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Everything posted by Asmodeuz

  1. As many of us might have learned by now development of ShackTac User Interface (https://steamcommunity.com/sharedfiles/filedetails/?id=498740884) has been discontinued. While an era ends for one great modification a new one begins with another. As the state of things is ShackTac User Interface will make way for DUI - Squad radar (https://steamcommunity.com/sharedfiles/filedetails/?id=1638341685) and from this day on you will be able to use "DUI" when playing on Armaverse Nordic's WW2 Warlord server. So make sure your mods are up-to-date and hop on the server anytime you prefer! FYI the list of the required and allowed modifications have been updated to the original post.
  2. Armaverse Nordic is hosting a 24/7 server for Iron Front with team vs team missions The missions are built on Arma 3's Warlords game mode and use HoverGuy's Simple Shops framework (GitHub, BIS forum thread) to provide players the freedom of choice regarding gear, vehicles etc. while still at the same time somewhat restricting the access to top-tier assets. Warlords game mode offers Sector Control / CTI hybrid style gameplay. This game mode unleashes the ultimate all-out combined arms warfare Note about the overall gameplay: the server is forcing Veteran difficulty, so 3rd person mode will not be available. Available missions include action for the following factions of Iron Front: the German Army, the Soviet Army, the United States Army and the Army of United Kingdom. The game server is provided with the possibility to use Advanced Combat Radio Environment 2 (Get it from GitHub, Steam Workshop) To join the ACRE2 enabled TeamSpeak server head over to ts3server:// or direct IP ( to connect from the TeamSpeak. About modifications Required: @CUP Terrains - Core - The Community Upgrade Project Terrains core pack Get it from >> Armaholic, Steam Workshop @IFA3_AIO_LITE - Iron Front in Arma 3 Get it from >> Steam Workshop, other sources please see: http://ww2ina3.com/wiki/index.php?title=WW2_Download#Mirrors Recommended: @CBA_A3 - Community Base Addons Arma 3 (required with Advanced Combat Radio Environment 2 and ShackTac User Interface) Get it from >> Armaholic, Steam Workshop @ACRE2 - Advanced Combat Radio Environment 2 Get it from >> GitHub, Steam Workshop @DUI - Squad Radar - DUI - Squad Radar Get it from >> Armaholic, Steam Workshop @Immersion Cigs Get it from >> Armaholic, Steam Workshop @LAMBS_Danger.fsm - AI enhancement mod for Arma 3 Get it from >> Armaholic, Steam Workshop To easily download all the modifications that are listed above you can also use a Arma 3 Mod Preset file! Just download the preset HTML file to your PC and drag-and-drop the file to the Arma 3 launcher to directly start downloading all the required and recommended modifications from Steam Workshop. Arma 3 Mod Preset Armaverse Nordic Iron Front @ pastebin.com You can find the raw paste data inside the spoiler below. Just copy-and-paste it for example into Notepad and save the file as HTML. Click the Discord logo to join Armaverse Nordic Discord server (the link will redirect to https://discord.gg/X9AMAaA) Please consider a donation to help keep the server operational (all donations will be directed to the monthly server fee). To donate, click the direct link below between the PayPal icons. https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=V5FHKHW9H57NU On behalf of Armaverse Nordic Asmodeus
  3. Asmodeuz

    DUI - Squad Radar

    Thank you for this notion. I somehow initially managed to convince myself with the idea that only clients need the mod installed (naturally to be able to use it in the first place) and I just force certain settings via CBA settings file that resides on the server. As I've found out now that didn't work so now also the server has DUI Squad radar installed and loaded and forcing the settings seems to work as expected. I did a short test run with the latest stable version of the mod and couple of comments from the testing: Icon occlusion doesn't seem to work past 50 meters I tested this with setting Max range (diwako_dui_indicators_range) to 100 meters and naturally having occlusion (diwako_dui_enable_occlusion) enabled. When sending a unit from the player's squad behind an obstacle that's >50 meters away from the player the indicator for that unit will be shown between 51-100 meters IF the line of sight between player and the unit was not broken when the distance between player and the unit was under 50 meters For some reason settings Show SQL Always First (diwako_dui_radar_sqlFirst) and Sort (diwako_dui_radar_sortType) are being forced for clients and afaik I haven't done this knowingly. I made these observations when testing on a dedicated server but also when testing via in-game editor on dedicated server I haven't forced these settings via CBA settings file. And on additional note these settings seem to already be forced when testing via editor. Are these perhaps forced from within the mod itself(?) When using the mod (be it as client or server) it seems to output some error in the RPT file. Doesn't really seem to affect functionality at least on client side but FYI if you could better tell what the issue might be 12:53:08 Global namespace not passed during: false 12:53:08 Global namespace not passed during: false 12:53:08 Error in expression <false> 12:53:08 Error position: <false> 12:53:08 Error Local variable in global space 12:53:08 Global namespace not passed during: false 12:53:08 Global namespace not passed during: false 12:53:08 Error in expression <false> 12:53:08 Error position: <false> 12:53:08 Error Local variable in global space
  4. Asmodeuz

