Jump to content

jcarrest

Member
  • Content Count

    20
  • Joined

  • Last visited

  • Medals

  • Medals

Community Reputation

10 Good

1 Follower

About jcarrest

  • Rank
    Private First Class
  1. My server now only be found in remote address. I am the only one?
  2. It appears that the download server does not contain any of the client files. Therefore it is impossible to enter the server verifysignatures = 1 I have not noticed any problems with either BattlEye but I've been a long time . I once heard something about changing the location of the folder mpmissions , but I have not found anything.
  3. that was the problem and I've solved it! :) Thank you. I also struggle with other problems. The next problem is that it does not detect the mpmissions folder. Do not miss any of the missions that I added. Have solution for this?
  4. I tested with this line since my system is 64 bits. LD_LIBRARY_PATH=$LD_LIBRARY_PATH:/usr/lib/jvm/java-7-openjdk-amd64/jre/lib/amd64/jamvm ./arma3server -netlog -config=basic.cfg Result: ./arma3server: error while loading shared libraries: libjvm.so: wrong ELF class: ELFCLASS64 the path directions are good. I have tried with java version 6 and 7. Ubuntu 12.04 ..... :(
  5. Yo solo quería saber como: hacer para que aparezcan los enemigos sin necesidad de estar presente en la zona hacer que no desaparezcan si el player sale de la zona.
  6. good job, now I need to integrate it into my mission. How to get the enemy units without being displayed inside the marker? How to get the enemies do not respawn continuously every time a player enters and leaves the area? I add a trigger to clear enemy presence and runs every time I enter and leave the area ...
  7. my English is poor. I try to explain better: I have the problem that every player that is in the game ARMASERVER multiplies number enemy soldiers.
  8. this is to not create a group for player? :j:
  9. when I create a group of enemies triggering a script in a box, create a group by player. if (isServer) exitWith { _minusculas = _this select 0; switch (typeName _minusculas) do { case "ARRAY": {_pos = _minusculas}; //position case "OBJECT": {_pos = getposATL _minusculas}; //object case "STRING": {_pos = getMarkerPos _minusculas}; //marker }; _pos = getMarkerPos _minusculas; pen = "Land_PenBlack_F" createVehicle (_pos); pen allowDamage false; _centro = (_pos); _random = (round(random 2) + 1); for "_i" from 0 to _random do { _randompatrol = (round(random 200) + 200); _randomdistance = (round(random 150) + 200); _randomPos = [[[getPos pen,_randomdistance]],["water","out"]] call BIS_fnc_randomPos; _grp = createGroup east; _grp = [getMarkerPos "athira", EAST, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad")] call BIS_fnc_spawnGroup; [_grp, getPos pen, _randompatrol] call BIS_fnc_taskPatrol; Sleep 1; }; I tested with: if (isServer) if (isDedicated) if (!isServer) if (!isDedicated) I do not know which is the correct for mi dedicated server...
  10. jcarrest

