

kibaBG
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[SOLVED] 2 min stuttering at start of dedicated server
kibaBG replied to kibaBG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Gunter Severloh I am not using TADS or any other program, I just use the arma3server_x64.exe and startup parameters, server.cfg, etc. Server is private only for me and three of my friends. Runs missions with 60 fps and above, missions and modlists are very optimized. Apart from the annoying stuttering at the beginning we have no problems. Hardware is basically potato compared to many other people's hardware: CPU AMD Ryzen 5 3600X 6 cores/12 logical cores (max boosted to 4.4 GHz) / Dedi server + HC are using 5-6 from the logical cores according Resource Monitor 2x8 GB DDR4 RAM Corsair 2133 Mhz Dual Channel (but running on 1064 Mhz, I don't know how to make it run with higher frequency) GPU GeForce GTX 1050 Ti (not important for the dedicated server I guess) Maybe if I make system memory page file bigger than system managed (around 3GB) will make situation a little bit better? EDIT: I changed system page file form system managed (it was like 3GB max) to 12GB min. and 16GB max. Initial stuttering is gone! Checked couple of times just to be sure, its gone! Have to buy 16GB more dd4 ram, didn't know arma 3 is not only CPU hog but RAM hog too. EDIT2: If you change the page file size manually I highly recommend to follow this: Page file (swap file) minimum size = 1.5 x Physical RAM Page file (swap file) maximum size = 4 x Physical RAM Following this rule and enabling large page support from the launcher parameters gives the best stability and high fps for dedicated server. Don't forget to delete the previous page file by setting it first to none then restart and set it manually again to desired size. Good luck!- 17 replies
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[SOLVED] 2 min stuttering at start of dedicated server
kibaBG replied to kibaBG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Gunter Severloh Stuttering is consistent at start of the mission only on the server (no stuttering when trying the mission in pseudo MP in eden). I can replicate this every time. I can confirm the mission itself is not important, I tried with other two missions, they behave the same when loaded on the dedicated server. I am using ACE Headless, so I disabled it from ACE options but the stuttering continues, its not from the transfer of AI units to headless clients. The guy from the link has random stuttering, I have stuttering on dedicated server only and only at the beginning, after 2 min the mission runs perfectly, no stuttering, very good fps, etc. From hardware standpoint everything is solid - low temps, EUFI BIOS updated with last update, last AMD chipset drivers and GeForce drivers installed. Edit: Thank you for pointing me to Resource Monitor! I have examined what is going on when the stuttering happens - all physical RAM is used (literally stays 100% for two min), then goes like 90% and the game starts to run normally! So the problem is the physical RAM is not enough! Another 16GB are needed probably ... Until then I should limit the RAM for both server and client? not possible for x64 version- 17 replies
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[SOLVED] 2 min stuttering at start of dedicated server
kibaBG replied to kibaBG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Gunter Severloh Thanks for the useful link, made things bind together in my thick head :) I have made basic.cfg and dedi.Arma3Profile where server.cfg is located (arma 3 root\server) and the launch params are: -cfg=server\basic.cfg -config=server\dedi.cfg -profiles="D:\SteamLibrary\steamapps\common\Arma 3\server" -name=dedi -noPause -filePatching -mod="!Workshop\@3DMA - Alpha Group Equipment;!Workshop\@ace;!Workshop\@Advance Aero Effects;!Workshop\@-AMZ- Improved WS Sounds V7.8;!Workshop\@-AMZ- IWS - RHS AIO COMPAT;!Workshop\@Arma Realistic Map Assets V2;!Workshop\@Better Convoy;!Workshop\@BWMod;!Workshop\@CBA_A3;!Workshop\@CUP Terrains - Core;!Workshop\@Drongos Artillery;!Workshop\@FPV Drone Crocus;!Workshop\@Ivanivkova;!Workshop\@RHSAFRF;!Workshop\@RHSGREF;!Workshop\@RHSSAF;!Workshop\@RHSUSAF;!Workshop\@Task