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Asmodeuz

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Everything posted by Asmodeuz

  1. Hello! I had to create a workaround* when using triggers to be able to broadcast sound effects with hints to all connected clients (on dedicated server) and all is good excluding the fact that I'm unable to use the sound I'd like to, probably because I don't know how to correctly reference it (incorrect filename or something the like). I'm using remoteExec to broadcast sounds to all connected clients. Using the method is tried and tested to work with vanilla sound Alarm: "Alarm" remoteExec ["playSound"]; As for the sound file I'd like to use, I tried to use absolute(?) path and filename with and without the extension, like so: "a3\missions_f_beta\data\sounds\firing_drills\checkpoint_not_clear.wss" "checkpoint_not_clear.wss" "checkpoint_not_clear" but all these depending on what I was trying at the time of testing were returned with Sound nnnn not found. When we're talking about vanilla sounds there should not be the need to grab that one sound file I'd like to use and add it to my mission (and then reference the sound from the mission folder) or is there? So how do I correctly reference A3 vanilla sounds to be used in a trigger? Is there perchance a separate config file somewhere that would show the correct names of the sound files with which to reference them? Or should I use setSoundEffect (but I still wouldn't know how to correctly reference the sound file)? * It's all fun and games when you are creating a multiplayer mission and it's sort of slowly closing to be "finalized any moment now!". You've been testing it meticulously by running it as multiplayer mission through the in-game editor. And when you switch to dedicated server to test not much of the already established to be working is actually working, like simple triggers with hints and trigger (sound) effects.
  2. Armaverse Nordic has a couple of announcements to share after the last time: four new missions created with the Warlords mission framework have been made available and there's certainly more to come! AI enhancement mod ASR AI 3 has been added to the list of recommended modifications we've switched from TFAR (TaskForceArrowheadRadio) to ACRE2 (Advanced Combat Radio Environment 2). TeamSpeak 3 server connection information remains the same (see the second post of this thread) in the wake of these changes Armaverse Nordic Discord server has been reopened! Use the following link to join the discussion: https://discord.gg/X9AMAaA
  3. Asmodeuz

    Warlords

    Warlords errors when trying to build a mission on a map that does not have airfield/airstrip baked in the map: 22:05:13 Error in expression <; _incArr pushBack 0; _incArr = _incArr vectorMultiply 3000; _planeSpawnPos = _r> 22:05:13 Error position: <vectorMultiply 3000; _planeSpawnPos = _r> 22:05:13 Error 1 elements provided, 3 expected 22:05:13 File A3\Functions_F_Warlords\Warlords\fn_WLVarsInit.sqf [BIS_fnc_WLVarsInit], line 174 When that^ happens the mission will be without basic Warlords functionalities since those won't initialize at all after the error. Could it be considered that this functionality checking airfield/airstrip availability could be loosened a bit? So that if there's no airfield/airstrip available all the Warlords functionalities would still initialize correctly and the mission could still be played. If it's not possible to bring such change into the official mission framework might there then be some way to go around this problem? EDIT: the behaviour I mentioned above will be fixed in an upcoming patch. See Jezuro's reply
  4. Asmodeuz

    Immersion Cigs

    Immersion cigs seems to have a tendency to spam server RPT with: Should the server have Immersion cigs as a mod too or if not, why the above spam might be occurring?
  5. Player character mouth is moving so partially it seems that our setup of ACRE2 is working. The problem is that even with all the mouth-moving there's no sound coming from anywhere. What gives? Our TS3 server is version 3.3.0 (running on ArchLinux) Does dedicated server have to include ACRE2 as a mod? Are there some other stuff that need to be done server-side? Does TeamSpeak 3 server have to have channel with specific name for ACRE2 to work?
  6. Asmodeuz