    Hint parseText global

    Now it works! Thanks you!!!!
  11. jcarrest

    Hint parseText global

    First thank you all for the help. I tried this: _Cscomunicaciones = format ["<t align='center'>...</t>"]; GlobalHint = _Cscomunicaciones; publicVariable "GlobalHint"; hintsilent parseText _Cscomunicaciones; waitUntil{!(isNull player)}; "GlobalHint" addPublicVariableEventHandler { hintSilent parseText GlobalHint; }; _scomunicaciones = format ["<t align='center'>...</t>"]; GlobalHint = _scomunicaciones; publicVariable "GlobalHint"; hintsilent parseText _scomunicaciones; waitUntil{!(isNull player)}; "GlobalHint" addPublicVariableEventHandler { hintSilent parseText GlobalHint; }; Not if I understand correctly but does not work. If you guys could clarify, would you do me very happy... in a trigger works but when I try to do it from the flag only sees the text the player to select the mission.
  12. I have a serious problem with "HINT PARSETEXT". I can not be published to all players. Try activated from a flag, but only you can read it, the player who triggers the script. Any idea in order to complete my script? This is the script I'm creating: switch (secundario) do { case "false": { SMunits = []; secundario = true; sleep 5; _Cscomunicaciones = "<t align='center'><t size='2.2'>Mission Secundaria</t><br/><t size='1.5' color='#00B2EE'>COMPLETADA</t><br/>____________________<br/>Buen trabajo! <br/><br/>Torre Destruida</t>"; _scomunicaciones = "<t align='center'><t size='2.0'>OBJ. SECUNDARIO</t><br/><t size='1.5' color='#00B2EE'>COMUNICACIONES</t><br/>____________________<br/>Tenemos que destruir la Torre de Comunicaciones para desestabilizar al enemigo.</t>"; hint parsetext _scomunicaciones; _position = ["water","out"] call BIS_fnc_randomPos; sideObj = "Land_TTowerBig_1_F" createVehicle _position; sideObj allowDamage false; sideObj setdir random 360; _normal = surfaceNormal (position sideObj); sideObj setVectorUp _normal; SMunits = SMunits + [sideObj]; _random = (round(random 2) + 1); for "_i" from 0 to _random do { _randompatrol = (round(random 200) + 200); _randomdistance = (round(random 150) + 200); _randomPos = [[[getPos sideObj,_randomdistance]],["water","out"]] call BIS_fnc_randomPos; _spawnGroup = [_randomPos, EAST, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam")] call BIS_fnc_spawnGroup; [_spawnGroup, getpos sideObj,_randompatrol] call BIS_fnc_taskPatrol; SMunits = SMunits + (units _spawnGroup); }; /* { _randompatrol = (round(random 200) + 200); _randomdistance = (round(random 150) + 200); _randomPos = [[[getPos sideObj,_randomdistance]],["water","out"]] call BIS_fnc_randomPos; _spawnGroup = [_randomPos, EAST, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam")] call BIS_fnc_spawnGroup; [_spawnGroup, getpos sideObj,_randompatrol] call BIS_fnc_taskPatrol; SMunits = SMunits + (units _spawnGroup); }; _randomPos = [[[getPos sideObj, 50]],["water","out"]] call BIS_fnc_randomPos; _spawnGroup = [_randomPos, EAST, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam_AT")] call BIS_fnc_spawnGroup; [_spawnGroup, getpos sideObj] call BIS_fnc_taskDefend; SMunits = SMunits + (units _spawnGroup); _randomPos = [[[getPos sideObj, 10]],["water","out"]] call BIS_fnc_randomPos; _spawnGroup = [_randomPos, EAST, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "SpecOps" >> "OI_diverTeam_SDV")] call BIS_fnc_spawnGroup; [_spawnGroup, getpos sideObj] call BIS_fnc_taskDefend; SMunits = SMunits + (units _spawnGroup); */ "sideMarker" setmarkerpos (position sideobj); "sideMarker" setmarkertext "Destruir Torre"; "sideMarker" setmarkercolor "ColorRed"; trgc_0 = createTrigger["EmptyDetector", getPos sideObj]; trgc_0 setTriggerArea[13,13,0,true]; trgc_0 setTriggerActivation["WEST","PRESENT",false]; trgc_0 setTriggerStatements["this"," sideobj allowDamage true ",""]; publicVariable "trgc_0"; waitUntil {!alive sideObj}; "sideMarker" setMarkerPos [0,0,0]; "sideMarker" setmarkertext ""; //"sideMarker" setmarkeralpha 0; deleteVehicle trgc_0; hint parsetext format _Cscomunicaciones; secundario = "false"; publicvariable "secundario"; sleep 60; {deletevehicle _x} foreach SMunits; deleteVehicle trgc_0; exit }; Default { hint "Ya existe una misión secundaria asignada";}; }; }; Thanks!!!!
  13. Running. I reinstalled wine. but a little unstable with BattlEye... there is news that work on a dedicated linux? or have to wait one year as always
  14. Thank you all for the support I got it using the program TADST. I configured everything and gave me the exact path. The problem has come with the latest version 0.76. Well not even get to start the exe Now does not create a log file. I'm the only one? Esl last month was lovely. I love ubuntu but sometimes leaves me petrified....
  15. in our community use ubuntu 12.04. Works great even multiple servers while riding in wine. Filling the 2 servers with 40 players in what has consumed maximum RAM is 1.5 GB per server. And processor goes a little more fair but for 2 servervidores of arma3 and Teamspeak with I3 is more than enough. ;)
×