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Posts posted by bloodxgusher
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Hey beerkan. Do you use any tools or utilities to build in the editor. Something like lining items up, positioning things exactly how you want them like at 90 degree or directly on top of other items
Also is there a way to spawn in already created templates?
Thanks
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Lol I looked on the page and saw all read and a somewhat lengthy read and was like "I AiN't reAdin all DaT sheEET" Lol. I working on a website and other projects all at the same time and was like "ill just add it to list of things to do" Im sure it has everything just glad i found a solution.
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oh man. This looks like a pain in the Arse. I will have to get to work on this. Thanks
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I did some searching and found nothing recent on this.
I remember back in the Alpha when there were some class name changes of vehicles and others, people had advised opening the mission SQM and manually deleting the classnames corresponding to the items that were no longer available. Of course its not recommend messing with the SQM but I would really like avoiding recreating my entire mission as it is time consuming. I tried finding items like A3_Soft_Hunter and A3_Boat_Assault_Boat but Notpad and Notpad++ says it can not find them.
Any suggestions?
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Lets pool rescources together to track down the bastardAhahaha. That nearly put me in tears of laughter. Lets that not get that hasty haha. Identifying the IP and blocking it would be great though.
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Hey everyone.
So yes. It has been well established what is going on here today by Developers and players.
We understand the game is in Alpha stage and that there will always be hackers.
Been playing since Arma 2 came out back in 2007..or is it 2009. I think its 2009. Lol one of those years. So im sure most of you are very familiar with the series as well.
What I would like to get answered if I can by someone with solid info/knowledge.
What can server admins and mission makers do in the meantime to combat these latest string of script attacks/injections.
Thank you.
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Hello everyone. I would like to introduce you all to a mission I am now hosting
AVG's Fob Wars
- About the mission
This mission is based off TeeTime Warefare Alpha and uses a couple public scripts offered here on the forums like "BTC Revive" "Kelly Heroes Crew Info" and the much popular "VAS"
It is intended to be a PvP oriented game mode with influences from "Project Reality" meaning player involvement is huge.
Players need to work together to keep ammo supply infield.
Communication is key in winning matches as there is no intel given away on the map.(On the Veteran and Elite settings.)
For those who are use to a lighter approach, AI and other Warefare features are left intact and can be used.
To find the mission, just filter AVG or Fob_Wars - Server
The hosting method at this time uses the Arma 3 Dedicated server workaround.
http://forums.bistudio.com/showthread.php?147537-Tutorial-How-to-run-ArmA3-server-on-a-dedicated-server&highlight=Light
The mission is set to play with 60players
I plan to truly Dedicated host once I see there is some interest in the mission. Until then I host most days of the week.
Always on Steam. ID: BloodxGusher
Let me know if you wish to play or host yourself. - Features
Armaments tweaked so that weapons and gear related to your faction can be selected
Mobile Vehicle Supply
Limited Artillery
Custom Group Creation
Thanks for reading.
- About the mission
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yeah thought about that.I sort of need to heal in 0.05 increments until damage is nothing.
I will test something out an get back to you.
in the mean time, just change the sleep to something a little more realistic. 10 or 15 seconds maybe.
I should probalby put a break in there somewhere if a key is pressed so it stops if the player reacts to being shot or something else where they need to move.
Sweet. That last part sounds even better. I will test this on my server.
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I gave this a try multiple times and every time I played it was just an entire DM spree kill fest. Note, this was while admins were on.
I have been playing RP since A2 launch and there are going to be servers like that, similar to Gary's Mod and others where there is nothing but trolling and getting screwed over constantly.
I commend the effort these guys are taking to bring RP to the A3 but like someone stated there is really no reason to play unless you really have nothing better to do with your time. This literately DM mode with extra steps in the way of you acquiring a gun. The features that contain and regulate all the nuances of the RP environment is just not there yet.
---------- Post added at 06:09 AM ---------- Previous post was at 06:08 AM ----------
City Life will be with ArmA 3 eventually, can't wait.You mean that server where you get kicked for not bowing to the admin?
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no, putthis addaction ["Heal","heal.sqf",[],1,false,false,"","((damage _caller)>0.2)"];
in the vehicle initialisation in the editor of any vehicle you want to use as a health bus!!
you can take out the check for damage if you like, but as it is above this means players can still use FAK until they get to the medic vehicle.
this addaction ["Heal","heal.sqf",[],1,false,false];
I was wondering if you knew of a way to spruce this up a bit. Maybe a way to display how much are you are being healed by in increments until full health is reached.
This is really cool I just hate how fast it takes to heal
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Tonic I know I bugged you in the past about limiting items per side.(So blufor can't use opfor items and vice versa)
Just wondering if there are still plans for that.
//Also. I noticed the instructions to restrict certain items is gone from the first post.
Never mind. I poked around for the last part.
Just want to update.
