Jump to content

Gunter Severloh

Member
  • Content Count

    11259
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by Gunter Severloh

  1. Gunter Severloh

    Arma3 Videos

    Put this Script in Your Scenario & AI will Hunt You After Para-dropping from a Helicopter!
  2. Gunter Severloh

    Server not loading

    Hi, this is what i see in your rpt for issues, their maybe more but these are the ones that standout: The following errors are being spammed. 17:25:49 "TCAGame/log: ERROR: [BIS_fnc_attachToRelative] Error: type ANY, expected OBJECT, on index 1, in [890eeb00# 1414378: barricade_01_10m_f.p3d,any]" 17:25:49 "TCAGame/log: ERROR: [BIS_fnc_attachToRelative] Error: type ANY, expected OBJECT, on index 1, in [890c0800# 1414413: wall_tin_4.p3d,any]" 17:25:49 "TCAGame/log: ERROR: [BIS_fnc_attachToRelative] Error: type ANY, expected OBJECT, on index 1, in [890c0100# 1414414: wall_tin_4.p3d,any]" 17:25:49 "TCAGame/log: ERROR: [BIS_fnc_attachToRelative] Error: type ANY, expected OBJECT, on index 1, in [890b7900# 1414415: wall_tin_4.p3d,any]" 17:25:49 "TCAGame/log: ERROR: [BIS_fnc_attachToRelative] Error: type ANY, expected OBJECT, on index 1, in [1414416: pallets_stack_f.p3d,any]" Missing pics 17:25:46 Warning Message: Picture img\uav003.jpg not found 17:25:46 Warning Message: Picture img\001.jpg not found 17:25:46 Warning Message: Picture img\004.jpg not found 17:25:46 Warning Message: Picture img\003.jpg not found 17:25:46 Warning Message: Picture img\a011.jpg not found 17:25:46 Warning Message: Picture img\a012.jpg not found 17:25:46 Warning Message: Picture img\a013.jpg not found 17:25:46 Warning Message: Picture img\a014.jpg not found 17:25:46 Warning Message: Picture img\010.jpg not found 17:25:46 Warning Message: Picture img\006.jpg not found This is being spammed 17:25:21 Server error: Player without identity genst (id 1653742380) 17:22:53 Error in expression <false> 17:22:53 Error position: <false> 17:22:53 Error Local variable in global space 17:22:53 Global namespace not passed during: false Not much i can tell you with these but its related to your mission. As for your mods, i had compiled a list of the mods your using from the rpt. I highly doubt your using every aspect of these mods in a single mission. @Niakala @CBA_A3 @ace @CUP Weapons @RHSAFRF @RHSUSAF @RHSGREF @RHSSAF @Unit Voice-overs @VSM All-In-One Collection @Zeus Enhanced @CUP Units @CUP Vehicles @Enhanced Movement @Advanced Rappelling @Advanced Sling Loading @Advanced Towing @Advanced Urban Rappelling @Arsenal Search @JSRS SOUNDMOD @Immersion Cigs @Ladder Tweak 2x @LAMBS_Suppression @LAMBS_RPG @PLA_Forces_mas @LAMBS_Turrets @Military Gear Pack @Project OPFOR @3den Enhanced @VME PLA Mod @Alternative Running @ACSTG AI Cannot See Through Grass @CUP ACE3 Compatibility Addon - Vehicles @CUP ACE3 Compatibility Addon - Weapons @CUP ACE3 Compatibility Addon - Terrains @LAMBS_Dangerfsm @No More Aircraft Bouncing @Remove stamina @Remove stamina - ACE 3 @task_force_radio @NIArms All In One V14 Onwards @Specialist Military Arms SMA Version 271 @Tier One Weapon @Burn 'Em Redux @Gruppe Adler Trenches @Enhanced Movement Rework @Improved Melee System @dzn Vehicle on Fire @No Weapon Sway @CUP Terrains - Core @CUP Terrains - Maps My recommendation is this: 1. Create command line profiles of mods for different types of missions you play, dont load all the mods at once. 2. Remove mods for weapon sway, recoil, and stamina, you can add code to your description.ext which will do the same thing and adjust those in the mp lobby parameters for the mission/s your playing. 3. Mods that aren't required to be on the server take them out of the commandline and run them client side, the mod page should tell you what needs to be on the server, or setup as a server mod. 4. The majority of gameplay mods that add effects, sounds, dust, ect,. dont need to be on the server, have each player (client) run them on their end only. 5. Mods that are not required for a mission to run, meaning there are no assets from a mod in a specific mission accept maybe for arsenal shouldn't be loaded. Less mods means better performance, less conflicts, errors, or problems. Here is a guide that can help you with server debugging: TUTORIAL: DEBUGGING Server issues https://forums.bohemia.net/forums/topic/172834-tutorial-debugging-server-issues-eg-not-loading-correctly/ Debugging Techniques https://community.bistudio.com/wiki/Debugging_Techniques Some extra pointers with the server: - As you did when you have issues with the server be it crashes, lag, mission on a black screen, no player slots, mission not loading, server freeze, always go to the RPT first, then scroll to the very bottom and then scroll up from there and look for errors, or things that are missing. - Mods on upload can be corrupted, meaning they may not be fully uploaded, so if you get an error stating a mod is missing then check the commandline for proper spelling. check mod file sizes on your computer vs whats on the server, if say a mod is 100mb on your end (client) but on the server its 96mb then the mod didn't fully upload. - If missions are loading and playing fine, then disable the rpt in the server.cfg if you do get spamming of something in the rpt because of some conflicts but your mission is still running fine, that rpt will bloat, and once it gets into the gb file size it will start to leech on your server's memory, you may get rubber banding, or lag, or the red chain of death as we call it. - If your using custom difficulty settings in the server's profile, be sure to add the following code to your server.cfg // Server Difficulty Override forcedDifficulty = "custom"; Hope that helps! Cheers!
  3. Gunter Severloh

