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About Asmodeuz

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    A bit lost, maybe?

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  1. Asmodeuz

    LAMBS Improved Danger.fsm

    I just uploaded LAMBS Danger files along with the bikey from my client to the server. One could think that those would match eh :) Then just to be sure disabled any other mod on the server and on my client than CBA_A3 and LAMBS Danger. And still the server is telling me that the provided key and mod files don't match 🤷‍♂️ Guess there is not much to do than wait for a future update of LAMBS Danger and hope that everything gets back in working order with a new key.
  2. Asmodeuz

    LAMBS Improved Danger.fsm

    Workshop version for both the server and client.
  3. Asmodeuz

    LAMBS Improved Danger.fsm

    After the latest 2.4.0 update I'm unable to join a server (that uses LAMBS Danger) as a client with the same version of LAMBS Danger enabled. The server keeps insisting that the LAMBS Danger related PBOs "are not signed by a key accepted by this server". This happens even though I did a clean install of LAMBS Danger to the server and for the client unsubscribed, deleted all LAMBS Danger related files and then subscribed again to the mod in Steam Workshop. I also moved the lambs_danger_2.4.0.bikey from my client to the server to see if the server key would be different/corrupted/wrong but that did not help either. If I remove LAMBS Danger from the client's mods I'm able to join the server without problems. What usually gives in situations like this?
  4. Asmodeuz

    LAMBS Improved Danger.fsm

    Thanks for the reply nkenny! Fair point with the network traffic. Still, is there really no way to print stuff into the server's RPT 🤔 Well.. I wouldn't know if there happened to be 🤷‍♂️ What comes to checking with the test you suggested: if I as a client have the mod enabled and join a server that doesn't have (the mod enabled), then I do see the CBA settings regardless of the fact that the server is not running the mod. Either way I'll anyway start testing the mod a bit more and it probably will eventually be possible to tell whether the mod is working or not 🙂 shadow edit: it seems that an error (such as 18:55:21 [CBA] (settings) WARNING: Value true is invalid for setting lambs_danger_debug_FSM.) will be output into the server RPT when trying to enable/disable LAMBS CBA settings for the server when the mod hasn't been loaded for the server ✌️
  5. Asmodeuz

    LAMBS Improved Danger.fsm

    Only been dipping my toes into LAMBS Danger but this would really seem to be the next thing in altering Arma 3's AI behaviour. Need to dive into it some more for sure but already at this point very nice work nkenny and as part of this larger community a huge thank You from me! One thing though is slightly troubling. I'm testing LAMBS on a dedicated server and in there I can't seem to get the debug info going. When enabled shouldn't the debug info (basically systemchat is it?) get printed into the server's console (and thus also into RPT-file)? I'm not seeing anything anywhere so the situation leaves a sorts of feeling that I'm not sure if LAMBS is working on the dedicated. FYI when starting the server LAMBS Danger is being listed in the List of mods as found and correctly loaded so it shouldn't be an issue that the mod itself is not being loaded correctly.
  6. Asmodeuz

    Arma 4 a look to the future

    Should there be Arma 4 (or "a new milsim with some name" from BI) and it's made with Enfusion then I hope they will include as much of the tech that they've been creating for DayZ all this time. I especially mean the tech that affects character status in many different ways (hunger, thirst, temperature and so on, basically everything that can today be read about in the DayZ wiki, see: Character Status). Would be nice if the next game offered such functionalities from the get-go and those could also be available for mission makers as placeable modules or something the like in the (possible) mission editor.
  7. Hello, check that you are pointing to correct factions in the Warlords INIT module. By default there's BLU_F, OPF_F and IND_F and these need to be changed to correctly reflect the factions you want to spawn in the sectors as defenders.
  8. Hello, through trial and testing I've arrived to the following format for a vehicle respawn functionality. addMissionEventHandler ["EntityKilled", { params ["_killed", "_killer", "_instigator"]; [_killed] spawn { switch (true) do { case (!alive vehCivSUV_1): {deleteVehicle vehCivSUV_1; _newVehicle2 = "C_SUV_01_F" createVehicle [1263,1298,0]; _newVehicle2 setVehicleVarName "vehCivSUV_1"; vehCivSUV_1 = _newVehicle2; publicVariable "vehCivSUV_1";}; sleep 2; case (!alive vehCivSUV_2): {deleteVehicle vehCivSUV_2; _newVehicle = "C_SUV_01_F" createVehicle [1232,1298,0]; _newVehicle setVehicleVarName "vehCivSUV_2"; vehCivSUV_2 = _newVehicle; publicVariable "vehCivSUV_2";}; }; }; }]; While testing has proven that it works decently enough in a dedicated server there's still at least one edge-case scenario that I'd like to iron out. The edge-case is that should the two vehicles mentioned in the event handlers code be destroyed exactly at the same time the functionality does not work as expected. Should the demise of both vehicles happen at the same time the other vehicle won't be created at all (and the other that gets created will have a duplicate vehicle spawned next to it). So while what I have now works to some degree there should be some changes made to make the functionality more robust. Maybe the switch-do is not the best solution but I have only just arrived to that and don't have off the top of my head any other solution to try. So question for this is that: what would be a more robust way to achieve what I have now and do away with the edge-case scenario at the same time? Another thing would be that the functionality should, if possible, incorporate at least two more vehicles in it. edit: while I know that there's a respawn module available in the editor that can't be used for "reasons"
  9. Asmodeuz


