Jump to content

acebelew

Member
  • Content Count

    47
  • Joined

  • Last visited

  • Medals

Everything posted by acebelew

  1. 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.
  2. acebelew

    Apex Framework

    I will do some more testing as well and try to get specifics.
  3. acebelew

    Apex Framework

    sych, the prisoner issue is not what you have stated. When you unload prisoners sych, they need to be within 30m. Unload them and do not move them until the mission succeeds after you get the mission success then move them into Gitmo and release, works every time. I have updated the diary, to state this, I do not know if it is live yet.
  4. acebelew

    Apex Framework

    Can be any vehicle, they despawn without any real reason that I can see.
  5. acebelew

    Apex Framework

    I added my lines to fn_clientEventKilled.sqf if this is not a good location let me know ~
  6. acebelew

    Apex Framework

    Second question, I need to clear some player variables onPlayerRespawn. Is there a file within the existing structure that would allow me to do that? If not, within the existing structure, if I create an onPlayerRespawn.sqf is there anything I need to do to allow it to run, I.E. is there anything in the existing structure that would prevent it from running?
  7. acebelew

    Apex Framework

    I am using QS 1.18 Looking at QS_data_vehicles.sqf most of my vehicle abandonment distance is set to 150 (at base) and 500 (away from base), but very often when the player gets out of a vehicle either at base of at the AO the vehicle respawn immediately (3-5 seconds). Is there another value I need to be looking at for vehicle cleanup. My _QS_cleanup_delay in fn_core.sqf is set at the default of 45.
  8. acebelew

    Ravage

    FYI, on my dedicated server, the trader greeting does not appear to work. Does the greeting work for you guys? _h = selectRandom ["rvg_a_hub_350_greet_player_ALP_0", "rvg_a_hub_350_greet_player_BRA_0", "rvg_a_hub_350_greet_player_CHA_0", "rvg_a_hub_350_greet_player_ALPB_0"]; [_unit, _h] remoteExec ["directSay", 0, false]; I have tested in a few conditions. I created a simple VR map/mission with just myself and a single trader, I also tested using dynamically created traders.
  9. acebelew

    Ravage

    I believe that either Wastelands or Exile had a move all items action, to move all the inventory from a dead body to your inventory. Does anyone have a script or know of one, that I can add into my mission.
  10. acebelew

    Ravage

    Is there any easy way to disable Zombie randomization (uniform, headgear, etc). I want to be able to place a zombie, but I want to dictate the items the zombie is wearing.
  11. acebelew

    Ravage

    It is up to the mission creator whether saves are allowed or not. And there are many ways that they can be disabled. Ravage has it's own module 'Save System' in the editor to enable saves for SP or MP The mission creator can add saving = 0; in the description.ext or many mission creators may use 'enableSaving' in the init.sqf or somewhere else enableSaving false; // Saving disabled and make autosave. enableSaving true; // Saving enabled without autosave. enableSaving [ false, false ]; // Saving disabled without autosave. enableSaving [ false, true ]; // Saving disabled and make autosave. enableSaving [ true, false ]; // Saving enabled without autosave. enableSaving [ true, true ]; // Saving enabled and make autosave.
  12. acebelew

    Ravage

    edit: FYI this did work when I make the variable global as below rvg_supplies_custom = ["Supplies", [["rvg_beans", 30,"CfgMagazines", 2], ["rvg_bacon", 30,"CfgMagazines", 2] ] ]; this setVariable ["isTrader", "rvg_supplies_custom", true];
  13. acebelew

    Ravage

    This is not true if you have on a Zeus "Game Master module and no other Zeus resource related modules. "If you just place a player unit and a Zeus Game Master module down in the editor and sync them together, you won't have any restrictions whatsoever." If you only have the Zeus Game Master module and you are still getting the error then it is most likly a config issue with the mod. I have used many mods that have this issue with one or two items. An example of the config needed to allow the item to be used in Zeus. scopeCurator = 2; // 2 = class is available in Zeus; 0 = class is unavailable in Zeus. If the item that has the value set to zero is placed in the editor or via script and you try to move it in Zeus you will get the mentioned error.
  14. acebelew

    Ravage

    Back to this from a couple of days ago, do you think if I pass for example: _rvg_supplies_custom = ["Supplies", [["rvg_beans", 30,"CfgMagazines", 2], ["rvg_bacon", 30,"CfgMagazines", 2] ] ]; this setVariable ["isTrader", "_rvg_supplies_custom", true]; in the init for the supplies trader it would do what I am looking for.
  15. acebelew

    Ravage

    Thank you. Yeah, it would be great if you could share the code to control what traders have available. I can PM you with my email or other contact info, whatever works for you. Thanks again for a well built, extremely enjoyable mod.
  16. acebelew

    Ravage

    Thank you haleks - not to be pushy, I know you have been busy - but did you happen to see my post:
  17. acebelew

    Ravage

    In my mission, I am getting the error "12:08:09 Inventory item with given name: [rhs_weap_rsp30_red] not found" I am not using RHS so it is not in my Gear Pool and I have RHS Complete set to 'No' I have Display Errors 'Enabled' and see no other errors except for this. Is this a known issue?
  18. acebelew

    Ravage

    A few questions. What does the Gear Pool Module effect: Traders? AI? Loot? Is there a way to control what is available for traders to sell? Last, I have a gear trader added to the map that often has so many items in his inventory that it scrolls off the screen and the exit button is not visible. My waepons trader and supplies trader have the limited list that is expected.
  19. 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
  20. acebelew

    POLPOX's Artwork Supporter

    Got rid of XBOX mapping and it works, TY
  21. 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.
  22. 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?
  23. acebelew

    Ravage

    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?
  24. acebelew

    IFA3 liberation [WW2]

    Is there a reason that this was removed from Steam Workshop?
  25. 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.
×