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Winchester Delta_1

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Everything posted by Winchester Delta_1

  1. Winchester Delta_1

    Jurassic Arma

    This is just amazing... So amazing it can't fail. Unless you get intimidted by the huge fan base you have now offcourse :) If you don't finish a entire Dino Mod i will come for you and put a Raptor in your bed. You made me all come into the dino mood again. Fantastic. Good luck to you mr amazing.
  2. Winchester Delta_1

    A-10C for Arma 3

    Love what you have done there. Amazing mod. Would love to see other plane addons like a F-15E or Tornado aswell. This and Franz/Nods Apache are top addons.
  3. Thanks man. I got it to work. Appreciate the help.
  4. Hello fred41, Thank you for your quick reply. Can i ask you one more thing. I edited a batch file to start our server. But i'm not sure if i placed the command line for your mod in the correct place. Can you take a quick look at the batch file code. start "" /wait "C:\Program Files (x86)\Steam\SteamApps\common\Arma 3\Arma3server.exe" [color="#FF0000"]-mod=@ASM[/color] -profiles=C:\Program Files (x86)\Steam\SteamApps\common\Arma3\Users\ -cfg=basic.cfg -cpuCount=2 -nosound -port=2629 -config=config.cfg -name=9thArmAIIIServerMain And i'm also not sure if i have to ad the extra parameters to the armaservermonitor.exe. I'm running your tool directly from our dedicated box. In that case no extra parameters like ports need to be added to the .exe right?
  5. Hello, wonderfull script you made there. The script works perfectly if you close the arma 3 server manually. But if it crashes the arma3 server won't restart. This because the Windows arma3 error dialog "Arma3 has crashed. Press ok or cancel to close the progam" won't entirely close arma3server.exe untill you press OK or cancel. So it is not really effective in my case. I'm trying now to fix it with the task kill command taskkill /f /im "arma3server.exe". But my server has not crashed yet for me to know if it works. Can somebody help me out with this and take a look at the edited code i have. ::Made by eRazeri @echo off :start C:\Windows\System32\tasklist /FI "IMAGENAME eq arma3server.exe" 2>NUL | C:\Windows\System32\find /I /N "arma3server.exe">NUL if "%ERRORLEVEL%"=="0" goto loop echo 9thInfantry ARMA III Beta server is running. Keep this CMD window open if you want the server to restart when it crashes. start "" /wait "C:\Program Files (x86)\Steam\SteamApps\common\Arma 3\Arma3server.exe" -mod=@ASM -profiles=C:\Program Files (x86)\Steam\SteamApps\common\Arma3\Users\ -cfg=basic.cfg -cpuCount=2 -nosound -port=2629 -config=config.cfg - name=9thArmAIIIServerMain echo 9thInfantry Server started succesfully goto started :loop cls echo Server is already running, running monitoring loop :started C:\Windows\System32\timeout /t 10 C:\Windows\System32\tasklist /FI "IMAGENAME eq arma3server.exe" 2>NUL | C:\Windows\System32\find /I /N "arma3server.exe">NUL if "%ERRORLEVEL%"=="0"[color="#FF0000"] taskkill /f /im "arma3server.exe"[/color] goto loop
  6. Sorry to ask. But i have been looking everywhere. But i am unable to find the armaservermonitor.exe. Can anybody help me with this?
  7. Winchester Delta_1

    norrin's ArmA2 scripts ported to ArmA3

    Thanks for the quick answer Norrin. It should be working now. I'm amazed that i didn't notice that myself. Feels like i wasted your time.
  8. I found something new as well. It also depends on view distance if the chopper lands or not. At least in my mission. So disregard what i said above. The disable autotarget and such should be enabled. At the moment it knows that there are enemy's it will go away.
  9. Winchester Delta_1

