VulturARG
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Everything posted by VulturARG
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Arma 3 Linux server and mod updater (workshop)
VulturARG replied to marceldev89's topic in ARMA 3 - SERVERS & ADMINISTRATION
I have made some changes to the original script to adapt it to my clan's use. I also added the installation and management of Reforger. GitHub: https://github.com/Clan-ArgA/arga-server-updater Post: -
Arma 3 and Reforger Linux server and mod install and updater
VulturARG posted a topic in ARMA 3 - SERVERS & ADMINISTRATION
Arma 3 and Reforger Linux server and mod install and updater A software in Python, which allows you to install and update an Arma 3 server with its mods, and a Reforger server on Linux. Based on Marcel de Vries' script. (Post, GitHub). Download: https://github.com/Clan-ArgA/arga-server-updater Features Arma 3: Install and update Linux server binaries. Download mods from the Steam Workshop. Update mods from the Steam Workshop. Converts all mod files and folders to lowercase. Creates symbolic links with human-readable names. E.g. 620260972 becomes @alive. Manage keys. Features Reforger: Install and update Linux server binaries. Run the server with separate config files. Install or update the Linux server and run it. Requirements: Python 3 python-dotenv==0.21.1 steamcmd Steam account Arma 3 license. Only required for downloading mods from the workshop. Reforger license. License: MIT -
Reforger and Arma 3 Linux server and mod install and updater
VulturARG posted a topic in Arma Reforger - Servers & Administration
Arma 3 and Reforger Linux server and mod install and updater Python software, which allows you to install and update an Arma 3 server with its mods, and a Reforger server on Linux. Based on Marcel de Vries' script. (Post, GitHub). Download: https://github.com/Clan-ArgA/arga-server-updater Features Arma 3: Install and update Linux server binaries. Download mods from the Steam Workshop. Update mods from the Steam Workshop. Converts all mod files and folders to lowercase. Creates symbolic links with human-readable names. E.g. 620260972 becomes @alive. Manage keys. Features Reforger: Install and update Linux server binaries. Run the server with separate config files. Install or update the Linux server and run it. Requirements: Python 3 python-dotenv==0.21.1 steamcmd Steam account Arma 3 license. Only required for downloading mods from the workshop. Reforger license. License: MIT -
Advanced Combat Radio Environment 2 (ACRE2)
VulturARG replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I use this configuration in the cba_settings_userconfig.pbo of a dedicated server: force acre_sys_signal_signalModel = 1; Looking at the RTP file I read: [ [ACRE] (sys_signal) INFO: Using radio propagation model: LOS Multipath That could be happening?- 896 replies
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extDB (arma3 extension linux/windows)
VulturARG replied to torndeco's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I found this https://github.com/SteezCram/extDB3 -
Advanced Combat Radio Environment 2 (ACRE2)
VulturARG replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi, Using this and this examples from documentation I made two script to manage radio displays and channel setup. I call my script to manage display radio from initServer whith this sentence: [[],"core\scripts\setup_ACRE2_displays.sqf"] remoteExec ["BIS_fnc_execVM", 0, false]; This work ok to all people that are in server when the mission begins. The problems is for the people that go inside later. I'd tried to put this sentence in initPlayerServer whitout success. I coulden't find in documentation from where examples are called. Beacause own conventions in our group we don't use init.sqf Any help will be apreciated- 896 replies
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Arma 3 STABLE Server 2.18 "profiling / performance binary" feedback
VulturARG replied to Dwarden's topic in ARMA 3 - SERVERS & ADMINISTRATION
Thanks for answering me. We are going to hire a dedicated server at NFO servers. We have one of 6 cores and 6 gb with windows and we want to go to 10 cores and 10 gb ram with Debian. We plan to use headless clients. Do you have any links to the documentation you mention from dedmen? -
Arma 3 STABLE Server 2.18 "profiling / performance binary" feedback
VulturARG replied to Dwarden's topic in ARMA 3 - SERVERS & ADMINISTRATION
We have the possibility to choose one of these two options: Ten virtual CPU cores, 10240 MB of RAM or Eight virtual CPU cores, 8192 MB of RAM. We will do cooperative games with between 40 and 60 players normally. Maximum of up to 100 players per game at times. Without Zeus to put enemies. Could you recommend a hardware configuration? Thanks in advance -
Arma 3 STABLE Server 2.18 "profiling / performance binary" feedback
VulturARG replied to Dwarden's topic in ARMA 3 - SERVERS & ADMINISTRATION
Is there any limitation as to how many cores or memory a 64-bit linux dedicated server can run? We plan to use ubuntu 2004 in virtual server -
How long is too long for a script to execute?
