Ironman13
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Basic Civilian Interactions *Problem*
Ironman13 replied to Ironman13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Any ideas what on a Linux server would be causing issues with a script. Is there some type of setting I can change?- 6 replies
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Basic Civilian Interactions *Problem*
Ironman13 replied to Ironman13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So I am thinking it has to be a server issue at this point. Maybe something about it being on a Linux Server is causing issues, I dont know. https://streamable.com/jsiuez At least in this mission I can see the Stop Action....- 6 replies
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- civilian interactions
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Basic Civilian Interactions *Problem*
Ironman13 replied to Ironman13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hopefully this looks better: //add actions to civilians addCivActions = { params ["_unit"]; if (!isNil "_unit" && {_unit isKindOf "Man"}) then { [_unit, ["<t color='#FF0000'>Get Down</t>", { params ["_target"]; [_target, "DOWN"] remoteExec ["setUnitPos",2]; [_target] remoteExec ["removeAllActions",0,TRUE]; [_target] spawn { sleep 10; private _unit = _this select 0; if (alive _unit) then { [_unit, "UP"] remoteExec ["setUnitPos",2]; [_unit] remoteExec ["addCivActions", 2]; }; }; }, nil, 6, true, true, "", "", 8]] remoteExec ["addAction", [0, -2] select isDedicated]; [_unit addAction ["<t color='#FF0000'>Stop</t>", { params ["_target"]; [_target,"MOVE"] remoteExec ["disableAi",0,TRUE]; [_target] remoteExec ["removeAllActions",0,TRUE]; [_target] spawn { sleep 10; private _unit = _this select 0; if (alive _unit) then { [_unit, "MOVE"] remoteExec ["enableAI",2]; [_unit] remoteExec ["addCivActions", 2]; }; }; }, nil, 6, true, true, "", "", 8]] remoteExec ["addAction", [0, -2] select isDedicated]; _unit addEventHandler ["Killed", { params ["_unit"]; removeAllActions _unit; }]; _unit setVariable ["actionsAdded", true]; }; }; // Function to check all civilians and add actions if not already added checkForCivilians = { { if (side _x == civilian && {!(_x getVariable ["actionsAdded", false])}) then { [_x] call addCivActions; }; } forEach allUnits; }; // Schedule the check to run periodically on the server [] spawn { while {true} do { call checkForCivilians; sleep 8; // Adjust the interval as needed }; }; So now the issue flipped. I can order civ AI that spawn through my script to "Get Down" and it works..... however when I spawn a civilian while playing as Zeus the "GET DOWN" action is present but the order doesn't seem to execute.... I am assuming this means that when units spawn through Zeus I don't know where that execution is actually occurring. Either way I am still missing the ability to order them to "STOP"- 6 replies
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- civ interactions
- civilian interactions
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Basic Civilian Interactions *Problem*
Ironman13 replied to Ironman13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So every line of code needs to be remote executed properly, ok. Shouldn't take too long to fix that. A few questions: - Why does the action "Get Down" show up but "Stop" doesn't? The syntax is correct, the code isn't functioning properly due to locality but that shouldn't mean the code just stops processing...right? - Why does disableAI and enableAI execute differently...who wrote this engine? 🤡🤡🤡🤡🤡🤡 - So when Zeus throws a civilian unit down doesn't that execute on the server? Why would the "Get Down" command execute properly from a Zeus spawns a civilian? - Should I be using [0, -2] select isDedicated] at the end of every remoteExecute? Just trying to understand why this issue is presenting the way it is. Would you recommend a different way of writing this that would be more succinct or am I already on the right path?- 6 replies
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- civ interactions
- civilian interactions
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Basic Civilian Interactions *Problem*