    norrin's ArmA2 scripts ported to ArmA3

    Hey Norrin.. me again trying your revive script. Any possibility you can help me out. I merged my own mission with your template. And copy'd all the needed files to my mission folder. I edited the desc and init as told in the readme and checked all the markers. Named the units that need to be playable in the revive init and changed a cople options in there aswell. But what ever i do. I can't get it to work in my mission. It gives me a script error on startup. I don't use alot of scripts so i took out all the other scripts. But still it gives e the error. When i disable your script the error disappears. It seems that it won't initialize. And the error seems totally unrelated. See the 2 screenshot links below. The code in the init line is this: //Initialise revive script (this next line is needed for revive script) server execVM "revive_init.sqf" [] spawn { scriptName "initMission.hpp: mission start"; ["rsc\aaa.jpg", true] spawn BIS_fnc_titlecard; waitUntil {!(isNil "BIS_fnc_titlecard_finished")}; }; execVM "briefing.sqf"; I changed it around and such and added some extra code to try and make it work, but that did not help either. http://cloud-2.steampowered.com/ugc/848080357991729512/BC4F4C9379B16E622ABB7EEED210EB15B35ACAA2/ http://cloud-2.steampowered.com/ugc/848080357991723664/C36270F948D7FB5286254902C2863EB04703464B/
  10. Thank you for the link. But most of those commands like { _x disableai "AUTOTARGET"; _x setCombatMode "BLUE"; _x setBehaviour "CARELESS"; _x allowFleeing 0; } foreach crew this; should be avoidable by putting this setcaptive true in the choppers init line. (P.S. after thinking about some more, i'm not sure if the above is totally true.)
  11. I'm having issue's with this as well. AGAIN. Already since Operation Flashpoint. Please Bohemia make this work right of the box when ARMA 3 Full comes out. So it actually does what you tell them to do by waypoint. Without any scripting. So it works under any circumstance. Because since OPF and now in Arma 3 when you get the triggers right and a helipad setup it won't work 100. And that’s pretty annoying when starting a mission and the chopper can't find the LZ. If i tell the units to "GET out" and sync that with the transport unload. It is preferable it just forces them to do that without any other intervention by script. Preferable with a extra waypoint that's called "transport unload above water" or just simply a "heli casting" waypoint. And it should be nice if it worked with extraction as well. Because with every new ARMA game I’m fighting to get a simple insertion or extraction to work. Most of the time after 2 weeks of messing with the waypoints and syncing i I’m able to find a semi reliable way to perform these task. And make myself a template. But if the waypoints are moved around a little bit it sometimes brakes and it won't land anymore or systematically does not choose the correct LZ anymore. And i think a lot of people have this same issue. I wonder how many post have been created for this issue since OPF. I also wanted to say. You made a great product. Love playing with it. Greetings, WinchesterDelta1
  12. Winchester Delta_1

    Arma 3: Community wishes & ideas- NO DISCUSSION

    I would like to see terrain deformation for the editor just as in VBS 2 some advanced wounding system and betetr HALO free fall. After i checked that VBS 2 trailer it made me go nuts whats already possible in there. Its just not fair :(
  13. Winchester Delta_1

    A PR player not sure what to expect.. (A3 online/controls)

    If we follow your logic than no mission is ever Coop. Domination is highly coop... only the players mess it up and go out on their own. So a random coop mission from like Armaholic would suddenly be not coop from design anymore if suddenly all players start to play it on their own. No it will still be a Coop but the players are not playing it as Coop.
  14. Winchester Delta_1

    Arma 3: Community wishes & ideas- NO DISCUSSION

    Because Arma 3 is future warfare orientated i would like to see the KA-50 (2) This thing looks sexy and i think fits well into the new Arma 3 world. More info: http://www.flankers-site.co.uk/ka-50-2.htm
  15. Winchester Delta_1

    how to include OA/Arma2 islands?

    Thanks for the pics.. It it looks even better in TOH.
  16. Winchester Delta_1

    how to include OA/Arma2 islands?

    Nice ... can you make a little vid of that. That island is allready awesome but with the clouds from Take On it should even look more marvelous. P.S. It can be a nice idea to make one big map out of alot of community made maps and BIS maps to include in Take On. So you can fly to different Islands while still be in the same world. :)
  17. Winchester Delta_1

    They better have female soldiers...

    Best comment i ever readed on these forums. I'm also getting very tired of those sexist simple minded persons.
  18. Winchester Delta_1

    ArmA3 Wishlist and Ideas

    I hope the AC-130U Spectre will be in Arma 3.. And fully useable. And with the option to let the AI pilot fly a circular pattern on your command when your not the pilot. And the option to jump from pilot seat to gunner seat when you play single player. And offcourse full crew use.
  19. Winchester Delta_1

    Render to Texture sources?

    Yes please have this feature. It would be fantastic to have MFD's you can manipulate for a change. So having a radar MFD where you manually place the targeting icon over the radar contact to get a LOCK. And make it so you can designate more targets with it in TWS mode at the penalty you wont get detailed information on your HUD and MFD's about the planes your tracking. (If this was to be implemented ECM capability's should be also).
  20. Winchester Delta_1

    ArmA3 Wishlist and Ideas

    I hope the Russian Federation will be on the US and Europe side this time. Would be nice for a difference. Otherwise Western civilization wont survive when China and Iran become Super Powers in this story line.
  21. Winchester Delta_1

    BIS at the GC: Very kind!