VulturARG posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, I tried that an scripts start running 2 hrs after game started. This code is from EOS script if (_pause > 0 and !_initialLaunch) then { for "_counter" from 1 to _pause do { if (_hints) then { hint format ["Attack ETA : %1",(_pause - _counter)]; }; sleep 1; }; }; They code after that never started. Is there any way to wait for long period? Regards -
How long is too long for a script to execute?
VulturARG replied to VulturARG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks to all!!! I run some test and I saw that using for with sleep, have delays in busy servers. I'll try this solution: -
How long is too long for a script to execute?
VulturARG replied to VulturARG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes, I count for a few minutes, to long waits. It's will be used in different situation in parallel -
How long is too long for a script to execute?
VulturARG replied to VulturARG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Some people told me that Arma 3 can kill process if it are in a long waiting loop. I don't know is that is true. This was the reason to my question. -
How long is too long for a script to execute?
VulturARG replied to VulturARG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I need that a process wait 2 hours for start. Meanwhile the mission is running It's possible? With that code that I wrote before, the code never started to run after those lines. -
Prevent vehicle/unit from being destroyed/killed but still take damage
VulturARG replied to Alert23's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I don't know about your script. I used to put the damage to 0.9 in an ambush. The vehicles caught fire and exploded in a short time. Try changing the value 0.9 to 0.8 to see if it solves your problem- 1 reply
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Arma 3 STABLE Server 2.18 "profiling / performance binary" feedback
VulturARG replied to Dwarden's topic in ARMA 3 - SERVERS & ADMINISTRATION
Is there any way to use this in a windows server with TADST? -
How to update icon on map when is open
VulturARG posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I found this code in web a time ago. I made some little changes. // update marker as long as map is open (works for uav stations as well) J_myGPSEH = addMissionEventHandler ["Map", { params ["_mapIsOpened", "_mapIsForced"]; if (_mapIsOpened) then { ((uiNamespace getVariable "BIS_UAV_DISPLAY") displayCtrl 112410) mapCenterOnCamera true; //hint format["%1",mapGridPosition player]; _markerstr = createMarkerLocal ["markername",player]; _markerstr setMarkerShapeLocal "ICON"; _markerstr setMarkerTypeLocal "mil_start"; //_markerstr setMarkerTypeLocal "a3\ui_f\data\igui\cfg\islandmap\iconplayer_ca.paa"; _markerstr setMarkerDirLocal getDir player; switch (side player) do { case west:{ _markerstr setMarkerColorLocal "ColorWEST";}; case east:{ _markerstr setMarkerColorLocal "ColorEAST";}; case civ:{ _markerstr setMarkerColorLocal "ColorCIV";}; case Independent:{ _markerstr setMarkerColorLocal "colorIndependent";}; }; _markerstr setMarkerTextLocal format["%1",mapGridPosition player]; // no sheduled environment -> create one /* Triggered when map is opened or closed either by user action or script command openMap. */ /* [] spawn { waitUntil{ hint format["%1",mapGridPosition soldado]; }; };// */ } else{ hint ""; deleteMarkerLocal "markername"; } ; }]; This code work fine. They put an icon in map when I open it. The problem is that icon is static. If I moving in a vehicle always is in the my position at map open. Is there any way to actualizate the payer position when map is open? BTW: Where I can find the iconplayer_ca.paa? This line don't work _markerstr setMarkerTypeLocal "a3\ui_f\data\igui\cfg\islandmap\iconplayer_ca.paa"; -
Is it possible hide the gps when the player is aiming?
VulturARG posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi guys, I'm interested in any way to hide the GPS screen when the player is aiming, like the compass or watch. Any idea? Regards, -
Is it possible hide the gps when the player is aiming?
VulturARG replied to VulturARG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm sorry but I can't follow you. I'm just start to learn about scripts -
Is it possible hide the gps when the player is aiming?
VulturARG replied to VulturARG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks!!! -
Is it possible hide the gps when the player is aiming?
VulturARG replied to VulturARG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ok, to all. I hope that someone who has knowledge of MP comment about it. -
Is it possible hide the gps when the player is aiming?
VulturARG replied to VulturARG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for everyone's response. I'm going to try this code. Where does this code go? In the initServer? -
Is it possible hide the gps when the player is aiming?
