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Everything posted by aussie battler
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v1 script released JBOY Giant v1
aussie battler replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the quick reply @pierremgi Ill give it a shot. -
v1 script released JBOY Giant v1
aussie battler replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
@HeadshotFee https://github.com/NeoArmageddon/co10_Escape/blob/master/Code/include/params.hpp
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Mikero's Dos Tools
aussie battler replied to mikero's topic in ARMA 2 & OA : Community Made Utilities
Thanks for the quick reply, that helps me out. Have a good one 🙂 -
Is there a simple way to get all the class names of all the objects in any specific mod?
aussie battler replied to SwissArmy1984's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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"} ; -
Mikero's Dos Tools
aussie battler replied to mikero's topic in ARMA 2 & OA : Community Made Utilities
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 -
Battleye server kick "Query Timeout or Client not responding"
aussie battler replied to aussie battler's topic in ARMA 3 - SERVERS & ADMINISTRATION
@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"; }; -
Battleye server kick "Query Timeout or Client not responding"
aussie battler replied to aussie battler's topic in ARMA 3 - SERVERS & ADMINISTRATION
@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. -
[IceBreakr/IBIS] Fapovo Island
aussie battler replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Looks amazing, love your maps. -
Arma 3 STABLE Server 2.12 "profiling / performance binary" feedback
aussie battler replied to Dwarden's topic in ARMA 3 - SERVERS & ADMINISTRATION
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. -
camouflage [RELEASE] DynamicCamo Script
aussie battler replied to The Real Bunc's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for sharing this script. I am going to add a custom uniform filter to it. I found a minor error on line 100. {camo = 0.5;}; should read: {_camo = 0.5;}; This script should be in vanilla Arma3. -
release Tree Remover Object
aussie battler replied to El' Rabito's topic in Exilemod (Unofficial)'s Exilemod Tweaks
Hey @Sgt Smash Open up your mission.sqm in editor & use "hide terrain object". https://www.youtube.com/watch?v=kcdvFt8vnTw -
[IceBreakr/IBIS] Fapovo Island
aussie battler replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Love the map and the updates, thanks for sharing it. -
release Exile Grinding - Rebalance
aussie battler replied to El' Rabito's topic in Exilemod (Unofficial)'s Exilemod Tweaks
hi El' Rabito, hope you are doing well mate. I am trying to get a marker to appear & disappear when grinding stops / starts. The marker appears but doesnt go away when the grind stops. ExileServer_object_lock_network_grindNotificationRequest added the marker: _marker = createMarker [format["ExileHacking%1", diag_tickTime], getPos _door]; _marker setMarkerType "ExileHackingIcon"; _marker setMarkerText "Grinding Activity!"; _door setVariable ["ExileGrindingMarker", _marker, true]; ExileServer_object_lock_network_grindLockRequest tried to delete it: _marker = _door getVariable ["ExileGrindingMarker", nil]; if !(isNil "_marker") then { deleteMarker _marker; }; Here are the full files: https://pastebin.com/6GJPxqt0 https://pastebin.com/eL7AXeQw -
DZA3 (ArmA 2 DayZ Mod Data Pack ported to ArmA 3)
aussie battler replied to Rawr-Tech's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hi @Rawr-Tech Great work on releasing Dayz mod for A3. Just wondering if you will plan on releasing the server files to the public? I'm in australia & it would be great to have a server in the region. I would love to mod this for chernarus redux & add the old school Arma2 missions. cheers -
[IceBreakr/IBIS] Fapovo Island
aussie battler replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Amazing work, love the map. Looking forward to sinking many hours of game play into this one. Thanks for sharing the map. -
Thanks for the update. The legend @maca134 has put the mod on A3 Launcher 🙂
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Exile Plants by nflug (modified by Kuchenplatte)
aussie battler replied to chernaruski's topic in Exilemod (Unofficial)'s Scripts
The plants have been pulled & the link is dead. If you search for Exile-Plants on Github you can find them 🙂- 7 replies
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- script
- weed plants
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(and 1 more)
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FAST2 - Arma Server and Steam Workshop Tool
aussie battler replied to Flax's topic in ARMA 3 - SERVERS & ADMINISTRATION
Great program, extremely simple and FAST to setup. I had the setup & server running in 5 minutes using this. Thanks for sharing 🙂 -
General Discussion (dev branch)
aussie battler replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
there is a big shadow at the end of the video... -
General Discussion (dev branch)
aussie battler replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Looking forward to the release next week. I have made an Livonia Exile server, ready to go for the launch date. Just wondering if the alien mothership will be: + An air vehicle I can load ai into. + A unmanned vehicle (UAV or UGV stomper class). + A static prop? It would help me with getting ready to code it in. -
@haleks you are a legend. I was looking at the code in the mod & it didnt even click that the settings for the module was there. The module works like a boss. cheers mate
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I am going to try adding an event handler to multiply damage & setdamage at 0.8 : _vehicle = "ct_o_halienBrain_f" createVehicle position player; _vehicle setDamage 0.8; _vehicle addEventHandler ["HandleDamage", {((_this select 2)/1.5)}]; 🙂 Thanks again for sharing this, such a cool mod.
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[IceBreakr/IBIS] FAP Units (Foes & Allies Pack)
aussie battler replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This mod kicks ass, thanks for sharing it. The 1kg of Cocaine was a nice easter egg. -
ai mod [Release] Vcom AI 3 - Dangerous AI
aussie battler replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@genesis92x Thanks for keeping this mod updated & constantly improving the mod. I have had players that think that they are fighting human players & then get amazed that they were ai. You have taken arma3 ai to another level. Nice video showing off the new sniper ai, It was funny seeing them winning & hearing your frustration... "Il'll give it just one more try". 🙂