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Posts posted by marki980908
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1 minute ago, sarogahtyp said:Reading the faster topics first post helps...
I see that, but once I booted it up, I dont know how to do that
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On 7/19/2021 at 11:57 AM, Rockapes said:Technically speaking it can do both using STEAMCMD if you configure it
Is there a tutorial?
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On 7/19/2021 at 5:08 AM, CW4 Carrera said:What is your definition of launcher/manager? you can def change server settings and launch the server with faster.
Like, set which mission file to use, which mods, etc etc. I am currently using TADST. So atleast with those features
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On 7/19/2021 at 6:30 PM, johnnyboy said:This will work for the sound. Its for the in-game .45 pistol.
_s = "a3\sounds_f\arsenal\weapons\pistols\4-five\4-five_01.wss"; _unit = shooty; playSound3D [_s,_unit, false, getPosASL _unit, 1.5];
I had a custom sound file, but yours is even better thanks!
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On 7/7/2021 at 1:07 AM, CW4 Carrera said:FAST2 hasnt been updated in awhile and from what i can tell is missing a few important features and/or is buggy. I recommend checking out FASTER is like FAST2 but was rewritten in a better (newer) coding language and dev and community is very active on the discord.
Wait, FASTER is a server updater, not server launcher/manager
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Question is this a server launcher or just a tool to update the server?
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On 7/16/2021 at 6:30 PM, pierremgi said:getposASL _this? .... _this is what?
Thanks, but I have solved it, I noticed it maybe 30 seconds after I started looking into logs. Thanks anyway, it worked perfectly, that code above does a pretty nice execution with sound and stuff, if you have ogg file
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On 7/11/2021 at 8:27 PM, sarogahtyp said:this is the important information...
You are using a suspension method (sleep in this case) in an unscheduled environment. This is not allowed as you can read in the biki entry of Scheduler.
Therefore you have to ensure that your code runs scheduled. You can achieve that with a simple spawn:
private _dummy = [] spawn { shooter switchMove "Acts_Executioner_Kill"; shooty switchMove "Acts_ExecutionVictim_Kill"; sleep 1.733; shooty switchMove "Acts_ExecutionVictim_Kill_End"; sleep 2.7; shooty switchMove "Acts_ExecutionVictim_KillTerminal"; };
Thanks it worked, any idea how to add sound to that?
Like:
private _dummy = [] spawn { shooter switchMove "Acts_Executioner_Kill"; shooty switchMove "Acts_ExecutionVictim_Kill"; sleep 1.733; playSound3D [getMissionPath "sound\exeshot.ogg", shooter, false, getPosASL _this, 5, 1, 0]; shooty switchMove "Acts_ExecutionVictim_Kill_End"; sleep 2.7; shooty switchMove "Acts_ExecutionVictim_KillTerminal"; };
Gives me generic error
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On 7/10/2021 at 6:41 PM, sarogahtyp said:Show the complete error message copy/pasted from .rpt file!
Edit:
https://community.bistudio.com/wiki/Crash_Files#Location
But I guess there could be an invisible character on the position of the hashtag (or maybe the < sign) in the error message.
20:16:22 Suspending not allowed in this context 20:16:22 Error in expression <witchMove "Acts_ExecutionVictim_Kill"; sleep 1.733; shooty switchMove "Acts_Ex> 20:16:22 Error position: <sleep 1.733; shooty switchMove "Acts_Ex> 20:16:22 Error Generic error in expression 20:16:22 Suspending not allowed in this context 20:16:22 Error in expression <hMove "Acts_ExecutionVictim_Kill_End"; sleep 2.7; shooty switchMove "Acts_Exec> 20:16:22 Error position: <sleep 2.7; shooty switchMove "Acts_Exec> 20:16:22 Error Generic error in expression
Here is how rpt file looks like
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I am trying to make an animation for an execution, for some reason, when I try to execute a sequence of animations, it gives me an error and just plays the last one, here is my code:
shooter switchMove "Acts_Executioner_Kill"; shooty switchMove "Acts_ExecutionVictim_Kill"; sleep 1.733; shooty switchMove "Acts_ExecutionVictim_Kill_End"; sleep 2.7; shooty switchMove "Acts_ExecutionVictim_KillTerminal";
Shooter being the executioner, and shooty being the victim. What it does now for some reason, it just starts playing Acts_execution_KillTerminal emote without anything above
And gives me "Error generic error in expression" -
18 hours ago, CW4 Carrera said:FAST2 hasnt been updated in awhile and from what i can tell is missing a few important features and/or is buggy. I recommend checking out FASTER is like FAST2 but was rewritten in a better (newer) coding language and dev and community is very active on the discord.