    I loved the video. And its only WIP yet. I also hope the weapon and "get-in" animations will be improved. Than its complete ;)
  22. Winchester Delta_1

    AH-64 Pack

    If your bussy making paint schemes.. please at the RNAF demo paint scheme ;) ZMcUAu_WQo8 h2AiyZrKrjo I have been looking at this topic for a long time now. But never responded. So i want to say keep up the good work. I love the detail you put in it. And i admire the time you put in this also.. even without HAWK paint scheme for the Dutch Apache ;)
  23. Winchester Delta_1

    Development Blog & Reveals

    Some small Islands like proving grounds would be nice for Arma 3 also :)
  24. Winchester Delta_1

    Arma II & OA User Video Thread

    Awsome video. Hope some group gets inspiration to make a Allien Invasion Mod or Eath invading the aliens world Mod.
  25. Hey fellow ARMA players, I was reading a post in a forum on how to add new vehicels and aircraft in Domination. CarlGustaffa told the guy to unpbo and put in the vehicel. But i woulden't respawn. That part i luckely do know "on how to UnPbo". But he also told its gonna be more diffecult to make them respawn in domination and he would not go into that in that topic. So i try'd to solve that problem myself. But couldn't find any scripts inside the domination that gave me a clue on how do that. Can somebody maybe explain me howto. I am asking this question cause i had some problems making the F-14 respawn. Because of some kind of weird bug it keeps dancing around when using a separate respawn script from armaholic. The funny thing is that respawn script is working perfectly for the vanilla vehicels and the F-16 mod and other mods. But the F-14, B-52, and the Airwolf mod keep dancing around with that script. Is there a manual to edit domination and to add respawning vehicels? Thanks for your time allready. I appreciate the help. The script for respawning that i use now in Domination is: v = [this, "", 240, 240] execVM "vrs_AI.sqf" /* VEHICLE RESPAWN SCRIPT WITH CREW RESTRICTIONS © May 2007 - norrin (norrins_nook@iprimus.com.au) *********************************************************************************************************************************** Version 1.0 Based upon KaRRiLLioN's original vrs.sqf script heavily modified for use with playable and non-playable AI units and crew restrictions IMPORTANT: ADD A GAMELOGIC NAMED Server to the mission to prevent multispawn to run this script place the following code in the init line of the vehicle: v = [this, "vehicle name", x, y] execVM "vrs_AI.sqf" where x and y are the times you wish to set for the vehicle empty respawn delay and vehicle destroyed respawn delay Note: the vehicle name must be in quotation marks eg. if vehicle name Hmm1 it must appear in the init line as "Hmm1", if on the otherhand you don't want to rename your vehicles just put "" instead ********************************************************************************************************************************** BEGIN vrs_AI.sqf */ private ["_vcl","_respawndelay","_vclemptydelay","_dir","_pos","_type","_unit","_run","_wait","_delay"]; if (!local Server) exitWith {}; _vcl = _this select 0; _name_vcl = _this select 1; _vclemptydelay = _this select 2; _respawndelay = _this select 3; _dir = Getdir _vcl; _pos = Getpos _vcl; _type = typeOf _vcl; _run = TRUE; sleep 5; for [{}, {_run}, {_run}] do { while {_vcl distance _pos < 5 && canMove _vcl} do { sleep 1; }; while {canMove _vcl && count crew _vcl > 0 && ({damage _x}forEach crew _vcl)!= 1} do { _wait = Time + _vclemptydelay; sleep 1; }; while {canMove _vcl && count crew _vcl < 1 && Time < _wait} do { sleep 1; }; while {canMove _vcl && {damage _x} forEach crew _vcl >= 1 && Time < _wait} do { sleep 1; }; _delay = Time + _respawndelay; while {!canMove _vcl && Time < _delay} do { sleep 1; }; if (count crew _vcl < 1) then { deleteVehicle _vcl; _vcl = _type createVehicle _pos; _vcl setVehicleVarName _name_vcl; player groupchat format ["%1", VehicleVarName _vcl]; _vcl setdir _dir; sleep 1; _vcl setvelocity [0,0,0]; _vcl setpos _pos; sleep 1; _vcl setvelocity [0,0,0]; sleep 2; }; if ({damage _x} forEach crew _vcl >= 1)then { deleteVehicle _vcl; _vcl = _type createVehicle _pos; _vcl setVehicleVarName _name_vcl; player groupchat format ["%1", VehicleVarName _vcl]; _vcl setdir _dir; sleep 1; _vcl setvelocity [0,0,0]; _vcl setpos _pos; sleep 1; _vcl setvelocity [0,0,0]; sleep 1; call {[_vcl] execVM "vcl_lock\lock.sqf"}; }; sleep 2; };
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