    Arma3 Videos

    Call a Helicopter to Come to Your Aid and Drop Paratroopers with this Script!
  4. Gunter Severloh

    Enemies spawn in after task complete?

    Would be F5 systems and ya modules are in the systems category of the editor, so you did it right. My channel https://www.youtube.com/channel/UC6qxLaikXbcF2U2WT3BiaYQ All my videos i record (every Sunday is a new video btw) are for mission makers and i lay them out in a way that total new player to the editor, or intermediate, and or even advanced mission makers can learn about whatever subject the video is about. Outside that as per your main question So as a test do something like this: 1. Create a task like kill an enemy officer, so place an enemy officer (opfor) and name him ----> OF 2. Sync a set task state (succeeded) to the create task state module. 3. Create a trigger (no size) and sync it to the set task state module. 4. In the trigger's condition box put this ----> !Alive OF 5. In the trigger's on activation box put the following code: _squad1 = [getMarkerPos "spawn1", East, 8] call BIS_fnc_spawnGroup; _mark1 = _squad1 addWaypoint [getmarkerpos "mark1", 0]; _mark1 setWaypointType "SAD"; 6. Create a marker name it spawn1 (put this in the variable name box of the marker), this is where an enemy squad is going to spawn. 7. Create a marker and name it mark1, this is where the enemy squad is going to move to and perform a search and destroy. ========== So once you kill the officer the task will be complete and an enemy squad will spawn and then move to the marker you have set and then perform a SAD (search and destroy) waypoint. Thats one of many ways to do it. Hope that helps! Cheers!
  5. by Rydygier & Gunter Severloh Download Google Drive - Hermes Airlift Services Script v1.96 Module version - Hermes Airlift Services Mod v1.96 Manual PDF - Hermes Airlift Services PDF Manual Eden Editor Configuration & Setup (Tutorial) 1. Description Hermes Airlift Services is an easy to set up yet versatile and customizable script that enables heli airlift in a scenario. The mission creator defines the "base" game logic, heli(s) to serve as an aerial taxi for units to be transported on demand. HAS also provides an accompanying background chat for communications specific to typical situations, that could break procedure. 2. Features Airlifting for units to a chosen destination or back to base. Task initialized by radio call or by entering a helicopter at base. Map click to choose a destination. CAS support with custom attack behavior, for HAS helicopters that are armed with any missiles or rockets. Helicopter will wait until all units are aboard and give the action to go to a new destination or RTB. Variety of customization options through the modules settings. Ability to cancel pending airlift. The ability to point to an alternative LZ if landing is not possible at the chosen coordinates while mid flight. Daylight smoke, and night signals (flares) to mark the chosen extraction LZ. Text radio chat communications or audio & text from the vanilla airlift support module. Customizable call limits - set to -1 and have unlimited calls, set it to 4 and have only 4 call heli missions. Possibility of adding new units and helis on the fly. Logic handles special situations (not enough cargo space, heli destroyed/unable to fly etc.). Optional auto embark/disembark, *except for player controlled units and player lead groups. On teamswitch all playable units synced to the module in the editor will get the "call helicopter" and "Call for supplies" action provided one being switched to is the player. Fast-roping. AI units after fast roping will take random positions few meters around in an all around defense to avoid next unit landing on previous unit's head. Supply Drop - (Slingload or Paradrop). Supply Drop - (Slingload or Paradrop) with option to have the ammo have smoke and glowsticks for better locating of the crate. Option to map click a supply drop. Destination choice action appears, when heli is landed at pick up pos (no waiting for all to board, radio call) or when at least one of appointed units boards any appointed heli (first one boarded will be used). Four actions to change flight ceiling on-the-fly. Option to add virtual Arsenal to supply drop. Optional usage of 0-8 supports menu instead of most of mouse actions, except for destination choice actions. 