Force Arrowhead Radio (BETA!!!);!Workshop\@Armor Modifier - ACE" No errors, everything runs fine but the 2 min stuttering at the beginning is still there ... It will be funny if this is caused by Windows Defender checking the server as its is a virus or something :) Edit: Turning off Windows Defender gives nothing. I noticed that the shuttering is only at the beginning of the fist mission played on the server, all others have no stuttering at the beginning. Edit2: Restarting the mission with #restart admin command right after the mission beginning starts again without any stuttering. placebo, stuttering is in the beginning no matter how the mission is started, restarted, etc.- 17 replies
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[SOLVED] 2 min stuttering at start of dedicated server
kibaBG replied to kibaBG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Gunter Severloh About server.armaprofile ... is it the same as name.Arma3Profile ? If yes, I have it defined as dedi.Arma3Profile (there are difficulty settings, etc.), path is C:\Users\kiba3x\Documents\Arma 3 - Other Profiles\dedi and its defined when starting the server with -name=dedi For the basic.cfg ... I simply don't have it and use Arma3.cfg but there are no specific settings for the server there ... I cannot figure how to add it- 17 replies
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[SOLVED] 2 min stuttering at start of dedicated server
kibaBG replied to kibaBG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Gunter Severloh I didn't define any name for basic.cfg, I didn't change anything in Arma3.cfg (is this file used as basic.cfg when name is undefined?). Maybe the problem is the dedicated server profile doesn't have its own basic.cfg file?- 17 replies
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[SOLVED] 2 min stuttering at start of dedicated server
kibaBG replied to kibaBG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Gunter Severloh Good catch for the -enableHT, I have disabled it without any effect. Disabling cpu threads or any of launch params gives nothing too. Mission is just custom coop mission, its working fine when testing in eden, so probably is something with the dedicated server ... Here is the mission https://drive.google.com/drive/folders/1WukOa8Hjctt6edC_MUaqwr3jkpH5JO7T?usp=sharing I have the full rpt --> https://justpaste.it/hywok- 17 replies
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[SOLVED] 2 min stuttering at start of dedicated server
kibaBG replied to kibaBG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
SSD and CPU are ok, this happens only in the fist 2 min on dedicated server hosted by myself. The RPT: ===================================================================== == D:\SteamLibrary\steamapps\common\Arma 3\Arma3_x64.exe == "D:\SteamLibrary\steamapps\common\Arma 3\Arma3_x64.exe" -skipIntro -noSplash -cpuCount=12 -exThreads=7 -enableHT -noLogs -noPause -mod= -beservice Original output filename: Arma3Retail_DX11_x64 Exe timestamp: 2024/03/21 14:45:00 Current time: 2024/10/05 11:10:22 Type: Public Build: Stable Version: 2.16.151618 Allocator: D:\SteamLibrary\steamapps\common\Arma 3\Dll\tbb4malloc_bi_x64.dll [2017.0.0.0] [2017.0.0.0] PhysMem: 16 GiB, VirtMem : 131072 GiB, AvailPhys : 11 GiB, AvailVirt : 131068 GiB, AvailPage : 13 GiB, PageSize : 4.0 KiB/2.0 MiB/HasLockMemory, CPUCount : 12 ===================================================================== 11:10:22 Detected number of DLCs: 22 11:10:22 ---------------------------------------------------------- Game ---------------------------------------------------------- 11:10:22 name appId owned installed available isDlc 11:10:22 Arma 3 107410 yes yes yes no 11:10:22 Unknown -1 no no no yes 11:10:22 ---------------------------------------------------------- Dlcs ---------------------------------------------------------- 11:10:22 index name appId owned installed available isDlc 11:10:22 0 Arma 3 Maps 249861 no no no yes 11:10:22 1 Arma 3 Tactical Guide 249862 no no no yes 11:10:22 2 Arma 3 Zeus 275700 yes yes yes yes 11:10:22 3 Arma 3 Karts 288520 yes yes yes yes 11:10:22 4 Arma 3 Helicopters 304380 