After some testing, I have figured out how to limit specific gear,items etc to the players side/faction
In the Config.sqf, you want to section the code by a condition pertaining to the players side
if (playerside == west) then { //If the arrays below are empty (as they are now) all weapons, magazines, items, backpacks and goggles will be available //Want to limit VAS to specific weapons? Place the classnames in the array! vas_weapons = ["hgun_Rook40_snds_F","hgun_Rook40_F","arifle_SDAR_F","arifle_TRG21_GL_ACO_point_F","arifle_TRG21_GL_ACO_point_mzls_F","arifle_TRG21_GL_ACOg_point_F","arifle_TRG21_GL_ACOg_point_mzls_F","arifle_TRG21_GL_F","LMG_Mk200_F","arifle_Khaybar_ACO_point_F","arifle_Khaybar_C_ACO_F","arifle_Khaybar_C_ACO_flash_mzls_F","arifle_Khaybar_C_ACO_point_F","arifle_Khaybar_C_ACOg_F","arifle_Khaybar_C_ACOg_flash_mzls_F","arifle_Khaybar_C_ACOg_point_F","arifle_Khaybar_C_F","arifle_Khaybar_C_Holo_F","arifle_Khaybar_C_Holo_mzls_F","arifle_Khaybar_C_Holo_point_F","arifle_Khaybar_C_Nstalker_point_mzls_F","arifle_Khaybar_F","arifle_Khaybar_GL_ACO_point_F","arifle_Khaybar_GL_ACO_point_mzls_F","arifle_Khaybar_GL_ACOg_point_F","arifle_Khaybar_GL_ACOg_point_mzls_F","arifle_Khaybar_GL_F","arifle_Khaybar_Holo_mzls_F"]; //Want to limit VAS to specific magazines? Place the classnames in the array! vas_magazines = ["30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green_mag_Tracer","20Rnd_556x45_UW_mag","30Rnd_556x45_Stanag","200Rnd_65x39_cased_Box","200Rnd_65x39_cased_Box_Tracer"]; //Want to limit VAS to specific items? Place the classnames in the array! vas_items = ["H_HelmetO_ocamo","H_MilCap_ocamo","H_PilotHelmetHeli_O","U_OI_CombatUniform_ocamo","U_OI_PilotCoveralls","U_OI_Wetsuit"]; //Want to limit backpacks? Place the classnames in the array! vas_backpacks = []; //Want to limit goggles? Place the classnames in the array! vas_goggles = []; };
This will limit only said items to your side/faction to use. Just make sure you get every class-name of every item you want the specific side/faction to use.
Its a pain in the christmas-hams but its worth it if you are using VAS for a very specific mission/playstyle.
I am currently still testing and tweaking this on my sever so im not sure what errors this causes but when I last tested, it worked great.
I hope this helps all who are interested.
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I think I may have found the problem. The Get/Set Loadout from aeroson that I was using stores variables in the uinamespace which is ok, but it sets/saves the player's current loadout every few seconds (from the init.sqf) and causes the player's current weapon to "reset". Changing that routine solved the problem.I mention it here because I noticed that other coders are using similar routines to get, set, and save without realizing the effect it would have.
Ah ok. That may be whats going on with me. Im using TeeTimes Warefare and his mission uses a built in "save gear" function that may be causing it. I also use the VAS system as well.
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The correct syntax for each command can be found below:https://community.bistudio.com/wiki/disableCollisionWith
https://community.bistudio.com/wiki/enableCollisionWith
As you see, it is specific for two vehicles so you would have to specify which vehicles you wanted it to affect. Please note from this thread it appears that it does not work with static objects:
Did you look on this page? http://killzonekid.com/arma-2-arma-3-scripting-commands-list/ use ctrl+F to find stuffenableCollisionWith will be under E in Arma3 section disableCollisionWith is under D in the same section
---------- Post added at 11:21 ---------- Previous post was at 11:19 ----------
It works with some static objects
http://killzonekid.com/arma-scripting-tutorials-getting-started/ has script example to try at the end
Thanks gentlemen. I did not realize there were TWO sections with commands. The one I was looking for was way at the bottom.
Shame this only works with vehicles.
Anyone know of a work around? Its weird that I can combine, fuse sandbag walls but not other objects.
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enablecollisonwith disablecollisonwith check full commands list in my signatureThe commands you listed are nowhere in the command life in your signature.
I tried the commands ingame in the editor but not luck. Maybe I am using them wrong.
in the init of a wall object I just have enablecollisionwith;
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Working in the editor and was wondering if anyone has played around with object collision yet?
As we all know in A2, it was possible to place thing underground, inside of other objects, and of course on top of others.
Is there a command in the init of the object that would allow it to collide with others like "can collide"
Thanks.
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Ok I dont know whether or not anyone else is getting this problem, since the update the Editor wont allow me to load in my Mission that I have been designing. I get nothing in the load menu and it wont read the Arma 3 Alpha directory in my documents.Can someone advise me please.
Having the same issues.
Seems to be the same thing with the last update. The classnames of the Ifrit were corrected from Galkin to Ifrit. In my mission I was using concrete ramps and walls and more. Upon loading trying to load teh mission I get the error stating those items were removed.
Guessing going in the mission.sqm and deleting all classnames to those old/removed items?
CORRECTION!
Upon retesting. No need to mess with your mission.sqm. Just load the mission and what ever items missing will not load but mission is still playable.
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Im really curious how the physics will affect this.
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Yes I have this as well. It is really angering. Mine never stay on. I have the slightest clue what is doing it
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briefing.sqf from Zeus ???If you use it, you must use @CBA addon
I dont know what Zeus is but all I did was create a file document with Notepad and then make mission info so when the player joins the server he/she will see what they have to do, rules and info.
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Well, it would only really be fuel and damage right? And hypothetically, while the vehicle is in the 'garage' it could be repaired and refueled, yeah? So you could just delete the vehicle when its stored, save the classname, and create a new one. I think.Theres more to it than that – the contents of the vehicle for example. Especially as far as ammo per magazine goes.So ff you want to do that right, it'll quickly grow into a very complex script.
Teleporting the vehicle away and disabling its simulation doesn't cost much performance and makes sure everything is saved properly, without any hassle.
Another alternative would be to allow saving in the garage only when the cargo of the vehicle is completely empty.
I think the point of view I was approaching this with was persistence. Similar to MineCraft where what you do in that world is permanent and those who join in progress are updated to those actions. so for example in some mock up mission where the player has the ability to load his/her vehicle, house with item, save the state of that house or vehicle, leave the server and that house and vehicle is subject to being destroyed, robbed or tampered with in some way. Example being the car parked in the driveway of garage is left in the world/ server as owner is offline and can be robbed and such.
I know some would and wouldn't favor that and already sounds super advanced to even implement but what you gents have come up with is doable sounds very simple way of tacking it.
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you type dammage like so... oh wait, they fixed that...I believe in Arma 2 both Damage and Dammage work.
