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Everything posted by rowdied
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Finland 1944 by Oden
rowdied posted a topic in IRON FRONT: LIBERATION 1944 - ADDONS & MODS: COMPLETE
I wanted to bring attention to theOden's awesome add-ons he posted on the Iron Front Fan forums here for use in ArmaCo. He has warfare and Domi versions as well. Definitely worth checking out! http://ironfront.forumchitchat.com/post/finland-1944-6694554 -
Tophe's Arma Dedicated Server Tool (TADST)
rowdied replied to tophe's topic in ARMA 3 - SERVERS & ADMINISTRATION
Tophe, Are you able to add this line below so we can customize the size of file and have as many mods we like running instead of being limited by the file size? steamProtocolMaxDataSize = 1024 Thanks -
server TADST problem
rowdied replied to Ctr. Lewandowski's topic in ARMA 3 - SERVERS & ADMINISTRATION
Did you figure this out yet? When you create a mission in the editor, save and name it then export it to mp mission. That pbo mission will go into your Arma mp mission folder and you should be able to start tadst and run the mission. -
game will not open launcher, crashes instantly
rowdied replied to gurpyzoit's topic in ARMA 3 - TROUBLESHOOTING
Anti virus and/or spam software blocking it? Turn those off and try it -
If you dont have control of the server you will have to wait until the server updates that file, no other way around it i am afraid.
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It doesnt work. Dont use random placement. Should be fixed in the next patch hopefully as per the Arma 3 Discord.
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I figured you wanted to do something yourself from scratch, no worries. I just thought if you had issues you could hit up Drongo as he has done this already. Glad you got it figured out!!!
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you could hit Drongo up as he has a mod on steam that does this exact thing. I use it all the time and works on dedicated server as well. it does not hide the object like ACE either and is height adjustable too. https://steamcommunity.com/sharedfiles/filedetails/?id=2561708057
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ACE3 - A collaborative merger between AGM, CSE, and ACE
rowdied replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sorry not on here too often. I went on their discord and asked why it doesn't pop anymore. They had issues with the latest version of Ace so they disabled it for the near future. They are not sure when it will make it back in either. -
Will-my-pc-run-Arma3? What cpu/gpu to get? What settings? What system specifications?
rowdied replied to Placebo's topic in ARMA 3 - GENERAL
Yyo I can confirm the Stuttering has to do with the Workshop Compositions. Best bet is to download the compositions, save them as your own compositions and then delete the Workshop ones. Also these micro stutters are most likely from the HDD you are using. Go back to the SSD and those should be gone. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
rowdied replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Still doesn't work. Would be nice if they could fix this issue. Maybe as a Xmas present? -
Tophe's Arma Dedicated Server Tool (TADST)
rowdied replied to tophe's topic in ARMA 3 - SERVERS & ADMINISTRATION
"You can drag and drop everything in the workshop folder into the tadst mod interface" Found that solution on reddit so you don't have to do drill down to add each one individually. You can even highlight a bunch and drag them over. Verified it works. I wish I found this years ago lol -
Bought it cause I am a fanboy and... Because... Arma
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In the mission folder. What I did is copy the info from above and pasted it into a text file and renamed it fuel.sqf (you can name it anything you want) Make sure you rename the file form .txt to .sqf and then place it into a folder inside the mission folder called scripts (the folder can be named anything you want) Next you have to reference it in the init.sqf which is also in the mission folder. If not you will have to create it like you did the fuel one. Next place this code in the init.sqf; [] execVM "scripts\fuel.sqf"; and thats it it should now work in SP or MP and even on dedicated servers. Make sense? If not pm me
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Even if you could just populate areas around towns and riverbeds with foliage, that would be awesome Towns can always be placed by hand if need be. Even if you were able to place all the buildings down that show up on your maps, it would take years to do with current methods. Lets hope Arma 4 or whatever they want to call it, will allow maps this large the ability to populate them with objects that wont take decades of your life to do. Just populate objects on the map around a specified distance from the player.
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This most interesting part of that video is when the shell lands, then skids and hits the wall, bringing it to a stop and then explodes after a few seconds. Is there was a way to do this with bombs on planes? That would be awesome.
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Why don't you use Steam Workshop? Not sure I need to have a reason for not using torrents but I also don't fly a 747's. I guess I will have to pass on this terrain unless there is an alternative download site. Loved PMC stuff since OFP back in the day and used WRP tool quite a bit for OFP. Does the terrain have any towns and roads or is it just terrain like some of your other terrains? thanks for all your hard work!!
