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Everything posted by reaper lok
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PvE everon remix vanilla by gramps server trouble shooting
reaper lok replied to Daniel Alberto's topic in Arma Reforger - Mods: Discussion
I could not find the version of Conflict PvE that you mention (made by Xbox) - has it been taken down? Also - when first joining any Conflict server it lets you know that switching teams will be prohibited for that match duration. If I had the info on that version I could assist a little more. Some versions change which faction that players can select...I did notice that this was a PvE not PvEvP. My suggestion would be to select an alternate PvE version such as the below version: It may require some mods but its a fun scenario for sure. Here is the game mode... CONFLICTPVEREMIXEDVANILLA by Gramps303 -
Need Help with sqf and Triggers :(
reaper lok posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Situation: I am attempting to call a side-mission that I created in the editor, saved and exported as an sqf file. I am calling the sqf mission file and all works great. The compositions are spawning, enemy are completing waypoints and targets are in their correct positions awaiting destruction 🙂 The issue: When I call the side-mission it sometimes triggers the TASK that spawns with the composition as already completed. I did check to see if the target had clipped a rock or had been destroyed and therefore activated the trigger conditions to fire but no. I am 99.9% sure this is completely an error on my part and the way in which I am butchering scripting etc. Any help would be appreciated. How I am calling script: [] execVM "AO_1.sqf"; My script or what is called: execVM (selectRandom ["AO_1\mission_1.sqf","AO_1\mission_2.sqf"]); Is there a better way to call a mission within an existing mission that has a TASK and triggers attached to it? -
Need Help with sqf and Triggers :(
reaper lok replied to reaper lok's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanx for the reply. I might need to re-think things 🙂 -
This mod looks amazing - I have watched as many clips posted on YouTube as I could find and have been very impressed with all areas of the work! My question is: Is there a way to access the traps etc as they look fantastic. I don'y really play SP but our small community that play MP would love to include these traps randomly placed with the AO if possible. Am I missing a simple piece of documentation regarding these traps and their usage? Thanx REAPER
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Could not agree more! Having a fully flushed out Ai behavior system that included built in animation system for idle troops while at base/points of interest would all aid with immersion when on Recon Missions. The fact that the majority of ArmA scenarios are versus Ai would lend itself to spending more time and resources targeted at these systems. We all know that our strong modding community will create their own take on what Ai should or should not be able to do (see through grass, spot you from over 1000m away or just charge directly at you with no regards for cover or use of the environment). This being said, it would be refreshing to have Ai systems already in place at launch where scenario creators could feel confident that enemy or friendly Ai would react and operate in a more believable and natural manner. My thoughts: I would be very happy with an updated Takistan style Map/Sandbox for mission creation. Not a reskin but using Takistan as a reference point to bring ArmA into 2023/4. It looks like (from Reforger) that an in-game Radio feature will be implemented - great! Logistics also look like a feature thanks to Reforger is testing for ArmA 4 along with reimagined PvP and PvE gamemodes such as Conflict. Finally a mission editor to rival the fantastic Eden Editor would be the icing on the cake as I myself have personally sunk many hundreds of hours building and designing missions for friends to play.
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How would I go about creating a CUSTOM Conflict Mode that simply has access to some community made MODS (weapons and vehicles etc)? Do I need to create a MOD dependency list somewhere? Any help is greatly appreciated.
