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EnvakeoLugaria

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Posts posted by EnvakeoLugaria


  1. Not sure if this is the correct place to ask, but I figured I'd give it a try...

     

    I'm trying to set up an alive/rhs "Red Dawn" style server for some friends, done everything I need to do on the server side, I had it running for awhile, but after a few months off, I come back, and I'm getting a pop up ingame and when running the server(which stops the server from running)

     

    "No entry bin\config.bin/CfgMagazines.rhs_mag_kh25l"  - Which seems like a missing file, right?  I looked at Red Hammer Studios website on RHS, looking for class names, and theres nothing there under "kh25l", so I'm thinking it could be part of RHS:GREF?

     

    I've tried to update the mod through steam workshop, but steam being steam, I cant actually get it to redownload the freaking mod, and from what I can tell, you can only get RHS through steam now.

    If anyone's got any ideas, I'd love to hear them, thanks!


  2. Not sure if this is the correct place to ask, but I figured I'd give it a try...

     

    I'm trying to set up an alive/rhs "Red Dawn" style server for some friends, done everything I need to do on the server side, I had it running for awhile, but after a few months off, I come back, and I'm getting a pop up ingame and when running the server(which stops the server from running)

     

    "No entry bin\config.bin/CfgMagazines.rhs_mag_kh25l"  - Which seems like a missing file, right?

     

    I've tried to update the mod through steam workshop, but steam being steam, I cant actually get it to redownload the freaking mod.

    If anyone's got any ideas, I'd love to hear them, thanks!


  3.  

    On 7/27/2017 at 1:45 AM, Wyqer said:

    Here are some information about the system:

    https://github.com/Wyqer/kp_liberation/wiki

     

    Thank you!  Exactly what I was looking for, I got it running like a charm!

     

    So, another question.... On loadouts for the Blackfoot and other helos, with the new Jets DLC, how can we give loadouts to vehicles when we spawn them in?  If I was to spawn in a Blackfoot, all it has is 1000rds of 20mm, but no rockets.  

    Is there something to put down, or just something in the main game that I am missing?   Thanks!

     

     


  4. Not sure if this is quite the right board, but here it goes...

     

    Trying to run a local dedicated server with TADST, i used it last month, been gone, got back, wouldn't run a server, said something about "PhysX3_x86.dll is missing", deleted and re-installed TADST.

     

    Now when I try and run a server, it starts up, then says "PxFoundation wasn't created" and "An error occurred, arma 3 is not responding, close program/wait to respond blahblahblah standard windows stuff", then the server box closes.

     

    My question:  Googling this brings up only two arma 3 pages, none of which are helpful...

    Has anyone ever heard of this?  I made sure to verify the game cache in steam, run the launcher a few times, update my Nivida GPU software, and re-installed TADST.

    All I can think of is re-installing ArmA, but I don't want to go through all that...

     

    Thanks for any ideas!


  5. Bumping this for some help, I know this might not fall under mission and editing, but I just re-installed TADST.

     

    when I run the server, it opens up, then says "PxFoundation wasnt created", then the server crashes.

     

    I re-installed TADST, verified steam game cache, double checked the launcher.  I REALLY do not want to re-install ArmA 3.....

     

    Thanks for any help guys!


  6. Got a question I can't seem to find much on, however I've seen missions that do this...

    I've been trying to run a server for me and my friends to play when we hop on ArmA, right now I'm using RHS and ALiVE to do some guerrilla style missions, I've been using TADST's "local dedicated" server tool, I've enabled the autoInit "persistence" between player joins, but this obviously has it's downsides.

     

    - I'm running on my desktop, if I want to restart my PC, I have to close the server (duh)  

    - I can't do an actual dedicated server, I don't want to pay for one or build a server box, so ALiVE's persistence is out of the question, I tried it's "single player save" but it is too much and crashes

     

    So this might be a dumb question, but is there a way I can run this server, and have the server save when I exit, then start back up when I re-join with my friends?

    Basically the same as ALiVE, but save the data local to my PC.

     

    Thanks,

    Envak


  7. Hey guys, I've been trying to run a server for me and my friends to play when we hop on ArmA, right now I'm using RHS and ALiVE to do some guerrilla style missions, I've been using TADST's "local dedicated" server tool, I've enabled the autoInit "persistence" between player joins, but this obviously has it's downsides.

     

    - I'm running on my desktop, if I want to restart my PC, I have to close the server (duh)  

    - I can't do an actual dedicated server, I don't want to pay for one or build a server box, so ALiVE's persistence is out of the question, I tried it's "single player save" but it is too much and crashes

     

    So this might be a dumb question, but is there a way I can run this server, and have the server save when I exit, then start back up when I re-join with my friends?

    Basically the same as ALiVE, but save the data local to my PC.

     

    Thanks,

    Envak


  8. I'm running this with RHS and ALiVE, Chernarus, doing a "Red Dawn" style of fighting, free Chernarus from the Russian VDV, and I'm loving it!

     

    The AI will flank you, pop smoke, and just like it says, if you stay in one spot for too long (maybe 10+ min) they start getting REALLY accurate....

    Best AI experience for MP.