    DUI - Squad Radar

    diwako, I am making first tests with DUI on a dedicated server and from the testing it would seem that client settings take precedence over mission and/or server settings. There just doesn't seem to be a way to overwrite/force client settings. See the image via the below link that displays the Server settings for DUI. https://imgur.com/a/GrWHIup As can be seen from the image every setting has red X which in this case means that all those settings are overwritten by clients. I tried to force (or overwrite) from the Server settings tab one of the settings for clients and mission but couldn't. When forcing te setting server printed a "13:36:31 [CBA] (settings) WARNING: Value true is invalid for setting diwako_dui_indicators_show" message. FYI also that at one point I had a cba_settings.sqf on the server with the intention to force certain DUI settings and even with that clients' settings applied (and not the server's as it should be). Shouldn't Mission settings take precedence over Client settings and Server settings should take over both? Or is what I'm experiencing here something that's on my end? If the problem stems from my end then I'd gladly take some pointers what to do here.
  5. Hello there Arma community (and developers)! Is there any way to assign costs directly to groups (of units) such as OIA_InfSquad and so on? Well heh, actually I know that it is possible: you just declare the costs of individual classes in the cost table and then call it with bis_fnc_curatorObjectRegisteredTable; That does work so long that when I place a vanilla infantry squad for example the CSAT one, the individual costs I've set will get summed up and then subtracted from the total amount of available Curator (Zeus) points. Why is it then that when I declare individual class costs for a game modification such as Iron Front lite placing individual soldiers works as intended (the set points get subtracted) but when placing a group that consists of those same individual soldiers no curator points get subracted Shouldn't the game handle modifications the same way as it does with vanilla game's groups? That is, when placing a group of units -> sum up all the individual costs and then subtract the total amount. So what gives? Might this be an issue with the base game or the modification I'm using.. or maybe I should declare some additional stuff somewhere that I just currently don't know what to declare and where. I even tried to declare cost (0.9) for LIB_GER_infantry_squad in the very same list where I have set costs for the individual soldiers but that didn't help much. By using the module Set Costs - Soldiers & Vehicles it is possible to circumvent the behavior I'm struggling with here. In that module there's an empty field Men where you can set a cost for every class type "Man". By setting a cost (eg. 0.5) in that field every class type "Man" gets the same cost and then the cost for placing a group from game modifications (such as Iron Front in this case) will be subtracted from the available Curator points. But if I set the cost like that I lose all the control over setting individual costs for every single soldier and then every grunt, marksman, officer and so on will cost the same amount to place and that's a thing I'd like to avert as much as possible.
  6. 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.
  7. Asmodeuz

    LAMBS Improved Danger.fsm

    Workshop version for both the server and client.
  8. 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?
  9. 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 ✌️
  10. 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.
  11. 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.
  12. 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"
  13. 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.
  14. 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?
  15. A new gameplay trailer has been released for Armaverse Nordic's WW2 Warlords!
  16. 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; }; };
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. Will chime in here since the dedicated server I have in use is occasionally crashing. Dedmen was kind to take a look into the issue back in July so I provided crash dumps from the then latest stable Arma 3 version 1.92.145639. What Dedmen found was along the lines he now typed (about the magazine stuff) in his latest reply to this thread. Now the server is using the latest stable Arma 3 version 1.94.145977 and the (server) crashes still continue. Just for anyone's information there's been crashes on the 24th, 26th and 27th of August. Since then it's been quiet regarding crashes but that's most likely because of the fact that the server has been empty most of the time :) Back in July when I was hunting a crash and the ensuing crash dumps to be sent Dedmen's way I actually had to play five hours straight for the crash to appear. But there's been occasions when the crash has happened after playing from ½ to 1 hour. And then, what else to say.. well, I probably won't be much of help since I'm renting my server from a server provider and switching to other A3 branches is somewhat cumbersome task if not even impossible. Besides..where does one need some other branch than stable.. since afaik it's not like BI has provided any fixing attempts coming to 1.94.145977 and even the ensuing perf/prof updates. FYI my crash dump from July reached Dwarden but apparently that was from too an old build to be considered worthy of looking into.
  22. A short status update on what's been happening with Armaverse Nordic and its WW2 Warlords server there are nine (9) WW2 Warlords missions available thanks to the updates to the Warlords game mode in Arma 3 version 1.90 it's now possible to have Independent as a playable side this has allowed us to create missions for the US faction and with the latest update to Iron Front also for the UK faction! Armaverse Nordic has now its own Twitter and Twitch accounts Twitch Twitter the underlying mission framework has been overhauled which in the process has resulted in smaller mission file sizes and certain functionalities getting streamlined
  23. Asmodeuz

    1.90 update - Troubleshooting

    I'm renting a server from a game server provider. After today's hotfix (1.90.145456) I was getting Session lost when trying to join the server with VerifySignatures set to 2 in server.cfg -file. To rid the issue I had to remove the following PBO-files (and their *.bisign files) from the server to be able to join the server: air_f_rtd.pbo dubbing_radio_f_data.pbo missions_f_epb_data.pbo missions_f_epb_video.pbo missions_f_epc_data.pbo missions_f_epc_video.pbo sounds_f_weapons.pbo Mind you, any of those files were not present on my client version of Arma 3.
  24. 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.
  25. 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