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About acebelew

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  1. It works local, but not on dedicated server, for me. I am now trying [_box, true] call ace_arsenal_fnc_initBox; (to add all items then [_box, ["item1", "item2", "itemN"]] call ace_arsenal_fnc_removeVirtualItems to remove the items from my export in the editor
  2. acebelew

    POLPOX's Artwork Supporter

    Got rid of XBOX mapping and it works, TY
  3. acebelew

    POLPOX's Artwork Supporter

    What might I want to change it to? My keys are default except the addition of keys/buttons for XBOX joystick, allows for smooth movement in videos.
  4. acebelew

    POLPOX's Artwork Supporter

    I am getting the same error when entering Camera mods with no mods loaded other that yours. Is there a fix coming?
  5. acebelew


    These two items are not working added to plastic boxes and the boxes is empty. Extracted all the pbo's and did a search for scripts\system\rvgFill_weap.sqf and nothing came up. Am I missing something?
  6. acebelew

    IFA3 liberation [WW2]

    Is there a reason that this was removed from Steam Workshop?
  7. acebelew

    Arma 3 Units - Feedback thread

    I have a member of our community that is having an issue. He is a member of two of our units, but the units do not show in his Arma 3 launcher. I always shows "Find a Unit" I verified that he is in fact a member of the units. When he goes to the https://units.arma3.com/my-units page, both units show under his My Unit. I made sure that his BI and Steam accounts were linked. I had him restate Steam and the Launcher I had him click reload on the Dashboard screen next to My Units. And I had him click on "Open in the web browser" on the Dashboard screen next to My Units, when that page comes up and he clicks on My units the two units do show. Is there anything else I can do to help him be able to see and use the units in Arma. P.S. We have had other player join the unit after him and they are seeing the units.
  8. I know this is a older topic, but I have had the same issue. I found a reference at one point that indicated that the problem may not be a mod issue, but a network issue in regard to the amount of data being sent in the packet. I will try to find the information again, but you can test by removing mods till it works, and to prove that it is not a single mod, keep the number of mods approximately the same, but change which mods are loading. Edit: strider42's link (https://forums.bistudio.com/forums/topic/203122-how-to-get-required-addons-to-show-up-in-launcher/) was the site I was referring to. On April 21, 2017 flexgrip posted "It ended up having nothing to do with an individual mod, it's that the UDP stream can only send so many bytes before it gets truncated. So you can't have more than, say, 15-20 mods before it fails." Hope this helps other people
  9. acebelew

    Arma 3 Units - Feedback thread

    When attempting to add an operations manager, the select member dropdown only shows the first page of members so unless the member is on the first page I can not add them. The Search feature of the drop down only seems to search the first page of members as well. The search in the Manage Members, Ranks & Titles also only appears to search the members of that page, so in a group with 100's of users with the same rank, I might have to go through every page searching for the name.
  10. acebelew

    Arma 3 Units - Feedback thread

    Just a heads up, the units pages do not seem to work with Chrome Canary. When I go to my units units.arma3.com/my-units#?unit=XXXX is see my three units, but when I select one of my units and click View unit profile, nothing shows up, and when I try to search for my units by name, they do not show it.
  11. I know that there is a lot of controversy surrounding the new ACE arsenal, but I like it. I was hoping that someone has an example of a working ACE Arsenal whitelist and blacklist on an ammo box. I have followed the ACE documentation but it is limited. I can only get a full arsenal working right now.
  12. I know as of Arma 3 1.8 they added a new difficulty setting to not only allow the tactical ping but whether to show the tactical ping on the map like in previous versions. What I have read is the default "normal" difficulty the tactical ping will show in all views and on the map. On all of our servers this is not the case. I have tried making a custom difficulty with: tacticalPing=1; mapContentPing=1; along with the other appropriate settings, I disabled a couple setting to make sure they were being read correctly, but the tactical ping still does not show on the map. The Tactical ping does show in first and third person views, just not the map. Does anyone else have this issues or do you know of a way to fix it. I really would like to have the tactical ping on the map back.
  13. acebelew

    foreach in CfgPatches

    For some reason the export I did of activatedAddons had about 8 items missing. Once I added those items to the Array, the script is working as expected. I do not know why the list did not match initially, I did not change any mods between doing the export and running the script, but in any case. Thank you for your help.
  14. acebelew

    foreach in CfgPatches

    Thank you for the help. You are correct the _mods is just an export of cfgpatches with all the addons that I what to allow. I just did not what to include the array here with over 1000 elements in it. I tried your code and it does not work. Here is what I did; I loaded all the mods that I would like to check against I ran "activatedAddons select {! (["a3_", _x] call BIS_fnc_inString)" in the debug console to create a list of the activatedAddons that I had loaded I pasted that list as is as the "_mods" array I created a file AOFL3.sqf in my scripts folder and pasted the above code I added "_null = [] execVM "scripts\AOFL3.sqf"; to my InitPlayerLocal.sqf and ran the mission with the exact same mods that I used to generate the _mods array I get kicked with the exitwith code. I am going to try again with only a couple mods, but this is what has been frustrating me. Code that I believe should work is not working.