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So i can confirm ths it's something you add in the mission.Don't believe that you can add scripts without problems. Are you sure that you don't need a mod for one of the inseted script ?
Wich script use the function addBriefing ?
For your respawn on the island : It's an issue you have with your btc revive.
change this in the btc fonction file at the player respawn function.
if (BTC_black_screen == 0 || BTC_respawn_time > 0) then
{
titleText ["", "BLACK IN"];
//sleep 2;
//titleText ["", "PLAIN"];
};
player setVariable ["BTC_need_revive",0,true];
BTC_respawn_cond = false;
[] call Tee_Player_Respawn;
and comment the line
[] call Tee_Player_Respawn;
in the loop in the function_action file of the mission
Briefing is all done via the Briefing.sqf
At one point I was using the a Addon from Armaholic that was arma 3 vanilla content that is not accessible via the editor. you know like buildings, walls and such BUT when I tried hosting the mission. they were not signed so I removed the addon and found I did not need it since the materials are already in the game.
In the past I have successfully launched the server with AI working but i have problems with the town info syncing up.
Thanks for following up and the respawn tip.
I will play around with some more settings to see if I can get it to work.
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Is there an error in your RPT ?With the original mission or with your modifications ?
It could very well be something I added.
Pretty much what I have done was take the latest version that Teetime provided and incorporate it with my added scripts like BTC revive. VAS. GrenadeStop and others.
Im using the mission as a base so its the original warefare mode with price changes, the HQ is static inside and enclosed base I built.
the only changes I made to the actual mission itself were removing some towns and base positions on the map and stopping some ingame text that displays at the beginning of the mission.
Added weapons and gear to the civilian resistance in the towns.
Lastly most annoying of all is the respawn. When I started using the latest version. I left the respawns where they were because I wanted to take advantage of the "choose respawn" feature in the mission. However like I mentioned I get the issue now where I spawn on a island with the headless client civilian. Im just now remembering I may have made that headless client playable or non playable so im not sure if that is a issue.
as far as RPT. I have not looked in that file. Im actually really unfamiliar with that file but I will be taking a look.
There are currently no addons as well. Everything I am using is vanilla.
Here is a snippet of my most current RPT
File mpmissions\__CUR_MP.Stratis\init.sqf, line 430 Error in expression < " + "to discuss the results"] ] call FHQ_TT_addBriefing; [ PlayerGrou> Error position: <] call FHQ_TT_addBriefing; [ PlayerGrou> Error Missing ; File mpmissions\__CUR_MP.Stratis\init.sqf, line 430 Error in expression < " + "to discuss the results"] ] call FHQ_TT_addBriefing; [ PlayerGrou> Error position: <] call FHQ_TT_addBriefing; [ PlayerGrou> Error Missing ; File mpmissions\__CUR_MP.Stratis\init.sqf, line 430 Error in expression < " + "to discuss the results"] ] call FHQ_TT_addBriefing; [ PlayerGrou> Error position: <] call FHQ_TT_addBriefing; [ PlayerGrou> Error Missing ; File mpmissions\__CUR_MP.Stratis\init.sqf, line 430 Error in expression < " + "to discuss the results"] ] call FHQ_TT_addBriefing; [ PlayerGrou> Error position: <] call FHQ_TT_addBriefing; [ PlayerGrou> Error Missing ; File mpmissions\__CUR_MP.Stratis\init.sqf, line 430 Error in expression < " + "to discuss the results"] ] call FHQ_TT_addBriefing; [ PlayerGrou> Error position: <] call FHQ_TT_addBriefing; [ PlayerGrou> Error Missing ; File mpmissions\__CUR_MP.Stratis\init.sqf, line 430 Error in expression < " + "to discuss the results"] ] call FHQ_TT_addBriefing; [ PlayerGrou> Error position: <] call FHQ_TT_addBriefing; [ PlayerGrou> Error Missing ; File mpmissions\__CUR_MP.Stratis\init.sqf, line 430 Error in expression < " + "to discuss the results"] ] call FHQ_TT_addBriefing; [ PlayerGrou> Error position: <] call FHQ_TT_addBriefing; [ PlayerGrou> Error Missing ; File mpmissions\__CUR_MP.Stratis\init.sqf, line 430 Error in expression < " + "to discuss the results"] ] call FHQ_TT_addBriefing; [ PlayerGrou> Error position: <] call FHQ_TT_addBriefing; [ PlayerGrou> Error Missing ; File mpmissions\__CUR_MP.Stratis\init.sqf, line 430 Error in expression < " + "to discuss the results"] ] call FHQ_TT_addBriefing; [ PlayerGrou> Error position: <] call FHQ_TT_addBriefing; [ PlayerGrou> Error Missing ; File mpmissions\__CUR_MP.Stratis\init.sqf, line 430 Error in expression < " + "to discuss the results"] ] call FHQ_TT_addBriefing; [ PlayerGrou> Error position: <] call FHQ_TT_addBriefing; [ PlayerGrou> Error Missing ; File mpmissions\__CUR_MP.Stratis\init.sqf, line 430 Error in expression < " + "to discuss the