VulturARG replied to VulturARG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank for your answer. But I'm looking for some solution that not depend of good will of player. Regards -
Infiltration. Covert units questions [Solved]
VulturARG replied to VulturARG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Here is my final code (for now) The logic is: Player is covered (setCaptive true) If player fire inside trigger area go to uncovered (setCaptive false) If not enemy close or player(s) kill enemies near him in a certain time, go to covered status again. (in the future) If player kill someone, is activated a radio check timer trigger, that do something Setup Made a group (or more) of infiltrate players. In the init of the group put this sentence: {_x setCaptive true;} forEach units this; (image) Make a trigger to cover the enemy area. Activate by player and you can use presense or detected by in activation type. In activation put this code nul = [] execVM "scripts\detectado.sqf"; Use your name and path. (image) Add this to initServer.sqf //initServer.sqf stealthStatus = "undetected"; publicVariable "stealthStatus"; Finally put this routine: //scripts\detectado.sqf player addEventHandler ["FiredMan",{ params ["_unit"]; player setCaptive false; //systemChat "Si escucharon ese disparo perdimos la cobertura"; [] spawn { _radiusPlayerDetected = ["RadiusDetected",100] call BIS_fnc_getParamValue; //Radio de detección _detectedTimeLimit = ["TimeToCallInContact",20] call BIS_fnc_getParamValue;//Tiempo de reacción _run = true; _timePlayerDetected = 0; _tiempo = 0; _playerDetected = false; _playerNotified = false; while {_run && (stealthStatus == "undetected")} do { //systemChat "_run"; if (alive player) then { _playerDetected = false; _listEntitiesNear = (getPos player) nearEntities _radiusPlayerDetected; _listEnemiesNear = _listEntitiesNear select {side _x == east}; { if ((_x knowsAbout player) > 1.4 && !(_playerDetected)) exitWith { _playerDetected = true; //systemChat "Algo sabe el enemigo"; }; } forEach _listEnemiesNear; _tiempo = diag_tickTime; call { if (_playerDetected && !(_playerNotified)) exitWith { _timePlayerDetected = diag_tickTime; //systemChat "Los enemigos sospechan que estamos cerca (>1.4)"; _playerNotified = true; }; if (_playerDetected && _playerNotified && (_tiempo >= _timePlayerDetected + _detectedTimeLimit)) exitWith { _run = false; //systemChat "Hemos sido descubiertos. Ya no estamos encubiertos"; player setCaptive false; stealthStatus = "detected"; publicVariable "stealthStatus"; }; if (!(_playerDetected) && _playerNotified) exitWith { _playerNotified = false; _timePlayerDetected = 0; //systemChat "Estamos seguros. No hay ningun enemigo cerca que sepa de nosotros"; player setCaptive true; }; }; } else { _run = false }; uiSleep 2; }; }; }]; You need to play with RadiusDetected and detectedTimeLimit values to adjust to requirements. Maybe 50 m and 30 sec. will be good for closed spaces. To adjust this parameter in game put this to description.ext //description.ext class Params { class EmtpyLine1 { title = ":: Parametros de Misión ::"; values[]={0,0}; texts[]={ "",""}; default = 0; }; class EmtpyLine2 { title = "..............................."; values[]={0,0}; texts[]={ "",""}; default = 0; }; class RadiusDetected { title = "Radio de detección de los enemigos"; values[] = {3,5,10,15,20,50,100,150,200,500,1000,1500,2000}; texts[] = {"3 metros","5 metros","10 metros","15 metros","20 metros","50 metros","100 metros","150 metros","200 metros","500 metros","1000 metros","1500 metros","2000 metros"}; default = 100; }; class TimeToCallInContact { title = "Tiempo que se tiene para recuperar la cobertura una vez detectados"; values[] = {5,10,15,20,25,30,45,60}; texts[] = {"5 segundos","10 segundos","15 segundos","20 segundos","25 segundos","30 segundos","45 segundos","60 segundos"}; default = 45; }; }; -
Infiltration. Covert units questions [Solved]
VulturARG posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi to all. I'm new in scripts programming and I have some doubts. I'm working in a cooperative MP mission. A unit is infiltrated behind enemy lines. They use enemy uniforms and weapons. This unit can't fire in enemy territory because they enemy discovery him, except if they use a suppressed pistol. I used this code: player addEventHandler ["FiredMan",{ params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle"]; if (_weapon != "rhsusf_weap_glock17g4") then { hint "setCaptive false"; // Only the player //player setCaptive false; // All unit are undercover {[_x,false] remoteExec ["setCaptive",_x]} forEach units group player; } else { hint "setCaptive true"; }; }]; This code works right, but any player with a suppressed pistol can kill all the enemy without any restriction First question: Is possible restraint the distance to kill the enemy or that the player and the enemy are un the same room or the enemy died in certain time after the player fire or any realistic situation that you can think, to avoid that? second question: I use a trigger with an area to discover my group if the enter in this area. This is not too real. If my group go into the area and kill the enemies one by one, and the enemies that behind the walls don't see or listen that, the group must remain uncovered. They must have a time before a guard can alert to others, and if the guard is killed before this, the unit is safe even though is inside the prohibit zone. Can you imagine some code to do this?