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Everything posted by MANTIA
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Added: Dedicated Servers check the Steam AppId set for the current process and produce a warning to the console and to the log when it doesn't match expected value Hey guys. I was messing around with our dedicated server and when I started it up I saw this error that is mentioned in the changelog. Once the headless client connected the message went away. I searched around a bit only found it in the change log. However, I have no idea what it really means, what caused it, and if it is something we should be concerned about? Thanks
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I'm sure many have seen that they are now taking pre-orders for the Oculus Rift. I'm very excited for the Rift but am hesitant to buy mainly because I'm worried about Arma 3 performance wise. The minimum requirements for the Rift are: NVIDIA GTX 970 / AMD 290 equivalent or greater Intel i5-4590 equivalent or greater 8GB+ RAM Compatible HDMI 1.3 video output 2x USB 3.0 ports Windows 7 SP1 or newer\ I've heard of people with similar specs STILL have pretty low frames (in the 30-40FPS area) with similar builds. I've also seen articles saying that if your using the Rift your gunna want near 70+ FPS otherwise the stuttering is going to make a game unplayable and possibly make you sick. I pretty much only play Arma 3 at the moment so if I can't use the Rift w/Arma there really isnt any point of me getting it. Anyone with experience with the Rift SDK with Arma? Any ideas or input? Thanks
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I'm interested in using the End Game Revive System in a simple Team vs Team MP mission I created. Doing a bit of searching I've read that using the End Game Revive in non End Game missions does work. I've tried setting it up both through the Attributes/Multiplayer into the eden editor itself as well as putting it into a description.ext Upon testing my player just dies when shot by A.I. Any ideas or suggestions? UPDATES: *I've tried testing both with the "Play Scenario" in the editor and hosting a server on my own machine. *Someone also mentioned to "tick" "Revive Enabled" in all playable character's Attributes BUT the option is grayed out for me. *Only addons enabled are CBA_A3 & TFAR
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jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
MANTIA replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
With the current JSRS what are the effects on client and server side performance if any? Is it able to run just client side? -
EM_buildings - new buildings
MANTIA replied to emoglobinsky's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Can the A.I. see through all the walls, floors, and ceilings? We attempted to run a mission on the Hospital the other night and got tore up from A.I. having line of sight on us through the entire building! haha -
Breaching Charge & Door Wedge
MANTIA replied to ampersand38's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Great mod! For variation maybe a "water charge"? Take one of the saline bag objects from ace and place that next to the circular wire. -
Example of my problem: I've tried disabling all mods as well as have someone put together a mission file and send it to me only to have it work perfectly on their side but freeze up on my end. I've also tried "Verifying integrity of game files" in Steam with no success either.
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Yes, had the problem happen the other night. Placed down some bad guys and then came back to them and they were naked.
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Noticed there is only 1 headless client slot. If I added 2 more HC slots would it cause any problems with how you have configured the mission? *also what # option would give me the APEX Syndicate as enemies? I don't see them in the params listed. Thanks
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Have A.I. pull weapon when trigger fired
MANTIA posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Trying to have an unarmed OPFOR ("BADGUY")a.i. unit pull out a weapon via a trigger. Currently have in trigger "on act" null = execVM "BADCIVI.sqf" and in that sqf [BADGUY, "hgun_Pistol_01_F", 1, 0] call BIS_fnc_addWeapon . This works but I do not wish create a script for each and every bad dude I want pulling this stunt. So I want one script that I can define the badguy in the trigger activation and then run the script giving that guy the weapon. So I can easily set up triggers doing this for each bad dude. Low level of coding other than some QBasic back in high school and having a hard time figuring out how to define a variable in a trigger and then in that simple script. -
Have A.I. pull weapon when trigger fired
MANTIA replied to MANTIA's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This doesn't appear to be working on a dedicated server. I've spent the last few days trying to troubleshoot myself but with no luck. Any ideas? -
ODA-951 & VOLCBAT Joint Operation:
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Have A.I. pull weapon when trigger fired
MANTIA replied to MANTIA's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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Have A.I. pull weapon when trigger fired
MANTIA replied to MANTIA's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Tried implementing this, and also lowering down to 0.1 but it seems to still happen 100% of the time. Also I changed the trigger activation repeating to false to make sure it just wasn't firing over and over until he did pull out the weapon . Also how would I make this server only? -
Have A.I. pull weapon when trigger fired
MANTIA replied to MANTIA's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Works perfectly! Thanks so much! Is there a way to make it random? So sometimes the "badguy" doesn't even attempt to pull out a weapon? I'm trying to make the mission as dynamic, random, and replayble as possible so trying to mix things up whenever and wherever possible. -
Have A.I. pull weapon when trigger fired
MANTIA replied to MANTIA's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes, I want blufor to walk into a room with multiple targets and have to PID enemy from civilian. Adding a twist I want a badguy to appear as civilian at first glance but then pull out a weapon. I'll give this a try and report back! Thanks -
Have A.I. pull weapon when trigger fired
MANTIA replied to MANTIA's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Blufor presence