yes yes yes yes 11:10:22 5 Arma 3 DLC Bundle 1 304400 no no no yes 11:10:22 6 Arma 3 Marksmen 332350 yes yes yes yes 11:10:22 7 Arma 3 Apex 395180 yes yes yes yes 11:10:22 8 Arma 3 Laws of War 571710 yes yes yes yes 11:10:22 9 Arma 3 Jets 601670 yes yes yes yes 11:10:22 10 Arma 3 DLC Bundle 2 612480 no no no yes 11:10:22 11 Arma 3 Malden 639600 yes yes yes yes 11:10:22 12 Arma 3 Tac-Ops Mission Pack 744950 yes yes yes yes 11:10:22 13 Arma 3 Tanks 798390 yes yes yes yes 11:10:22 14 Arma 3 Contact 1021790 yes yes yes yes 11:10:22 15 Arma 3 Creator DLC: Global Mobilization - Cold War Germany 1042220 yes no yes yes 11:10:22 16 Arma 3 Creator DLC: Spearhead 1944 1175380 no no yes yes 11:10:22 17 Arma 3 Creator DLC: S.O.G. Prairie Fire 1227700 yes no yes yes 11:10:22 18 Arma 3 Creator DLC: CSLA Iron Curtain 1294440 yes no yes yes 11:10:22 19 Arma 3 Art of War 1325500 yes yes yes yes 11:10:22 20 Arma 3 Creator DLC: Western Sahara 1681170 yes yes yes yes 11:10:22 21 Arma 3 Creator DLC: Reaction Forces 2647760 yes no yes yes 11:10:22 -------------------------------------------------------------------------------------------------------------------------- The server's cfg: // GLOBAL SETTINGS hostname = "KIBA SANDBOX"; // The name of the server that shall be displayed in the public server list password = "1111"; // Password for joining, eg connecting to the server passwordAdmin = "caballero"; // Password to become server admin. When in Arma MP and connected to the server, type '#login xyz' serverCommandPassword = "marinero"; // Password required by alternate syntax of [[serverCommand]] server-side scripting. logFile = "server_console.log"; // Where the logfile should go and what it should be called // WELCOME MESSAGE ("message of the day") // It can be several lines, separated by comma // Empty messages "" will not be displayed at all but are only for increasing the interval motd[] = {}; motdInterval = 5; // Time interval (in seconds) between each message headlessClients[] = { "127.0.0.1", ... }; localClient[] = { "127.0.0.1", ... }; // JOINING RULES maxPlayers = 10; // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player. kickDuplicate = 0; // Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing. verifySignatures = 0; // Verifies .pbos against .bisign files. Valid values 0 (disabled), 1 (prefer v2 sigs but accept v1 too) and 2 (only v2 sigs are allowed). equalModRequired = 0; // Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server. allowedFilePatching = 1; // Allow or prevent client using -filePatching to join the server. 0, is disallow, 1 is allow HC, 2 is allow all clients (since Arma 3 v1.50) filePatchingExceptions[] = {"",""}; // Whitelisted Steam IDs allowed to join with -filePatching enabled //requiredBuild = 12345; // Require clients joining to have at least build 12345 of game, preventing obsolete clients to connect // VOTING allowedVoteCmds[] = {}; voteMissionPlayers = 1; // Tells the server how many people must connect so that it displays the mission selection screen. voteThreshold = 0.33; // 33% or more players need to vote for something, for example an admin or a new map, to become effective // INGAME SETTINGS disableVoN = 1; // If set to 1, Voice over Net will not be available vonCodec = 1; // If set to 1 then it uses IETF standard OPUS codec, if to 0 then it uses SPEEX codec (since Arma 3 update 1.58+) vonCodecQuality = 30; // since 1.62.95417 supports range 1-20 //since 1.63.x will supports range 1-30 //8kHz is 0-10, 16kHz is 11-20, 32kHz(48kHz) is 21-30 persistent = 0; // If 1, missions still run on even after the last player disconnected. timeStampFormat = "short"; // Set the timestamp format used on each report line in server-side RPT file. Possible values are "none" (default),"short","full". BattlEye = 0; // Server to use BattlEye system allowedLoadFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; //only allow files with those extensions to be loaded via loadFile command (since Arma 3 build 1.19.124216) allowedPreprocessFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; //only allow files with those extensions to be loaded via preprocessFile/preprocessFileLineNumber commands (since Arma 3 build 