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General Discussion (Experimental)
reaper lok replied to Nillers's topic in Arma Reforger - Experimental Build
Here is the current server config that is working! { "dedicatedServerId": "", "region": "US", "bindAddress": "", "bindPort": 2001, "publicAddress": "", "publicPort": 2001, "game": { "name": "Tac-Ops Gaming", "scenarioId": "{ECC61978EDCC2B5A}Missions/23_Campaign.conf", "maxPlayers": 128, "visible": true, "supportedPlatforms": [ "PLATFORM_PC", "PLATFORM_XBL" ], "gameProperties": { "serverMaxViewDistance": 5000, "fastValidation": true }, "mods": [] } }- 27 replies
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General Discussion (Experimental)
reaper lok replied to Nillers's topic in Arma Reforger - Experimental Build
My server hosting company were finally able to fix the issue after communicating with a Reforger Dev. I will post the working server config tomorrow on this thread in case it is helpful for others in the future. Thanx again for looking into this and taking the time to help - most appreciated!- 27 replies
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General Discussion (Experimental)
reaper lok replied to Nillers's topic in Arma Reforger - Experimental Build
Here is my server config (i did remove sensitive ip address etc) { "dedicatedServerId": "", "region": "US", "bindAddress": "", "bindPort": 2001, "publicAddress": "", "publicPort": 2001, "game": { "name": "Tac-Ops Gaming", "scenarioId": "{ECC61978EDCC2B5A}Missions/23_Campaign.conf", "maxPlayers": 128, "autoJoinable": true, "visible": true, "supportedPlatforms": [ "PLATFORM_PC", "PLATFORM_XBL" ], "gameProperties": { "serverMaxViewDistance": 5000, "battleEye": false, "fastValidation": true }, "mods": [] } }- 27 replies
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General Discussion (Experimental)
reaper lok replied to Nillers's topic in Arma Reforger - Experimental Build
Thanx for taking the time to reply. I use JSON Online Validator and it says my JSON server config is good to go????- 27 replies
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General Discussion (Experimental)
reaper lok replied to Nillers's topic in Arma Reforger - Experimental Build
Can anyone help, I'm attempting to get a dedicated server to run the Experimental Build but I keep getting a server config error: 07:05:02.589 Loading dedicated server config. 07:05:02.589 BACKEND : JSON Schema Validation: 07:05:02.589 BACKEND : additionalProperties error: 07:05:02.589 BACKEND (E): Param "#/game/autoJoinable" is not allowed and must be removed. 07:05:02.589 BACKEND (E): Reference in schema: "#/properties/game" 07:05:02.589 BACKEND (E): JSON is invalid! 07:05:02.589 BACKEND (E): There are errors in server config! 07:05:02.589 BACKEND (E): Unable to continue with a broken DS config! Shutdown! 07:05:02.589 ENGINE (E): Error while initializing game. 07:05:02.615 ENGINE (E): Unable to initialize the game 07:05:03.493 RESOURCES (E): ==== Resource leaks ==== 07:05:03.493 RESOURCES (E): ui/fonts/robotomono_msdf_28.edds 1 Does the Experimental Build have a different scenario iD from the Stable Build?- 27 replies
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Creating Terrain Broken?
reaper lok replied to Ritalin44's topic in Arma Reforger - Terrain Creation
I did post this on another topic but just in case.....the below text is from a YouTube comments section, may or may not be a work around? Максим Гордеев 16 hours ago Hello guys! I hope all of you in this branch who still have that issue will get my reply. I had the same issue. Start with a blank world, create new terrain entity, do the "create new terrain" thing (terrain is invisible), then delete terrain entity and immediately revert this step. Terrain should appear and you'll be able to save the world. P. S. I appologize to SepticFalcon for effectively spamming with solution in comments but I just really want to help everyone because I understand their frustration too well. I have 59 crash dumps as a reminder after all my attempts to get rid of that nasty issue. -
What maps are you working on?
reaper lok replied to Jorgo32's topic in Arma Reforger - Terrain Creation
Regarding the current bug being described: I did read the below text from a YouTube comments section that may help. I have not yet attempted the fix but it might help? Максим Гордеев 16 hours ago Hello guys! I hope all of you in this branch who still have that issue will get my reply. I had the same issue. Start with a blank world, create new terrain entity, do the "create new terrain" thing (terrain is invisible), then delete terrain entity and immediately revert this step. Terrain should appear and you'll be able to save the world. P. S. I appologize to SepticFalcon for effectively spamming with solution in comments but I just really want to help everyone because I understand their frustration too well. I have 59 crash dumps as a reminder after all my attempts to get rid of that nasty issue. -
enfusion Enfusion Workbench Technical Discussion
reaper lok replied to Blackheart_Six's topic in BOHEMIA INTERACTIVE - GENERAL
I am fumbling around on the Terrain Builder and have had some success in creating a small terrain that has some sculpting with a small river, trees and rocks. My issue is that while in EDITING preview mode where I can build and make adjustments the lighting is set to daytime and is very clear. However, when I hit PLAY and move about the terrain the world is much darker and as if the time has changed (it has not as I checked the characters watch). Why is it dark when I preview my work? Very frustrating. Its almost like the SUN is too far away? Any help is appreciated. -