    Warlords

    Thank you for this blazingly fast tweak delivery!
  7. Asmodeuz

    Warlords

    Are there any chances that we could see this in the upcoming hotfix? Or at least Soon (when might that be then :) ?) Figured out while doing some testing that removing the soldier's uniform for example during player init circumvents the script that regularly checks and forces the uniform back on. By removing the player uniform (with removeUniform this;) one can put something else on instead. The drawback in doing so is that RPT-file starts to fill up with the following line Inventory item with given name: [] not found since the script forcing the uniform on is looped every second.
  8. Asmodeuz

    Warlords

    What about when mission makers want to allow putting on uniforms of the enemy faction for the missions they create with Warlords modules? But if allowing changing to enemy faction uniforms is out of the question for Warlords I at least would certainly welcome the possibility to be able to switch between faction-specific uniforms.
  9. Asmodeuz

    Warlords

    Just to double-check if the above inquiry could get an answer. If I'm not mistaken this is the one I'm talking about: Should it somehow be possible to terminate the above script after its initialization? If not could this feature become toggleable for example from the Warlords Init module?
  10. Asmodeuz

    Warlords

    Warlords seems to incorporate a functionality that forces a player to use a uniform. Could it considered to make this functionality optional? If making this functionality optional is out of the question then might there be somekind of way to circumvent the behaviour?
  11. Asmodeuz

    Warlords

    I filled out rest of the custom requisition list for both the BLUFOR and OPFOR side according to the example on the Warlords Wikipage and the error still appears during the mission starting phase. Make no mistake the assets declared in the custom list indeed appear in-game for both sides so in that sense the list works as intended. Might this list still be missing some class or is that all there is? Why the error then(?) EDIT: If I set the (Starting) Command Points to 0, 100 or 250 the error doesn't appear If I set the (Starting) Command Points to 500, 1000, 2500 or 5000 the error does appear How are the (Starting) Command Points connected to the custom asset list that selecting a certain amount results in the aforementioned error? ADDITIONAL EDIT: Whenever the player's CP amount reaches 400 the error is displayed When this error appears it fills the RPT file with thousands of lines: one occasion I have here just now is 7864 lines of that error message in just 28 seconds
  12. Asmodeuz

    Warlords

    I am seeing a similar error (see the RPT output at the end of this post). The error appears during the mission starting phase (around the same time when the next objective vote commences) and only happens when using a custom asset list. For testing this I created a short custom asset list in description.ext: class CfgWLRequisitionPresets { class TestAssets { class WEST { class Infantry { class B_Soldier_F { cost = 100; requirements[]={}; }; }; }; class EAST { class Infantry { class O_Soldier_F { cost = 100; requirements[]={}; }; }; }; }; }; And already with that short custom list the error @houndo was asking about manifests itself. This was tested on A3 Development build 1.87.145170 Just a quick edit to add a short RPT output of the error: 22:43:42 Error in expression <(_this getVariable "BIS_WL_funds") >= ((_cheapest # 1) + _dropCost) && count _g> 22:43:42 Error position: <_cheapest # 1) + _dropCost) && count _g> 22:43:42 Error Undefined variable in expression: _cheapest
  13. Asmodeuz