Thanks I heard good things about it
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On 7/4/2021 at 10:10 PM, sarogahtyp said:I personally use no server launcher cause its just not needed.
I use steamcmd to update server and mods. For starting the server I use my own scripts.
I do all of this with linux usually but its also possible to do it the same way on windows.
Also there seems not to exist those 36 mods limit because this guy has more than 50 mods:
Thanks I will look into.
Does anyone have any launcher suggestions tho? -
Currently we are running TADST server, out server guy says he cant be running more than 36 mods, because "command line overload" blabla instability blabla etc etc etc.
1. My current question, what limits number of mods you can put on the server?
2. Do you have any server launchers to recommend? (preferably that have discord support etc) -
3 minutes ago, CW4 Carrera said:@marki980908Just did some looking around, In your server config file change steamProtocolMaxDataSize = 1024; to steamProtocolMaxDataSize = 8192; that should allow you to load 8x as many mods.
Thank you I will look into it. Grateful, also I will try setting up a test server with FASTER
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3 minutes ago, CW4 Carrera said:He might be talking about `Steam Protocol Max Data Size`. This affects the vanilla launchers ability to list a servers mods and set up the mods automatically when joining. Unfortunately TADST is horribly out of date and I dont know if you would be able to change that setting with it.
We use FASTER which gives us the ability to increase this `Max Size`. If you can convince your server manager to switch to FASTER (It will be a fairly involved process) then I highly recommend it. If you can make the switch stop by the FASTER discord for any help, the community there is very helpful and the developer its active on there every day.
Thanks, I appreciate the advice, but now in regards of TADST, we also edit each mods cpp file to chnage its name to one letter for I am pretty sure the same reason. How do I check how far away we are from the limit?
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Understood, not expecting it soon. Thank you for your answer
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Server I am part of is currently using TADST server launcher, our server manager keeps saying that our server cant have more mods than we currently have (36 mods) because "the command line will be overloaded".
I have access to the server now. Can someone explain what command line is, what how does it become overloaded and how does one check what is the limit of it? -
I have heard and seen models of Galac-Tac armor uploaded by you guys. My question is, I know you do not reveal release dates. However, are you planning on releasing it in any upcoming updates, like 0.9.0 etc. Or you are not yet planing on adding it at all so far?
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2 minutes ago, Rydygier said:Not sure about multiplayer. I'm SP guy mostly. However, if you spawn the smoke and delete it from the same machine, say a server, it should work same, as in SP, at least I guess so. Otherwise smoke_1 variable may need publicVariable. Others may be more knowledgeable/helpful than me regarding particles in MP.
Fair enough I will test it with one of the members
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22 minutes ago, Rydygier said:OK then, here's an example, how I do it. Compare with your way for differences. If still no luck, I can look at vanilla repro mission, if you provide one...
I will try, will this work in multiplayer enviroment, seeing that this is local execute?
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30 minutes ago, Rydygier said:Depending, how/where you do it, it may not work, since _smoke is _local _var. Try instead run the code with global var, if you wish to delete it from other places, for example:
smoke_1 = [markerPos "m1",1.5,180] call RYD_SmokePillar;
then to delete:
deleteVehicle smoke_1;
I executed smoke using global and tried deleting it using global
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I am sorry for being an idiot again, but
deleteVehicle _smoke;
doesnt seem to be working, no matter how I execute it
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9 minutes ago, stburr91 said:The code posted by Rydygier will spawn the smoke at the position of a map marker named "m1".
Did you place a map marker named "m1"?
I am an idiot, I placed an object named m1
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I think I am doing something wrong, I put the code into the init and executing _smoke= thingy in execute module and object init and none of them seem to work. Am I high or smth?
JBOY Giant v1
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Can Giants be placed in zeus?