Ironman13 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello everyone. I have been struggling to find out why this script is not executing properly on my dedicated server. Unfortunately my LINUX dedicated server host is unwilling to provide me with a server.rpt file that would make my troubleshooting easier I believe. Objective: Create a script that will add two actions to civilians on the map. Code executed in the InitServer.sqf: //add actions to civilians addCivActions = { params ["_unit"]; if (!isNil "_unit" && {_unit isKindOf "Man"}) then { [_unit, ["<t color='#FF0000'>Get Down</t>", { params ["_target"]; _target setUnitPos "DOWN"; removeAllActions _target; [_target] spawn { sleep 10; private _unit = _this select 0; if (alive _unit) then { _unit setUnitPos "UP"; [_unit] remoteExec ["addCivActions", 2]; }; }; }, nil, 6, true, true, "", "", 8]] remoteExec ["addAction", [0, -2] select isDedicated]; [_unit addAction ["<t color='#FF0000'>Stop</t>", { params ["_target"]; _target disableAI "MOVE"; removeAllActions _target; [_target] spawn { sleep 10; private _unit = _this select 0; if (alive _unit) then { _unit enableAI "MOVE"; [_unit] remoteExec ["addCivActions", 2]; }; }; }, nil, 6, true, true, "", "", 8]] remoteExec ["addAction", [0, -2] select isDedicated]; _unit addEventHandler ["Killed", { params ["_unit"]; removeAllActions _unit; }]; _unit setVariable ["actionsAdded", true]; }; }; // Function to check all civilians and add actions if not already added checkForCivilians = { { if (side _x == civilian && {!(_x getVariable ["actionsAdded", false])}) then { [_x] call addCivActions; }; } forEach allUnits; }; // Schedule the check to run periodically on the server [] spawn { while {true} do { call checkForCivilians; sleep 8; // Adjust the interval as needed }; }; Problem: I am not asking for someone else to re-write my script but I am sure you can tell I am a novice at scripting at best. If there is a simpler solution to achieve what I want I am all ears. Keep in mind the solution must work on a dedicated server and I dont want civilians running around with multiple of the same commands. addAction only executes locally, remoteExec is suppose to supplement the limiting nature of locality..... that is about as far as my understanding goes currently. Been stuck with this problem for 2 weeks. I have tried executing it as a script outside of Initserver.sqf. I have tried calling the function at the point of civilians spawning. I have tried other things that didn't work too, I am at my wits end especially after asking my friend to throw it on his server and seeing it execute flawlessly..... He literally copy and pasted my code, only difference is he executed the code from the advanced developer tools mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2369477168 while I have a file in my mission folder.- 6 replies
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- civ interactions
- civilian interactions
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coop [MP CO45] COIN - Counter Insurgency Operations
Ironman13 replied to whiztler's topic in ARMA 3 - USER MISSIONS
Sorry for the 3year bump but suggestions were directed to be made here. Suggestions: Add this composition to your missions for earplug functionality, vehicle un-flipping, magazine repacking, and more: https://steamcommunity.com/sharedfiles/filedetails/?id=2965509871 Change how you word/display the required mods: Currently: Updated Loadouts aren't saved upon respawn, suggest updating your framework or using a known working solution such as: https://steamcommunity.com/sharedfiles/filedetails/?id=2764558652&searchtext=Arsenal Arsenal would be nice to have, at least have as a parameter for the mission. (I know this can lead to missions not being played the intended way) Support call in wait time is great for a more realistic feel but most the time they dont work as intended. 2 suggestions: have wait time set by a parameter, use better solutions for support calls. My own desire/suggestion: Hey, just going through your COIN setup. I noticed the VBED's are dependent on the ACT which is part of your ADF framework. I was wondering if you wrote all that code yourself or if the VBED was inspired from another script you found. I have been looking for VBIED/VBED scripts and everything I see is player/Zeus controlled. You have the first AI VBED script I have found but it is very interwoven into your framework. Just want your input on how difficult it would be to pull out of the ADF framework and open this function up to the community. I am still looking for the location of this function: ADF_fnc_createIED -
All I know is that Acre works when I disable the loadout. So I'll just make a custom loadout script
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Yea I did test it on a dedicated server too and it still didn't work. I play with the UnitedOperations community and have a more updated version than most. It is possible that is the cause since you had no problems. I am at version 2.1.0.860
