ZeusSounds { author = "alpine"; requiredAddons[] = {"A3_Sounds_F"}; requiredVersion = 0.1; units[] = {"japanese1","japanese2","japanese3","japanese4","japanese5","banzai"}; weapons[] = {}; }; }; class CfgVehicles { class Sound; class japanese1: Sound { author = "alpine"; scope = 2; sound = "japanese1_SFX"; displayName = "Japanese 1"; }; class japanese2: Sound { author = "alpine"; scope = 2; sound = "japanese2_SFX"; displayName = "Japanese 2"; }; class japanese3: Sound { author = "alpine"; scope = 2; sound = "japanese3_SFX"; displayName = "Japanese 3"; }; class japanese4: Sound { author = "alpine"; scope = 2; sound = "japanese4_SFX"; displayName = "Japanese 4"; }; class japanese5: Sound { author = "alpine"; scope = 2; sound = "japanese5_SFX"; displayName = "Japanese 5"; }; class banzai: Sound { author = "alpine"; scope = 2; sound = "banzai_SFX"; displayName = "Japanese Banzai"; }; }; class CfgSFX { class japanese1_SFX { name = "Japanese 1"; sounds[] = {"japanese1"}; japanese1[] = {"\customSounds\sounds\jap1.ogg",1,1,400,1,10,10,10}; empty[] = {"",0,0,0,0,0,0,0}; }; class japanese2_SFX { name = "Japanese 2"; sounds[] = {"japanese2"}; japanese2[] = {"\customSounds\sounds\jap2.ogg",1,1,400,1,10,10,10}; empty[] = {"",0,0,0,0,0,0,0}; }; class japanese3_SFX { name = "Japanese 3"; sounds[] = {"japanese3"}; japanese3[] = {"\customSounds\sounds\jap3.ogg",1,1,400,1,10,10,10}; empty[] = {"",0,0,0,0,0,0,0}; }; class japanese4_SFX { name = "Japanese 4"; sounds[] = {"japanese4"}; japanese4[] = {"\customSounds\sounds\jap4.ogg",1,1,400,1,10,10,10}; empty[] = {"",0,0,0,0,0,0,0}; }; class japanese5_SFX { name = "Japanese 5"; sounds[] = {"japanese5"}; japanese5[] = {"\customSounds\sounds\jap5.ogg",1,1,400,1,10,10,10}; empty[] = {"",0,0,0,0,0,0,0}; }; class Banzai_SFX { name = "Japanese Banzai"; sounds[] = {"banzai"}; banzai[] = {"\customSounds\sounds\banzai.ogg",1,1,400,1,10,10,10}; empty[] = {"",0,0,0,0,0,0,0}; }; }; class CfgSounds { class japanese1 { sound[] = {"\customSounds\sounds\jap1.ogg",0.5,1}; titles[] = {}; }; class japanese2 { sound[] = {"\customSounds\sounds\jap2.ogg",0.5,1}; titles[] = {}; }; class japanese3 { sound[] = {"\customSounds\sounds\jap3.ogg",0.5,1}; titles[] = {}; }; class japanese4 { sound[] = {"\customSounds\sounds\jap4.ogg",0.5,1}; titles[] = {}; }; class japanese5 { sound[] = {"\customSounds\sounds\jap5.ogg",0.5,1}; titles[] = {}; }; class banzai { sound[] = {"\customSounds\sounds\banzai.ogg",0.5,1}; titles[] = {}; }; };
  5. Alpine_gremlin

