frosties
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Everything posted by frosties
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Hello, I really reeeally need some help with this issue. I have looked around but cannot find something similar. The thing is my game is crashing, sometimes randomly and sometimes when i hear a certain sound. Im using the steam version. I have tried with mods, without mods, with 64bit and with 32bit. Tried verifying the files as well. Now i even got a new computer with all new Components and just installed ArmA3 and played but STILL it crashes. I dont know what to try next.... I have saved the report from the latest crash. Here is a link to the ZIP file with reports and logs: https://www.dropbox.com/sh/p564uzri5q0v5dh/AAAmJyzlIfmtiqdooByMYO1Za?dl=0 Pleeease help!
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Hello, And congrats on an awesome mod! This is all we play on our server now :) Was wondering about this: ALiVE PersistentDoes that mean that the cache hunt is persistent with alive even after restarts? Havent been able to figure out what to turn on to get this feature. Would be awesome if we can keep hunting even after restart since we are a small group.
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deleteVehicle based upon vehicles death
frosties posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, Working on my MHQ script for my mission. Got almost everything working as i want it to, except for when the FOB vehicle is destroyed when being deployed. The issue then is that the camou net and flagpole is still deployed after the vehicle has respawned. The script for Packing the FOB is using deleteVehicle (_FOB getVariable "CAMONET"); deleteVehicle (_FOB getVariable "FLAGPOLE"); To remove the netting and flag when being packed, but i cannot get this to work upon respawn of the FOB. Trying with a trigger using !alive but cant get the On Activation setup properly. -
Hello, Im working on adding a script in my mission that deploys an FOB vehicle. When the FOB is being deployed it places a flag, and it should remove all of the fuel so its stationary and cannot be moved until its packed again. But setFuel 0 doesnt work on the server, only when i try locally. Been trying to find anything to help me with this, but i need some help locatign it.. i bet its here on the forums somewhere... // Frosties
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Thanks! Worked like a charm!
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Can a script write to the server console?
frosties posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, Im wondering if its possible to get a script to write to the dedicated server console? Example: in init.sqf write a code, that start with sleep 60 so that after 60 seconds the script will write a message to the console? The reason is i would like to get a "confirmation" to console that the server is ready. -
Vcom AI V2.0 - AI Overhaul
frosties replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ive tried this mod a couple of times, but each time it seems the AI gets super accurate and its nearly impossible to have a firefight since they locate us through bushes, and quickly before we can act. Im using the script version, and i have put null = [] execVM "VCOMAI\init.sqf"; in the init. When using debug i see their tracks and the text, so the script is loading, but their skill level seems very high. Im using RHS Russia MSV as enemies. What can i do to turn down the skill level? And also, to be able to have the AI use artillery and mortars, do i have some enemy artillery set on the map ? -
ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
frosties replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I will take a look at your examples. Its the ones linked in the bottom of your signature? The insurgency part sounds awesome, doesnt have to be a specific "task" that has to be done. My post was just a way to ask if it was us that was doing something wrong or that it in fact was a bit broken from time to time :) -
ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
frosties replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
First of: Great mod! We are using this constantly on our server to keep us busy :) We have encountered some issues, but not sure if we are doing something wrong, missing a setting or what so here goes: - Destroying buildings is almost impossible (but i saw that this issue might be related to Tanoa). - HVT mission. When we arrive at the mission area it is impossible to know whos the target. So we have to sweep the entire area and even then the HVT sometimes get away. Would be nice to know what the target looks like to that maybe a Sniper/Spotter team can finish this. - Pickup/Insertion, most often the task is cancelled before we even get airborne. When it still is assigned when we get there, no tropps appear when we land. Tried several helicopters. Any more we have to do then just land? Any restrictions on wich helo is needed or something? - Clear the town. When we are running this task, and when all players are outside the area (maybe after a rearm) the mission comes up as completed? Do that mean the enemy de-spawned or maybe left the area? We are a small group that plays together, so not having to build missions with zeus or eden is awesome! Ive been looking through the previous post, but i might have missed something related to our issues above, sorry about that if thats the case! -
Vcom AI V2.0 - AI Overhaul
frosties replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Tried this mod today again (script version) but it seems that its not using the settings in the userconfig file. Ive turned on both Debug and Tracking but i cant see either anywhere. Where is the debug info shown? Im using RHS factions, would this interferce with the ai control? -
Vcom AI V2.0 - AI Overhaul
frosties replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
My AI tosses smokes and move smart, but when debug and track is on nothing shows. Its like the userconfig isnt loading properly. But its in my A3 root, should it be somewhere else? -
Vcom AI V2.0 - AI Overhaul
frosties replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, Trying to check this mod out, but i cant see any changes compared to earlier. Not sure if im loading it correctly and i have tried both script and mod versions. Tried adding the debug to my init but didnt see any debug stuff while checking with zeus, both on locally hosted MP aswell as on my dedi server. How can i easily check if the mod is runnig properly? Thanks for your awesome work! -
Hello! Found this mod today and just starting try it out. Encountered a "Repair-vehicle task" today, and tried everything but cant figure out how to repair the broken vehicle, can sombody help me?
