Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

Community Reputation

314 Excellent

About terox

  • Rank
    Warrant Officer

Profile Information

  • Gender
  • Location
  • Interests
    ermmmmmm??? Arma

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Apologies for bad link, now updated ands working, see first post fore dl link
  2. I have no idea why i received a notification for this thread today, which was from way back last year but I did Shameful thread replies from some of you. I didn't read all of it so might not have grasped the full story. From what I can gather from your question. Basically anything #included from the description.ext or any config file in any addon is run before anything else so it doesn't make any difference to performance of the mission other than load time of the mission which unless its thousands and thousands of lines of config will be insignificant. All this code is run before even 'preinit' code. Well before the mission starts, before the mission.sqm, before any preinit code. You can actually #include anything.*** .hpp .h or.someweirdextensionname so its not the extension you use but where it is called from that defines how it is run .sqf speed depends on the quality of the code and whether is is precompiled once and saved into memory as a function before it is called or whether is is run say from the init.sqf tree where is is compiled and run every time it is called. Is there a difference between spawning a precompiled function (Useful if that function has a sleep command) or calling? (I dont know) EDIT. I just realised i replied earlier in this thread on page 2
  3. Not within the engine itself You could write a powershell script that is run as part of your start up procedure. It could search for an entry in your server.rpt file for a diag_log entry which defines the mission name or some token string that you could use to work from. For example, the first entry in a pre init function diag_log text "!!**!!"; diag_log text format["|========================= %1. %2 =========================|", missionName, worldName]; // stamp mission name to .rpt diag_log text ""; So reading from the end of the file backwards until it finds the token searchable string eg "!!**!!" and then read the line after to compare with a list you have or something like a label "MISSION_A" which you can then replace the old config file with a newly created one with the correct cycle list you need and then start the server. You would have to take into consideration things like dealing with older rpt files, mission filename changes etc Code something like a switch string = switch(Tokenname) { "MISSION_A": { "class Missions { class Mission01 { template = Mymission1.Altis; difficulty = "veteran"; class Params {}; }; class Mission02 { template = Mymission2.Altis; difficulty = "veteran"; class Params {}; }; };" } "MISSION_B": { "class Missions { class Mission02 { template = Mymission2.Altis; difficulty = "veteran"; class Params {}; }; class Mission01 { template = Mymission1.Altis; difficulty = "veteran"; class Params {}; }; };" } }; New-Item D:\somepath\server.cfg or have a set of configs already written but with .txt extension and rename the extension or copy and rename the required .txt file as the new server.cfg
  4. So in a scenario where this is run as a serverside mod only, is there a setvariable commands available for example ' Group this setvariable ["LDFSM",FALSE]; 'that a mission developer could place in the groups init field to stop the group from running the fsm for specific groups. (Would also help during dynamic group creation as well) Apart from that, this is a pretty good improvement to the standard BIS FSM. So thank you for that.
  5. the order of placement in the description.ext does not make a difference Having the incorrectly defined class header at most throws up an error in the rpt file You can completely delete that header class with no effect on the mission NOTE: Header class can also be defined in the mission editor under the "Attributes/Multiplayer" tab If your server is having issues loading so that you cannot connect based on player slots, first thing I would do is remove all of the custom missions from your mpmissions folder on the server to some temporary folder (NOT A SUB FOLDER OF MPMISSIONS) Then try loading a BIS mission If that fixes it add a selection of missions at a time un til you narrow the issue down to a batch/single mission/ If you cannot connect with no custom missions loaded, then its a server configuration issue.
  6. there are 2 places that define how many players can join the server/mission. The description.ext is not one of them. The class header in the description.ext is afaik only used to display information on the server browser. So the actual number of players allowed to join the server/mission is defined in: The mission.sqm (Mission editor) and is based on the number of playable units you have defined in each unit you placed on the map In your server config defined by "MaxPlayers" The description.ext should be placed in the root of the mission folder, same location as the mission.sqm
  7. terox


    can be done easily in the debug console Vehiclevar setpos getpos vehiclevar or if you want to add the capability of an engineer addaction using cursorobject
  8. terox

    Character running in jerks

    Its called warping, basically the client and server aren't syncing quickly enough, update packets are being lost. This is likely to be down to a network issue, slow serverside cps(FPS), poor bandwidth
  9. you mean create a virtual link to a different none root file structure, if so https://ss64.com/nt/mklink.html if you mean define the mods the server will run then -mod= just like on the client, or -servermod= for serverside only mods afaik, and I dont do this, you can have the server subscribe to steam mod collections. I would imagine this auto updates then I prefer manually controlling content on the server, or rather via a complex set of updating scripts based on a master mod install
  10. I use https://firedaemon.com
  11. you will need to learn about locality, which is basically where code needs to be run relative to the objects it is referencing The command ref defines where code should be run, eg locally to the object only or on any machine, server only etc You will also need to learn about the various switches that can be used to filter where the code is run, such as Isdedicated IsServer HasInterface This is a steep learning curve until you grasp the concept and start understanding locality issues
  12. @Tankbuster there is a comref specifically for youtube mate if that is all you want to do.. https://community.bistudio.com/wiki/openYoutubeVideo You could add an "execute expression" line direct into your briefing I haven't tried a youtube url link in this system but from what I am seeing, anything that can be opened via a url link will work with this.
  13. V.02 (Date: 24/5/2020) Removed the requirement to #include "Txu_Info\CfgBaseDefines.hpp" This file has been completely removed. The default Gui class bases are no longer inherited from, this makes it much easier to import this into existing missions that define their own GUI Base classes and should not conflict with any existing Gui definitions __________________________________________
  14. terox

    Open Weblink on button

    This is your answer.... Inspired by larrows post All kudos and credit goes to him. I just improved on his original concept
  15. So in your root Arma3 root server install, where all the arma3**.exe's are, you should have a folder called userconfig In that folder should be a file called cba_settings.sqf. so path would be arma3\userconfig\cba_settings.sqf This is the content in ours.. https://pastebin.com/xSqiBECW Your home local server will have this file, just copy it over to the server