1.19.124323) allowedHTMLLoadExtensions[] = {"htm","html","xml","txt"}; //only allow files with those extensions to be loaded via HTMLLoad command (since Arma 3 build 1.27.126715) //allowedHTMLLoadURIs[] = {}; // Leave commented to let missions/campaigns/addons decide what URIs are supported. Uncomment to define server-level restrictions for URIs allowProfileGlasses = false; forcedDifficulty = "Custom"; //uses the defined by -name: parameter for dificulty settings // TIMEOUTS disconnectTimeout = 5; // Time to wait before disconnecting a user which temporarly lost connection. Range is 5 to 90 seconds. maxDesync = 150; // Max desync value until server kick the user maxPing= 200; // Max ping value until server kick the user maxPacketLoss= 50; // Max packetloss value until server kick the user kickClientsOnSlowNetwork[] = { 0, 0, 0, 0 }; // Defines if {<MaxPing>, <MaxPacketLoss>, <MaxDesync>, <DisconnectTimeout>} will be logged (0) or kicked (1) kickTimeout[] = { {0, -1}, {1, 180}, {2, 180}, {3, 180} }; votingTimeOut[] = {60, 90}; // Kicks users from server if they spend too much time in mission voting roleTimeOut[] = {90, 120}; // Kicks users from server if they spend too much time in role selection briefingTimeOut[] = {60, 90}; // Kicks users from server if they spend too much time in briefing (map) screen debriefingTimeOut[] = {45, 60}; // Kicks users from server if they spend too much time in debriefing screen lobbyIdleTimeout = 300; // The amount of time the server will wait before force-starting a mission without a logged-in Admin. // SCRIPTING ISSUES onUserConnected = ""; onUserDisconnected = ""; doubleIdDetected = ""; // SIGNATURE VERIFICATION onUnsignedData = "kick (_this select 0)"; // unsigned data detected onHackedData = "kick (_this select 0)"; // tampering of the signature detected onDifferentData = ""; // data with a valid signature, but different version than the one present on server detected // MISSIONS CYCLE (see below) randomMissionOrder = false; // Randomly iterate through Missions list autoSelectMission = false; // Server auto selects next mission in cycle class Missions {}; // An empty Missions class means there will be no mission rotation missionWhitelist[] = {}; // An empty whitelist means there is no restriction on what missions' available server parameters: -config=server\dedi.cfg -profiles="D:\SteamLibrary\steamapps\common\Arma 3\server" -name=dedi -noPause -filePatching -mod="!Workshop\@3DMA - Alpha Group Equipment;!Workshop\@ace;!Workshop\@Advance Aero Effects;!Workshop\@-AMZ- Improved WS Sounds V7.8;!Workshop\@-AMZ- IWS - RHS AIO COMPAT;!Workshop\@Arma Realistic Map Assets V2;!Workshop\@Better Convoy;!Workshop\@BWMod;!Workshop\@CBA_A3;!Workshop\@CUP Terrains - Core;!Workshop\@Drongos Artillery;!Workshop\@FPV Drone Crocus;!Workshop\@Ivanivkova;!Workshop\@RHSAFRF;!Workshop\@RHSGREF;!Workshop\@RHSSAF;!Workshop\@RHSUSAF;!Workshop\@Task Force Arrowhead Radio (BETA!!!)"- 17 replies
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Making sleep = 0.5; completely blends the weather change at the beginning. Not fancy but effective.
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I have stuttering only on dedicated server in the fist 1-2 min, after this the game runs smoothly ... I will be awesome if someone knows why this happens.
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How to get rid of the black bars, I am that kind of dumb I guess ....
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I cannot use it, no options for the rappelling kit or ropes, they are just item in the inventory. Used with CBA and ACE.
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Update to multiplayer Support requester
kibaBG replied to Ry4nD's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Ry4nD link doesn't work. -
Hi, I don't know one very basic thing - how to get map locations and then change their color. Is that even possible?
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How to change location color on map?
kibaBG replied to kibaBG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Necropaulo Damn, you are giving one more reason to pack missions as a mod. Thanks for the info! -
How to change location color on map?
