senqa20
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Everything posted by senqa20
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hey, is there any way to add the ACE restricted Arsenal to another box? I used this: this addAction["Open Arsenal", {[uh60, player, true] call ace_arsenal_fnc_openBox}]; but all the Items I blacklisted are still there. It works perfectly on btc_gear_object. Thanks!
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First off thank you for all the work Vdauphin! After a few months not playing H&M I'm suprised by all the new content. Already started building a big Base on Livonia with a Decon Station. But this is where my problem is. How do I handle the small showers for personnel? The big vehicle shower is called btc_bigShower but I couldn't find anything for the small showers on github. I put this: this setVariable ['bin_deconshower_disableAction',true]; in the Init of the small showers but so far nothing is happening. Any advice? Thanks
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Hey, so I want to use the Aegis (Beta) Mod with H&M. But every time I open the mission on the server (or in the editor) I get this error: 19:07:32 a3\characters_f\common\headgear_helmet_heli_shield.p3d: No geometry and no visual shape 19:07:32 a3\characters_f\common\headgear_helmet_heli_shield.p3d: No geometry and no visual shape 19:07:32 Warning Message: Bad vehicle type B_Bergen_sage_F 19:07:32 Warning Message: Bad vehicle type B_Bergen_sage_F 19:07:32 a3\weapons_f\binocular\nvg_proxy.p3d: No geometry and no visual shape 19:07:32 a3\weapons_f\binocular\nvg_proxy.p3d: No geometry and no visual shape 19:07:32 a3\weapons_f\binocular\nvg_proxy_off.p3d: No geometry and no visual shape 19:07:32 EPE manager release (0|17|0) And then the mission stops. I already checked mission.sqm and there is no Bergen backpack anywhere. Same in the ACE Arsenal with that name. Also the Aegis Mod doesn't add a backpack with this name. I believe it is because H&M maybe loads all the gear on mission start because of the ACE Arsenal. Is there any way to bypass this or fix this issue? Thanks
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Yeah I thought so too. I already checked the mission.sqm for the exact classname but there is none. Also the Mission loads just fine without Aegis (Beta) and the Arma 3 Aegis ACE Compatibility Patch. Server RPT: 19:07:32 a3\characters_f\common\headgear_helmet_heli_shield.p3d: No geometry and no visual shape 19:07:32 a3\characters_f\common\headgear_helmet_heli_shield.p3d: No geometry and no visual shape 19:07:32 Warning Message: Bad vehicle type B_Bergen_sage_F 19:07:32 Warning Message: Bad vehicle type B_Bergen_sage_F 19:07:32 a3\weapons_f\binocular\nvg_proxy.p3d: No geometry and no visual shape 19:07:32 a3\weapons_f\binocular\nvg_proxy.p3d: No geometry and no visual shape 19:07:32 a3\weapons_f\binocular\nvg_proxy_off.p3d: No geometry and no visual shape 19:07:32 EPE manager release (0|17|0)
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I'm playing Hearts and Minds by Vdauphin with this Mod. However I cannot start the map on my server because of this error: "Bad vehicle type B_Bergen_sage_F" Any idea how to fix that? I believe it is because the mission creator implemented the ACE Arsenal which apparently checks all weapons and gear on startup and gets stuck on corrupted files. Thanks
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Sadly this changed nothing. Can't see it with the terminal and have to hack it myself.
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So my team is playing as independent but we want to use the new VLS Blufor UAV. The only option I found so far is that I port myself with Zeus onto the Ship and hack the UAV. But that is a rather annoying thing to do all the time. Is there any way to spawn the UAV already hacked? Or change the faction of the crew?
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Hey, so I'm looking for a better way to restrict the Arsenal (ACE3 or Vanilla) In my mission, I want to prevent players to load gear that is not allowed (thermal scopes, weapons, etc). When I use the Arma 3 Vanilla Arsenal and just add the gear I want them to use the player can still load his own profile and access different gear. I read about the solution to just hide the load button but that prevents players to have consistent loadouts so that isn’t a good idea. Right now my workaround is to use ACE Arsenal. So I place an empty box and add all the gear I want. Then I open the mission.sqm and copy all the values and add it to the ACE Arsenal box.So it looks like this [this,[rhs_weap_M136_hedp","hgun_Pistol_heavy_01_F","rhs_weap_M136","rhs_weap_M136_hp","rhs_weap_M320"," rhs_weap_hk416d145_m320",…..]] call ace_arsenal_fnc_initBox Well that actually serves the purpose I want it to but it is a giant clusterfuck and hard to edit for the future. If anyone has a better idea how to handle this let me know. Thanks
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Restrict Arsenal (ACE3 or Vanilla)
senqa20 replied to senqa20's topic in ARMA 3 - QUESTIONS & ANSWERS
Yeah because I was testing the mission only with the arsenal. But that fixed it thank you! -
Restrict Arsenal (ACE3 or Vanilla)
senqa20 replied to senqa20's topic in ARMA 3 - QUESTIONS & ANSWERS
Here you go: https://pastebin.com/KWpuUeQg -
Restrict Arsenal (ACE3 or Vanilla)
senqa20 replied to senqa20's topic in ARMA 3 - QUESTIONS & ANSWERS