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AI HALO Jump Example Mission
frosties replied to cobra4v320's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ive tried it with the modifications above but still just get teleported to the location, not HALOed in. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
frosties replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It seems that some parts of the built-in spawn system is bugging the MCC somehow. When removing some parts i was able to get the MCC action menu to show after dying once. What is the default button for the Commander Tablet? EDIT: Okey, i found how to change the controls...Guess i should look better next time ;) EDIT: Encountered an IED for the first time now, but i couldnt disarm it.. It said "Hold Left Windows to disarm", i hold it for a few minutes but nothing happens. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
frosties replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
For information, im trying to use MCC on Tanoa, and have tried with both RHS unit as well as NATO unit. Could it be that the MCC dont give access to those kind of units yet? Maybe hardcoded somehow? Whatever i try, i cant get the action menu to show while in my server... -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
frosties replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes, when im starting the mission it says synchronizing and then done, but the action menu wont show up. Ive tried the demo mission and there the action menu shows up. I thought i just had to load the mod and it will pop up? Do i need to add something in my mission as well? I can login as Commander when using the P menu, but neither the Commander or Game master action menu shows.. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
frosties replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello, Trying to get this awesome mod running on my dedi server, but no joy... When trying locally the action menu shows up, but when i put the same mission on the server it wont show up, logged in as admin or not. Am i missing something? Both client and server is running the mod, the key file is put in the correct folder... -
AI HALO Jump Example Mission
frosties replied to cobra4v320's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have the same problem as some previous posters. Works fine when playing locally or in editor, but when i try it on the Dedi Server it just teleports me to the position im selecting. -
Hello, Im currently using this linfe to create a respawn position: _grouprespawnp1 = [group1, "p1"] call BIS_fnc_addRespawnPosition; And it works fine, however sometimes when the player is in a building, the player respawning on that player will spawn on the roof. Been trying to use the getPos to get the positiion of that player to spawn in on the same position but haven succeeded yet so im asking for help here. Any ideas?
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Ive been trying several ways but none is working. This is what im working with now: _pos = GetPosATL p1; (p1 is the units name in editor) It seems to work, however the icon of the player and name changes. So it doesnt show what role the player has, or their name just the "SE of ..." thingy. Any way to adjust the height while still keeping the spawn working as before?
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Respawn at players location [End Game / Apex Style]
frosties posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, Yesterday a friend of mine and myself played the Apex campaign missions. We noticed that the respawn dialog made it possible to respawn at alive players wich would be awesome to do in custom missions. Have been looking around but so far i havent found the option on how to implement this in our own mission. Been searching both google and this forum without luck, are my searching-mojo messing with me? -
Respawn at players location [End Game / Apex Style]
frosties replied to frosties's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If i would like to have the option to select each player in a squad, or when the squad leader is dead, can i just use namespace without giving a position then? Or have i misunderstood the use of the script? EDIT: I put this into my init: _grouprespawnp1 = [group1, "p1"] call BIS_fnc_addRespawnPosition; And this gave me respawn points to choose, as well as the AI name! Also turned off the spawn point hwen the AI died. -
Respawn at players location [End Game / Apex Style]
frosties replied to frosties's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Will give that i go as soon as i can, thanks! -
Respawn at players location [End Game / Apex Style]
frosties replied to frosties's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ive looked through that once, but cannot find anything related to a player-based respan point. Only base, seagull, take over AI and so on... Yes i have used that before, but since there seems to be a "spawn-on-player"-system built into to the game it would be ncie to use that one. Works perfectly to select spawn points based on markers placed both in eden as well as zeus. I just would like to find the spawn on players thingy to be able to spawn in players directly into the action again :)