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There is literally nothing in the RPT error related to ACRE. As I said, I can see the two different radios in the mission. They just simply don't work. 3:57:49 No owner 3:57:49 Starting mission: 3:57:49 Mission file: CO37_two-sierra-tour1-day01 3:57:49 Mission world: Zargabad 3:57:49 Mission directory: C:\Users\Ironman\Documents\Arma 3\missions\CO37_two-sierra-tour1-day01.Zargabad\ 3:57:50 Attempt to override final function - bis_functions_list 3:57:50 Attempt to override final function - bis_functions_listpreinit 3:57:50 Attempt to override final function - bis_functions_listpostinit 3:57:50 Attempt to override final function - bis_functions_listrecompile 3:57:51 Attempt to override final function - bis_fnc_missiontaskslocal 3:57:51 Attempt to override final function - bis_fnc_missionconversationslocal 3:57:51 Attempt to override final function - bis_fnc_missionflow 3:57:51 Attempt to override final function - rhs_fnc_findangle 3:57:51 Attempt to override final function - rhs_fnc_calcbalistic 3:57:52 [667569,32540.4,0,"XEH: PreInit Started. v2.2.0.151130. MISSINIT: missionName=CO37_two-sierra-tour1-day01, worldName=Zargabad, isMultiplayer=false, isServer=true, isDedicated=false"] 3:57:52 ACRE2 Library Loaded 3:58:07 [667569,32555.9,0,"XEH: PreInit Finished."] 3:58:08 soldier[B_soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:08 soldier[B_soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:08 soldier[B_soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:08 soldier[B_soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:08 soldier[B_soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:08 soldier[B_soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:08 soldier[B_soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:08 soldier[B_soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:08 soldier[B_soldier_AA_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:08 soldier[B_soldier_AA_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:09 soldier[B_HeavyGunner_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:09 soldier[B_soldier_AT_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:09 soldier[B_soldier_AT_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:12 No owner 3:58:12 "ADF RPT: Init - executing init.sqf" 3:58:13 "ADF RPT: Init - executing ADF_init_pre.sqf" 3:58:13 "" 3:58:13 "" 3:58:13 "--------------------------------------------------------------------------------------" 3:58:13 "ADF RPT: SERVER" 3:58:13 "--------------------------------------------------------------------------------------" 3:58:13 "" 3:58:13 "" 3:58:13 "ADF RPT: Init - executing ADF_init_config.sqf" 3:58:14 [667588,32562.7,0,"XEH: PostInit Started"] 3:58:14 [667588,32562.9,0,"CBA_VERSIONING: cba=2.2.0.151130, "] 3:58:14 [ACE] (common) INFO: ACE is version 3.4.1.0. 3:58:14 [ACE] (common) INFO: Extension version: ace_break_line: 3.2.0-bf4e95e 3:58:14 [ACE] (common) INFO: Extension version: ace_parse_imagepath: 3.2.0-bf4e95e 3:58:14 [ACE] (common) INFO: Extension version: ace_clipboard: 3.2.0-bf4e95e 3:58:14 [ACE] (common) INFO: Extension version: ace_fcs: 3.2.0-bf4e95e 3:58:14 [ACE] (common) INFO: Extension version: ace_advanced_ballistics: 3.2.0-bf4e95e 3:58:14 [ACE] (nametags) INFO: ACRE Detected. 3:58:15 ACRE: Loading Map: \ca\zargabad\zargabad.wrp 3:58:15 [ACRE]: AI Detection Activated! 3:58:15 ACRE: Loaded Binary Antenna Data for ACRE_BaseAntenna [\idi\clients\acre\addons\sys_antenna\binary\VHF_1.2m_whip_gain.aba]: 1 3:58:15 ACRE: Loaded Binary Antenna Data for ACRE_14IN_UHF_TNC [\idi\clients\acre\addons\sys_antenna\binary\UHF_14_inch_gain.aba]: 1 3:58:15 ACRE: Loaded Binary Antenna Data for ACRE_120CM_VHF_TNC [\idi\clients\acre\addons\sys_antenna\binary\VHF_1.2m_whip_gain.aba]: 1 3:58:15 ACRE: Loaded Binary Antenna Data for ACRE_120CM_VHF_BNC [\idi\clients\acre\addons\sys_antenna\binary\VHF_1.2m_whip_gain.aba]: 1 3:58:15 ACRE: Loaded Binary Antenna Data for ACRE_13IN_UHF_BNC [\idi\clients\acre\addons\sys_antenna\binary\UHF_13_inch_gain.aba]: 1 3:58:15 ACRE: Loaded Binary Antenna Data for ACRE_2HALFINCH_UHF_TNC [\idi\clients\acre\addons\sys_antenna\binary\UHF_2.5_inch_gain.aba]: 1 3:58:15 ACRE: Loaded Binary Antenna Data for ACRE_OE303_VHF_BNC [\idi\clients\acre\addons\sys_antenna\binary\oe303_gain.aba]: 1 3:58:15 [667588,32564.3,0,"XEH: PostInit Finished. State: _isClient=true, _isJip=false, _isDedClient=false, _isServer=true, _isDedServer=false, _playerCheckDone=true, _sp=true, _startInitDone=true, _postInitDone=true, _mpRespawn=false, _machineType=1, _sessionId=3, _level=0, _timeOut=false, _game=3, BIS_functions=<NULL-object>, group=<NULL-group>, player=INF_PC, _playerType="B_officer_F", _playerGroup=B gCO_1"] 3:58:15 [ACE] (common) INFO: Settings received from server. 