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d3nn16

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About d3nn16

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  1. Hello, I tried play around with server side scripts inside the configuration file and I succeeded in crashing my ArmA Linux server. This is the part of the config that crashes the server: onDifferentData = "systemChat format [""EVENT=|ON_DIFFERENT_DATA| - USER_ID=|%1| FILE_NAME=|%2|"", _this select 0, _this select 1]; kick (_this select 0)"; onUnsignedData = "systemChat format [""EVENT=|ON_UNSIGNED_DATA| - USER_ID=|%1| FILE_NAME=|%2|"", _this select 0, _this select 1]; kick (_this select 0)"; onHackedData = "systemChat format [""EVENT=|ON_HACKED_DATA| - USER_ID=|%1| FILE_NAME=|%2|"", _this select 0, _this select 1]; kick (_this select 0)"; This is the error output by the server when started with the above configuration: systemd[1]: Started MACE Server. mace[463]: 18:37:27 SteamAPI initialization failed. Steam features won't be accessible! mace[463]: 18:37:27 Cannot register unknown string STR_3DEN_CAMERA_NAME mace[463]: 18:37:27 Cannot register unknown string STR_DIFF_SCENE_ONLY mace[463]: 18:37:27 Cannot register unknown string STR_DIFF_SCENE_AND_MAP mace[463]: 18:37:27 Error context _this select 0);'; mace[463]: 18:37:27 ../lib/Network/networkServer.cpp ClearNetServer:NOT IMPLEMENTED - briefing! mace[463]: File /home/steam/mace/main.cfg, line 23: '.kick': '(' encountered instead of '=' mace[463]: 18:37:27 Extensions: systemd[1]: mace.service: Main process exited, code=exited, status=1/FAILURE systemd[1]: mace.service: Unit entered failed state. systemd[1]: mace.service: Failed with result 'exit-code'. It looks like chaining commands with semicolon separator is not accepted, eg systemChat ...; kick ... By the way, the commands alone work, ie this works (no crash and does what it should do) : onDifferentData = "systemChat format [""EVENT=|ON_DIFFERENT_DATA| - USER_ID=|%1| FILE_NAME=|%2|"", _this select 0, _this select 1]"; onUnsignedData = "systemChat format [""EVENT=|ON_UNSIGNED_DATA| - USER_ID=|%1| FILE_NAME=|%2|"", _this select 0, _this select 1]"; onHackedData = "systemChat format [""EVENT=|ON_HACKED_DATA| - USER_ID=|%1| FILE_NAME=|%2|"", _this select 0, _this select 1]"; this works also : onDifferentData = "kick (_this select 0)"; onUnsignedData = "kick (_this select 0)"; onHackedData = "kick (_this select 0)"; So any possibility to call multiple commands for an event ? How ? Thanks for any help, Regards
  2. d3nn16

    Arma 3 Units - Feedback thread

    I'm hosting an ArmA game server and website for a community called MACE. On the website I have a page that tracks top player scores for specific missions (http://www.macegame.eu/tag/scoreboard/). I want to display the squad logo of each player in the list when available but I encountered a problem. The game server will dump info returned by the script commands getPlayerScores and squadParams in the server logs (player name, player score, squad name, squad website and squad picture) which is later used by the website scripts to generate the scoreboard page dynamically. The problem is the output of the squadParams command : [ [ "MACE", "Multiplayer ArmA Combat Engine", "armamacegame@gmail.com", "http://www.macegame.eu/", "c:\users\neutrino\appdata\local\arma 3\squads\mace\dr3uvhu2db.paa", "MACE" ], [ "xxxxxxxxxxxxxxxxxx", "eRazer", "", "", "", "" ] ] The picture info returned by the script is "c:\users\<windows user name>\appdata\local\arma 3\squads\mace\dr3uvhu2db.paa" but I would like it to be the URL of the logo on ArmA 3 Units page for MACE which is https://units.arma3.com/groups/img/1143/DR3UVHU2db.png Please let me know if this new feature will be considered for a future implementation. Thanks & Regards
  3. d3nn16

