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alleycat

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Everything posted by alleycat

  1. The server runs remote without steam running along with it.
  2. How to fire a trigger that depends on 3 others having been fired before?
  3. thanks. I tried triggername = true all the time and I wondered why it fails all the time
  4. Thanks for the suggestions but I run TADST with the default performance settings (max band is higher) and I only run one server on that box.
  5. I will try that, thanks. However how costly are these icons?
  6. When I attempt this _x addMissionEventHandler [ "Draw3D", { drawIcon3D ["\A3\ui_f\data\map\markers\military\destroy_ca.paa", [0.5,0,0,0.4], (getPos _x), 0.3, 0.3, 360, "", 0, 0.03, "Purista" ]; } ]; It says missing ; on the first line
  7. Thanks. When using it in a foreach it wont work: { addMissionEventHandler ["Draw3D", { drawIcon3D ["\A3\ui_f\data\map\markers\military\destroy_ca.paa", [0.5,0,0,0.4], getPos _x, 0.3, 0.3, 360, "", 0, 0.03, "Purista"]; }]; } forEach allUnits; The error is caused by getPos _x. In the init.sqf
  8. I have used steam on my remote box to install arma3 and used the server exe in the game folder to run the server. Does that get updated automatically (just run steam and let it update) or do you have to do that weird backdoor shit with command line parameters and cmd files?
  9. Do I have to keep steam running on the box to RUN the server too? Or only for updating? The server runs fine without steam running at the same time but i wonder if that may cause some ID errors that people get on the server
  10. Happens on my server now too, since release.
  11. PSC Infiltrator [2-40] Info: PSC = Perpetual Stealth Combat This mission (Infiltrator) is the first of several PSC missions. The situation in each mission is different. Planned are: Combat divers, Saboteurs, Snipers. A gamemode that pits two very different teams against each other in perpetual combat. The large team has the numbers, firepower and a fortified position. The specialist has better stealth (equipment + environment) Asymetrical combat The larger team, a conventional force with regular infantry weapons against a single specialist (Combat diver). The specialist gets an SDAR and NVG. The regular force has to use flashlights. Perpetual The mission is designed with very little downtime. Instead of a normal approach with extensive gear up and briefings, the game keeps running all the time. The player who kills the specialist becomes the specialist. That means no tedious mission reboot after each completed mission. Also works great for public servers where players can simply drop in and get into the fight. Features -Unique asymetrical stealth combat -Great for public "drop-in" play -Extensive briefing with custom images -Supports 2-40 players -RPT friendly (map have been extensively checked for RPT errors, it wont eat your hard drive) For server admins -AI should be OFF -Difficulty at least on VETERAN (to prevent players getting spotted on map) -Map will automaticall end after 2 hours -Uses a clean up script by aeroson, this means the performance wont degrade over time Download http://steamcommunity.com/sharedfiles/filedetails/?id=177649520 Official Server Name: PSC Infiltrator v0.1 24/7 (Official Server) IP: 178.77.68.114
  12. If you want to call a script from an addon: execVM "\@Addon\addons\server\server.sqf"; This is also very useful if you want to keep server code on the server and prevent clients from copying stuff from your addon (as long as the server files are not publically available) In your case, you almost got the right variant. I highlighted the important slash.Try this: execVM "[size=5][b]\[/b][/size]@MyMod\Addons\MyMod\MyScript.sqf";
  13. On server: if ((_suits == 0)) then { //pick random unit _inf = allUnits call BIS_fnc_selectRandom; diag_log text format ["The new infiltrator is: %1", name _inf]; [_inf] execVM "client\player\turn.sqf"; }; turn.sqf /* turn.sqf */ _obj = _this select 0; diag_log text "START turn.sqf"; removeAllweapons _obj; removeAllitems _obj; removeUniform _obj; removevest _obj; removeAllAssignedItems _obj; _obj addUniform "U_B_Wetsuit"; _obj linkItem "NVGoggles"; _obj linkItem "ItemMap"; _obj addvest "V_TacVest_camo"; _obj addMagazine "20Rnd_556x45_UW_mag"; _obj addMagazine "20Rnd_556x45_UW_mag"; _obj addMagazine "20Rnd_556x45_UW_mag"; _obj addMagazine "20Rnd_556x45_UW_mag"; _obj addMagazine "20Rnd_556x45_UW_mag"; _obj addMagazine "20Rnd_556x45_UW_mag"; _obj addWeapon "arifle_SDAR_F"; _obj addMagazine "16Rnd_9x21_Mag"; _obj addMagazine "16Rnd_9x21_Mag"; _obj addWeapon "hgun_P07_F"; _obj addHandgunItem "muzzle_snds_L"; diag_log text "ADDED GEAR + UNIFORM turn.sqf"; sleep 1; _item = ["INF1","INF2","INF3","INF4","INF5"] call BIS_fnc_selectRandom; _obj setPos [ getmarkerpos _item select 0, getmarkerpos _item select 1, (getmarkerpos _item select 2) -1]; sleep 5; diag_log text "END turn.sqf"; What happens in the game when playing on dedicated: The affected player gets moved to the markers but all gear code is ignored. server rpt: 19:34:10 The new infiltrator is: cat 19:34:10 START turn.sqf 19:34:10 ADDED GEAR + UNIFORM turn.sqf 19:34:12 Client: Object 2:2 (type Type_85) not found. 19:34:12 Client: Object 2:1 (type Type_85) not found. 19:34:13 Error: Object(2 : 2) not found 19:34:13 Error: Object(2 : 1) not found 19:34:14 Client: Object 2:2 (type Type_85) not found. 19:34:14 Client: Object 2:1 (type Type_85) not found. 19:34:16 Client: Object 2:2 (type Type_85) not found. 19:34:16 Client: Object 2:1 (type Type_85) not found. 19:34:16 END turn.sqf client rpt: control[DebugConsole]: Unexpected control type [15] control[MessageBox]: Unexpected control type [15] control[MessageBox]: Unexpected control type [15] control[DebugConsole]: Unexpected control type [15] control[DebugConsole]: Unexpected control type [15] control[MessageBox]: Unexpected control type [15] control[MessageBox]: Unexpected control type [15]
  14. Thx, that function is very useful.
  15. There is a bug that happens only when hosting on a dedicated server. It breaks the gamemode. Hosting on a non-dedicated works fine. New update once I get this fixed ---------- Post added at 19:30 ---------- Previous post was at 17:44 ---------- Bug fixed. Server is on. ---------- Post added at 19:33 ---------- Previous post was at 19:30 ---------- Bug fixed. Server is on.
  16. Thanks, How would the syntax look with my script name? ---------- Post added at 19:17 ---------- Previous post was at 18:51 ---------- I have used [[ _inf], "client\player\turn.sqf", _inf, true] spawn BIS_fnc_MP; But then a function error appears saying that function does not exist.
  17. I narrowed the problem down to this: serverside script calls: [_inf] execVM "client\player\turn.sqf"; I expected this to run on the client, but it only runs on the server. How to force a client to run a client side script from the server?
  18. The official server running PSC is up. Name: PSC Infiltrator v0.1 24/7 (Official Server) IP: 178.77.68.114 (The non steam standalone download will be available soon)
  19. alleycat

    Arma 3 Headless Client

    So you run this on the server box next to the server?
  20. If I wanted to force the playable slots to be AI OFF by default in MP, how would I do that?
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