3:58:15 [ACE] (common) INFO: Settings initialized. 3:58:16 [ACE] (common) INFO: 176 delayed functions running. 3:58:16 ACRE: Map Load Complete: \ca\zargabad\zargabad.wrp 3:58:16 [CBA Keybinding] WARNING: United Operations=>Admin Console called CBA_fnc_registerKeybindToFleximenu is no longer a valid function and has been replaced with CBA_fnc_addKeybindToFleximenu. Contact the developer of mod United Operations to change the code to use the new function. 3:58:16 [CBA Keybinding] WARNING: United Operations=>Admin Console called cba_fnc_registerKeybind is no longer a valid function and has been replaced with cba_fnc_addKeybind. Contact the developer of mod United Operations to change the code to use the new function. 3:58:16 "Converted _defaultKeybind => [221,false,false,false]" 3:58:16 "ADF RPT: Init - executing taw_vf\fn_tawvdInit.sqf" 3:58:18 "ADF RPT: Init - executing briefing.sqf" 3:58:18 "ADF RPT: Init - executing ADF_HC.sqf" 3:58:18 "ADF RPT: Init - executing initServer.sqf" 3:58:18 3:58:18 3:58:18 3:58:18 #################### CO37_two-sierra-tour1-day01 #################### 3:58:18 3:58:18 "ADF RPT: Init - executing initPlayerLocal.sqf" 3:58:18 "ADF RPT: Init - executing initPlayerServer.sqf" 3:58:20 Error in expression <tance _prevPos > 100) || (CUP_lampState != _pre_st)) then { _pre_st = CUP_lampSt> 3:58:20 Error position: <!= _pre_st)) then { _pre_st = CUP_lampSt> 3:58:20 Error !=: Type Bool, expected Number,String,Not a Number,Object,Side,Group,Text,Config entry,Display (dialog),Control,Network Object,Team member,Task,Location 3:58:20 File ca\structures_c\Misc_Powerlines\emmisiveLights.sqf, line 45 3:58:21 acre_sys_data_radioData: Location NameVillage at -10000, -10000 3:58:22 "ADF RPT: HC - NO Headless Client detected, using server" 3:58:22 "ADF RPT: Init - executing ADF_fnc_presets.sqf" 3:58:23 "ADF RPT: Init - executing ADF_clientLoadout.sqf" 3:58:23 "ADF RPT: Init - executing ADF_GM.sqf" 3:58:23 "ADF RPT: ZEUS - No GM units active. Terminating ADF_GM" 3:58:23 "ADF RPT: Init - executing Scr\init.sqf" 3:58:23 "ADF RPT: Init - executing ADF_fnc_Loadout2S.sqf" 3:58:23 "ADF RPT: Init - executing ADF_clientPreset.sqf" 3:58:23 "ADF RPT: Init - executing ADF_init_post.sqf" 3:58:23 "ADF RPT: Init - executing Scr\init_server.sqf" 3:58:23 "ADF RPT: Init - executing ADF_fnc_position.sqf" 3:58:23 [ACE] (interact_menu) INFO: All compile checks passed 3:58:23 "ADF RPT: Init - executing ADF_fnc_distance.sqf" 3:58:23 "ADF RPT: Init - executing ADF_fnc_vehiclePatrol.sqf" 3:58:23 "ADF RPT: Init - executing ADF_fnc_defendArea.sqf" 3:58:23 "ADF RPT: Init - executing ADF_fnc_objectMarker.sqf" 3:58:23 "ADF RPT: Init - executing ADF_redress_Pashtun.sqf" 3:58:23 "ADF RPT: Init - executing ADF_redress_CSAT.sqf" 3:58:23 "ADF RPT: Init - executing xray_server.sqf" 3:58:24 "ADF RPT: Init - executing bearclaw_server.sqf" 3:58:24 "-----------------------------------------------------" 3:58:24 "TWO SIERRA: BEARCLAW spawned and set" 3:58:24 "-----------------------------------------------------" 3:58:24 "-----------------------------------------------------" 3:58:24 "TWO SIERRA: Spawning CSAT + Pashtun CP's, Patrols" 3:58:24 "-----------------------------------------------------" 3:58:24 "-----------------------------------------------------" 3:58:24 "TWO SIERRA: XRAY spawned and set" 3:58:24 "-----------------------------------------------------" 3:58:25 soldier[I_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:25 soldier[I_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:27 soldier[I_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:27 soldier[I_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:34 "-----------------------------------------------------" 3:58:34 "TWO SIERRA: ZEBRA support group activated" 3:58:34 "-----------------------------------------------------" 3:58:34 "ADF RPT: Init - executing Scr\init_client.sqf" I will try adding radios via the soldier's init lines and see if that works properly. =================================== Possible problems might be found in ADF_fnc_presets because all I see are TFAR radios being set. It is weird that _ADF_preset = "2SIERRA" because in the ADF_fnc_presets there is no "2Sierra" defined, not sure where this is being defined. ===================================== Pretty much everywhere I only see TFAR stuff being defined. I don't see anywhere where ACRE things are being defined. Also, when I turn off the custom loadout option I can use my ACRE radios perfectly. This is just a work around and I am sure you would want to fix it since you advertise it is good to go with ACRE.