kibaBG replied to kibaBG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I know about markers but can I do the same with locations (apart from size)? It would be cool to use locations instead of markers because they are already on the map and, as far as I understand correctly, they have their own area? Locations are big mystery for me ¯\_(ツ)_/¯ -
How to remove accomplished mission from Strategic Map
kibaBG posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, I love how the strategic map is and I use it to choose different missions or areas to be liberated. The problem is I want the mission do disappear from the strategic map after it's accomplished. I had the idea the part from the Open Strategic Map array should be deleted, so the mission doesn't show up again but I don't know how to do it. [findDisplay 46, [4647.75,2053.72,0], [[[6450.85,4920.97,0], { [] execVM "area\sona_castle.sqf"; ["flag_usa_1", 6] execVM "ptrl.sqf"; ["flag_usa_1", 1200, 2] execVM "reinf\ah6.sqf"; ["flag_usa_1", 1800, 4] execVM "reinf\qrf.sqf"; _trg = createTrigger ["EmptyDetector", getMarkerPos "flag_usa_1", true]; _trg setTriggerArea [800, 800, 0, false, 500]; _trg setTriggerActivation ["WEST", "NOT PRESENT", true]; _trg setTriggerStatements ["this", "deleteMarker 'flag_usa_1'; deleteMarker 'border_mrk';", ""]; createMarker ["border_mrk", getMarkerPos "flag_usa_1"]; "border_mrk" setMarkerShape "ELLIPSE"; "border_mrk" setMarkerSize [800, 800]; "border_mrk" setMarkerColor "colorBLUFOR"; "border_mrk" setMarkerAlpha 0.5; } , "Sona Isle", "Capture the old castle", "SOF Ghost", "\A3\ui_f\data\map\markers\flags\USA_ca.paa", 1, []], [[8830.33,2047.55,0], { []execVM "area\yermolova_isle.sqf"; _trg = createTrigger ["EmptyDetector", getMarkerPos "flag_usa_2", true]; _trg setTriggerArea [800, 800, 0, false, 500]; _trg setTriggerActivation ["WEST", "NOT PRESENT", true]; _trg setTriggerStatements ["this", "deleteMarker 'flag_usa_2'; deleteMarker 'border_mrk';", ""]; createMarker ["border_mrk", getMarkerPos "flag_usa_2"]; "border_mrk" setMarkerShape "ELLIPSE"; "border_mrk" setMarkerSize [800, 800]; "border_mrk" setMarkerColor "colorBLUFOR"; "border_mrk" setMarkerAlpha 0.5; } , "Yermolova Isle", "Capture heli base on Yermolova", "SOF Ghost", "\A3\ui_f\data\map\markers\flags\USA_ca.paa", 1, []], [[15317.8,6919.94,0], { [] execVM "area\raven_rock.sqf"; ["flag_usa_9", 5] execVM "ptrl.sqf"; _trg = createTrigger ["EmptyDetector", getMarkerPos "flag_usa_9", true]; _trg setTriggerArea [800, 800, 0, false, 500]; _trg setTriggerActivation ["WEST", "NOT PRESENT", true]; _trg setTriggerStatements ["this", "deleteMarker 'flag_usa_9'; deleteMarker 'border_mrk';", ""]; createMarker ["border_mrk", getMarkerPos "flag_usa_9"]; "border_mrk" setMarkerShape "ELLIPSE"; "border_mrk" setMarkerSize [800, 800]; "border_mrk" setMarkerColor "colorBLUFOR"; "border_mrk" setMarkerAlpha 0.5; } , "Raven Rock", "Capture the Wintry Station", "SOF Ghost", "\A3\ui_f\data\map\markers\flags\USA_ca.paa", 1, []], [[15324.5,2837.26,0], { [] execVM "area\afb_airfield.sqf"; ["flag_usa_3", 10] execVM "ptrl.sqf"; ["flag_usa_3", 1200, 2] execVM "reinf\ah6.sqf"; ["flag_usa_3", 1800, 4] execVM "reinf\qrf.sqf"; _trg = createTrigger ["EmptyDetector", getMarkerPos "flag_usa_3", true]; _trg setTriggerArea [800, 800, 0, false, 500]; _trg setTriggerActivation ["WEST", "NOT PRESENT", true]; _trg setTriggerStatements ["this", "deleteMarker 'flag_usa_3'; deleteMarker 'border_mrk';", ""]; createMarker ["border_mrk", getMarkerPos "flag_usa_3"]; "border_mrk" setMarkerShape "ELLIPSE"; "border_mrk" setMarkerSize [800, 800]; "border_mrk" setMarkerColor "colorBLUFOR"; "border_mrk" setMarkerAlpha 0.5; } , "AFB Airfield", "Capture the Wintry Station", "SOF Ghost", "\A3\ui_f\data\map\markers\flags\USA_ca.paa", 1, []], [[16722.6,1924.74,0], { [] execVM "area\east_station.sqf"; ["flag_usa_4", 6] execVM "ptrl.sqf"; ["flag_usa_4", 1200, 2] execVM "reinf\ah6.sqf"; ["flag_usa_4", 1800, 4] execVM "reinf\qrf.sqf"; _trg = createTrigger ["EmptyDetector", getMarkerPos "flag_usa_4", true]; _trg setTriggerArea [800, 800, 0, false, 500]; _trg setTriggerActivation ["WEST", "NOT PRESENT", true]; _trg setTriggerStatements ["this", "deleteMarker 'flag_usa_4'; deleteMarker 'border_mrk';", ""]; createMarker ["border_mrk", getMarkerPos "flag_usa_4"]; "border_mrk" setMarkerShape "ELLIPSE"; "border_mrk" setMarkerSize [800, 800]; "border_mrk" setMarkerColor "colorBLUFOR"; "border_mrk" setMarkerAlpha 0.5; } , "East Station", "Capture the east station area", "SOF Ghost", "\A3\ui_f\data\map\markers\flags\USA_ca.paa", 1, []]], [], [], [], 0.5, false, 1, true, "Select Mission", true, "\A3\Ui_f\data\Map\GroupIcons\badge_rotate_%1_gs.paa"] call BIS_fnc_strategicMapOpen; -
How to remove accomplished mission from Strategic Map
kibaBG replied to kibaBG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I tried that, but doesn't work ... the only thing that makes is just hiding then deleting the marker but the mission is still available even if the marker is already deleted ... How to delete array element from array inside another array? Maybe this is the only way to remove the mission? EDIT: I have found solution: I tested again and modules are working on dedicated! Just give a name ("mis1") to the mission module and then after completed the mission add deleteVehicle "mis1"; Done, the mission show no more on strategic map after completion. For not losing synchronization with the Open Strategic Map module after respawn I use: (leader ghost) synchronizeObjectsAdd [stratmap]; //ghost is the player's group //stratmap is the Open Strategic Map module -
Custom Loadout to AI units from mission config
kibaBG posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, I apply a custom loadout to spawned enemy AI units with _unit setUnitLoadout (missionConfigFile >> "Loadouts" >> "usaf" >> "infantry" >> "antitank"); Loadouts are defined in description.ext class Loadouts { class usaf { class infantry { class antitank { uniformClass = "rhs_uniform_acu_ucp"; backpack = "B_Kitbag_rgr"; weapons[] = {"rhsusf_weap_MP7A2_aor1","rhs_weap_maaws","Binocular","Throw","Put"}; magazines[] = {"rhsusf_mag_40Rnd_46x30_AP","rhs_mag_maaws_HEAT","ACE_painkillers","ACE_painkillers","ACE_painkillers","rhs_mag_m18_red","rhs_mag_m18_purple","rhs_mag_m18_yellow","rhs_mag_m67","Chemlight_red","Chemlight_red","rhsusf_mag_40Rnd_46x30_AP","rhsusf_mag_40Rnd_46x30_AP","rhsusf_mag_40Rnd_46x30_AP","rhsusf_mag_40Rnd_46x30_AP","rhsusf_mag_40Rnd_46x30_AP","rhsusf_mag_40Rnd_46x30_AP","rhsusf_mag_40Rnd_46x30_AP","rhsusf_mag_40Rnd_46x30_AP","rhsusf_mag_40Rnd_46x30_AP","rhsusf_mag_40Rnd_46x30_AP","rhsusf_mag_40Rnd_46x30_AP","rhs_mag_maaws_HEAT","rhs_mag_maaws_HEAT","rhs_mag_maaws_HEAT"}; items[] = {"ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_elasticBandage","ACE_elasticBandage","ACE_elasticBandage","ACE_elasticBandage","ACE_elasticBandage","ACE_elasticBandage","ACE_packingBandage","ACE_packingBandage","ACE_packingBandage","ACE_packingBandage","ACE_packingBandage","ACE_packingBandage","ACE_morphine","ACE_morphine","ACE_morphine","ACE_morphine","ACE_morphine","ACE_morphine","ACE_salineIV_500","ACE_splint","ACE_splint","ACE_splint","ACE_tourniquet","ACE_epinephrine","ACE_epinephrine","ACE_epinephrine"}; linkedItems[] = {"rhsusf_iotv_ucp_Squadleader","rhsusf_ach_helmet_headset_ucp","rhs_googles_yellow","ItemMap","ItemCompass","ItemWatch","ItemRadio","rhsusf_ANPVS_14"}; }; }; }; }; The unit spawns with everything but weapon attachments. I have no idea where to put the attachments classnames ? I will be glad of any help ... -
Missing Mission Summary Picture in MP
kibaBG replied to kibaBG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Joshua9797 I will try more missions and observe how will go with them, I thing the local host has no problem (I will check this with second mission I will upload soon) but the same mission on dedicated cannot have mission summary picture if its is not packed as a mod. -
