-
Content Count
1052 -
Joined
-
Last visited
-
Medals
-
Medals
-
Posts posted by BL1P
-
-
Titan AT and Titan AA worked just fine for me, just now in game.
(I didn't have binos) so yer could be that !
-
Thanks.
Did a search found nothing posted this, sorry I didn't check the feedback thingy-ma-jig or yahoo or bing or google docs or any other thing but the ARMA 3 - SERVERS & ADMINISTRATION :)
-
We have had two Out Of Memory errors. Where it has asked for negative amounts of memory since the update, anyone else ?
pic :-
-
Suggestion - The ability to Link Arma3 Units Members to Steam Group Page members ?
-
-
This is true, though we've known about it for some time and have been preparing our next release accordingly.
Brilliant looking forward to the update.
Please Please dont make Stamina too easy this time.
Or give us the option to use BIS default stamina :)
-
you can resign mods
True. :(
-
Wouldn't it be good to have all Mods signed and you need the privatekey to upload ?
-
It is, and it also hides scrolldown menu, but doesnt remove it, read my note on BIKI
You have a note in the BIKI for the description.ext ?
Sorry I cant find your note on this :/
I guess it just does the Alpha to Zero or something ?
-
why do you remove this?
showHUD[] = {
false // HUD Weapon Cursors
Because I thought it was weapon crosshairs, which I guess its not.
showHUD[] = {true,false,false,false,false,false,false,true};
Put that in the desciption.ext and it will remove every HUD element except for the scroll wheel menu.
Thanks that worked :)
-
Is there a way to set the Cargo size of the Huron Containers to be more than 2 so that you cant place like 5 of them in a truck :) ?
-
You can move the UI element off screen with a script.
Here's one snippet for stance and unit info contols:
https://forums.bistudio.com/topic/174896-how-to-hide-via-script-all-hud-elements/#entry2737991
Simpler:
https://forums.bistudio.com/topic/184855-disabling-bullets-counting-ui/?p=2914777
You need to find the display names and IDCs in RscInGameUI config.
Thanks green will look into that thanks
-
I would like to remove the Group Leader HUD from bottom left of the screen.
I have tried using the BIS description.ext :-
showHUD[] = {
true, // Scripted HUD (same as showHUD command)
false, // Vehicle + soldier info
false, // Vehicle radar [HIDDEN]
true, // Vehicle compass [HIDDEN]
true, // Tank direction indicator
true, // Commanding menu
false, // Group Bar
false // HUD Weapon Cursors
};I expected that the tank compass and tank direction would remain but group icon bar would be removed along with vehicle and soldier info etc.
But what happens is we loose the Contextual menu from the scroll wheel so we cannot access Arsenal etc etc as we have Interaction icons removed. for reasons :)
Any help or suggestions would be great.
BL1P
-
Try description.ext
class CfgFunctions{#include "COB\functions\cfgFunctions.hpp"class COB2{class functions{class HALO {file = "COB_HALO\functions\fn_halo.sqf"};class saveLoadOut {file = "COB_HALO\functions\fn_saveLoadOut.sqf"};};};};-
1
-
-
Rename the class COB bit
or replace the #include for :-
class COB2{class functions{class HALO {file = "COB_HALO\functions\fn_halo.sqf"};class saveLoadOut {file = "COB_HALO\functions\fn_saveLoadOut.sqf"};};}; -
Both cfgfFunctions files probably use the same class inside them.
Eg.
class COB
{tag = "COB";class functions{file = "bla\bla";class blabla.bla {};};};that might be a prob too-
1
-
-
There is no limit as far as I'm aware, theres a good chance running a mission for two weeks straight no resets probably is the problem. My group also runs a persistent mission and it can only run for maybe a couple days at the most before the whole thing starts to break down and fall apart. Scripts will begin breaking themselves and some engine side stuff will start to behave strangely or stop working all together, etc.
There could also be script problems but impossible to tell without more info.
Thanks for the reply m8.
The only thing that seems broken after two weeks is the markers.
server still is running at 45+ Fps and Cps
And rpt is clean (well clean of any mission errors, mods and bis errors are another thing :) )
weird :/
-
Thank you SilentSpike the white listing did work for server side mods.
-
1
-
-
Hello.
We run a persistent coop mission that's been running for about two weeks so far without a shutdown or restart on the server or mission.
Placed quite a few markers over the course of 2 weeks would be an understatement :)
A few days ago we came a cross a problem, whereby any markers placed on map by players show only as black dots with black text for any JIPs.
Even if you place a green arrow with green text, then goto the lobby and "jip in" the marker will now be a black dot with black text.
Have we reached some sort of hard coded limit on markers allowed in global chat ?
Or are we doing some funky voodoo in the mission scripts ?
-
Thanks guys, you two are stars.
That did the trick, all is working as should be now thank you both very much.
P.S Still a little unsure on if i should allow the client to file-patch or whatever but just going to go with both things on atm :/
-
Hello.
We are trying to get a file to read from a folder on the server using :-
We place diag_logs before, in and after the file, the only logs that get reported are the before and after the file its self is not read anymore.
We used to use this system with no problems when we tried to reuse it recently we noticed that it no longer works.
Has something changed with the way you read a file from the server and not the mission ?
Any ideas ?
Thanks.
BL1P
-
Hello.
I was hoping for some clarification on the acre_api_fnc_setRevealToAI.
We are running a coop mission that creates all enemy AI via script.
Also we run ASR_AI and ACE, which are the only two mods we use which effect the AI. (apart from ACRE)
We have noticed that the AI will not respond to player voices no matter how close we are or how long we talk near them.
We tested this using a debug mode that allowed us to teleport behind the AI and be hidden via a map object and then talked on the radios for 5mins with no effect on the AIs behavior.
(low stone wall etc) no the wall did not block the transmission of the voice we checked that.
Is there any conflicts or things we might be doing wrong that would explain why the AI still cannot hear us ?
Thanks for the great mod once again :)
-
Hello.
Great mod as expected :)
We would like to use the Check PBOs module with the "check all" option on.
When we do however the module picks up Server side only mods we use such as ASM and ASR_AI, is there a way to exclude these from the checks the Module performs ?
Thanks for this fantastic mod.
BL1P.
-
Where? I can't find it mentioned anywhere. Am I blind? :bigglasses:
Too early for sarcasm :)
Out Of Memory errors since 1.54 update ?
in ARMA 3 - SERVERS & ADMINISTRATION
Posted
Still happening for us, here is a link to a feedback I posted in.
http://feedback.arma3.com/view.php?id=26775