    functions override

    I found a solution but it only works because I created the addon that contains the functions I want to override :-) My Addon - function ZDB_FNC_COUNTDOWN if (not ("notfound" isEqualType (uiNamespace getVariable ["CUS_FNC_COUNTDOWN", missionNamespace getVariable ["CUS_FNC_COUNTDOWN", "notfound"]]))) exitWith {_this call (uiNamespace getVariable ["CUS_FNC_COUNTDOWN", missionNamespace getVariable "CUS_FNC_COUNTDOWN"])}; Explanation : the addon function must do the work of checking whether the overriding function exist (with similar name but different tag : CUS_FNC_COUNTDOWN instead of ZDB_FNC_COUNTDOWN). Mission that uses addon can override function ZDB_FNC_COUNTDOWN by declaring the function CUS_FNC_COUNTDOWN
  4. Hello I installed the dev build version of the Linux server using steamcmd and 'app_update 233780 -beta development validate'. And installed dev build version of the Windows client using steamcmd and 'app_update 107410 -beta development validate. When I start the dev build client on my Windows machine I see correct version 'Development Build version 1.81.144316'. But when I go to the server list I see my server with a red cross and its info card shows 'version: 1.80'. I disabled addon check in server config file (verifySignatures=0, onDifferentData = "", onUnsignedData = "", onHackedData = "", BattlEye = 0). In the server logs I see incorrect version 'Arma 3 Console version 1.80.143869 x86'. Does this mean it is not always possible to test the latest dev build on a Linux server? Do I need to wait until the Linux Server Dev Build 1.81.144136 is released? Thanks for any help
  5. Here are some tutorials to get you going with MACE CTI squad management
  6. Hi I'm organizing a 100 players event for Friday September 1st. Subscribe here: https://beta.doodle.com/poll/793g32usn8us4s9k More info here: https://steamcommunity.com/groups/armaprmace#events/2324275121374445158 Cheers
  7. Hi I'm organizing a 100 players event for Friday September 1st. Subscribe here: https://beta.doodle.com/poll/793g32usn8us4s9k More info here: https://steamcommunity.com/groups/armaprmace#events/2324275121374445158
  8. I am confident in the human ability to see others' errors better than one's own errors :D
  9. IMO the best method for this huge translation task is crowd based translation. Here is one website (I didn't have time to test it for my own addon but looks promising) that does this: https://crowdin.com/ To put it short: you can make your translation project public and any crowdin user can put their own translations or vote for existing translation. And there is a button for downloading the translations that have most votes (that's what I was told, I haven't checked). Let me know if this sounds good for you.
  10. Hello Are you trying to make a PvP (or other) mission from scratch and you lose your time searching for script examples and debugging ? STOP! After you get Zengin addon you will stop scripting and start designing the gameplay of your dreams ;-) Subscribe to Zengin on Steam workshop and get free sample mission based on Tanoa island with new Apex factions, units, vehicles and weapons: http://steamcommunity.com/sharedfiles/filedetails/?id=698138607 Cheers eRazer Note: documentation is not available yet but I'm ready to help in case you want to use it for your missions
  11. Hello, I am creating an addon (that includes a bunch of scripts used for making missions) and I am trying to make everything as overridable as possible by the mission maker that will use my addon. Examples : - stringtable.xml is overridable - CfgXXXX or custom configs are overridable (based on tests I've made) - sqf variables are overridable I couldn't find a way to override functions defined in CfgFunctions (i know functions not defined in CfgFunctions are overridable just like variables but I don't want to use that method). Also, I would like to be able to override the function by using the exact same name (eg BIS_FNC_ABC => BIS_FNC_ABC, etc) so the change has no impact on the scripts calling the function. Does anyone know if it is possible and how? In the test I made I did the following: - created a test addon in which I added a CfgFunctions block with 1 function - created a test mission in which I added THE SAME CfgFunctions block with 1 function as in the addon (I only changed the "file" attribute to make it point to the functions folder inside the mission folder) - Started game with test addon enabled - I called the function during the mission with debug console and the radio message displayed was the one from the addon not the one I put in the mission function file
  12. I'm planning to convert a mission framework (a bunch of scripts and functions) into an addon (this way it's easier to update multiple missions that are sharing scripts). The reasons I want to encrypt: - prevent others from just copying the scripts, add their logo and whatnot then say it's their addon - the framework is completely extensible as it is now (you can add whatever script you want and turn off/on existing scripts) so there is no need to modify anything inside the "engine scripts" only in the parameter files - if however there is something to be corrected/improved about the "engine scripts" then I want to know it and improve my addon for everyone not let someone else do it only for himself - encryption is first step for players to win some money with player made DLCs if they wish to do so, this can even incite companies to start developing complete games using the ArmA engine (makes me think of DayZ)
  13. They should create an online service that will encrypt the addon I upload with their encryption software. Maybe Steam provides something like this for game addons.
  14. Hello Is it possible to make EBO (encrypted PBO) addons like Marksmen DLC with BIS tools? Does BIS plan to provide this feature in the future? If so, are there any release dates estimates available? Thanks & Regards
  15. d3nn16

    File Patching

    I saw in SITREP00121 that there will be some modifications to the #include behaviour. Please take into account what I posted in the Feedback Tracker about it. The issue is resolved in 1.50 (didn't have time to test), so I am just trying to make sure it will not be broken by future updates (possibility of referencing files relative to the root folder of the mission (or through relative path ..\..\..\etc), eg file <mission root>\functions\fn_myfunc_1.sqf includes file <mission root>\includes\file_1.sqf, where fn_myfunc_1.sqf is a function file referenced in CfgFunctions)
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