    Modded Zeus Sounds Don`t Play on Dedi

    There was an error with uploading the mod to the server itself where the pbo didn`t upload properly. Re-uploading to the server fixed the issue.
  6. Hiya folks just a quick question today. I would like to assign some ace variables to a vehicle asset I am modifying, namely: ace_vehicle_damage_hullDetonationProb (assigned under class hitTurret) ace_vehicle_damage_engineFireProb (assigned under class hitEngine) ace_vehicle_damage_turretDetonationProb (assigned under class hitTurret) Would defining these here work within the config.cpp?
  7. Good evening folks! I have been searching around for ways to decrease the amount of damage done to the player(s) by enemy AI. After some digging around, I remembered ArmA 3`s class difficulty settings and the server difficulty profile. My question is this: Could I reduce the damage coefficient for both players and their vehicles by including it in the mission`s description.ext file? Or is there perhaps another way to do it? Could I use the HandleDamage EH? This mission would be intended both for single player and hosted multiplayer servers (read: not dedicated). Note that I am using ACE. Cheers! Any tips would be appreciated! EDIT: In the unit`s init field I have placed the following: unitname addeventhandler ["handledamage",{ unitname setdamage ((damage unitname) /1.005)}]; Regardless of the last value, if the unit is infantry, then he can still be KO`d with a single hit. I suspect that this ACE`s doing. If the unit is a vehicle, then the different modules (engine, gun, tracks, etc...) seem to take less damage. The vehicle itself can still be knocked out however. I will continue experimenting. EDIT: I removed ACE and am now running vanilla. I tried using the following: guy addEventHandler ["handledamage",{guy setDamage ((damage guy) - 0.000001)}]; Placing myself in front of a Varsuk, I was shot multiple times, and while I got the bloody screen with visible wounds on my character as well as the option to treat, I did not die. I would think that with such a small number being removed from the damage number, I would have eventually went down. I have a looped hint running which actively tracks my damage, but it seems like every time I take a hit, my damage resets. So my damage is constantly around 0.999985. I was hoping that the script would remove a little bit of incoming each time, gradually allowing the total damage to reach 1. Since the damage resets after every hit however, my character cannot die. I am stumped...
  8. Hello lads! I am currently working on a short script for life limited scenarios I run for my group. The idea is to allow them to select respawn points from the respawn screen but only allow for two lives. If they die twice, they must respawn at the base and cannot deploy in the field any longer. After their second respawn they are moved to spectator. There seems to be a problem on dedicated server however: the MHQ respawn point is not removed after the first respawn. When I, logged in as the group leader and server admin run through it however, it removes the MHQ spawn point for all even if they haven`t died yet. Code is below; does anyone have any ideas? I am guessing it likely has something to do with the function`s global effect. hint "First Life..."; playerDeaths = 0; playerDiedOnce = false; playerDiedTwice = false; player addEventHandler ["Respawn", {playerDeaths = playerDeaths + 1}]; while {true && !playerDiedOnce} do { if (playerDeaths == 1) then { hint "Second Life..."; player addEventHandler ["Killed", {respawn2 call BIS_fnc_removeRespawnPosition;}]; //respawn position is not removed after the first death; if the group leader/admin dies once however the position is removed for all playerDiedOnce = true; }; sleep 1; }; waitUntil {playerDiedOnce}; while {true && !playerDiedTwice} do { if (playerDeaths == 2) then { titleText ["You are out of lives. Now spectating...", "PLAIN"]; ["Initialize", [player, [playerSide], true, true, true, true, true, true, true, true]] call BIS_fnc_EGSpectator; playerDiedTwice = true; [player] joinSilent grpNull; player setPos position spectatorPos; }; sleep 1; };
  9. Alpine_gremlin

    MP Spectator Script

    Hello mate, thanks for the reply! Unfortunately this doesn`t seem to have remedied the issue. Now it seems that the respawn point is not removed for anyone. I will attach the new behavior. First trip to respawn screen: Second trip to respawn screen: If you are curious, this is what I have in my initPlayerLocal.sqf: execVM "handleSpectator.sqf"; respawn1 = [playerSide,base,"FOB"] call BIS_fnc_addRespawnPosition; respawn2 = [playerSide,mhq,"MHQ"] call BIS_fnc_addRespawnPosition;
  10. Hey guys so I`ve got a scenario set up that involves the respawning of certain vehicles at their starting point if they are destroyed. This seems to work for vehicles with low respawn times (30-60s), but for the heavier assets such as helicopters I wanted to there to be a more severe penalty for losing them, but when we played the scenario for hours they never respawned once. This issue is solved when I decrease the time, so is there a limitation in the module that prevents me from setting longer respawn times? Is there something I can do to circumvent this issue? My settings are linked: https://i.imgur.com/3zo8SwF.png
  11. Alpine_gremlin

    BI Vehicle Respawn Question

    So Pierre`s modules work very well, but I`ve run into another snag. The vehicle wrecks often disappear before the respawn time is up. My scenario uses a garbage collector, so I`m guessing if the vehicle wreck gets deleted, it will no longer respawn?
  12. Hi guys I`m trying to write a relatively simple MHQ script. I want it to run the loop while the MHQ is alive, but not when dead. I also have the MHQ on a respawn so I want the code to restart again when it respawns, but I`m unsue of how to do this. Can someone help me with what I have so far? if (alive mhq) then { while {alive mhq} do { if (player distance satPhone <= 3) then { player addAction ["Teleport to MHQ", {_this select 1 moveInCargo mhq}]; waitUntil {player distance satPhone > 3}; removeAllActions player; }; sleep 2; } else {waitUntil alive mhq}; }; What can I do after the waitUntil that will have the loop start again?
  13. Alpine_gremlin

    Help with Simple MHQ Script?