results"] ] call FHQ_TT_addBriefing; [ PlayerGrou> Error position: <] call FHQ_TT_addBriefing; [ PlayerGrou> Error Missing ; File mpmissions\__CUR_MP.Stratis\init.sqf, line 430 Error in expression < " + "to discuss the results"] ] call FHQ_TT_addBriefing; [ PlayerGrou> Error position: <] call FHQ_TT_addBriefing; [ PlayerGrou> Error Missing ; File mpmissions\__CUR_MP.Stratis\init.sqf, line 430 Error in expression < " + "to discuss the results"] ] call FHQ_TT_addBriefing; [ PlayerGrou> Error position: <] call FHQ_TT_addBriefing; [ PlayerGrou> Error Missing ; File mpmissions\__CUR_MP.Stratis\init.sqf, line 430 Error in expression < " + "to discuss the results"] ] call FHQ_TT_addBriefing; [ PlayerGrou> Error position: <] call FHQ_TT_addBriefing; [ PlayerGrou> Error Missing ; File mpmissions\__CUR_MP.Stratis\init.sqf, line 430 Error in expression < " + "to discuss the results"] ] call FHQ_TT_addBriefing; [ PlayerGrou> Error position: <] call FHQ_TT_addBriefing; [ PlayerGrou> Error Missing ; File mpmissions\__CUR_MP.Stratis\init.sqf, line 430 Error in expression < " + "to discuss the results"] ] call FHQ_TT_addBriefing; [ PlayerGrou> Error position: <] call FHQ_TT_addBriefing; [ PlayerGrou> Error Missing ; File mpmissions\__CUR_MP.Stratis\init.sqf, line 430 Error in expression < " + "to discuss the results"] ] call FHQ_TT_addBriefing; [ PlayerGrou> Error position: <] call FHQ_TT_addBriefing; [ PlayerGrou> Error Missing ; File mpmissions\__CUR_MP.Stratis\init.sqf, line 430 Error in expression < " + "to discuss the results"] ] call FHQ_TT_addBriefing; [ PlayerGrou> Error position: <] call FHQ_TT_addBriefing; [ PlayerGrou> Error Missing ; File mpmissions\__CUR_MP.Stratis\init.sqf, line 430 Error in expression < " + "to discuss the results"] ] call FHQ_TT_addBriefing; [ PlayerGrou> Error position: <] call FHQ_TT_addBriefing; [ PlayerGrou> Error Missing ; File mpmissions\__CUR_MP.Stratis\init.sqf, line 430 Error in expression < " + "to discuss the results"] ] call FHQ_TT_addBriefing; [ PlayerGrou> Error position: <] call FHQ_TT_addBriefing; [ PlayerGrou> Error Missing ; File mpmissions\__CUR_MP.Stratis\init.sqf, line 430 Error in expression < " + "to discuss the results"] ] call FHQ_TT_addBriefing; [ PlayerGrou> Error position: <] call FHQ_TT_addBriefing; [ PlayerGrou> Error Missing ; File mpmissions\__CUR_MP.Stratis\init.sqf, line 430 Error in expression < " + "to discuss the results"] ] call FHQ_TT_addBriefing; [ PlayerGrou> Error position: <] call FHQ_TT_addBriefing; [ PlayerGrou> Error Missing ; File mpmissions\__CUR_MP.Stratis\init.sqf, line 430 Error in expression < " + "to discuss the results"] ] call FHQ_TT_addBriefing; [ PlayerGrou> Error position: <] call FHQ_TT_addBriefing; [ PlayerGrou> Error Missing ; File mpmissions\__CUR_MP.Stratis\init.sqf, line 430 Error in expression < " + "to discuss the results"] ] call FHQ_TT_addBriefing; [ PlayerGrou> Error position: <] call FHQ_TT_addBriefing; [ PlayerGrou> Error Missing ; File mpmissions\__CUR_MP.Stratis\init.sqf, line 430 Error in expression < " + "to discuss the results"] ] call FHQ_TT_addBriefing; [ PlayerGrou> Error position: <] call FHQ_TT_addBriefing; [ PlayerGrou> Error Missing ; File mpmissions\__CUR_MP.Stratis\init.sqf, line 430 Error in expression < " + "to discuss the results"] ] call FHQ_TT_addBriefing; [ PlayerGrou> Error position: <] call FHQ_TT_addBriefing; [ PlayerGrou> Error Missing ; File mpmissions\__CUR_MP.Stratis\init.sqf, line 430 Error in expression < " + "to discuss the results"] ] call FHQ_TT_addBriefing; [ PlayerGrou> Error position: <] call FHQ_TT_addBriefing; [ PlayerGrou> Error Missing ; File mpmissions\__CUR_MP.Stratis\init.sqf, line 430 Error in expression < " + "to discuss the results"] ] call FHQ_TT_addBriefing; [ PlayerGrou> Error position: <] call FHQ_TT_addBriefing; [ PlayerGrou> Error Missing ; File mpmissions\__CUR_MP.Stratis\init.sqf, line 430 Error in expression < " + "to discuss the results"] ] call FHQ_TT_addBriefing; [ PlayerGrou> Error position: <] call FHQ_TT_addBriefing; [ PlayerGrou> Error Missing ; File mpmissions\__CUR_MP.Stratis\init.sqf, line 430 Error in expression < " + "to discuss the results"] ] call FHQ_TT_addBriefing; [ PlayerGrou> Error position: <] call FHQ_TT_addBriefing; [ PlayerGrou> Error Missing ; File mpmissions\__CUR_MP.Stratis\init.sqf, line 430 Error in expression < " + "to discuss the results"] ] call FHQ_TT_addBriefing; [ PlayerGrou> Error position: <] call FHQ_TT_addBriefing; [ PlayerGrou> Error Missing ; File mpmissions\__CUR_MP.Stratis\init.sqf, line 430 Error in expression < " + "to discuss the results"] ] call FHQ_TT_addBriefing; [ PlayerGrou> Error position: <] call FHQ_TT_addBriefing; [ PlayerGrou> Error Missing ; File mpmissions\__CUR_MP.Stratis\init.sqf, line 430 Error in expression < " + "to discuss the results"] ] call FHQ_TT_addBriefing; [ PlayerGrou> Error position: <] call FHQ_TT_addBriefing; [ PlayerGrou> Error Missing ; File mpmissions\__CUR_MP.Stratis\init.sqf, line 430 Error in expression < " + "to discuss the results"] ] call