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Tankbuster

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Everything posted by Tankbuster

  1. All my shownhud returns are true - my theory is that it's more related to server difficulty. Yes, positioncameratoworld and lineintersects are going to do the heavy lifting, I'm sure. I'd want it to work on both map and world GUI, so a TP on the map will also render on the world GUI, and vice versa. Not sure if that's practical yet.. still working through it in my mind.
  2. I'm fed up with troubleshooting this. It's invaluable when it works and frustrating when, for no apparent reason, it doesn't. I suspect some problems are caused by 3rd party launchers and who knows what else. So I want to craft a scripted alternative. I've done some brainstorming but written no code yet and wanted to get more input before pressing on. For the player sending the TP, they should be using a rangefinder in optics mode and the laser be turned on. Pressing a key then activates the TP system. It resolves where the player is looking and if they aren't looking into the sky, it works out where on the terrain they are looking (by getting their laserTarget object). It then renders an icon both on their game UI and their map at that position. Players that are in their squad have an icon drawn on their map if they have one and on their UI if they have tactical glasses. I'm expecting to use screentoWorld and its family of commands. It must be MP compatible, TP makes the most sense there. Any thoughts?
  3. It depends on the simulation and ruin type of the building. In the config "DestructionEffects" >> "Ruin1" >> "type" shows how the building's destruction will be handled. If this isn't empty string, then you can do as that comment describes. What actually happens is the building is moved 100m under the terrain and replaced by a ruin model. When you want to effect a repair, delete the ruin and setdamage 0 to the sunken building and it automatically leaps to the surface. Many buildings do nothing when you damage them, so mission makers need to be careful which they choose
  4. Guys, Not exactly sure if this is the right place - does this forum cover Linux dedi server issues? Anyway, my mission runs just fine on a Windows server with Windows clients. But a couple of guys run a Linux dedicated server and they report the mission doesn't work properly. As I don't have access to their box, I can't be completely sure what's going on, but I do have a relatively verbose RPT to look over. First off, it seems the waitUntil command doesn't work quite right in initServer.sqf. _handle2 = [] execVM "server\missionsetup.sqf"; waitUntil {scriptDone _handle2}; Works fine on Windows dedi, but on Linux, the waitUntil never releases. (yes, missionsetup does complete, I've observed that) I changed it to _handle2 = [] execVM "server\missionsetup.sqf"; waitUntil {missionrunning}; Where missionrunning is a publicvariable set by missionsetup.sqf and it works fine on both servers. So, the above notwithstanding, is there anything special I need to be aware of when authoring a mission that will be run on a Linux dedi?
  5. Tankbuster

    The A3 universe?

    Guys, Ive never played campaigns, so I've missed out on a lot, if not all, of what the Armaverse has to offer. Does anyone have a summary of the background of the A3 lore? I don't know if it ties together Altis and Tanoa, but I want to learn. Thanks
  6. Tankbuster

    Banned by Game Developer

    Oh, I see now, yes you're absolutely right. I thought this was simply about you allowing your account to be compromised, when all along, it's someone else's fault.
  7. Tankbuster

    Banned by Game Developer

    I admire your tenacity, if not your grip on reality.
  8. Tankbuster

    RHS Escalation (AFRF and USAF)

    Count me out too. I've got 3 accounts, all of which are subscribed to Blastcore, but none of them actually use it.
  9. Tankbuster

    Authority 20 player coop.