    That makes sense, but the script no longer works when the vehicle is destroyed the first time. I`m guessing this is because it exits the original loop after failing the alive condition once?
  14. Hey guys its me again :P I`ve put together a small scale mission with some relatively hardcore settings. My group generally uses ACE Medical. This particular mission does not allow for respawns and rather than killing players immediately, places them into an unconscious state. Natrually this means that if all players are incapacitated like this, I would like to end the mission rather than have everyone sit there hoping they wake up. I had been using the following code linked to a trigger to end the mission, which worked well until recently: blufor countSide allUnits <= 0 Since (at least previously) when a unit went unconscious, they were set to captive state, this meant that they were no longer considered "BLUFOR" for the duration of being KO`d. As a result, this worked well. As of recent however, it seems that going unconscious no longer sets the player to captive (tested in debug console). I cannot seem to find alternate commands to use for this end mission trigger. Any ideas would be greatly appreciated! Cheers! :D
  15. baseCampItems = [sBag1,sBag2,tin,fuel,tent1,tent2,wood,box,can1,can2,shovel,fire1,axe,stump,arsenalBox]; Can I not pass object variable names into an array? I feel like I should know this by now 😕
  16. Has anyone ever encountered this? Regardless of what I set the value in the editor, with 0 decay and identical forecast setting, the fog settings constantly reverts to 0 and below. When you abort and come back, the setting reverts on a client basis.
  17. Hey guys I`m trying to use fog effects during a snow mission to simulate heavy snow fall and reduced visibility. I`ve noticing some interesting behavior when using it however. I have attached a picture of my settings. On the dedicated server, for some reason, whenever I switch to Zeus, the fog disappears and fades to almost zero, but when I rejoin and resync with the server, the value is as it is set in the editor. With rain as well, it seemed that on my friend`s screen, there was no precipitation. When I try to set values manually in the debug console, the changes take effect, but then reset to zero again. Would anyone be able to explain this behavior?
  18. Alpine_gremlin

    Question About Fog Settings

    Code was called from server exec. Nah its my own mission. There should be no code resetting the weather.
  19. Hey guys, I`m trying to run a mission that I made on a dedicated server. Whenever I try to load it in the editor I get the following message when it opens: no entry 'bin\config.bin/CfgPatches.sud_m113'. When I export it as a .pbo and try to play it on a dedicated server, the same message pops up in system chat and I am booted to the role selection screen for a Vanilla escape mission. Does anyone know what the problem could possibly be here? Any ideas are appreciated!
  20. Hello all, I`m trying to get into modding and register a set of tags. Tried to register for OFPEC like 4 days ago and still have gotten an email to confirm the address. Spam is clear. Is there anyone I can contact regarding this?
  21. Hey guys its been a while since I`ve written any code for ArmA so I`m super rusty. Using the ACE mod, I`m trying to make it so that after an individual player dies twice, they are transferred to the spectator screen. The code seems really simple, so I`m not sure why it isn`t working. I`m not getting any script errors so is it just bad syntax? "handleSpectator.sqf" is called via initPlayerLocal.sqf: [[west], [east,civilian]] call ace_spectator_fnc_updateSides; [[0,1,2], []] call ace_spectator_fnc_updateCameraModes; [[], [allPlayers]] call ace_spectator_fnc_updateUnits; hint "First Life..."; waitUntil {!alive player}; sleep 5; hint "Second Life..."; waitUntil {!alive player}; [true] call ace_spectator_fnc_setSpectator;
  22. Alpine_gremlin

    Force Players to Spectate After 2 Lives

    Understood. Thank you!
  23. Alpine_gremlin

    Force Players to Spectate After 2 Lives

    Thank you that makes perfect sense @stanhope!
  24. Alpine_gremlin

    Force Players to Spectate After 2 Lives

    Do you use profileNameSpace to keep track of _lifenumber as its value applies to the player?
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