FHQ_TT_addBriefing; [ PlayerGrou> Error position: <] call FHQ_TT_addBriefing; [ PlayerGrou> Error Missing ; File mpmissions\__CUR_MP.Stratis\init.sqf, line 430 Error in expression < " + "to discuss the results"] ] call FHQ_TT_addBriefing; [ PlayerGrou> Error position: <] call FHQ_TT_addBriefing; [ PlayerGrou> Error Missing ; File mpmissions\__CUR_MP.Stratis\init.sqf, line 430 Error in expression < " + "to discuss the results"] ] call FHQ_TT_addBriefing; [ PlayerGrou> Error position: <] call FHQ_TT_addBriefing; [ PlayerGrou> Error Missing ; File mpmissions\__CUR_MP.Stratis\init.sqf, line 430 Error in expression <reateMarkerLocal [_markername, position _object]; _marker setMarkerShapeLocal "I> Error position: <_object]; _marker setMarkerShapeLocal "I> Error Undefined variable in expression: _object File mpmissions\__CUR_MP.Stratis\functions.sqf, line 940 Error in expression <reateMarkerLocal [_markername, position _object]; _marker setMarkerShapeLocal "I> Error position: <_object]; _marker setMarkerShapeLocal "I> Error Undefined variable in expression: _object File mpmissions\__CUR_MP.Stratis\functions.sqf, line 940 Error in expression <reateMarkerLocal [_markername, position _object]; _marker setMarkerShapeLocal "I> Error position: <_object]; _marker setMarkerShapeLocal "I> Error Undefined variable in expression: _object File mpmissions\__CUR_MP.Stratis\functions.sqf, line 940 Error in expression <reateMarkerLocal [_markername, position _object]; _marker setMarkerShapeLocal "I> Error position: <_object]; _marker setMarkerShapeLocal "I> Error Undefined variable in expression: _object File mpmissions\__CUR_MP.Stratis\functions.sqf, line 940 Error in expression <reateMarkerLocal [_markername, position _object]; _marker setMarkerShapeLocal "I> Error position: <_object]; _marker setMarkerShapeLocal "I> Error Undefined variable in expression: _object File mpmissions\__CUR_MP.Stratis\functions.sqf, line 940 Error in expression <reateMarkerLocal [_markername, position _object]; _marker setMarkerShapeLocal "I> Error position: <_object]; _marker setMarkerShapeLocal "I> Error Undefined variable in expression: _object File mpmissions\__CUR_MP.Stratis\functions.sqf, line 940 Error in expression <reateMarkerLocal [_markername, position _object]; _marker setMarkerShapeLocal "I> Error position: <_object]; _marker setMarkerShapeLocal "I> Error Undefined variable in expression: _object File mpmissions\__CUR_MP.Stratis\functions.sqf, line 940 Error in expression <reateMarkerLocal [_markername, position _object]; _marker setMarkerShapeLocal "I> Error position: <_object]; _marker setMarkerShapeLocal "I> Error Undefined variable in expression: _object File mpmissions\__CUR_MP.Stratis\functions.sqf, line 940 Error in expression <reateMarkerLocal [_markername, position _object]; _marker setMarkerShapeLocal "I> Error position: <_object]; _marker setMarkerShapeLocal "I> Error Undefined variable in expression: _object File mpmissions\__CUR_MP.Stratis\functions.sqf, line 940 Error in expression <reateMarkerLocal [_markername, position _object]; _marker setMarkerShapeLocal "I> Error position: <_object]; _marker setMarkerShapeLocal "I> Error Undefined variable in expression: _object File mpmissions\__CUR_MP.Stratis\functions.sqf, line 940 Error in expression <reateMarkerLocal [_markername, position _object]; _marker setMarkerShapeLocal "I> Error position: <_object]; _marker setMarkerShapeLocal "I> Error Undefined variable in expression: _object File mpmissions\__CUR_MP.Stratis\functions.sqf, line 940 Error in expression <reateMarkerLocal [_markername, position _object]; _marker setMarkerShapeLocal "I> Error position: <_object]; _marker setMarkerShapeLocal "I> Error Undefined variable in expression: _object File mpmissions\__CUR_MP.Stratis\functions.sqf, line 940 Error in expression <reateMarkerLocal [_markername, position _object]; _marker setMarkerShapeLocal "I> Error position: <_object]; _marker setMarkerShapeLocal "I> Error Undefined variable in expression: _object File mpmissions\__CUR_MP.Stratis\functions.sqf, line 940 Error in expression < "Report: Init Done";}; PlayerGroup, ["Mission", "You are to de> Error position: <PlayerGroup, ["Mission", "You are to de> Error Undefined variable in expression: playergroup File mpmissions\__CUR_MP.Stratis\init.sqf, line 410 Ref to nonnetwork object 165280: butterfly.p3d Ref to nonnetwork object 165281: butterfly.p3d Ref to nonnetwork object 165212: butterfly.p3d Ref to nonnetwork object 165351: fly.p3d Ref to nonnetwork object 165353: fly.p3d Ref to nonnetwork object 165359: honeybee.p3d Ref to nonnetwork object 165362: honeybee.p3d Ref to nonnetwork object 165364: honeybee.p3d Ref to nonnetwork object 165365: fly.p3d Ref to nonnetwork object 165366: fly.p3d Ref to nonnetwork object 165367: fly.p3d Ref to nonnetwork object 165368: honeybee.p3d Ref to nonnetwork object 165330: fly.p3d Ref to nonnetwork object 165370: honeybee.p3d Ref to nonnetwork object 165361: mosquito.p3d Ref to nonnetwork object 165363: fly.p3d Ref to nonnetwork