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NebelRA

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About NebelRA

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  1. NebelRA

    UI and Interface

    I am retarded ProfileName.Arma3Profile tripleHead=0; /// DONE
  2. NebelRA

    UI and Interface

    UI and Interface https://gyazo.com/31daa8af9ee818f3128e5729fcb2ab66 After playing for almost 3000hours in this game, i am lost... I've reinstalled the game 3 times now, with all Configs, i've spend alot of time trying to fix this. Here is my check list Restarting Game Every possible preset in Video settings (With restart) Every GUI scale (With restart) Arma.cfg in documents deleted and replace with friend who had same monitor as me. change tripelhead=0; Deleting Arma.cfg (Making it reset? Steam had a cloud save of it so disabled that) Launched game on my other screen Updated Drivers Restarted computer multiple times during testing Reinstall game (With deleting documents folder Arma3) My screen is 3080x1080 Samsung something.. I am so open for suggestions.
  3. AI dismounting once vehicle is disabled Found this post on the topic. _this setUnloadInCombat [FALSE,FALSE]; // passengers and person turrets will stay mounted I tried to put this in init of the vehicle, in the init of each unit inside, but still everyone dismounted. Then i was certain some mods might have been the course. Disabled all mods. Got "Local variable inside global space" Then CBA was enabled, and it lauched, but still same result. I wondered if it was a setting somewhere but couldnt find it. Can anyone help? I am making a fun Tank battle senario, Warthunder look alike. The ais keeps dismounting and taking the points... PS. While writing this, i thought of just making the zones not being able to be capped by infantry by setting infantry weight to 0. But i would still like to know what i am missing here.
  4. NebelRA

    NoName Joystick only full throttle

    This is because you have to map the throttle to collective raise (Analog) - The Analog part tells Arma 3 that it has an "advanced" input if you can put it that way 🙂 Også Velkommen til Bohemia forums ;)!
  5. NebelRA

    Unable to multiplayer host?

    Name = "Something so you can remember the use of these ports" Copied from Wiki https://community.bistudio.com/wiki/Arma_3:_Dedicated_Server These are the protocols and ports that arma uses standard (Ignore the BattlEye if you set BattlEye=0 in CONFIG_SERVER.cfg) TCP/UDP 2344 (BattlEye 1) TCP 2345 (BattlEye 2) UDP 2302-2305 (Client traffic) UDP 2303 (Steam query port) UDP 2304 (Steam master traffic) Ignore the WAN and LAN port, they just have to be the same (Its used for programs that cannot change ports they use, so you can redirect port WAN to a LAN port that makes sense to the program, ARMA 3 dedicated server can change the port that is listens to.) Why would you want to use a not standard port? There is some indication that people scan for commenly open port on networks, and seek to attack these port with malicious intent, since the Arma server can change the port you can set your port. Distination IP: Your local IP adress from your router to you. (where does the communication of that port get directed to) I found this pretty hard to explain, trough text, this was my best shot. Best regards Nebel
  6. NebelRA

    Unable to multiplayer host?

    This might be due to your router using NAT. This means that you have to open ports in your router, since it warys from router to router you might wanna check out https://portforward.com/ You might be able to find your router in there and open up port 2302-2306 This might solve your problem Best regards Nebel
  7. As I've already tried this, i suspect there is some of my other scripts interrupting. I will try it on a clean mission! Thank you, this was very helpful! As CptDezusa stated, if you want HG shop Killreward with EOS that is the way to do it. However you cannot run ACE3 Advanced Medical, Advanced Revive or Ace3 Medical options with it. This was my problem, huge thanks to HoverGuy for this Great script! And thank you CptDezusa for clearifying with the script!
  8. Thanks for the fast reply! I tried the syntax you posted, I did not get any errors or any money, when i shot the AI I tried commenting out the whole script and got an Error that _grp was not defined, so it was loaded. I cannot think of why that would not work... Is it possible that the conversation you had with the other guy, is still in your inbox? I tried calling the function in the init of the AI that did not work enither, could it be that the function is simply not loading? (Still Working on it) Again, thanks for the reply. UPDATE Found out where to put the //Custom scripts to Units Now i've tried to add and Still, all help is appreciated!
  9. -:Argh, would love to know how you got that EOS system working with the killRewards! I am trying to get the KillReward systen from [HG]Simple Shops to work with EOS (Enemy Occupation System). i tried putting this in init.sqf Thought this would work, as this worked when i did my own EventHandler instead of calling the HG_fnc_aiUnitSetup. (I tested with some spawned AI, to see if i could even get that working. I know this is only runs once.) Well then i wanted to add it to the Script that spawned AI for EOS. b_core.sqf This call the function EOS_fnc_spawngroup; which is complied in spawn_fnc.sqf but is defined here infantry_fnc.sqf thought this was the unit being created therefore i tried adding "_unit = _grp createUnit [_unitType, _pos, [], 6, "FORM"] call HG_fnc_aiUnitSetup;" I almost seems like i can't call the fnc_aiUnitSetup, Or i am an idiot at it. In advance Thanks to anyone, for any help or advice. Sincerely a frustrated newbie. PS. Did not list all of my failures. (That would have been horrible to read)
  10. JEF_1 lockturrent [[0], false] works fine. Sadly it is not the only problem, trying to unlock the turrent in the Support mode...
  11. Support Helicopters copilots With the gamemode set to Support, and everything synced the Helicopters get a co-pilot. So when i make my own missions, set it to Support and want to use an AH-64 to crush the opponent, i can't have my friend in the co-pilot seat as my gunner. The problem is the Support module seems to spawn a, UNIT in the gunners seat. I tried removing him with {deleteVehicle _x} forEach crew JEF_1; (JEF_1 being the variable name) This does delete the crew, but leaves the co-pilot seat "unseatable" - You cannot enter as the gunner, somehow it still takes up the seat. Is there anyway to disable this? Thank you in advance, from a newbie guy, trying to make shit happen and failing at the moment.
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