     

    Keep up the awesome work guys!

    • Like 2

  9. 1 hour ago, ski2060 said:

    One thing you can do is to make a composition of all the ACE modules you use for a mission. 
    After an update, you can just delete ALL the placed ACE modules, then drop down your Composition and voila!  You have all new modules placed. You may need to go through them to make sure settings are correct, but I think for the most part settings are copied into the composition.

     

    I tried something kinda like that:

     

    - Copying EVERYTHING in the mission except the ACE modules, and then pasting it into a new map, line the objects back up, and I have an exact copy, JUST LIKE if I open a new map, put down a unit, and the fatigue module...but STILL WONT WORK

     

    Shit like this is why I hardly use ACE anymore, @The Devs, do you guys ACTUALLY expect people to use the standard stamina???

    For anyone who thinks the normal stamina is fine, go into the editor, place down a unit, take off EVERYTHING, to where you're just in your underwear, and sprint.

    How far can you run? more than a minute? anyone who actually even just goes jogging knows how much you can run needs some tweaking....


  10. Just now, HeroesandvillainsOS said:

    Ravage and ALiVE are also module based and in lots of cases, if things act weird, the developers of both mods recommend deleting and replacing them. This is very common. Unfortunate, but par for the course.

     

    One thing to consider is, let's say they add or remove or change a default module setting (which happens a lot). Lots of times things will go smoothly between updates but sometimes it just can't or doesn't.

     

    On the other hand, module based addons are also relatively easy to configure (which is why they make modules in the first place, for people to cherry pick features and ease of use) so all in all even if you use the full module suite, it shouldn't take more than a few minutes to do delete replace the modules. Which is a fair trade for the amount of work these guys put in!

     

    Alright, thanks for the info, I'll look into it.

     

    17 minutes ago, commy2 said:

    Are you really arguing with me about that being true? Why do you think it broke in your mission? Just do yourself a favor and use the settings system instead.

    I don't want to argue, I'm just giving you the facts on my end.  I've been using ALiVE for 6 months and never had a problem, but when I go through 1 update with ACE, and I get a problem, its hard not to get a bad impression...


  11. 7 minutes ago, commy2 said:

    Modules can become corrupted after updates. It's always recommended to use the ACE settings system instead.

     

    So, just because there's an update, modules can CEASE to work?  Shouldn't they put out a little heads-up before they release an update then?

    by "ACE settings system", you mean configs files, like this, right?: https://ace3mod.com/wiki/framework/settings-framework.html

     

    So I have to mess around with that or re-build my WHOLE mission?


  12. I've been running a local server with TADST, running with ACE, RHS, and CUP on Chernarus.

    I had the Advanced Fatigue module placed, and set the performance factor to 8, recovery to 10, and the other two a little lower, it worked fine right up 'til yesterday with the new update.

     

    After I got my client and server mods updated, the ACE stamina in the mission is unchanged - its as if I don't have the advanced Fatigue module placed down.

    I tried running the mission in SINGLE PLAYER, not as the server, without it the module, playing, then exiting, placing the module down with my settings again, playing it, and it still won't work.

    I then tried it IN the server, same procedure, but same result.

     

    I tested it in an empty Chernarus, with 1 unit, and the Fatigue module with my settings, and it works as it is supposed to.

     

    So I would guess it has something to do with either another ACE module, or maybe the server? but I would think running it in single player from the editor would eliminate that variable...

     

    Any insight would be greatly appreciated!


  13. 9 hours ago, Axel3 said:

    someone has problems with the RHS file? "ace_compat_rhs_afrf3 and ace_compat_rhs_afrf3 ?

    I had that problem while running a local "dedicated" server with TADST after this last update.

    MAKE SURE your ACE3 - compat files RHS AFRF/USAF are correctly updated and that you have the right folders linked in your arma 3 launcher.  I.e. under your arma 3 root folder/!workshop/ACE3 - Compat......


  14. This looks good, I'm testing it out, but running into a few errors: 

    _nearby = nearestObjects [getPos _target, _classes, _radius];

    It says _radius is an undefined variable, I tried changing it to _maglockDistance, but still said "undefined variable"

    I changed it to 25, as I'm guessing it is referencing a radius, and that seemed to fix it...

     

    As well as:

     

    _nearest attachTo [_target, [typeOf _nearest] call OPTRE_fnc_PelicanAttachToPoints];

    right in front of: attachTo, it says there's a "generic error is expression".  This is one of the same errors I had messing around with it myself.

    I have no idea what's doing it, but out of all the errors I've had so far, this one seems a bit puzzling.

     

    If you have any input on these, I would love it!


  15. I got it working, for one type of pelican and one type of warthog!

     

    Nach, thank you so much for your help so far!

