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BL1P

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Everything posted by BL1P

  1. Thank you. Would that include all patrol scripts and skill scripts that would be running on the AI via the headless as this was not the case before. When headless lost connection previously the AI would become dumb when transferred to the server and would cease patrolling etc etc. Also I don't mean to sound rude but where did you get your info, as its seems quite informed for a first poster :)
  2. Great news on the don't need to buy it thing. (for some grrr) Questions :- When using HC or HCs on a single server box (one PC) is it still best to set priority for each instance of Server and HC to not use the same cores ? Or does the New HC system allocate, so that not all CPU usage is on one core ? Is the BIS recommended usage a separate PC, one for Server and one for HC ? If the HC crashes will the AI using the scripts on the biki stop working or will the server take over control of the AI automaticly ? Thanks in advance :) BL1P PS. Feel free to click my donate button BIS and get me beer to the amount it cost me to buy the HC version originally :)
  3. For me the most annoying things about ArmA3 Vanilla :- In no specific order. No classed restricted weapons And not enough class restricted roles. (everyone can be a super pilot, AT, Sniper medic,Explosives, Crewman) GPS can be toggled on by infantry soldiers when not wearing any special equipment. (magical on screen gps display while in just trousers and a tshirt) Icons. Dont need them. Client side snakes can open doors. (meaning a door will open on the server for each clients snake passing a door) Ammo count and mag count shows in top right even on highest difficulty. (no matter what gear you are wearing) Peripheral dots still appear even on highest difficulty. Shift click wp is available in some vehicles even when its disabled and on highest difficulty. With Hexagons off in difficulty, Squad leaders still show up as a hexagon in certain vehicles even on highest difficulty. (littlebird for example) Big black crosshair that follows certain vehicles on the map even on highest difficulty. (littlebird for example) AI clip and shoot through walls. (grr) Everyone can mark everyone elses map. (if it was a bft and class restricted fine but its a paper map) Compass doesn't scale with the map scale so you cant calculate distance using the edge of the compass. (in fact just the compass in general) Automatic move map to player position even on the highest difficulty. (WTF) Mouse movement speed is totally unrealistic (twitch gamer style). Medic teleports when healing. (usually into enemy fire) Broken Steam browser which replaced gamespy. (Grrrr) No blacklist in server browser. (filled with missions for youtube/streamer popularity seekers) You cant restrict gamma and brightness server side. (pvp night missions are pointless) Autospot off difficulty setting doesn't work in multiplayer. (Meaning players call out AI sentences) They kept 3rd person view. (When COD and BF players wont play ArmA because 3rd person is too unrealistic you know its wrong) The amount of forum polls.
  4. Main menu is fine for me, Server Browser needs a lot of work, and steam instead of gamespy still doesn't work.
  5. BL1P

    ACRE2 Public Beta Release

    Is the only way to avoid the message of :- "ACRE has determined that players in this mission have an inventory that has desynchronized from the server, this is due to a bug in the mission or a bug in Arma 3, NOT ACRE. This message will not dissappear and is a warning that ACRE may no longer be functioning correctly in this mission. The players experiencing the bug are listed below:\n\nPlayer\n". To not allow players to change uniforms, vests or backpacks via BIS Virtual Arsenal, any other form of inventory manager and even ammo boxes of Items/Backpacks ? Would this also mean removing all Vests and Backpacks from ALL dead AI and Dead players in our missions, so that a player cannot pick them up ? Would we need to do all the above to use 569 ? I may find it disturbing seeing all the naked dead guys laying around :)
  6. when using CBA 1.09 I get these messages in client and server rpt :- Cannot delete class Eventhandlers, it is referenced somewhere (used as a base class probably). Cannot delete class Eventhandlers, it is referenced somewhere (used as a base class probably). Cannot delete class Eventhandlers, it is referenced somewhere (used as a base class probably). Cannot delete class EventHandlers, it is referenced somewhere (used as a base class probably). Cannot delete class Eventhandlers, it is referenced somewhere (used as a base class probably). Cannot delete class EventHandlers, it is referenced somewhere (used as a base class probably). Cannot delete class EventHandlers, it is referenced somewhere (used as a base class probably). Cannot delete class EventHandlers, it is referenced somewhere (used as a base class probably). Cannot delete class EventHandlers, it is referenced somewhere (used as a base class probably). Do not know if this is an issue just reporting it.
  7. BL1P