0-8 variant includes manual choice of the heli to use for the call (always, via submenu). Alternative landing (experimental, will enforce autodisembark at destination, if not RTB or fast roping, faster descent). Respawn compatibility (player should get back HAS actions after respawn). Helicopter is able to respawn when in MP if it gets destroyed, and still be able to support. MP & JIP compatibility. After completing a task a heli can be called back mid flight to provide support for another task instead of RTB. Contour Flight mode - if set in the module, heli will fly as close to the ground as possible (good for those stealth insertion missions/ under the radar). 3. Script set up Paste HAS folder into mission folder Paste demo's init.sqf content into mission's init.sqf init.sqf if (isServer) then { call compile preprocessFile "HAS\userConfig.sqf"; call compile preprocessFile "HAS\HAS_fnc.sqf"; [] call RYD_HAS_Init; }; Adjust init variables located on the top of HAS_fnc.sqf Into RYD_HAS_STT array put names of all units, that will be using airlift. Optimally if all of them form a single group. At least one of them has to be player-controlled. In the editor, place at chosen point Game Logic named RYD_HAS_Base In the editor, place at least one helicopter to be used for airlifting (cargo space must be big enough for all transported units). Put names of all helicopters into RYD_HAS_allChoppers in the HAS_fnc.sqf Alternative way for one vehicle: name single helicopter as RYD_HAS_Chopper Note: If mission is on a dedicated server, then use initserver.sqf 4. How it works Once the mission initiates, all units named in the HAS_fnc.sqf RYD_HAS_STT array will get the "Call helicopter" and "Call Supply Drop" added to their action menu giving them the ability to call an airlift. It is visible only to the player-controlled character (making a call require player action). The action represents a radio call for airlift. When used, if all is OK, the number of calls left will be decreased by 1 and after a short background radio chat, the closest heli able to perform the task will start and fly towards the caller's position. When approaching, the pilot will search for presence of any proper signal putting the extraction LZ around caller's position (of any origin, not only placed by the player!). The signal is typically a smoke grenade or flare. If there was no signal given before the helicopter arrives, the pilot will request a signal based on if its day or night and start to loiter over the area for set amount of time waiting for signal to be given. If the signal is not given in that time, the heli will RTB. If the signal is seen then the pilot will scan the area for a safe LZ spot. If not found, the player will be informed and asked to point to an alternate extraction coordinate via map click. This will be repeated until a suitable spot is found. When the LZ is found, the heli will land allowing units to embark. At this point the caller may cancel the airlift via another mouse action. When all units are aboard, the caller will get two actions: transport to another location (pointed via map click) or RTB. After the destination is chosen, the heli will fly there, land allowing disembark, wait until all units are out, then RTB. After the heli lands back at base a new call can be made. If units are closer than 100 meters to the closest of appointed helis, radio call is not available. In this case, or if player chooses, the airlift may be initialized simply by all units embarking in the appointed helicopter. Once inside the actions for choosing a destination will become available, returning back to base will not. The task will immediately end if: There's no more appointed helicopters alive for airlifting units. Chosen heli is destroyed or deleted. Pilot of the chosen heli is killed or deleted. Chosen heli is unable to fly due to damage or lack of fuel. Airlift is cancelled by the player. 5. User Customization Variables - (located in HAS > userConfig.sqf ) Changelog: Credits & Thanks Thanks to the following BIS forum Community members for their ideas and feedback: ayoung - (Fastrope idea) johnnyboy - (Fastrope animation, elevation) lordfrith - (Slingloading idea/code) Jnr4817 - (Heli Elevation idea) Community Feedback
  6. Gunter Severloh

    Arma3 Videos

    Spawn a Custom AI Squad Through a Trigger that will Patrol using UPS!
  7. Gunter Severloh

    where can I find the log?

