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shadowguy

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Everything posted by shadowguy

  1. shadowguy

    Install DLC from thumb drive??

    Thanks Valken, for your quick reply. The lads have the instructions and I will post back here as to their success. 5/17/2021 Both installs are successful using your excellent instructions. Thanks again Valken!
  2. shadowguy

    Install DLC from thumb drive??

    My squad have all bought SOG Prairie Fire on Steam but two us have really crappy DSL. I sent them the "vn" folder on thumb drives. Presently, they can not get a working install of Prairie Fire. Can someone please point us to some instructions on how to install DLC from an external source? Thanks in advance.
  3. Thanks one and all. Link works for me now. And thanks Gnat for bringing the Cessna's to ARMA3. Great addon.
  4. Thanks foxhound but all I get from the bikey link is this "Database connection failed".
  5. I also need the server bikey and the link at Armaholic is broken. Been searching for a couple hours with no luck. Can someone provide a working link? Thanks you in advance.
  6. Five more months go by and the multiple problems causing the "Steam ticket check failed:" disconnect have not been fixed. BIS forced Steam on us with ARMA3. Previous releases worked great. I can say so because I own multiple copies of all of them. I use three computers to create a true multi-player setup for mission testing before they go on our dedi server. Multi-player in ARMA3 has been one giant head ache for my family group of players. At this point, my recommendation to new mil-sim players is stay with ARMA2:CO and stay away from Steam.
  7. So, has the "Steam ticket check failed:" problem been fixed and maybe covered on a different post? My group had our first instance of it 4 weeks ago with a new player. Last night two more players started disconnecting with the "Steam ticket check failed:" message. Come on BIS, this problem is over a year old.
  8. shadowguy

    knowsAbout in MP

    Gamer222, if you are having trouble with tasks, I might suggest this thread. http://forums.bistudio.com/showthread.php?160974-SHK_Taskmaster
  9. shadowguy

    knowsAbout in MP

    knowsAbout is not a precise command because of all the variables. Read the notes on the wiki/knowsAbout to verify that. I would suggest using setSkill, http://community.bistudio.com/wiki/setSkill_array , with your chopper crew to get the desired results.
  10. Thanks Varanon for a correct and informative response.
  11. Has this been resolved? I searched and found no solutions. I will bump this thread and hope. Thanks for any assistance.
  12. shadowguy

    Get rid of the space bar in MP

    Thanks Gunter, but I am trying to remove the SPACE BAR circle ID'ing players and giving ranges. My group likes the weapon cursor so I have to leave it on. My profile settings for both Regular and Veteran; Armor=0; FriendlyTag=0; EnemyTag=0; HUD=0; HUDPerm=0; HUDWp=0; HUDWpPerm=0; HUDGroupInfo=0; AutoSpot=0; Map=0; WeaponCursor=1; AutoGuideAT=0; ClockIndicator=1; 3rdPersonView=0; UltraAI=0; AutoAim=0; CameraShake=0; UnlimitedSaves=0; DeathMessages=1; NetStats=1; VonID=0; If it can be done in DayZ, it should be possible in ARMA2.
  13. shadowguy

    Get rid of the space bar in MP

    How do I remove the space ID but keep the weapon cursor? This is on a ARMA 2: CO dedi server. I see this done in DayZ. Maybe it is not possible in ARMA but I had to ask. I couldn't find any answers by searching. Thanks in advance.
  14. It looks to me that your task is named task1, not tskTurnout.
  15. Can this EH somehow be applied to the Ambient Civilians Module to work on a dedi server? ---------- Post added at 07:28 AM ---------- Previous post was at 06:59 AM ---------- This might be the answer I am looking for but I do not know where to put the code or the correct syntax. If I just put it into the init.sqf or the module init, will each ALICE civilian that gets killed call the function ShowCivKiller.sqf? Thanks for any help.
  16. "ShowCivKiller.sqf" runs global so the hint shows on all clients. Make sure you are using the addMPEventHandler and MPkilled.
  17. This is how I solved my problem. It might not be the best way but it works in MP and on my dedi-server. This line would go in the init space of editor placed units, in my case unarmed civs. If you place an Ambient Civilians Module then the following line would go in the modules init space. All civ units created by the module, if killed, will exec the "ShowCivKiller.sqf". This is my code. I have only applied it to the human players. If one of us kills an unarmed civ, we all get a hint msg identifying the killer and the killer losses his primary weapon.
  18. This is going to be very confusing to the novice scripters like myself. If you are going to post code please make sure it is WORKING code.
  19. The "Destroy" wp is best suited for an object. For a unit, look at the commands "reveal", "doTarget", and "doFire".
  20. There is no simple way to change uniforms. Search for "changing uniform" and you get two threads that discuss possibilities. If you simply want a unit in a ghillie suit that is able to heal other units then take a look at the CLY Heal script. It is simple to use and you can limit what units can use it. http://www.armaholic.com/page.php?id=11903
  21. Put this in the Initialization box of the enemy AI and it will stop them from fleeing. A "GUARD" waypoint inside the town will keep the OPFOR group looking for and engaging the BLUFOR group in town until one group is all dead. http://community.bistudio.com/wiki/Mission_Editor:_Waypoints The trigger around the small building should be set to Activation: BLUFOR "Present", and the Condition: !alive Unit1 or !alive Unit2 or !alive Unit3 or !alive Unit4
  22. Are you trying to arm a civilian unit? I have had problems trying to do that.
  23. So you have an area trigger and you want it to activate if either unit1 or unit2 dies only within the bounderies of that trigger?
  24. I don't know of a way to get a unit to start the mission laying down or even crouched. If it is absolutely necessary to not see them standing, place the unit out of sight and use the setUnitPos "down" to lay them down. Then use setPos to position them after they have layed down.
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