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Ganvai84

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Everything posted by Ganvai84

  1. Hello folks, i have a very stupid problem and maybe I am missing something here: Is there an option to not show the statistics screen when a Player logs out of a Multiplayer match? I know I can hide the Score Table but I want the other screen to be deactivated as well. Any hint would be great.
  2. Hello folks, I am looking for a Game Server Host for Arma 3 and it turns out, that the most popular ones all have some specific limitations that bother me. Nitrado has little diskspace available for mods, g-portal has a more than buggy config overlay, you can't deactivate BattleEye (they have an option for that but it still keeps running), 4netPlayers have limitations that don't allow me to configure ASRAI the way I want. So I thought about asking here. I didn't find to much on the search that was helping in my specific problem, so I was hoping some of you could help me. What I need: - Players: 20 to 30 Players - Mods: ACE, CUP, ASRAI3, enough space for a lot of maps as we have quite the large Mission Pool on a large variety of Maps - BattleEye should be deactivated permamently - Acces to FTP to create userdata folder for CBA-Settings and ASRAI Config - Creator DLCs like Prairy Fire, GlobMob, Spearhead Would be cool if you could share your experiences with Game Server Hosts and maybe if you know the right place for our clan. Thanks, Jan
  3. Hey guys, I want to load some ammo boxes automatically so they are still caryable with ACE. Is there a way to get the weight of the magazine? I did it another way around, but god damn, this script is buggy as hell and doesn't work properly at all. if (! isServer) exitWith {}; _box = _this select 0; clearWeaponCargoGlobal _box; clearMagazineCargoGlobal _box; clearItemCargoGlobal _box; clearBackpackCargoGlobal _box; while {_box call ace_dragging_fnc_getweight < 200 } do { _box addMagazineCargoGlobal [secondary_mag, 1]; }; while {_box call ace_dragging_fnc_getweight < 250 } do { _box addMagazineCargoGlobal [primary_mag, 1]; }; while {_box call ace_dragging_fnc_getweight < 475 } do { _box addMagazineCargoGlobal [dm_mags, 1]; }; while {_box call ace_dragging_fnc_getweight < 550 } do { _box addMagazineCargoGlobal [mg_mag, 1]; }; With this script is the problem, no matter what I do, the first item in the code will not be present in _box. primary_mag, secondary_mag, dm_mags and mg_mag are public variables set on the initServer.sqf with the Class-Name String of the magazine. I would like to find another alternative to fill the _box but right now, so I don't have to use "while" and rather calculate the amount of magazines I would want to put in. But for this, I would need to know the mass of the magazine. But here I hit a wall, with no idea how to get the mass of a magazine by just knowing its class name. Thanks for any help.
  4. Thanks man, that was the starting point I needed. Will try it out.
  5. Hey folks, I want some more fire in the air so I am placing some tracer modules at the beginning of my mission but I want them to disappear after some time. I tried deleteVehicle and [tracer_1, 1] remoteExec ["setDamage"]; but they don't disapear. Could you people help me with this? Cheers, Jan
  6. Hey folks, probably a pretty newbie question. I am trying to retexture the Kamaz Medical Transporter and can't seem to get rid of the Red Crystal symbols all over the truck. They don't seem to belong to any of the hiddenselectiontextures so I thought they maybe get added afterwards. Is there a way to get rid of these in the config.cpp? Thanks for your help. Cheers, Jan
  7. Hey guys, again, I am way over my head, this time modding. I am trying some retextures and so far I am doing okay. But now I want that the new Trucks and helicopters I created will spawn with certain equipment in storage. I searched my ass off in the Wiki but never got anywhere. Finally, I found something in CUP that looks like class TransportItems So, I figured there would be also a class TransportWeapons. Seems I cant get it to work with certain weapons from CUP. I am confused by how all of this works and desperatly looking for some kind of documentation about that topic. Anyone here can point me to the right direction or give some tipps? Cheers, Jan
  8. Awesome. Thanks for the help. Managed to get it to work.
  9. Thanks for the help. I have the Orange DLC. Mapboard was set to local in the editor, with no references to it whatsoever. Switched of the local mode off and it went away. No clue why though.
  10. Hey guys, I am getting a constant error message on a server I am running and it spams my log full. that cant be healthy for performance and I would like to find this object. Thing is, I have no idea how. The message is: 21:12:03 Ref to nonnetworkobject 16027dd0100# 626607: mapboard_01_wall_f.p3d The logmessage is written two, sometimes three times per milisecond in the log. Anyway I could identify that object that is causing this?
  11. Mods is CUP complete, ace, cTab, KAT, TFAR. Map is Malden 2035. I placed a mapboard but didn't do anything fancy with it, besides placing it.
  12. Hey guys, with the latest KAT Update, the vanilla Medical Tent is now a medical facility. I would like to give my players the Option to build the medical Tent via Fortify Tool. I know how to add the tent to the List, but the problem ist, the modell of the tent has its doors closed. There are options in Eden to hide the Doors but how could i possibly make that happen via the fortify tool. Or would there be another way? As always, I have not the slightest idea how to get to work on this problem, so any kinda help would be appreciated. Cheers, Jan
  13. Ganvai84