    Theres part of your problem, to many mods imo, are you using every asset from all those mods in your scenario? As for the rpt heres what stands out as some of the problems: Other then the warning spam heres a couple: [10787,665.76,0,"x\ace\addons\sys_wounds\XEH_preInit.sqf:8","WARNING: Enhanced Armor difficulty options enabled - this is not recommended in conjunction with ACE Wounds!"] Cannot find a sound file hrws_m16\m16a4_acg\m16_dry.wss The warnings tell you what the issue is with each one of those, so one issue is with ace settings for wounds, and the other is a sound file is missing, or cant be loaded. Outside that i would remove some mods, and only load those mods the scenario requires, that means whatever assets that are in the scenario have only those loaded, you can run your sound mod, and effects mods too but im saying is that i wouldn't recommend having other mods loaded that arent actually using assets in the scenario.
  8. Sounds like you have the good guys sitting on the deck of the bad guys boat, if that sounds right? What faction is the boat, and assuming from the looks of the screenshot the helis are blufor correct? If all thats the case then make sure both factions are allied in the attributes tab/general. If it is and or their on the same side then it seems theres something else going on, idk need more details.
  9. Gunter Severloh

    where can I find the log?

    C:\Users\your username\AppData\Local\ArmA 2 OA How many mods and what mods? When does it crash?
  10. So... list what mods your also running, and scripts, or you'll be floating around this subject and wasting time when you could be building a cool mission with the script. Rydydgier and i been at this script since 2013 so it very much works right out of the box granted there aren't any gremlins in the cockpit messing with the controls from other mods, so what mods, and scripts are you using?
  11. Gunter Severloh

    My vision of perfect Arma 4

    With the number of variables that we are not seeing that goes behind what the devs are doing, i dont think its as simple as just learning how to code. Their on a new version of a new engine, im sure theirs aspects to this new engine their still learning how to do, but just like building missions, and modding, you fix, change, or add something and something else is going to react to that. Sh*t breaks thats what happens, create a ticket with some detailed information on whats going on, so they have a better idea, and perspective, of what the issue is. This is part of what i cant stand about building mods, you get some people that can actually use their brains and report something that will help, then you get these people with no skills in providing details, and all they do is complain or just post something that says "it lags" or it dont load, i get this error but dont show what the error is. C'mon! The devs looking at this, goes ... ok what are you running the game on? What mods? What server? When does the issue occur? How many players? ect,. I tell you this from experience building mods/missions for Arma 3 and for RDR2, luckily in RDR2 i've had only one complainer but some of them report something bland and dont tell me nothing so i cant do nothing about it until they give me some details, and when i ask some questions to get more details these people dont respond. Seriously why report!? Did we all forget that Reforger is a "test-bed" possibly prealpha for Arma 4 so its basically a WIP - work in progress game, a would be sandbox which has more things going in it then your typical go play on a server game. Like Arma 3 it too had its issues, but players have been reporting and every month 1-3 times a month we get a new update. Seriously there is no other game i own that gets as many updates as does Arma 3, ya Reforger dont have as many but at least its getting updates. Have patience and report, helping them helps you!
  12. I meant on a blank map when you place the heli's on a helipad with nothing but them do they do the same? @Rydygier any ideas here about why helis would activate when combat starts? About the only thing that comes to mind for that is just the ai pilots are self preserving themselves, though thats a bit backwards if their flying towards the enemy, lol Rok you running any other mods, or using any other scripts and if so what are they?
  13. Vanilla heli's or helicopters from a mod? When parked on the ground on a helipad object do they do the same?
  14. Gunter Severloh

    Arma3 Videos

    With this Code & Script You can Spawn AI through a Trigger that will Garrison any Building!
  15. Gunter Severloh

    Banned by Game Developer

    You have to contact Valve or Steam about your account.
  16. Website: http://www.missionrepository.com/ The website is a compilation site of all the Missions & Files for: Iron Front: Liberation 1944 in one place. Site hosts missions and Files for: Iron Front: Liberation 1944 standalone game Iron front in Arma2OA also known as IFA2 Iron front in Arma3 also known as IFA3 Lite More information about the site can be found on the site's About page
  17. Gunter Severloh

    cannot figure mission pbo location

    Hello, Welcome to BI forums! Have you seen my Steam Workshop tutorial here on the forums? https://forums.bohemia.net/forums/topic/231279-tutorial-how-to-edit-a-steam-workshop-mission-scenario/ It will show you what you must do to get a scenario file from the workshop, and into game be it sp or mp.
  18. Gunter Severloh