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don't do torrents, so I guess the answer is a no then for steam upload or alternative download links.
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Any chance for a Steam Link?
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Rearm code works in single player but not on dedicated server
rowdied replied to Luft08's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Try this script I use which works on dedicated server. I cannot remember who made the script so this is not my work and props to whoever made this. Put this in trigger name the trigger airrepair type = none activation = blufor activation type = present repeatable = yes condition = (getpos ((list airrepair1) select 0) select 2) <= 1 on activation = _xhandle= ((list airrepair1) select 0) execVM "x_reload.sqf"; name of script is; x_reload.sqf _object = _this; _type = typeOf _object; x_reload_time_factor = 4; _object setVehicleAmmo 1; _object vehicleChat format ["Servicing %1... Please stand by...", _type]; _magazines = getArray(configFile >> "CfgVehicles" >> _type >> "magazines"); if (count _magazines > 0) then { _removed = []; { if (!(_x in _removed)) then { _object removeMagazines _x; _removed = _removed + [_x]; }; } forEach _magazines; { _object vehicleChat format ["Reloading %1", _x]; sleep x_reload_time_factor; _object addMagazine _x; } forEach _magazines; }; _count = count (configFile >> "CfgVehicles" >> _type >> "Turrets"); if (_count > 0) then { for "_i" from 0 to (_count - 1) do { scopeName "xx_reload2_xx"; _config = (configFile >> "CfgVehicles" >> _type >> "Turrets") select _i; _magazines = getArray(_config >> "magazines"); _removed = []; { if (!(_x in _removed)) then { _object removeMagazines _x; _removed = _removed + [_x]; }; } forEach _magazines; { _object vehicleChat format ["Reloading %1", _x]; sleep x_reload_time_factor; _object addMagazine _x; sleep x_reload_time_factor; } forEach _magazines; _count_other = count (_config >> "Turrets"); if (_count_other > 0) then { for "_i" from 0 to (_count_other - 1) do { _config2 = (_config >> "Turrets") select _i; _magazines = getArray(_config2 >> "magazines"); _removed = []; { if (!(_x in _removed)) then { _object removeMagazines _x; _removed = _removed + [_x]; }; } forEach _magazines; { _object vehicleChat format ["Reloading %1", _x]; sleep x_reload_time_factor; _object addMagazine _x; sleep x_reload_time_factor; } forEach _magazines; }; }; }; }; _object setVehicleAmmo 1; // Reload turrets / drivers magazine sleep x_reload_time_factor; _object vehicleChat "Repairing..."; _object setDamage 0; sleep x_reload_time_factor; _object vehicleChat "Refueling..."; while {fuel _object < 0.99} do { //_object setFuel ((fuel _vehicle + 0.1) min 1); _object setFuel 1; sleep 0.01; }; sleep x_reload_time_factor; _object vehicleChat format ["%1 is ready...", _type]; if (true) exitWith {}; -
Bon's Infantry Recruitment Redux
rowdied replied to aviatormoser's topic in ARMA 3 - ADDONS & MODS: COMPLETE
anything for a fellow OFP veteran -
Create respawn leader and respawn leader position death
rowdied replied to SGT Major Ray Jefferson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think this is what you are after and its pretty simple to do. Put this in the init.sqf of the mission file just as you see it; [West, S1] call BIS_fnc_addRespawnPosition; Where West is the side (can be East etc...) and s1 is the Variable Name of the unit. Put this in the init of the unit S1; [west, s1] call bis_fnc_addrespawnposition; You can have as many respawns as you want, just remember to change the names in the init and also the name of the units. [west, s2] call bis_fnc_addrespawnposition; [west, s3] call bis_fnc_addrespawnposition; -
Bon's Infantry Recruitment Redux
rowdied replied to aviatormoser's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes I use it on numerous flags and vehicles. Are you putting this in the init? this addaction["<t color='#33cc00'>recruit infantry</t>","bon_recruit_units\open_dialog.sqf",[],1,true,true,"","_this didistance _target <8"]; works on anything you put it in, rocks, buildings, backpacks, walls etc... -
It would be awesome if we could have TerraSim in VBS4 implemented for Arma 4. Just think of the possibilities... Yes I know not possible but are we not human if we do not have hope for the future? https://www.youtube.com/watch?v=XpIrOlXPTic
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Script works great in SP but not in MP on a dedicated server. Any chance you are making a MP compatible mod and script? thanks again!