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Everything posted by SavageCDN
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ooh..nice work looks sexay!! When you say compatible with ALiVE what do you mean? (other than the CAS modules you mention)
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ALiVE - Advanced Light Infantry Virtual Environment
SavageCDN replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
If it reverts to spawning CSAT then that means the faction doesn't work with ALiVE http://alivemod.com/wiki/index.php/Unit_Mod_Config_Standardisation -
ALiVE - Advanced Light Infantry Virtual Environment
SavageCDN replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yep only one OPCOM per side (OPCOM can control multiple factions on the same side however) -
ALiVE - Advanced Light Infantry Virtual Environment
SavageCDN replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
edit: ninja'd by serjames :ph34r: for question #2 you cannot have more than one OPCOM per SIDE The patrolling and other AI behaviour is not something that ALiVE really handles. Groups will get waypoints and that is all.. if the group wanders outside of an area that is vanilla BIS AI behaviour (maybe they spotted a contact... needed a pee break... etc). Custom objectives do not require a TAOR - really the TAOR marker is just a way of designating an area for ALiVE to create objectives. If you don't place any TAOR then the objective modules (civ, mil) will use the entire map. The custom objectives module was introduced to create objectives in areas that are not auto-detected by ALiVE. 1 - that setting controls which units are handled by OPCOM (AI module). The sync feature is used for any custom-placed units/assets that you want ALiVE to manage. Place some units, sync them to the AI module (with the setting "only sync units") and ALiVE will use them. If you've placed 10000 units, use the "everything except synced units" to exclude ones you don't want to be picked up by ALiVE (easier than manually syncing 10000 units) 2 - nope... one OPCOM per side 3 - you got it! 4 - I don't think fixed wing will work with the Nimitz and ALiVE CAS.. mostly because it depends on the AI figuring out how to land and take off all by itself.. which isn't easy at the best of times. Choppers do work on the Nimitz.. although it's been some time since I've actually tested that (ie: more than a year ago). There is a height setting in the CAS module so that the choppers will spawn at deck height (which if memory serves is 17). -
First Mission - Operation Anaconda
SavageCDN replied to scottb613's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorry here are links for the guides: http://www.armaholic.com/page.php?id=4847 http://www.armaholic.com/page.php?id=21042 The first one is for Arma 1 but it's a great resource for working in the editor (most of the stuff is still valid) -
Play and heard custom sound only in trigger
SavageCDN replied to tony86's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think you need to use playSound3D instead of playSound https://community.bistudio.com/wiki/playSound3D (see KK's notes at bottom as well) -
First Mission - Operation Anaconda
SavageCDN replied to scottb613's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'd start with this thread: https://forums.bistudio.com/topic/184276-basic-editing-guide/ There are a few editing guides that will teach you the basics of working in the editor. For your questions: 1 - the AI will only land on a spot it deems level and clear enough... what that is exactly is BIS voodoo magic formula :) 2- you'll need an AI mod or script to handle stuff like this. I would suggest @ASR_AI or @bCombat mods. 3 - trigger ceiling is unlimited AFAIK (there must be a limit but it's very high!!) to limit this you'd need to add something in the Condition field (see guides) 4 - nope... caves (or any underground structures) are apparently hard to create in Arma.. there are a few custom islands that do have caves though 5 - yes 6 - yes (http://www.armaholic.com/page.php?id=23961) 7 - yes (see editing guides) -
The AUS map also requires All in Arma terrain pack http://www.armaholic.com/page.php?id=26682
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This smells of a virus or some other malware that has been renamed to arma3.exe (mem usage is only 124kB) Right-click on the arma3.exe process in Task Manager and Open File Location. My guess is that it's not a file in the A3 install directory. If it is, delete A3 and re-download from Steam.
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How to disable respawn module for predefined players ???
SavageCDN replied to doomnet's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorry try VIP_Respawn_East, VIP_Respawn_West, etc Little low on sleep today -
How to disable respawn module for predefined players ???
SavageCDN replied to doomnet's topic in ARMA 3 - MISSION EDITING & SCRIPTING
nvm -
Multiple Respawn Point
SavageCDN replied to Marksman112233's topic in OFP : MISSION EDITING & SCRIPTING
Ah sorry didn't realize I was posting in the OFP section.. no respawnTemplates[] = {"MenuPosition"}; will not work in OFP. -
How to disable chat spam
SavageCDN replied to kenturrac's topic in ARMA 3 - MISSION EDITING & SCRIPTING
^ unless my info is out of date that will not disable the player connected/disconnected messages -
How to disable respawn module for predefined players ???
SavageCDN replied to doomnet's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You cannot have different respawns for units on the same side (or in your case only have some BLUFOR units able to respawn). You could have the VIPs on the GUER side (set friendly to BLUFOR) and have GUER with their own respawn markers (I'm assuming you can do this with the modules as well but have not used them before myself). See here for more info: https://community.bistudio.com/wiki/Arma_3_Respawn -
Multiple Respawn Point
SavageCDN replied to Marksman112233's topic in OFP : MISSION EDITING & SCRIPTING
You'll need to add a line to your description.ext respawnTemplates[] = {"MenuPosition"}; Then setup multiple respawn markers. See here for more info: https://community.bistudio.com/wiki/Description.ext#respawn https://community.bistudio.com/wiki/Arma_3_Respawn -
Just remember that it's written for Arma 1 so there will be some things out of date. BIS really needs to put out something like that for A3.
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Oldie but a goodie: http://www.armaholic.com/page.php?id=4847
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Tutorial: Installation & Configuration of ArmA3 Dedicated Server
SavageCDN replied to terox's topic in ARMA 3 - SERVERS & ADMINISTRATION
Thanks Terox - turns out it was his router.. thought I'd post it back here if others run into the same issue -
[IceBreakr/IBIS] Island Panthera for A3
SavageCDN replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: COMPLETE
BLASPHEMY!! -
ALiVE - Advanced Light Infantry Virtual Environment
SavageCDN replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Make sure the Russian AI Commander module is synced (not grouped) to the other TAOR placement module (the one covering the rest of the map) IIRC advanced markers not working with persistence is a known issue... will confirm. -
X-Cam 1.0 for Arma 3 released
SavageCDN replied to silola's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You could use one of the pier objects and sink it into the ground -
Error with vehicles under linux
SavageCDN replied to xjoker_'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
not sure how to fix the problem but adding the -noLogs parameter to your server startup line should gain you back some FPS (but you won't get anything in the RPT file) -
Might be worth a wipe/re-install of A3 server if you haven't tried that already... with the setup following Terox's guide to the letter. RPT doesn't give us much to go on unfortunately. Personally I have not used 2012 with an Arma server (ours are 2008 R2) but I assume it does work properly :)
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No your IP should not affect this.. I see your config has your LAN IP specified so you should try and get that working first. IIRC you might have to put your public IP in there to have outside clients connect. Powerline jacks can be an issue although I've only used them through work so I can't say for sure. Is there any way you can test with a switch connected with proper RJ45 cables between you and your server? If we can get that working the public stuff should follow suit.
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New multiplayer mode - Expression of Interest (Details within)
SavageCDN replied to gianni001's topic in ARMA 3 - MULTIPLAYER
Teaching how to script for Arma is not an easy task as the language is a bit weird (and I am not a coder by any means but this is what I've been told by others much smarter than me). I learned how over a few years of making and testing missions, and taking other people's missions apart to see how they do it. I would suggest starting with Mr. Murray's Editing Guide (google it). It's a bit old now but most of the concepts, etc are still valid. This will teach you the basics of creating a mission and setting up the proper file(s) and structure.