    Another release fixing a potential stall of the runway wreck clear secondary mission that breaks the mission Praire Fire version is still a work in progress. The configuration of Cam Lao Nam's airports was a particular problem and required a major rewrite of both the runway wreck clear and runway crater clear secondary mission. The convoy kill mission also needed lots of work as the road network on CLN has problems for AI drivers, particularly on bridges, and CLN has a lot of bridges. It is coming soon, but life, work and parenting take up a LOT of time, though my tests of the mission on CLN are really looking amazing, it's a wonderful terrain and I have high hopes for the mission on it. Updated download links in the first page and full changelog in the spoiler below.
  10. Authority. The mission A coop mission on Altis and Tanoa. The CSAT forces hold the island and a small BLUFOR force are going to take them back BLUFOR will be landed on a beach with an ammo box and 4 ATVs. You'll have a Forward Point vehicle that you can spawn at. It will have a small selection of magazines in its inventory. Artillery support is provided by a distant battery. The Forward vehicle will be replaced if it's destroyed. It's a Prowler, the 50cal one. Your first task is to secure a nearby airfield to use as an airhead. Clear all the enemy assets and forces out. There will be a radar system to destroy, that will stop the enemy bringing in airborne reinforcements and there will also be a HQ vehicle. Destroying that will mean the enemy has no more air support. One the airfield is taken, you will be given a small base area with vehicle and aircraft servicing and a respawn point. The arsenal box from the beach will be moved here too. Players can spawn a quad here too. Also, another vehicle - A Hunter MRAP - will be delivered to the base. This is the FOB vehicle. This can be deployed and unpacked into a small FOB. You can respawn at the fob, plus it also has an arsenal box. If the engine is off, the player in the back seat can deploy and undeploy the FOB. This seat also has access to the artillery. After the airfield, you'll be given orders to assault another nearby target. If it's a town, it will have some roadblocks at the city limits. Destroy them to stop enemy road reinforcements. Small towns will be mostly infantry, bigger targets will be better defended. Each successful target taken wins you another vehicle. Aircraft that are won are delivered to the helipad at your airhead in the form of a crate. An engineer must 'unbox' them. Non aircraft prizes (and respawning FOB/ Forward vehicles) are delivered to the closest friendly position. If the primary target is a civilian town, once you've cleared out the enemy, you will have to complete other, secondary tasks, often rebuild or reparation type assignments. How many you have to do will depend on how the assault phase went. Killing civilians, damaging their buildings and such like will all mean more secondaries to complete. The mission runs BI revive. Anyone can revive although the medic is much quicker. Press (default) Left windows key for the mission progress dialog. Under the bonnet When the mission starts, it chooses one of the airfields (though not the salt flats or the main airbase on Altis). The mission then chooses a nearby beach for the beachhead position. Subsequent towns are chosen so that they are close by - it will never choose a distant town when there are closer alternatives. It will also always choose a target on the same island until there's no choice but to island-hop. When this happens, players are airdropped a Blackfish vehicle transport to allow them to move, at least, the forward vehicle and the FOB vehicle. No addons required, though we use urban rappelling client side. Note for mission admins and server operators This mission is designed to run on dedicated servers with persistent battlefield. File patching should be allowed on the server. It's not required but does allow better diagnostics. This mission should provide 20+ hours of dynamic gameplay. Leave difficulty settings at default and select custom difficulty. You don't need a Zeus. All of what a Zeus does is done automatically in code by the mission. In fact, if you do use a Zeus, you will break some things. The mission is best played with all available BI DLCs. cDLCs are not supported. ACE is not supported and the mission doesn't need CBA. Downloads http://steamcommunity.com/sharedfiles/filedetails/?id=758581029 https://steamcommunity.com/sharedfiles/filedetails/?id=1577912956 Public download links. Authority Altis https://drive.google.com/file/d/1QCSRUUnjMm0ANe8Bwy18ijiB_IURxq-I/view?usp=sharing Authority Tanoa https://drive.google.com/file/d/1xG6CvKg3Ns0i3JvqF2mlJktdwvAPynAa/view?usp=sharing Authority Altis RHS https://drive.google.com/file/d/1plaaDf_wLVM3EOYH-wOz2GKjCS93Bp-C/view?usp=sharing Authority Tanoa RHS https://drive.google.com/file/d/1oYjRvV76fnraMmt5Qq_ytTsDuHMpupcf/view?usp=sharing CBA users, the mission doesn't use or require CBA, but if you do, read this post about the CHVD View Distance manager.
  11. Tankbuster