Hi, I have made a mission and uploaded in from eden to Steam Workshop, everything fine but I got no Mission Summary Picture when I subscribe to it and then host (no dedicated server). This is my description.ext briefingName = "Codename Johan"; overviewText = "Capture the HVT codename Johan"; overviewTextLocked = "Capture the HVT codename Johan"; overviewPicture = "the_monster_within.paa"; author = "kiba3x" onLoadName = "Codename Johan"; onLoadMission = "Capture the HVT codename Johan"; loadScreen = "the_monster_within.paa"; I will be really thankful for any help. Link to the mission - > https://steamcommunity.com/sharedfiles/filedetails/?id=3253698791
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Missing Mission Summary Picture in MP
kibaBG replied to kibaBG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I will test is ASAP when I get home and report. Update: The problem is deeper than I thought and its not related to Steam. I tried to host and run a mission on dedicated and it cannot find the path to the .paa image when the mission is exported to arma3 root \ MPMissions ... Is there any way to give path to mission image files without packing the whole thing as a mod? On normal host the mission picture is showing correctly. -
Missing Mission Summary Picture in MP
kibaBG replied to kibaBG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Necropaulo Yes, the .paa file is in root of the mission folder, the name is the same but I get no picture when you select the mission from MP host page ... Additional to this seems like the mission doesn't read lots of things from description.ext like number of players or description formatting. -
Is it possible to forbid landing at all for AI pilot.
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Hi, I cannot find what command to use to make an attack heli to face certain position while flying with "SAD" waypoint. I spawn it and add waypoints with this /* _mrk is the flag marker, string _heli is the attack helicopter className, string _arrival is the time from zone activation to spawning the attack heli, integer _force is how many attack helicopter will come one after another, integer */ params ["_mrk", "_heli","_arrival","_force"]; for "_i" from 0 to _force do { sleep _arrival; deleteVehicle attackHeli; {deleteVehicle _x} forEach units attackHeliGRP; _atkHeliPos = [[[(getMarkerPos _mrk),4000]], [[(getMarkerPos _mrk),3000]]] call BIS_fnc_randomPos; _attackPosA = [[[(getMarkerPos _mrk),400]], []] call BIS_fnc_randomPos; _attackPosA set [2, 200]; _attackPosB = [[[(getMarkerPos _mrk),400]], []] call BIS_fnc_randomPos; _attackPosB set [2, 200]; _attackPosC = [[[(getMarkerPos _mrk),400]], []] call BIS_fnc_randomPos; _attackPosC set [2, 200]; private _delPos = [[[(getMarkerPos _mrk),4000]], [[(getMarkerPos _mrk),3000]]] call BIS_fnc_randomPos; _delPos set [2, 200]; attackHeliGRP = createGroup [west, true]; attackHeli = createVehicle [_heli, _atkHeliPos, [], 0, "FLY"]; attackHeliGRP createVehicleCrew attackHeli; attackHeliGRP setBehaviourStrong "COMBAT"; attackHeli flyInHeight 200; attackHeli limitSpeed 100; private _wp1 = attackHeliGRP addWaypoint [_attackPosA, 0]; _wp1 setWaypointType "SAD"; _wp1 setWaypointTimeout [60, 120, 60]; private _wp2 = attackHeliGRP addWaypoint [_attackPosB, 0]; _wp2 setWaypointType "SAD"; _wp2 setWaypointTimeout [60, 120, 60]; private _wp3 = attackHeliGRP addWaypoint [_attackPosC, 0]; _wp3 setWaypointType "SAD"; _wp3 setWaypointTimeout [60, 120, 60]; private _wp3 = attackHeliGRP addWaypoint [_delPos, 0]; _wp3 setWaypointType "MOVE"; _wp3 setWaypointStatements ["true", "deleteVehicleCrew attackHeli; deleteVehicle attackHeli; deleteGroup attackHeliGRP;"]; sleep _arrival; }; I wonder how to change direction if flying object so when the AH64 wait for the next waypoint to face the position it has to defend and the gunner can search for infantry targets, etc.
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Awesome script, is there any way to make submenus?