    Warlords

    Great to see such official game mode becoming available soon! With the modules of Warlord it would seem to be somewhat easy to create whole map missions and such opportunity I at least will welcome with open arms! Few questions if I may: Currently it is only possible to pit BLUFOR and OPFOR against each other and INDEP will always be in there between (unless the scenario designer designates capturable sectors to either BLUFOR or OPFOR side) - can we expect to be able to have INDEP as a playable side fighting against either BLUFOR or OPFOR? - or, is there already a way to somehow make a INDEP faction (be it an official A3 INDEP faction or from a modification) playable? Could there be a way to disable the Command Point system and Request menu possibly from one of the Warlords modules? - with this the scenario designer could have the Warlords core mechanics and implement a "reward and shop" mechanics of their own Greetings Asmodeuz
  14. Quoting myself, is such a thing even possible! Aand lo and behold there was Pre-Release Build 1.8.1 and those couple of functionalities indeed were good to go with their committed fixes! Apologizing again for asking but eager me can't wait: what and when might be the chances to see the Steam Workshop version be updated to the latest version?
  15. Would really want to see a couple of fixed functionalities become available for the Workshop version of ALiVE so here I am, apologizing for having to ask for a release date of the next stable build of ALiVE. Any indicators of when such thing is going to happen?
  16. Hello, I've been playing with Put and Take event handlers to try and achieve functionality that's stated in the topic. For starters Put EH seems to only fire when you drop your weapon on the ground (groundWeaponHolder) or put the weapon into a container (box, vehicle) directly from your inventory. It doesn't fire when switching to a weapon that is on the ground even though (at least how I see it) you are still dropping your current weapon into a "groundWeaponHolder". Does anyone have an idea why this EH doesn't fire in that case? I used this shortie to test Put EH: player addEventHandler ["Put", {_unit = _this select 0; _content = _this select 1; _weapon = _this select 2; hint "This EH seems to be working";}]; Take EH on the other hand seems to work just fine for detecting the weapon pick up operation. But other than testing with simple hint that the EH fires when needed I haven't been able to come up with anything I'm looking to achieve. Now the ultimate question is: by using either of the aforementioned EHs how to delete the weapon that gets put on the ground during weapon switching operation?
  17. This serena's version of a script that prevents picking up weapons from killed units could be of use when paired with Take event handler. What I think I understand from the serena's version is that it sets the dropped weapon's damage to 1. And apparently a damaged weapon can not be used/picked up anymore. I've been testing that script with Take EH like so: _unit addEventHandler ["Take", { private _vct = _this select 0; if (_vct isKindOf "CAManBase") then { _vct spawn { sleep 0.5; private _hls = nearestObjects [_this, ["WeaponHolderSimulated"], 5]; while {count _hls > 0} do { private _hlx = {if (vectorMagnitude velocity _x == 0) exitWith {_forEachIndex}} forEach _hls; if (isNil {_hlx}) then {sleep 0.1} else {_hls deleteAt _hlx setDamage 1} } } } }]; and it does work but only when a unit kills another unit and then picks up the dead unit's weapon. When the unit's current weapon ends on the ground during the switching operation it gets damaged and thus can not be picked up anymore. Could someone shove me in the right direction that why the script doesn't work when a unit drops its weapon on the ground directly from its inventory. When another unit comes to pick up the weapon (and in the process drops its current weapon) why this dropped weapon doesn't get damaged the same way?
  18. Hello, are you using the respawn module available in the editor (see: Systems --> Multiplayer --> Respawn Position)? If this is the case then you can enable a functionality where players need to choose their respawn position. This way they will get to see the map after they have died. You can enable this functionality in the multiplayer dialog (Attributes --> Multiplayer). While in the dialog select "Respawn on Custom Position" from the Respawn drop-down menu. After that select both "Select respawn position" and "Show respawn counter" from the Rulesets portion. Does this work for you or were you after something else? EDIT: Nope, you don't get to see the map in the respawn screen if you don't have a map in your inventory
  19. Human players can access individual AI soldier's inventory when they are the acting squad leader for a squad filled with AI soldiers. Acessing the inventory can be done from the Action menu by selecting menu number 6 ("Action") and from there selecting Open subordinate's inventory Also already thinking past that human squad leader can also give an "inventory command" which makes the selected AI to approach some container and after reaching the container the AI's inventory dialog will open where the player can then freely transfer items between the AI's inventory and the container. Might there be some way to prevent players from opening, accessing or manipulating AI's inventory in aforementioned ways?
  20. Hello, the below script sets the time on mission start. Check the link that directs you to the version champ-1 posted back in 2014: For random weather you can for example use the version by Meatball. Check the link to Armaholic http://www.armaholic.com/page.php?id=24614 And the original post here on BI forums There might be more recent versions of the aforementioned functionalities but if the newer versions seem to be difficult to come by you can as well use these two since they work just fine in Arma 3 and in dedicated environment even today.
  21. By using inGameUISetEventHandler it seems to be possible to disable actions from the user action menu. For example selecting the action to disassemble a weapon can be disabled as described in the aforementioned EH's example 3: And just by changing _this select 3 == 'DisAssemble' to _this select 3 == 'Gear' the action to open a container's inventory using the action Inventory can be disabled. In CfgActions (where one can find the aforementioned Gear and DisAssemble actions among others) there's also GearOpen action and it has the following description: "Open subordinate's inventory". Apparently this should be the user action that governs opening AI subordinates inventory. Now, if I place that action name like so inGameUISetEventHandler ["Action", " if (_this select 3 == 'GearOpen') then { hint 'You are not allowed to do this'; true } "]; I can still use the action "Open subordinate's inventory" to access any subordinate AI's inventory. What gives?
  22. Strange thing is that so far I have for whatever reason completely overlooked the possibility of even using InventoryOpened event handler and instead I've been on a seemingly hopeless search throughout the internet and especially BI forums for a one-stop solution. Yes, the expectation is that players will abuse the current system by getting their gear from the AI since it will be "cheaper" that way. For sure I'm all for using event handlers and already got two InventoryOpened ones going: the one from the discussion you posted there HazJ and this one from the Disable looting gear from corpses discussion. What one would have to include in such EH to select the correct target? Is there a common denominator that can tackle both opening the subordinate's inventory and using the inventory command which essentially makes the AI subordinate open its inventory close to a container?
  23. Asmodeuz