object 165280: butterfly.p3d Ref to nonnetwork object 165281: butterfly.p3d Ref to nonnetwork object 165212: butterfly.p3d Ref to nonnetwork object 165359: honeybee.p3d Ref to nonnetwork object 165362: honeybee.p3d Ref to nonnetwork object 165364: honeybee.p3d Ref to nonnetwork object 165365: fly.p3d Ref to nonnetwork object 165367: fly.p3d Ref to nonnetwork object 165368: honeybee.p3d Ref to nonnetwork object 165330: fly.p3d Ref to nonnetwork object 165370: honeybee.p3d Ref to nonnetwork object 165379: mosquito.p3d Ref to nonnetwork object 165380: fly.p3d Ref to nonnetwork object 165381: fly.p3d Ref to nonnetwork object 165382: fly.p3d Ref to nonnetwork object 165383: honeybee.p3d Ref to nonnetwork object 165384: fly.p3d Ref to nonnetwork object 165377: honeybee.p3d Ref to nonnetwork object 165369: honeybee.p3d Ref to nonnetwork object 165361: mosquito.p3d Ref to nonnetwork object 165378: fly.p3d Ref to nonnetwork object 165281: butterfly.p3d Ref to nonnetwork object 165212: butterfly.p3d Ref to nonnetwork object 165432: mosquito.p3d Ref to nonnetwork object 165433: fly.p3d Ref to nonnetwork object 165434: fly.p3d Ref to nonnetwork object 165435: fly.p3d Ref to nonnetwork object 165436: fly.p3d Ref to nonnetwork object 165438: fly.p3d Ref to nonnetwork object 165439: fly.p3d Ref to nonnetwork object 165440: fly.p3d Ref to nonnetwork object 165444: mosquito.p3d Ref to nonnetwork object 165446: fly.p3d Ref to nonnetwork object 165447: fly.p3d Ref to nonnetwork object 165448: honeybee.p3d Ref to nonnetwork object 165281: butterfly.p3d Ref to nonnetwork object 165280: butterfly.p3d Ref to nonnetwork object 165281: butterfly.p3d Ref to nonnetwork object 55dc2b00# 165460: stone_housebig_v1_ruins_f.p3d Ref to nonnetwork object 165211: butterfly.p3d Ref to nonnetwork object 165212: butterfly.p3d Ref to nonnetwork object Agent 0x5c4c8080 Ref to nonnetwork object 165432: mosquito.p3d Ref to nonnetwork object 165433: fly.p3d Ref to nonnetwork object 165434: fly.p3d Ref to nonnetwork object 165435: fly.p3d Ref to nonnetwork object 165436: fly.p3d Ref to nonnetwork object 165438: fly.p3d Ref to nonnetwork object 165439: fly.p3d Ref to nonnetwork object 165440: fly.p3d Ref to nonnetwork object 165441: honeybee.p3d Ref to nonnetwork object 165442: honeybee.p3d Ref to nonnetwork object 165444: mosquito.p3d Ref to nonnetwork object 165445: fly.p3d Ref to nonnetwork object 165446: fly.p3d Ref to nonnetwork object 165447: fly.p3d Ref to nonnetwork object 165448: honeybee.p3d Ref to nonnetwork object 165449: honeybee.p3d Ref to nonnetwork object 165450: honeybee.p3d Ref to nonnetwork object 165451: honeybee.p3d Ref to nonnetwork object 165452: honeybee.p3d Ref to nonnetwork object 165453: honeybee.p3d Cannot load sound 'a3\sounds_f\vehicles\crash\crash_02.wss' Cannot load sound 'a3\sounds_f\vehicles\crash\crash_02.wss' Client: Object 2:599 (type Type_80) not found. Client: Object 2:599 (type Type_80) not found. Client: Object 2:599 (type Type_80) not found. Client: Object 2:599 (type Type_80) not found. soldier[b_soldier_exp_F]:Some of magazines weren't stored in soldier Vest or Uniform? Duplicate weapon Throw detected for B_soldier_exp_F Duplicate weapon Put detected for B_soldier_exp_F Speaker Male01_F not found in CfgVoiceTypes Ref to nonnetwork object 165754: fly.p3d Ref to nonnetwork object 165753: fly.p3d Ref to nonnetwork object Agent 0x55230080 Ref to nonnetwork object Agent 0x5cae2080 Ref to nonnetwork object 165764: fly.p3d Ref to nonnetwork object 165759: fly.p3d Ref to nonnetwork object 165762: fly.p3d Ref to nonnetwork object 165777: fly.p3d Ref to nonnetwork object 165779: fly.p3d Ref to nonnetwork object 165755: fly.p3d Ref to nonnetwork object 165776: mosquito.p3d Ref to nonnetwork object 165775: mosquito.p3d Ref to nonnetwork object 165778: fly.p3d Client: Nonnetwork object 52c0a040. Client: Nonnetwork object 55230080. Ref to nonnetwork object Agent 0x55230080 Client: Nonnetwork object 57332040. Client: Nonnetwork object 5cae2080. Ref to nonnetwork object Agent 0x5cae2080 soldier[b_soldier_exp_F]:Some of magazines weren't stored in soldier Vest or Uniform? Duplicate weapon Throw detected for B_soldier_exp_F Duplicate weapon Put detected for B_soldier_exp_F Speaker Male01_F not found in CfgVoiceTypes soldier[b_soldier_exp_F]:Some of magazines weren't stored in soldier Vest or Uniform? Duplicate weapon Throw detected for B_soldier_exp_F Duplicate weapon Put detected for B_soldier_exp_F Speaker Male01_F not found in CfgVoiceTypes LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] String STR_A3_cfgWeapons_TimeBomb0 not found String STR_A3_cfgWeapons_TimeBomb0 not found String STR_A3_cfgVehicles_FxExploArmor10 not found String STR_A3_cfgVehicles_FxExploArmor20 not found String STR_A3_cfgVehicles_FxExploArmor30 not found String STR_A3_cfgVehicles_FxExploArmor40 not found String STR_A3_cfgVehicles_FxCartridge0 not found String STR_A3_cfgVehicles_FxExploGround10 not found String STR_A3_cfgVehicles_FxExploGround20 not found String STR_A3_cfgVehicles_FxCartridge_Small0 