RHS Escalation (AFRF and USAF)
reaper lok replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You are most welcome 🙂 I had an issue using the RCO scope and was wondering how when I watch players on YouTube that they had this nice 3D looking scope - then I found the RHS options TAB and all was good with the world again 🙂- 16577 replies
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ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
reaper lok replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Blaq - have you asked over on the official ALiVE Forums http://alivemod.com/forum/ Maybe someone over there might have some insight - sorry that I am not more help. I did once attempt to create my own faction but had several issues getting it to work. Have you looked at one of the working factions created and reverse engineered it? Just a thought. http://alivemod.com/wiki/index.php/Supported_Factions REAPER -
Questions: Would you suggest using LAMBS Danger.fsm and TCL on bother server and client side or just as a server side mod? Also - is LAMBS RPG and LAMBS Suppression recommended or will the LAMBS Danger.fsm cover these mechanics now? Have you seen and performance issues or conflicts with using TCL and LAMBS together? Thanx in advance for any feedback you can provide 🙂 REAPER
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RHS Escalation (AFRF and USAF)
reaper lok replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Did you mean on your ARMA 3 main menu screen where it has the RHS Options tab (top left of the screen for me). You can also access this menu while in-game by pressing ESCAPE KEP and also there will be an RHS Menu option (it can be easily overlooked as it kinda blends into the background IMO). In this menu you will need to access the scopes section and either check a box for 2D, 3D or PiP (if I remember correctly). Hope this helps 🙂- 16577 replies
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ACE3 - A collaborative merger between AGM, CSE, and ACE
reaper lok replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Pretty sure you can suffer with PAIN - I often struggle to wake a teammate up if his diagnosed with pain etc. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
reaper lok replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Huh - strange, that technique works for me every time. What happened when you attempted it? Did you delete ALL the ACE3 dependencies from your mission file and then save the file before attempting to reopen in the Editor? I do remember that sometimes the MOD list of dependencies can listed twice at the very top of the mission file. Also, each ACE3 component such as ACE3 - Reload and ACE3 - Overheating etc is listed like I have shown below. Make sure that after each MOD there is the correct grammar - in this case a , or at the end of the MOD list a ; ACE3 - HEARING, ACE3 - OVERHEATING, ACE3 - RELOAD; I hope this works, as it works for me. Mjolnir66 mentioned to make sure that you don't have anything physically on the MAP that could cause a problem. Load the mission with ACE activated, check there is not an ACE module etc on the MAP or something that you have enabled ACE with and then follow the steps above. - Good luck. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
reaper lok replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You can open your mission folder in your MP Missions Folder. Open the mission file using Notepad and then delete the ACE lines at the very top of that mission file. Save that mission file and then reopen in the editor. It takes about 20 seconds 🙂 -
ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
reaper lok replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I attempted to add the ALiVE mod Civilian Modules so that I could access the ambient sounds but it broke my Warlords Game Mode. The mission started well but as soon as the Ai needed to move to the second objective nothing happened. My guess is that ALiVE and Warlords do not play well together. -
rhs mod wont work on antistasi
reaper lok replied to Nasty Idol's topic in ARMA 3 - SERVERS & ADMINISTRATION
I am having the same issue. Just curious if any procedures are needed on my end to enable RHS or does the game mode just 'recognize' that the RHS mods are loaded on the server? Also - do we require all 4 @RHS factions or is the Serbian (@RHSSAF) not needed and could be causing an issue? Thanx Problem resolved - RHS units are now visible etc. I do NOT make any changes. Maybe the Arma Gods were with me today 😉 -
ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
reaper lok replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
If you are in a rush you can always use the tools provided to index the map yourself. The ALiVE Modules section within the EDITOR has the Map Indexing module. You can also do a quick YOUTUBE search for how to do this 🙂 -
Thanx for the reply - I had a 50% probability of CQB units in a TAOR area and only two buildings managed to spawn a pair of units. The TAOR area was 2500 x 2500 in a heavily populated area full of civ buildings. CQB module was set to civilian building type. I did NOT sync the ALiVE CQB module to the Mil Commander Module as I thought that was not needed - is this incorrect? Any idea why the DOORS are not being synced from player to player in a MP setting on LYTHIUM? Thanx REAPER