Thanks for all the help but that still doesn't fix the initial problem that the clearInventory code is not working correctly on a dedicated server. So that means it doesn't remove any items from my inventory and displays no message. With your new code the rpt doesn't give me any errors so I don't really know whats not working. -
Restrict Arsenal (ACE3 or Vanilla)
senqa20 replied to senqa20's topic in ARMA 3 - QUESTIONS & ANSWERS
Yeah I figured that out. But like you can see in my posted code it is already in initPlayerLocal. I also tried to put it in clearInventory directly which removes the error message but still doesn't remove the gear. But the hint "T1"; works. -
Restrict Arsenal (ACE3 or Vanilla)
senqa20 replied to senqa20's topic in ARMA 3 - QUESTIONS & ANSWERS
Hey, I'm experiencing some issues with using this on a dedicated server. Because the cleanInventory.sqf never fires. arsenal.sqf: cleanInventory.sqf: initPlayerLocal.sqf: init.sqf: arsenalArray = [box1]; va_west.sqf: Would be nice if someone could help me. Thanks EDIT: This is the error I get in my rpt: 14:42:24 Error in expression <ep 15; hint "T1"; if (!alive player && !gearRestriction) exitWith {}; waitUntil> 14:42:24 Error position: <gearRestriction) exitWith {}; waitUntil> 14:42:24 Error Undefined variable in expression: gearrestriction 14:42:24 File mpmissions\__cur_mp.VR\cleanInventory.sqf, line 7 But the variable is defined in initPlayerLocal and is not private. So what is the problem? -
ACE3 - A collaborative merger between AGM, CSE, and ACE
senqa20 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi, I currently have this code: baseHeadgear = [ "rhsusf_ach_bare_ess" ]; [box1, false, false] call ace_arsenal_fnc_initBox; [box1, [baseHeadgear]] call ace_arsenal_fnc_addVirtualItems So I want to add the arsenal to a box. But to manage my whitelisted items a bit more I want to sort them in arrays beforehand. But currently my syntax seems to be wrong. Can someone please point me in the right direction? Thanks -
Restrict Arsenal (ACE3 or Vanilla)
senqa20 replied to senqa20's topic in ARMA 3 - QUESTIONS & ANSWERS
Perfect that works quite well. Thank you for the help! -
Restrict Arsenal (ACE3 or Vanilla)
senqa20 replied to senqa20's topic in ARMA 3 - QUESTIONS & ANSWERS
I have the AmmoboxInit in the init of the box itself. Probably this is the wrong location. So for the lists I just create a file like lists.sqf with the arrays in it named like itemsList, weaponsList, etc. But where do I put the [_box, itemsList, false, false] call BIS_fnc_addVirtualItemCargo; for example and how do I call lists.sqf so it can access the arrays? Also I have this eventHandler: [missionnamespace,"arsenalClosed", { execVM "arsenal.sqf" }] call bis_fnc_addScriptedEventhandler; in my init.sqf. arsenal.sqf is the code from your pastebin. Sorry but I'm still new to sqf. -
Restrict Arsenal (ACE3 or Vanilla)
senqa20 replied to senqa20's topic in ARMA 3 - QUESTIONS & ANSWERS
Thanks for explanation! Stupid Question: Where do I add the code to define the itemBlackList and WhiteList? And how do I access it? Also with ["AmmoboxInit",[_box,false,{true}]] spawn BIS_fnc_arsenal; I don't get an action to access the arsenal. -
Restrict Arsenal (ACE3 or Vanilla)
senqa20 replied to senqa20's topic in ARMA 3 - QUESTIONS & ANSWERS
Thanks stanhope for the input. But regarding the user experience this is not an ideal solution since everything is still visible. So you have try everything and check if it gets removed or not which will be a bit annoying. Sorry. -
Hey, I would like to use the "Add-RestrictedArsenal" function already in 1.8. Can I just merge it and edit all the listed files or is it dependent on other functions/files as well?
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AH-64D Apache Longbow for ArmA3 by Nodunit and Franze
senqa20 replied to franze's topic in ARMA 3 - ADDONS & MODS: COMPLETE
first off thanks for working on this Project Voodoo! Does anyone have a good guide/video on how to operate the different weapon systems (gunner and pilot) and which keybindings you have to use? -
Hey, no matter what I play around with I can't change my view distance. Tried it with video settings and ace view distance. It works if I host H&M myself but as soon as the mission is running on a dedicated server it to drops 2-4km again. Any ideas? Thanks!
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Hey, sorry for that non specific Question :D So I'm using a modified version of your H&M and if a vehicle gets destroyed the wreck will just stay there but won't be marked on the map and disappears after saving and restart. So I'm wondering if I forgot to add something somewhere. Also I experienced that customized vehicles from the editor change as well. For example if I spawn a civilian van and add a light bar and change the color and load the mission on a dedicated server it works. But after saving on loading this save again the color will be changed to a random one and other gimmicks disappear as well. My Repository: https://github.com/senqa20/HeartsAndMines
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Global-Mobilization : Demo Vehicle
senqa20 replied to GalComT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
yeah the masters of German Arma 2 modding are back! -
I currently have a problem that wrecks don't get saved and no wreck markers appear as well. Vehicles are all in the array.
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Hey Vdauphin, I currently have a problem with reloading the ammo of Vehicles in 1.17.7. If "Reload entire vehicle" in the ace settings is selected it doesn't reload the vehicle at all. I tested it using a huron ammo Container and ammo trucks. Would be cool if you know a fix for this! Thanks