    ACRE2 Public Beta Release

    I will and yes it fucking is :) ---------- Post added at 10:43 PM ---------- Previous post was at 08:47 PM ---------- Getting this error in mission atm. Error in expression <ta = (acre_sys_data_radioData select 1) select ((acre_sys_data_radioData select > Error position: <select ((acre_sys_data_radioData select > Error Zero divisor File idi\clients\acre\addons\sys_data\fnc_processSysEvent.sqf, line 22 WARNING: Radio event handler function :getOnOffState is not defined! Error in expression <a = (acre_sys_data_radioData select 1) select ((acre_sys_data_radioData select > Error position: <select ((acre_sys_data_radioData select > Error Zero divisor File idi\clients\acre\addons\sys_data\fnc_processRadioEvent.sqf, line 13 Not sure why, seems respawn related... probably because of our revive system, but unsure so posted here :) We do this in initPlayerLocal.sqf //--- check for acre mod on Client acre_enabled = isClass(configFile/"CfgPatches"/"acre_main"); We do this when people are incapacitated in our Medic revive scripts :- //--- stop acre when player set as uncon if (acre_enabled) then { _ret = [true] call acre_api_fnc_setSpectator; }; Then we do this when revived in our Medic revive scripts :- //--- acre when player revived if (acre_enabled) then { _ret = [false] call acre_api_fnc_setSpectator; }; And we do this on respawn in onPlayerRespawn.sqf //--- restart acre when respawned if !(isNil "acre_enabled") then { if (acre_enabled) then { _ret = [false] call acre_api_fnc_setSpectator; }; }; Error happens when players respawn it seems. Reason I am posting so much is we can't play without ACRE its an integral part of how we play, so would love to help fix any bugs we can. Love your mod thank you very much for it.
  8. BL1P

    ACRE2 Public Beta Release

    Thank you. That makes more sense now thanks for clarifying we can use any addItem system. That also explains why using BIS Virtual Arsenal was breaking ACRE I think :)
  9. BL1P

    ACRE2 Public Beta Release

    Some information on how YOU think we should be adding the radios would help to be honest. Rather than a general statement of there are multiple ways this will work. Setting up a looping message blaming Arma3 or the mission doesn't help anyone that wants to just add one of your radios to a player. Do you want us to use addItem, linkItem, or just place all _crate addItemCargoGlobal ["ACRE_PRC343",100]; _crate addItemCargoGlobal ["ACRE_PRC148" ,100]; ??? A direct answer with the method you would prefer mission makers to use would be nice.
  10. It stops player only voices, all ai still talk. Hopefully :)
  11. Thank you Sonsalt6 ---------- Post added at 01:56 PM ---------- Previous post was at 01:50 PM ---------- First post updated... Version now 1.0 Download altered to included the latest version This was done to match the other DR_ mods we have in production which will run on our server.
  12. I use a script to whitelist the selection available in the Virtual Arsenal. Link I would like to whitelist Faces and Insignias but cannot seem to get them working while using a whitelist VA system. Does anyone know how to do so ?
  13. On further testing I have noticed that when using the " fullarsenal " in mp the face changes players make are local and do not show up for other players. so until that is remedied it would be pointless really to have a whitelisted face section. The main reason I am looking into this is because I have almost finished a custom face mod and it would be cool to change your characters camo ingame to suit the situation. Although insignias do change for all players in mp so that would be good to have added to whitelisting. But I see no point in voice changes but that maybe because I play coop and use my own voice and disable all player voices in mp via a mod. Anyway bla bla bla ill do a feedback at some point :) @ DnA are you in the Grenadier Guards ?
  14. Yer was kinda hoping for Moricky, Larrow or KillzoneKid to change a few lines in the BIS_fnc_arsenal and post back to me with the answer of "do this code" :) Am still living in hope :)
  15. Too soon ? I guess the only one who knows is Moricky :)
  16. I have noticed this issue also. We also noticed that the face of the player loading the loadout only changes for that person in the Virtual Arsenal Camera Mode. Other players do not see the face change in normal game mode. Example:- If I load a pre saved loadout from the VA I see my face change bob stood next to me ingame does not see my face change.
  17. This is so needed. but read the 3rd reply on this tracker from alpha :) http://feedback.arma3.com/view.php?id=2200
  18. What I can't get working is Insignias in MP or Editor using the above script. I would like to use some custom insignias for players in mp from the Virtual Arsenal but the insignias don't show up when placed into the script. Anyone any ideas ?
  19. BL1P