    Windows client on linux server, odd behaviour

    Note this was something from 3 and a bit years ago and although the user who reported it is still active, I don't know if he still plays the mission and uses a Linux server. It ma have been fixed meantime too. Don't know. 🙂 PS and OT, while you're here.. are you likely to be doing dep_worldname data for Cam Lao Nam?
  12. Tankbuster

    Stuttering in multiplayer

    Nothing in the specs of this machine are noticeably weak. The RAM seems a little slow but it's the default speed for DDR4. Overheating would seem to be the first thing to rule out. Are you in the UK, or somewhere else it's been unseasonably warm recently?
  13. Tankbuster

    Windows client on linux server, odd behaviour

    Hi mate. I'm following your ticket on github and was about to chip in. A Linux server had a similar problem and it was related to scripts not handling the script handle reliably. As I said above,the only way I could unbreak this was for the called script to set a global variable flag on completion and have the calling script wait for that.
  14. Tankbuster

    Cannot Play/Edit this Mission

    The server hasn't loaded the addons. I know you are convinced it has, but it hasn't.
  15. Tankbuster

    The A3 universe?

    That's excellent, thank you. Arma 3s wikipedia page has another overview. https://en.wikipedia.org/wiki/ARMA_3
  16. Tankbuster

    The A3 universe?

    Now that the beer has worn off, I can ask the question in a sensible way.. What is the Arma 3 backstory?
  17. https://community.bistudio.com/wiki/apply
  18. Tankbuster

    Authority 20 player coop.

    Bug fix update taking the mission to 1.16.4555 The Pairie Fire version is coming, but a lot of parts of the CDLC are unlike BI standards and so bringing the mission to Cam Lao Nam is taking longer than expected. First versions will use the terrain only - the units and vehicles will be Apex units, mostly CTRG vs CSAT. This is because there aren't enough assets in Prairie Fire for Authority to work. It must have a large fixed wing transport aircraft on BLUFOR for example. Updated download links in the first page and full changelog in the spoiler below.
  19. Throw your system in the bin and with an empty credit card, spend lots on a new one. And then spend some more.
  20. Tankbuster

    Authority 20 player coop.

    Another minor update, primarily fixing an issue caused by me having a variable identical to a newly created command. There's another bug that is kicking my arse and I'm not sure if this build fixes it (the runway wreck clearance mission stalls and I don't know why) so expect anther build soon. MIssion is now 1.16.4514 Download links in the first post as usual
  21. Tankbuster

    Authority 20 player coop.

    A quick update to the mission taking it to 1.16.4507. Download links in first post Added new classnames from recent RHS update
  22. Tankbuster

    Authority 20 player coop.

    MIssion updated to 1.16.450. Downlods links in first post 2 new secondary missions; Players are tasked with eliminating a HVT, but when they get eyes on, he bolts. The chase is on - he runs to a car and from there drives to a helicopter or boat. Kill him before he gets away A simplified rework of an existing mission, players have to fly to the nearby destroyer, collect some supplies using sling load and return safely to their airbase. 3 different patrol scripts now in use for greater variation. (Thanks to @dreadpirate) for his help in using UPS correctly) More foot soldiers in primary targets Better cleanups while server is empty Group indicator runs by default on players Improved playability for final stages of Primary Target. Last few AI don't have to be searched for, they come after nearby players Full changelog in spoiler below
  23. Tankbuster

    Urban Patrol Script

    Yes, that works - and it's given me some insight into how he works with passed parameters. Thank you.
  24. Tankbuster

    Urban Patrol Script

    Long shot as Kronzky has been away for some time.... does anyone know how to stop UPS hiding the marker you send it as a parameter? I've had a look over its code and his style baffles me a little. Anyone?
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