Jump to content

aussie battler

  • Content Count

  • Joined

  • Last visited

  • Medals

Community Reputation

76 Excellent


About aussie battler

  • Rank

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. aussie battler

    GF Auto Population Zombie Script - Mod

    @bck-bbb4bcca850c9eb6 Great script, you can get it here: https://github.com/aussie-battler/GEORGE-FLOROS-GR-Arma3-Scripts
  2. aussie battler

    Compilation List of my GF Scripts - Mods

    It was so sad to read that @GEORGE FLOROS GR has cancer. He has done allot for me over the years, I hope that he comes though it. I have uploaded all the GF_Scripts I had here: https://github.com/aussie-battler/GEORGE-FLOROS-GR-Arma3-Scripts It would be a shame to have them go to waste now that armaholic has gone.
  3. Thanks for sharing, looking forward to giving this a crack.
  4. Great work, I love the variety in each building. Thanks for sharing.
  5. aussie battler

    [IceBreakr/IBIS] Fapovo Island

    Thanks for the huge update, love your maps.
  6. aussie battler

    JBOY Giant v1

    Thanks for the quick reply @pierremgi Ill give it a shot.
  7. aussie battler

    JBOY Giant v1

    Hi @pierremgi Thanks for sharing the code. I can get the code to work in editor, but not when I spawn in a group during a mission. I was wondering if you can see where I have gone wrong please 🙂 The units spawn in at normal size (see "Start Giants"): I also tried running the "call bis_fnc_addStackedEventHandler;" in my mission init with no luck 😞 There are no error messages in the logs.
  8. aussie battler

    co10 Escape

    @HeadshotFee https://github.com/NeoArmageddon/co10_Escape/blob/master/Code/include/params.hpp
  9. aussie battler

    Mikero's Dos Tools

    Thanks for the quick reply, that helps me out. Have a good one 🙂
  10. Thanks to the help on this page, here is a script for debug console. It gets copied to clipboard. Replace enoch with the mod name you wish to get all the classnames. Make sure the mod is loaded when you join Eden Editor. private ["_expansion"]; _expansion = "'enoch' in (configSourceModList _x)" configClasses (configFile >> "CfgWeapons") apply {configName _x}; copyToClipboard str _expansion; I needed to remove DLC from loot. Here are the DLC mod names: case "curator": {"arma3zeus"} ; case "kart": {"arma3karts"} ; case "heli": {"arma3helicopters"} ; case "mark": {"arma3marksmen"} ; case "expansion": {"arma3apex"} ; case "orange": {"arma3lawsofwar"} ; case "jets": {"arma3jets"} ; case "argo": {"arma3malden"} ; case "tacops": {"arma3tacops"} ; case "tank": {"arma3tanks"} ; case "enoch": {"arma3contact"} ; case "aow": {"arma3artofwar"} ;
  11. aussie battler

    Mikero's Dos Tools

    bad _EXEC ERROR Hi I am getting this error in pboProject: In File \mpmissions\SaltyDog.126map\Headers\descriptionEXT\missionParams.hpp: Line 45 bad eval/exec The code in misisonParams.hpp is __EXEC(_savedParams = [profileNamespace getVariable "BLWK_savedMissionParameters",createHashMap] select call compile "profileNamespace getVariable ['BLWK_savedMissionParameters',[]] isEqualType []"); #define GET_DEFAULT_PARAM(NAME,DEFAULT_VALUE) default = __EVAL(_savedParams getOrDefault [#NAME,DEFAULT_VALUE]); Does anyone know why _EXEC is a bad call? I couldn't find answers in the pboProject Readme. It only mentions (the file is called through description.ext): Thanks for your time 🙂 The complete file is here: description.ext call: class Params { #include "Headers\descriptionEXT\missionParams.hpp" }; misisonParams.hpp
  12. @rhyswilliams999 thanks to @PatPgtips from OutKasts here is the answer: [OKT]PatPgtipsToday at 08:40 Hi Aussie Here is fix for battleye kicks try this if you have still got the issue add this before your mission templates in your config.cfg or server.cfg autoSelectMission = true; // should fix battleye kicks // MISSIONS CYCLE forcedDifficulty = "Veteran"; autoSelectMission = true; //<-- add here class Missions { class Mission1 { template="HC_M3_OutKasts_CUP_V1_10.takistan"; forcedDifficulty = "Veteran"; };
  13. @rhyswilliams999 thanks for the message. My logs with the battleye kick are deleted now. I remember a different Beserver message saying that player's message sending to Battleye was too large. I was thinking I might have to change the basic.cfg message send limit. Arma3 server just got an update, so hopefully this has been fixed. Nobody I can find from bohemia has responded. @mgtdb mentioned that they might have changed the protocols for Battleye after the update, relying less on ports.
  14. aussie battler

    [IceBreakr/IBIS] Fapovo Island

    Looks amazing, love your maps.
  15. Battleye server kick "Query Timeout or Client not responding" after 2.02 update. Anyone know how to fix the battleye kick on our server, either "Query Timeout or Client not responding". The battleye kicks just started happening after the last Arma3 update. It happens on escape servers when you have mission rotation. Players get kicked when the second map starts, just before you enter the lobby. I have noticed that all servers with mission rotation, have turned off Battleye.  We didnt change anything on the servers. I have tried verifying Arma3 & reinstalling Battleye. The only fix I can think of for now is to turn off Battleye. Having no Battleye will kill the server with hackers. They seem to flock like seagulls to chips when you turn off battleye.