    Modify Sector Module

    Hello, just to start with I would advise not to set the ownership limit to 1. This at least when using BI's respawn module which seems to bear this strange behavior where the model of currently respawning player can be briefly observed over the same player's dead body. If this (currently respawning) player was inside a capturable sector during the time of dead his/hers "ghost" that appears over the body will capture the sector for that short time it appears over the player's dead body. From my own observations this short period was enough for the sector to become neutral if the sector's ownership limit had been set to 1. Because of the aforementioned behavior I changed the ownership limit to 0.9 in all the missions that are using BI's sector module framework (and naturally only in those missions I had created to this day). I would suggest setting the ownership limit to somewhere between 0.5 and 0.9. Basically find a number that best suits the missions you are creating.
  24. Thank you for the quick replies Grumpy Old Man and HazJ! After reading your posts I went to first test HazJ's suggestion in the existing mission I'm creating and the result was (as far as I remember anymore) the same: I still could access the AI's backpacks and manipulate its inventory while the line This is not the backpack you're looking for was still being output in the system chat. After that I went on to disable all the modifications and created the simplest mission with an editor placed AI group and one slot for myself to once again test GOM's script. The result from that test was that the script works as intended. Then I started adding modifications one by one and finally the "mission framework" I'm using to create missions. Eventually I got the hang of the fact that the mission framework includes a InventoryOpened EH that gets executed slightly later than the GOM's one placed (in this case) in initPlayerLocal.sqf. Solution in my case was to remove the framework's EH after which GOM's version started working as it should.
  25. Hello, first of all thank you for sharing this script Grumpy Old Man! I've been testing your script today and for some reason I can access the backpacks of AI units and take whatever they happen to be carrying. Other than that the script does work since the line This is not the backpack you're looking for is being output in the system chat every time I access a backpack (that is being carried by an AI soldier). I guess though that no one else has observed this behavior? Fyi, I've placed the script in initPlayerLocal.sqf. While testing I was using the following mods: @CBA_A3, @ALiVE, @IFA3_AIO_LITE and @CUP Terrains - Core The AI units whose backpacks I was going through were from Iron Front mod. FIXED: by removing a conflicting InventoryOpened event handler that was being used in a mission framework. See this reply for additional info:
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