=242= CPT. Helios
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Posts posted by =242= CPT. Helios
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Is it at all possible to reduce the sensitivity for the pilot NV camera when aiming? I can't seem to get it down to a reasonable level.
Also, I'm using ALT + Mouse to aim the thing when flying with a mouth. Is a possible to reduce the sensitivity for this control as well?- 2
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Yes, I'm aware that I only need the bikeys, but I'd like the server to suggest that people load shactac when they try to connect to ArmA3 launcher, as well as some other mods.
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I'm running an ArmA 3 RHS Server at 72.5.195.222. I'd like to suggest STUI mod to be run by players, but not have this mod running on the server. I would prefer to keep many mods like this, soundpacks, and other unneeded mods off of the server, but allow the clients to load them.
How do I add mods to the suggested downloads list here, without running them on the server? -
Is there any way to disable the voices? They're really annoying in Zeus when running the mod but not playing with Unsung content. They keep screaming random stuff. my group isn't really into AI voices that much.
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Do you knoiw what extra information I could provide? Is there a way to get the server to tell me which files are corrupted when I try and joijn the server? If it believes one of my files fails the authenticity check, it should tell me which file, right?
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I've just downloaded the latest version of CUP (1.2.0) and installed the keys on my server, both the CUP_CORE and CUP_Maps files are present in the server. However, when I try to join the server running an identical version of CUP as downloaded to the server( with keys and all). I'm instantly kicked out with no message. I've run the server vanilla, and with every other combination of mods to narrow down that this only happens when CUP is included.
Error Message is
"You were kicked" with no description towards what plugins were erroneous.
Server.LOG file shows only "player was disconnected" -
I'd like to have a description.ext that changes a mission wide respawn template depending on different circumstances given.
If the server is using ACE3, the respawn templates should be as followsrespawnTemplatesWest[] = {"Tickets","MenuPosition"}; respawnTemplatesEast[] = {"Tickets","MenuPosition"}; respawnTemplatesGuer[] = {"Tickets","MenuPosition"};
If the server is Vanilla, or otherwise not using ACE3, the respawn templates should be as follows.
respawnTemplatesWest[] = {}; respawnTemplatesEast[] = {}; respawnTemplatesGuer[] = {};
If I have to create an addon to this, that's fine, but I would rather simply keeping these constraints to the mission file. Here's what I've done so far
__EVAL(if (isClass(configFile >> "cfgPatches" >> "ace_main")) then {RespawnTemplatesWest = {};})
But this returns an Input after endoffile error, and I can't seem to get this to work. Is there a solution, or a workaround>
Would I have to create a new respawn template and somehow script this functionality in by hand? -
That's all she wrote! Have a like
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Used types are "mortar", "recon", "Engineer, Maintenance, Assault, Assault and UAV. These icons do not show up but others do. Here are the troublesome icons.
class SupportTeams { id = 8; idtype = 0; side = "WEST"; size = "Platoon"; Type = "Infantry"; Text = "%1 %2 %3"; TextShort = "Support Platoon"; class Mortars { id = 1; idType = 0; size = "Section"; type = "mortar"; Text = "%1 Mortar Battery"; textshort = "Mortars Battery"; }; class Sniper { id = 5; idType = 0; size = "Fireteam"; type = "Recon"; Text = "%1 Sniper Squad"; textshort = "Sierra Team (Sniper)"; }; class Engineer { id = 7; idType = 0; size = "Platoon"; type = "Maintenance"; Text = "7th EOD Platoon"; textshort = "Hades EOD / Engineering"; assets[]={{"B_MRAP_01_F",4}}; class Hades1 { id = 1; idtype = 0; size = "Squad"; type = "Assault"; Text = "1st Combat Engineering Team"; TextShort = "Hades 1"; }; class Hades2 { id = 2; idtype = 0; size = "Squad"; type = "Assault"; Text = "2nd Combat Engineering Team"; TextShort = "Hades 2"; }; }; };
class UAV {id = 1;idType = 0;size = "Section";type = "UAV";Text = "%1 %2 Section";textshort = "UAV Section";Assets[] = {{"B_UAV_02_F",2}};}; -
That would be correct, a better path would be:
"your mission name*.*island*\NS\Imgs\242logo.paa"
The thing is that doesn't work, I tried that a while ago, seems it only likes a full path for some reason, only does this with ORBATs from my knowledge.
Correct me if I'm wrong.
I hope you find a solution soon :)
The solution provided in the second post works. Here is an example for those who want to see it
class CFGOrbat { class EXAMPLECFG{ Insignia = __EVAL((__FILE__ select [0, count __FILE__ - 15])+"NS\Imgs\242Logo.paa"); Texture = __EVAL((__FILE__ select [0, count __FILE__ - 15])+"NS\Imgs\242Logo.paa"); colorInsignia[] = {1,1,1,1}; color[] = {1,1,1,1}; }; };
However, I have an additional problem. I would like to put the entire CFGORBAT into a hpp file and then read it with an include. This helps to keep the description.ext down and assist with moving the orbat around. However, when I use the #include command. I can no longer see the image even with this command. Do preprocessor commands like this break down when used with an #include? Is there any way to negotiate this? Here is an example of what I'm trying to accomplish.