not found String STR_A3_cfgVehicles_FxCartridge_Small0 not found String STR_A3_cfgVehicles_FxCartridge0 not found String STR_A3_cfgVehicles_FxCartridge0 not found String STR_A3_cfgVehicles_FxCartridge0 not found String STR_A3_cfgVehicles_FxCartridge0 not found String STR_A3_cfgVehicles_FxCartridge0 not found String STR_A3_cfgVehicles_FxCartridge0 not found String STR_A3_cfgWeapons_TimeBomb0 not found soldier[b_soldier_exp_F]:Some of magazines weren't stored in soldier Vest or Uniform? Duplicate weapon Throw detected for B_soldier_exp_F Duplicate weapon Put detected for B_soldier_exp_F Speaker Male01_F not found in CfgVoiceTypes Ref to nonnetwork object 166774: dragonfly.p3d soldier[b_soldier_exp_F]:Some of magazines weren't stored in soldier Vest or Uniform? Duplicate weapon Throw detected for B_soldier_exp_F Duplicate weapon Put detected for B_soldier_exp_F Speaker Male01_F not found in CfgVoiceTypes Group O Alpha 1-1 (0x3f156e00) - network ID 2:606 - no main subgroup Network simulation, time = 716.353 Group O Alpha 1-1 (0x3f156e00) - network ID 2:606 - no main subgroup Group O Alpha 1-1 (0x3f156e00) - network ID 2:606 - no main subgroup Group O Alpha 1-1 (0x3f156e00) - network ID 2:606 - no main subgroup Group O Alpha 1-1 (0x3f156e00) - network ID 2:606 - no main subgroup Group O Alpha 1-1 (0x3f156e00) - network ID 2:606 - no main subgroup Group O Alpha 1-1 (0x3f156e00) - network ID 2:606 - no main subgroup Group O Alpha 1-1 (0x3f156e00) - network ID 2:606 - no main subgroup Speaker Male01_F not found in CfgVoiceTypes Ref to nonnetwork object Agent 0x48dc2080 Ref to nonnetwork object Agent 0x5976c080 Ref to nonnetwork object Agent 0x54e72080 Ref to nonnetwork object Agent 0x554cc040 Ref to nonnetwork object Agent 0x598f0080 Ref to nonnetwork object 166976: butterfly.p3d Ref to nonnetwork object 166977: butterfly.p3d Ref to nonnetwork object 167003: mosquito.p3d Ref to nonnetwork object 167013: mosquito.p3d Ref to nonnetwork object 167000: dragonfly.p3d Ref to nonnetwork object 167005: fly.p3d Ref to nonnetwork object 167168: dragonfly.p3d Ref to nonnetwork object 167164: fly.p3d Ref to nonnetwork object 167007: fly.p3d Ref to nonnetwork object 167169: fly.p3d Ref to nonnetwork object 167006: fly.p3d Ref to nonnetwork object 167002: fly.p3d Ref to nonnetwork object 167176: fly.p3d Ref to nonnetwork object 167161: fly.p3d Client: Nonnetwork object 15cf6040. Client: Nonnetwork object 48dc2080. Ref to nonnetwork object Agent 0x48dc2080 Client: Nonnetwork object 55bf6040. Client: Nonnetwork object 5976c080. Ref to nonnetwork object Agent 0x5976c080 Client: Nonnetwork object 3ab08080. Client: Nonnetwork object 54e72080. Ref to nonnetwork object Agent 0x54e72080 Client: Nonnetwork object 583ca040. Client: Nonnetwork object 554cc040. Ref to nonnetwork object Agent 0x554cc040 Client: Nonnetwork object 3a74a040. Client: Nonnetwork object 598f0080. Ref to nonnetwork object Agent 0x598f0080 soldier[b_soldier_exp_F]:Some of magazines weren't stored in soldier Vest or Uniform? Duplicate weapon Throw detected for B_soldier_exp_F Duplicate weapon Put detected for B_soldier_exp_F Speaker Male01_F not found in CfgVoiceTypes Ref to nonnetwork object 167385: fly.p3d Ref to nonnetwork object 167376: fly.p3d Ref to nonnetwork object 167326: dragonfly.p3d Ref to nonnetwork object 167385: fly.p3d Ref to nonnetwork object 167391: fly.p3d soldier[b_soldier_exp_F]:Some of magazines weren't stored in soldier Vest or Uniform? Duplicate weapon Throw detected for B_soldier_exp_F Duplicate weapon Put detected for B_soldier_exp_F Speaker Male01_F not found in CfgVoiceTypes soldier[b_soldier_exp_F]:Some of magazines weren't stored in soldier Vest or Uniform? Duplicate weapon Throw detected for B_soldier_exp_F Duplicate weapon Put detected for B_soldier_exp_F Speaker Male01_F not found in CfgVoiceTypes LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] Ref to nonnetwork object 167587: dragonfly.p3d Ref to nonnetwork object 167607: butterfly.p3d Ref to nonnetwork object 167563: fly.p3d Ref to nonnetwork object 167564: mosquito.p3d Ref to nonnetwork object 167604: fly.p3d Ref to nonnetwork object 167608: butterfly.p3d Ref to nonnetwork object 167609: butterfly.p3d Ref to nonnetwork object 167613: honeybee.p3d Ref to nonnetwork object 167615: honeybee.p3d Ref to nonnetwork object 167618: honeybee.p3d Ref to nonnetwork object 167619: honeybee.p3d Ref to nonnetwork object 167621: honeybee.p3d Ref to nonnetwork object 167626: fly.p3d Ref to nonnetwork object 167631: fly.p3d Ref to nonnetwork object 167642: fly.p3d Ref to nonnetwork object 167595: fly.p3d Ref to nonnetwork object 167644: fly.p3d Ref to nonnetwork object 167645: fly.p3d Ref to nonnetwork object 167650: mosquito.p3d Ref to nonnetwork object 167651: fly.p3d Ref to nonnetwork object 167652: fly.p3d Ref to nonnetwork object 167581: dragonfly.p3d Ref to nonnetwork object 167659: honeybee.p3d Ref to nonnetwork object 167660: honeybee.p3d Ref to nonnetwork object 167563: fly.p3d Ref to nonnetwork object 167618: honeybee.p3d Ref to nonnetwork object 167619: honeybee.p3d Ref to nonnetwork object 167621: honeybee.p3d Ref to nonnetwork object 167626: fly.p3d Ref to nonnetwork object 167631: fly.p3d Ref to nonnetwork object 167644: fly.p3d Ref to nonnetwork object 167645: fly.p3d Ref to nonnetwork object 167650: mosquito.p3d Ref to nonnetwork object 167652: fly.p3d Ref to nonnetwork object 167660: honeybee.p3d Ref to nonnetwork object 167665: fly.p3d Ref to nonnetwork object 167563: fly.p3d Ref to nonnetwork object 167564: mosquito.p3d Ref to nonnetwork object 167615: honeybee.p3d Ref to nonnetwork object 167618: honeybee.p3d Ref to nonnetwork object 167619: honeybee.p3d Ref to nonnetwork object 167621: honeybee.p3d Ref to nonnetwork object 167626: fly.p3d Ref to nonnetwork object 167631: fly.p3d Ref to nonnetwork object 167595: fly.p3d Ref to nonnetwork object 167644: fly.p3d Ref to nonnetwork object 167645: fly.p3d Ref to nonnetwork object 167650: mosquito.p3d Ref to nonnetwork object 167651: fly.p3d Ref to nonnetwork object 167652: fly.p3d Ref to nonnetwork object 167659: honeybee.p3d Ref to nonnetwork object 167660: honeybee.p3d Ref to nonnetwork object 167662: honeybee.p3d Ref to nonnetwork object 167664: honeybee.p3d Ref to nonnetwork object 167665: fly.p3d Ref to nonnetwork object 167563: fly.p3d Ref to nonnetwork object 167564: mosquito.p3d Ref to nonnetwork object 167615: honeybee.p3d Ref to nonnetwork object 167618: honeybee.p3d Ref to nonnetwork object 167619: honeybee.p3d Ref to nonnetwork object 167621: honeybee.p3d Ref to nonnetwork object 167626: fly.p3d Ref to nonnetwork object 167631: fly.p3d Ref to nonnetwork object 167595: fly.p3d Ref to nonnetwork object 167644: fly.p3d Ref to nonnetwork object 167645: fly.p3d Ref to nonnetwork object 167650: mosquito.p3d Ref to nonnetwork object 167651: fly.p3d Ref to nonnetwork object 167581: dragonfly.p3d Ref to nonnetwork object 167659: honeybee.p3d Ref to nonnetwork object 167660: honeybee.p3d Ref to nonnetwork object 167662: honeybee.p3d Ref to nonnetwork object 167664: honeybee.p3d Ref to nonnetwork object 167665: fly.p3d Ref to nonnetwork object 167563: fly.p3d Ref to nonnetwork object 167564: mosquito.p3d Ref to nonnetwork object 167615: honeybee.p3d Ref to nonnetwork object 167618: honeybee.p3d Ref to nonnetwork object 167619: honeybee.p3d Ref to nonnetwork object 167621: honeybee.p3d Ref to nonnetwork object 167626: fly.p3d Ref to nonnetwork object 167631: fly.p3d Ref to nonnetwork object 167595: fly.p3d Ref to nonnetwork object 167644: fly.p3d Ref to nonnetwork object 167645: fly.p3d Ref to nonnetwork object 167650: mosquito.p3d Ref to nonnetwork object 167651: fly.p3d Ref to nonnetwork object 167652: fly.p3d Ref to nonnetwork object 167581: dragonfly.p3d Ref to nonnetwork object 167659: honeybee.p3d Ref to nonnetwork object 167660: honeybee.p3d Ref to nonnetwork object 167662: honeybee.p3d Ref to nonnetwork object 167664: honeybee.p3d Ref to nonnetwork object 167665: fly.p3d soldier[b_soldier_exp_F]:Some of magazines weren't stored in soldier Vest or Uniform? Duplicate weapon Throw detected for B_soldier_exp_F Duplicate weapon Put detected for B_soldier_exp_F Speaker Male01_F not found in CfgVoiceTypes LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] soldier[b_soldier_exp_F]:Some of magazines weren't stored in soldier Vest or Uniform? Duplicate weapon Throw detected for B_soldier_exp_F Duplicate weapon Put detected for B_soldier_exp_F Speaker Male01_F not found in CfgVoiceTypes Ref to nonnetwork object 169185: honeybee.p3d Ref to nonnetwork object 169188: honeybee.p3d Ref to nonnetwork object 169191: honeybee.p3d Ref to nonnetwork object 169195: honeybee.p3d Ref to nonnetwork object 169196: fly.p3d Ref to nonnetwork object 169198: fly.p3d Ref to nonnetwork object 169205: fly.p3d Ref to nonnetwork object 169208: mosquito.p3d Ref to nonnetwork object 169217: honeybee.p3d Ref to nonnetwork object 169197: fly.p3d Ref to nonnetwork object 169222: fly.p3d Ref to nonnetwork object 55dc2b00# 165460: stone_housebig_v1_ruins_f.p3d Ref to nonnetwork object 169206: mosquito.p3d Ref to nonnetwork object 169207: fly.p3d Ref to nonnetwork object 169223: fly.p3d Ref to nonnetwork object 169225: fly.p3d Ref to nonnetwork object 169201: fly.p3d Ref to nonnetwork object 169224: fly.p3d
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I am having a issue when hosting the mission.
When I test the mission in the editor. Everything seems to work fine.
When I upload the mission and host it off my computer using the dedicated serve work-around. Things mess up. AI don't spawn, can't capture towns. Respawns break.
Anyone have a idea or the same issues?
Addon-Free Stat Save System [Script]
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
I'm not master coder or anything but couldn't you do a check to see if the client-sided save file was the same when the player last left the server? and then if the system detects a change, give the player a warning like a 3 strike system then kick them or flat out kick or ban them?