    Been dipping my toes into some Warlords Redux. One great thing is that with Redux it's now possible to create Indep vs West/East missions out of the box. Regarding this though I've noticed while I've been testing Indep vs West/East setup it seems that Indep is unable to capture sectors from the side that happens to be defending the sector that is being attacked by Indep. No matter how I kill everyone from the sector (and make sure with Sector scan that no one should be alive) the capturing process never seems to start for Indep. Can anyone confirm such behaviour? Isn't it so that you just set the desired combatantsPreset setting to one that includes "Resistance" as playable side and the mission should be good to go? Or am I missing something in the parameters which is why the capturing doesn't work for playable Indep?
  10. A new gameplay trailer has been released for Armaverse Nordic's WW2 Warlords!
  11. Asmodeuz

    Damage player outside trigger

    You can terminate the script that you spawn in the On Activation field. See terminate from the Biki For this change the earlier script a bit, give it a "script handle" which you can then use to terminate the script. For this example we use killPlayer like so killPlayer = [] spawn {while {alive player} do {_dmg = 0.01; player setDamage (damage player) + _dmg; sleep 1;}; }; Then in On Deactivation field use terminate killPlayer; Now the "killPlayer" script will fire every time you step out of the trigger and stop (or "terminate") when you step back inside the trigger area.
  12. Asmodeuz

    Damage player outside trigger

    Continuing from my original suggestion use this in On Activation: null = [] spawn {while {alive player} do {_dmg = 0.01; player setDamage (damage player) + _dmg; sleep 1;}; }; Change the values in _dmg and sleep to your liking to get the effect you want.
  13. Asmodeuz

    Damage player outside trigger

    Hello, place trigger, add Variable Name. In Trigger: Activation Type: None Activation: Any Player Activation Type: Not Present Repeatable: Yes In trigger Condition: this In On activation: player setDammage 1 or use a value between 0.1-0.9 in the case you don't want to completely kill the player.
  14. It's funny sometimes that you've been looking for "days" to come up with something, can't seem to find anything and then you come to forums for help. You post your question and keep scouring the internet while waiting for an answer to the question. And then you happen to find the answer but of course only after coming to forums to type a question about the problem that was bugging you already for some time 😄 Answer to my own question is that addAction action includes the param condition where it's possible to declare all kinds of things. The info text for condition states the following: String - (Optional, default "true") script code that must return true for the action to be shown. If action is added to player, condition is evaluated all the time. So for the action menu entry "Test action" to be shown to the player I could simply (eh) use "player inArea 'marker1'" in the condition param. When this condition evaluates to true the action is shown to the player, otherwise the action stays hidden.
  15. Hello, the short script I've typed below is checking whether a player is inside a marker's area (or not). When the player is (inside the marker's area) an action "Test action" will be added to the player's action menu. Now, since the script is being looped a new action menu entry gets added to the action menu every 5 seconds. Thus far haven't been able to come up with anything meaningfull so: is there a way to stop new action menu entry being added if one has already been added during the earlier loop? [] spawn {while {alive player} do {switch (true) do { case (player inArea "marker1"): {testActionID = player addAction ["Test action",{}];}; case !(player inArea "marker1"): {player removeAction testActionID}; }; sleep 5; }; };