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In Bearclaw: For some reason ACRE is simply not working. Let me be clear. I fully waited for mission to initialize and the 343 that is in my inventory wont transmit when I press CAPS LOCK. When the mission is "Initializing" if I use Caps lock I see that I can transmit on a 343 even though it says not to touch radio. After initializing is done I still have a 343 in inventory and it doesn't work. I tried dropping it and picking it back up, that didn't work. Also the 148 wont work. I can't switch between 2 radios. It is like it recognizes the mod before initializing but then after initializing it just turns it off. I am not sure what is causing this problem but maybe you guys know. I am assuming that if it is doing this in one mission it will do it in all the other ones.
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I hope my idea isn't lost in this sea of suggestions. I hope someone takes it seriously. ArmA 3 has over 5,000 servers. If you order them by number of players in them you will only find 100-150 servers have people in them. The majority of those having less than 5 people in them. This community, if it is to progress, needs a radical idea to "keep on keeping on." I submitted my radical idea that wouldn't be that hard to implement. I hope other people try to come up with more radical ideas to try and resuscitate this community and bring unity to it. This is a global game and I have prospered greatly just interacting with people from different countries. I hope other people, newer to the community, realize this potential.
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Texturing the Civi's Box truck
Ironman13 replied to wyattwic's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It took me a while to figure it out but I did... http://steamcommunity.com/sharedfiles/filedetails/?id=560100277 -
script snippet - downlad data from a laptop
Ironman13 replied to t-800a's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Has this been optimized to work on a dedicated server or am I responsible for that functionality? -
So, how are you guys going to account for the amount of hacks/cheats that plague this game? This game mode has the potential to just be populated by hacks/cheats if not policed. I would suggest keeping this just a BI controlled thing. Create leagues with leader boards and have it policed by BI. Is this something that would be a detriment to the community? No, people can still un-pbo the mission and add whatever they want to it and play it with their friends. However, if you guys make an official league where top players can win swag or just reputation it can be something that brings the community together. I would suggest a tiered (skill based) league system might be something to spark some excitement in the community. This would require some form of tracking to be implemented. Not sure if that tech exists in this game. I'm just spit balling. I am tired of looking at this community and seeing how so many communities are separated by such large gaps. If this is truly a sandbox game why hasn't something like this already been done? Example: Player starts game. At title screen player can look for end game mode teams to join or create. Teams can be open, closed, or invite only. Once a player joins/creates a team they are able to challenge another team with a specified date and time. The team challenged can accept or deny challenge. (Or just captains of teams can do this) Based off the results of these "skirmishes" teams can move up or down in leagues. Then official BI tournaments can be formed where swag can be won. Teams can apply and be placed in appropriate skilled brackets. Something like this would have the potential to really bring the community together.
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Ammo Crate Utility | Easily add guns/ammo/items toCrates
Ironman13 replied to jdanek's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This tool would be much more powerful if we didn't have to manually input mods' weapons. It doesn't save that much time.