    Arma3 Videos

    Use this code in Your Scenarios to Delete Dead Bodies & Destroyed Vehicles!
  19. Gunter Severloh

    Custom faces and characters Tutorial needed

    Pinned threads in their sections of the forum Modeling, Retexturing Guides & Tutorials Compilation List https://forums.bohemia.net/forums/topic/229235-modeling-retexturing-guides-tutorials-compilation-list/ Arma3 Modding Guides & Tutorials Compilation https://forums.bohemia.net/forums/topic/229179-arma3-modding-guides-tutorials-compilation/
  20. Gunter Severloh

    Arma 2 Addon request thread

    Idk if the mods are there but see Jerry Hopper's post here: https://forums.bohemia.net/forums/topic/234949-bidentify-a-community-driven-open-file-index-utility-for-usergenerated-content-for-bi-games/?page=6&amp;tab=comments#comment-3481130
  21. Gunter Severloh

    Arma3 Videos

    This will Remove Dropped items, Dead bodies, and Destroyed Vehicles in Your Arm 3 Scenario!
  22. Gunter Severloh

    Arma3 Videos

    Use this Code in a Trigger to Spawn AI that will Hunt You in Your Scenario!
  23. Gunter Severloh

    Herne The AI Hunter Script

    Recorded a video tutorial on how you can spawn AI groups through a trigger and have them hunt you using the Herne script. Video is on the OP too.
  24. by Rydygier & Gunter Severloh What is Herne? Herne is an ai hunter script, the script was written with two AI hunting codes merged into one. The first code you can see demonstrated here: VIDEO The second code was taken from my mission: Desert OPS Run - Tactical Arena scenario. The first code basically gives the ai knowledge of roughly where the player is, they will move, pursue, and search for the player in the area they "know" where the player is without you needing to give them waypoints, if the player is seen or shoots, the ai will engage, and follow. The second code gives the ai knowledge of where the player is, but its main focus is engaging the player inside a buildings, so if the player is hiding, or defending or had moved to a location inside a building of any type, the ai will most times enter the building en-masse and locate and kill the player, almost like in cqb. Though the ai is not going to have a tactical prowess or some special forces techniques or tactics they will perform when they enter, the normal vanilla ai skills will come into play, the script mainly gets the ai to the player's location and has them search. Download the Script/Demo mission v1.1 https://www.dropbox.com/s/88p0p4mtun6sxfe/RYD_Herne_v1_1_demo.Altis.zip?dl=0 Spawn AI through a trigger that will hunt the player! How to use the script in a scenario In a initServer.sqf or init.sqf put the following code: call compile preprocessFileLineNumbers "Herne.sqf"; { [_x] call RYD_CH_Herne; } foreach [HuntingGroup1,HuntingGroup2]; Ingame Usage: Give the enemy squad or unit a name in their group variable name box not a squad's leaders or single unit variable box, the squad as a group, so using the Entity List (left panel) click on the group itself and edit it, then run the code from a initServer.sqf as seen above, replacing or using HuntingGroup1 or 2 with your own name. Optional Parameters You also have optional parameters if you want to customize. For the following adjust the code in your initServer.sqf or init.sqf: [HuntingParty,onlyKnown,distanceLimit,updateInterval] call RYD_CH_Herne; onlyKnown: may be 0, 1 or 2. 0 - hunters will hunt the player regardless of knowledge about him. 1 - hunters will move as a group in the player's vicinity regardless of knowledge, but they must know about the player in order to enter into the building (default setting). 2 - hunters will not hunt unknown players. distanceLimit: in meters. Only players closer than this from hunting group leader may be hunted by this group. Negative value (default) removes any distance limitation. updateInterval: in seconds. How often hunting parties will reevaluate movement destination. Note: if set too low, hunters may be stuck if their supposed to move far away, as path finding may take longer, than this value, so before they find a path, new destination will make them start path finding a new path. IMO don't go below default, which is 60 seconds, in fact probably no reason to change that value anyway. After executing, each hunting party will be stored inside RYD_CH_WildHunt global variable ( a single loop iterating through each hunting party each cycle/interval). Hunting group will move in the vicinity of closest player and if close enough (<100), members of this group may enter inside the building, if player is hiding in it.
×