    Arma3 Videos

    I did some unit reskins for the community I play with Dedicated Rejects. I did a small vid for the reskin. https://www.youtube.com/watch?v=J1Za5c-yTYs Hope ya enjoy :p
  20. I am using this script with no problems so far. called with :- this addaction ["Open Virtual Arsenal", "scripts\V_Arse\VArse.sqf"]; From the objects init //--- BL1P thingy ma bob //--- check if player has an acre radio _ret = false; if !(isserver) then { acre_enabled = isClass(configFile/"CfgPatches"/"acre_main"); if (acre_enabled) then { _ret = [player] call acre_api_fnc_hasRadio; }; }; if (_ret) exitwith {systemchat "You can not use the VR ammo system while you have an ACRE radio.";}; //--- BackPacks [_this,[ "B_Parachute", "B_FieldPack_blk", "B_OutdoorPack_blk", "B_TacticalPack_blk" ],true] call BIS_fnc_addVirtualBackpackCargo; //--- Mags [_this,[ "30Rnd_45ACP_Mag_SMG_01", "30Rnd_45ACP_Mag_SMG_01_tracer_green", "30Rnd_9x21_Mag", "11Rnd_45ACP_Mag", "16Rnd_9x21_Mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag_Tracer", "100Rnd_65x39_caseless_mag", "100Rnd_65x39_caseless_mag_Tracer", "200Rnd_65x39_cased_Box", "200Rnd_65x39_cased_Box_Tracer", "20Rnd_762x51_Mag", "1Rnd_HE_Grenade_shell", "3Rnd_HE_Grenade_shell", "NLAW_F", "Titan_AA", "Titan_AT", "Laserbatteries", "SmokeShell", "SmokeShellBlue", "SmokeShellYellow", "SmokeShellGreen", "SmokeShellOrange", "SmokeShellPurple", "SmokeShellRed", "HandGrenade", "MiniGrenade", "B_IR_Grenade", "1Rnd_Smoke_Grenade_shell", "1Rnd_SmokeBlue_Grenade_shell", "1Rnd_SmokeGreen_Grenade_shell", "1Rnd_SmokeOrange_Grenade_shell", "1Rnd_SmokePurple_Grenade_shell", "1Rnd_SmokeRed_Grenade_shell", "1Rnd_SmokeYellow_Grenade_shell", "3Rnd_Smoke_Grenade_shell", "3Rnd_SmokeBlue_Grenade_shell", "3Rnd_SmokeGreen_Grenade_shell", "3Rnd_SmokeOrange_Grenade_shell", "3Rnd_SmokePurple_Grenade_shell", "3Rnd_SmokeRed_Grenade_shell", "3Rnd_SmokeYellow_Grenade_shell", "3Rnd_UGL_FlareCIR_F", "3Rnd_UGL_FlareGreen_F", "3Rnd_UGL_FlareRed_F", "3Rnd_UGL_FlareWhite_F", "UGL_FlareCIR_F", "UGL_FlareGreen_F", "UGL_FlareRed_F", "UGL_FlareWhite_F", "APERSBoundingMine_Range_Mag", "APERSMine_Range_Mag", "APERSTripMine_Wire_Mag", "ATMine_Range_Mag", "ClaymoreDirectionalMine_Remote_Mag", "SLAMDirectionalMine_Wire_Mag", "DemoCharge_Remote_Mag", "SatchelCharge_Remote_Mag" ],true] call BIS_fnc_addVirtualMagazineCargo; //--- Weapons [_this,[ //--- rifles "arifle_MX_Black_F", "arifle_MXC_Black_F", "arifle_MXM_Black_F", //--- GLs "arifle_MX_GL_Black_F", //--- mgs "LMG_Mk200_F", "arifle_MX_SW_Black_F", //--- snipers "srifle_EBR_F", //--- smgs "SMG_01_F", "hgun_PDW2000_F", //--- launchers "launch_B_Titan_F", "launch_B_Titan_short_F", "launch_NLAW_F", //--- pistols "hgun_P07_F", "hgun_Pistol_heavy_01_F", //--- binoc types "Rangefinder", "Binocular", "Laserdesignator" ],true] call BIS_fnc_addVirtualWeaponCargo; //--- Items and Stuff [_this,[ //--- stuff "ItemCompass", "ItemGPS", "ItemMap", "ItemWatch", "NVGoggles", "FirstAidKit", "Medikit", "ToolKit", //--- scopes "optic_Aco", "optic_Aco_smg", "optic_Holosight", "optic_Holosight_smg", "optic_Hamr", "optic_MRCO", "optic_Arco", "optic_MRD", "optic_Yorris", "optic_DMS", "optic_NVS", //--- suppresors "muzzle_snds_acp", "muzzle_snds_H", "muzzle_snds_L", "muzzle_snds_M", "muzzle_snds_H_SW", //--- attachments "acc_flashlight", "acc_pointer_IR", //--- uniforms "U_B_CombatUniform_mcam", "U_B_CombatUniform_mcam_tshirt", "U_B_CombatUniform_mcam_vest", "U_B_CTRG_1", "U_B_CTRG_2", "U_B_CTRG_3", //--- vests "V_BandollierB_blk", "V_Chestrig_blk", "V_PlateCarrier1_blk", "V_PlateCarrierH_CTRG", "V_PlateCarrierL_CTRG", "V_TacVestIR_blk", //--- berets //--- Helmets "H_HelmetB_camo", "H_HelmetB_light", "H_HelmetSpecB", "H_HelmetCrew_B", "H_PilotHelmetHeli_B", //--- caps n hats "H_Cap_blk", "H_Cap_oli_hs", "H_Bandanna_khk_hs", "H_Booniehat_dirty", "H_Booniehat_khk_hs", //--- glasses "G_Spectacles", "G_Combat", "G_Lowprofile", "G_Shades_Black", "G_Tactical_Black", "G_Balaclava_lowprofile", "G_Balaclava_combat", "G_Bandanna_beast", "G_Bandanna_shades" ],true] call BIS_fnc_addVirtualItemCargo; ["Open",false] spawn BIS_fnc_arsenal; Sorry for the gaps but I removed the Clan modded stuff for you. O yer there is an acre check which just exits you from using the system if you have a radio. Just put that in there to stop cloned radio ids
  21. As in retexture it. I have created an Underwear class in cfgVehicles and cfgweapons and the units in cfgvehicles that use that as the nakeduniform do use it when naked. I just don't understand how to make the TShirt variant of the clothes I am making use that basicbody.paa as the TShirt uniform. Any help welcome. BL1P
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