    LAMBS Improved Danger.fsm

    This is awesome guys. Thank you for your work.
  14. Oh man, thats so easy. Thank you very much.
  15. Hey guys, I have a hard time understanding what thisList or list triggerOne is giving me back as object. The idea is, that when a trigger is activated, it sets the fuel of the car the player is in to 0 (or damages one of its wheels). _list = list tr_fuel1; _vehicle = objectParent (_list select 0); But seems like that what is standing in (_list select 0) is not a player object. So, the noob I am, I check what I get there instead: hint format ["Player: %1", _list select 0]; "Bravo 1-1 Alpha 1: (jan)(s1)" Gives me a lot of stuff in there. The Radio Name, the Players name and the player variable. Is there an elegant way to get the player variable out of this so I can work with it further on? Or is there any kind of way where I can change the returnvalue of (_list select 0) into a player object? Cheers, Jan
  16. First, sorry if I am in the wrong topic but I am a bit idealess where to post this. So, after that classic introduction, let me get to the point: Is there a way to add Zoom Steps to a sniper scope instead of the stepless Zoom that is in everything right now? I know there are Zoom Steps in RHS scopes but every other Sniper Scope from CUP, NI or BWmod has stepless zoom that is a pain in the ass to adjust for our snipers. So does anyone know a way to do this or could point me in some direction to search for that because I found nothing so far yet. Thanks for every hint. Cheers, Jan
  17. Hey guys, I am jumping into customising an ACE Arsenal and would like to give some restriction about Loadouts and stuff. I know there is a nifty script to block loadouts that are not having whitelisted items, but I think this is a bit oversized and I was hoping there was a more simple way to just deactivate the buttons on the ACE Arsenal GUI. Could anyone help me with that? I know there is some documentation about the ACE Framework but I admit, I rarely know what they are talking about in that and I am missing some more detailed examples for the... well.. Noob Level I am on. Thanks for any help as always, Jan
  18. Hey guys, I am currently planning an Intro sequence in a large multiplayer mission and I would like the players to shut the f*** up. Well, as it is the internet and its a lot of people, everybody will be talking during that sequence. As we are also using tfar, I can't seem to find a way to mute all the players during the sequence. Does anybody know a way how to achive this while the intro sequence is playing?
  19. Ganvai84

    Player in remoteExec

    Thanks man, great hint.
  20. Hey guys, I am trying myself on a remoteExec. The idea is, that on the execution of the remoteExec (which can only be triggered by the Game Master) every player gets teleported to their starting position by evaluating in which truck they are sitting. I was hoping that I could get the player object in the remoteExec but nothing happens. Is there a way to get the Player in a remoteExec that i completely missed? Thanks for your help. _vehicle = (vehicle player); switch (_vehicle) do { case "truck_alpha": { player setPos (getMarkerPos "mrk_start_alpha"); }; case "truck_bravo": { player setPos (getMarkerPos "mrk_start_bravo"); }; case "truck_charlie": { player setPos (getMarkerPos "mrk_start_charlie"); }; case "truck_delta": { player setPos (getMarkerPos "mrk_start_delta"); }; case "truck_echo": { player setPos (getMarkerPos "mrk_start_echo"); }; case "truck_sierra": { player setPos (getMarkerPos "mrk_start_sierra"); }; };
  21. Ganvai84

    Player in remoteExec

    Well, the Idea was that the teleport happens during the mission Opening that has to be remoteExec so titletext and music are played on every client. I also want to be sure the teleport happens while the screen is black. So there was the idea to execute everything in one Script.
  22. Ganvai84

    Player in remoteExec

    Hey pierremgi, yes I know. Sorry, was maybe a bit of a sloppy wording. The idea is that the script that is executed via remoteExec and so every player would run that script. There is a lot more happening in the script, creating a mission intro with a bit of story background at the start of the mission. While this is running, the player should get teleported to the starting position of the mission. The thing is, I don't want to run it on the initPlayerlocal.sqf because when the mission is started at on the server, the players start in a base where they can choose their loadout and so on. So this must be an event triggered by the Zeus responsible for the mission control when all Players are ready. Therefor I want a Zeus activate the script "start_mission.sqf" via remoteExec and now my problem is that I need to get the player object in the remoteExec. My idea was, that because remoteExec fires on every client (at least when configured that way) so this should guarante that all Players should teleport at the same time and see the Mission Intro. So thats the idea behind all of that.
  23. Hey guys, me again, running my head against a wall. I want an addaction on a laptop where all dead players get revived when it is used. I was going for something like {_x setDamage 0;} forEach _humanPlayers; BUT, we are using ACE and it seems like I am way to lost on my way to find what I would need to heal the players with ACE. Anyone who could point me in the direction or has an idea how it should work? Cheers, Jan
  24. Perfect man, thank you so much. Is there a good place to find ACE Functions like that?
  25. Hey guys, is there a way where you can creat groups with waypoints, special loadouts, AI behaviour and so on in 3den Editor, then mark this shit all and say "spawn in on condition"? So that you could place a lot more groups and only insert them when needed? Cheers, Jan
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