     

    My Init.sqf checks for the nearest pelican and warthog:

     

    _pelican = nearestObject [player, "OPTRE_Pelican_armed_green"];

    _pelican addAction ["Attach Warthog", "AttachIt.sqf"];
    _pelican addAction ["Detach Warthog", "DetachIt.sqf"];

     

    Then I can get in the pelican and attach the warthog with AttachIt.sqf:

     

    _warthog = nearestObject [player, "OPTRE_M12_FAV"];
    _pelican = nearestObject [player, "OPTRE_Pelican_armed_green"];

    _warthog attachTo [_pelican, [0,-4.9,0.1] ];

     

    And detach it with DetachIt.sqf:

     

    _warthog = nearestObject [player, "OPTRE_M12_FAV"];

    detach _warthog;

     

    Now I just need to find a way to add the actions to ANY pelicans and Warthogs I get close to...

    Is there a way to have the game re-check/update what pelican and warthog are closest to me?

     

    I tried adding an action to the player that just ran: _pelican = nearestObject [player, "OPTRE_Pelican_armed_green"];

    except I changed all the variables to global ones...

    No idea if thats kinda how it works or not......

     

    EDIT:

     

    I'm going to see if I can just edit the mod files and add an action right into the pelican.....

     

     


  16. If I run it just like that:

     

    __warthog = nearestObjects [player, ["OPTRE_M12_FAV"], 10];
    _pelican = nearestObjects [player, ["OPTRE_Pelican_armed_green"], 10];

     

    _warthog = _this select 0;

    _pelican = _this select 1;

     

     

    _warthog attachTo [_pelican, ([(typeOf _warthog)] call OPTRE_fnc_PelicanAttachToPoints)];

     

    then it gets: error _warthog |#|attachTo [_pelican........

                                                 ^

                                 generic error in expression

     

    I'm tried messing around with running: _warthog attachTo [_pelican, [0,-4.9,0.1]]; instead of the OPTRE_fnc..... line

    with 0,-4.9,0.1 from OPTRE_fnc_PelicanAttachToPoints.sqf.  They are the attachTo coordinates, x,y,z for the warthog.

     

    still nothing, script activates, I've tried changing things around, right now, I'm running: 

     

    _warthog = nearestObjects [player, ["OPTRE_M12_FAV"], 10];
    _pelican = nearestObjects [player, ["OPTRE_Pelican_armed_green"], 10];

    _warthog = _this select 0;
    _pelican = _this select 0;

    _warthog attachTo [_pelican, [0,-4.9,0.1]];

     

    but nothing happens with this one...


  17. My latest try...

     

    _warthog = nearestObject [player, "Car"]; 

    _pelican = nearestObject [player, "Helicopter"]; 
    _warthog attachTo [_pelican, ([(typeOf _warthog)] call OPTRE_fnc_PelicanAttachToPoints)];

     

    I changed to "nearestObject" to return a single object, as that was causing a few errors, but the above script still return the error of "generic error in expression"

    This is getting kinda funny............

     

     

    • Like 1

  18. Thanks for your help so far, but it still seems like something is missing, there's a lot of undefined variables...

     

    I'm just going to see if I can get the OPTRE_fnc_PelicanAttachToPoints to work, kinda like this:

     

    _warthog = nearestObjects [player, ["OPTRE_M12_FAV" ], 999999]; // MRAP name, if you haven't guessed by now, this is a Halo mod, the vehicle is called a "Warthog".
    _pelican = nearestObjects [player, ["OPTRE_Pelican_armed_green" ], 999999]; // Helo name, in Halo, the "Pelican" is a VTOL troop/vehicle carrier.
    _warthog attachTo [_pelican, ([(typeOf _warthog)] call OPTRE_fnc_PelicanAttachToPoints)]; // this is the script from my first post, but instead of any names, would using local variables to define them work?

     

    I'll worry about adding the action to the pelican/helo later, I just want to see if I can run the OPTRE_fnc_Pelican..........

     

    I put this into the Pelican/Helo's Init. in the editor, I named the vehicle pelican1: pelican1 addAction ["Attach Warthog", "AttachTheWarthog.sqf"]

    Inside "AttachTheWarthog.sqf" is:

     

    _warthog = nearestObjects [player, ["OPTRE_M12_FAV" ], 999999];
    _pelican = nearestObjects [player, ["OPTRE_Pelican_armed_green" ], 999999];
    _warthog attachTo [_pelican, ([(typeOf _warthog)] call OPTRE_fnc_PelicanAttachToPoints)];

     

    When I do this I get an error saying: "...attachTo [_pelican, ([(|#|typeOf _warthog)] call OPTRE_fnc........

                                                                                                     ^

                                                                       "Type Array, expected object"

     

    So it seems something in: _warthog attachTo [_pelican, ([(typeOf _warthog)] call OPTRE_fnc_PelicanAttachToPoints)]; is not correct.

     

    If you had any more input, it would be greatly appreciated!

     

    EDIT:

     

    I ran:

    _warthog = nearestObjects [player, ["OPTRE_M12_FAV" ], 999999];
    _pelican = nearestObjects [player, ["OPTRE_Pelican_armed_green" ], 999999];
    _warthog attachTo [_pelican, ([(typeOf _warthog)] call OPTRE_fnc_PelicanAttachToPoints)];

                                                     

    in the de-bug console, it says there is a "generic expression error" right in front of "typeOf"

     

    I tried replacing typeOf with _type and put: _type = typeOf _warthog,  above that, but it still reads as "generic expression error".

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