Description.EXT
class CFGOrbat { #include "NS\Orbat.hpp" };
NS\Orbat.Hpp
class 242ndNS { Insignia = __EVAL((__FILE__ select [0, count __FILE__ - 13])+"\NS\Imgs\242Logo.paa");; Texture = __EVAL((__FILE__ select [0, count __FILE__ - 13])+"\NS\Imgs\242Logo.paa");; colorInsignia[] = {1,1,1,1}; color[] = {1,1,1,1};
I have attempted to use #define to create the path before the #include, but this does not work. This was my original attempt
Description.EXT
#define NSIMAGEFILEPATH __EVAL((__FILE__ select [0, count __FILE__ - 15])+"NS\Imgs\242Logo.paa") class CFGOrbat { #include "NS\Orbat.hpp" };
NS\Orbat.hpp
class 242ndNS { Insignia = NSIMAGEFILEPATH; Texture = NSIMAGEFILEPATH; colorInsignia[] = {1,1,1,1}; color[] = {1,1,1,1}; };
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I'm having this problem as well.
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class 242ndNS { Insignia = "\NS\Imgs\242logo.paa"; texture = "\NS\Imgs\242logo.paa"; /*can't get this to work for some reason */ };
Everything works except for the texture. The weird thing is that the Insignia works just fine. I'm not sure why I can't get the texture to appear though
The solution provided in the second post works. Here is an example for those who want to see it. However, this is another problem that I'm having.
class CFGOrbat { class 242ndNS { Insignia = __EVAL((__FILE__ select [0, count __FILE__ - 15])+"NS\Imgs\242Logo.paa"); Texture = __EVAL((__FILE__ select [0, count __FILE__ - 15])+"NS\Imgs\242Logo.paa"); colorInsignia[] = {1,1,1,1}; color[] = {1,1,1,1}; }; };
However, I have an additional problem. I would like to put the entire CFGORBAT into a hpp file and then read it with an include. This helps to keep the description.ext down and assist with moving the orbat around. However, when I use the #include command. I can no longer see the image even with this command. Do preprocessor commands like this break down when used with an #include? Is there any way to negotiate this? Here is an example of what I'm trying to accomplish.
Description.EXT
class CFGOrbat { #include "NS\Orbat.hpp" };
NS\Orbat.Hpp
class 242ndNS { Insignia = __EVAL((__FILE__ select [0, count __FILE__ - 13])+"NS\Imgs\242Logo.paa");; Texture = __EVAL((__FILE__ select [0, count __FILE__ - 13])+"NS\Imgs\242Logo.paa");; colorInsignia[] = {1,1,1,1}; color[] = {1,1,1,1}; };
I have attempted to use #define to create the path before the #include, but this does not work. This was my original attempt
Description.EXT
#define NSIMAGEFILEPATH __EVAL((__FILE__ select [0, count __FILE__ - 13])+"NS\Imgs\242Logo.paa") class CFGOrbat { #include "NS\Orbat.hpp" };
NS\Orbat.hpp
class 242ndNS { Insignia = NSIMAGEFILEPATH; Texture = NSIMAGEFILEPATH; colorInsignia[] = {1,1,1,1}; color[] = {1,1,1,1}; };
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It's been merged into one campagin
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shame that this isn't a dynamic system, it would have been nice to use this to replace nametags. The respawning system and BIS revive seem excellent though
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The APEX campaign had some splendid blue nametags. My group would like to replace its nametag mod with these nametags from bohemia. Fewer mods is always better. I have not been able to reconstruct the campaign missions to see how this is done. Could someone please explain how this process works?
The respawning system in the campaign is also excellent, allowing players to respawn on their group members. How exactly does this work, and can I combine it with the BIS_Revive system? -
Whenever I turn on VerifySignatures = 2; onto my server.CFG, the server erratically kicks players for no reason. Every player gets kicked regardless of their ping. I don't get any error messages, I Don't have a MAXPING setting on the server. We're running 0 mods when this happens. If there is no way to get battleye to stop ruining my games, please tell me how I can stop the hackers from destroying my games by stopping them from coming in with their mods.z
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Whenever I turn on VerifySignatures = 2; onto my server.CFG, the server erratically kicks players for no reason. Every player gets kicked regardless of their ping. I don't get any error messages, I Don't have a MAXPING setting on the server. We're running 0 mods when this happens. If there is no way to get battleye to stop ruining my games, please tell me how I can stop the hackers from destroying my games by stopping them from coming in with their mods.
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I'd like to see this answered as well
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I'm using this mod, but not CUP, but I can't place this LHD in the Eden editor anywhere. I filter for LHD, Atlas, HMS, USS, but nothing turns up
Does this mod require CUP? If so it should be stated that it does. -
Is there a way to close the menuposition dialog without respawning?
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I'm looking for a way to find, isolate and close the Menuposition dialog as soon as it comes up. I need some kind of command to close this dialog accurately and reliably once the player is dead.
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I saw that apparently the ArmA devs had added set/get speciality command to the scripting engine. But I can't guess for the life of me how this command works, or find any documentation for it. I'm using the latest stable branch, btw.
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Mods please delete this.
From China Virtual Military Engineers: VME PLA mod for ArmA3
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Previous versions of this addon added in a VME Magazine functions dependency to missions that didn't have any Chinese units added. It seemed really superfluous and not necessary. Do current versions of this mod still have that issue?