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Everything posted by SavageCDN
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Issue with adding dynamic spawns with BIS_fnc_addRespawnPosition
SavageCDN replied to k0rd's topic in ARMA 3 - MISSION EDITING & SCRIPTING
hmm...weird.. I wonder if there is a bug somewhere. Also respawnOnStart was broken until this week and is apparently fixed in latest dev update http://feedback.arma3.com/view.php?id=14585 -
Vcom AI V2.0 - AI Overhaul
SavageCDN replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Very interesting will check it out. Thanks for releasing it!! -This also affects any spawned AI during the mission? -With regards to the server running most of the scripts.... would there be an option to also run on AI generated by the client in a mission (like CQB guys in ALiVE for example)? -
Issue with adding dynamic spawns with BIS_fnc_addRespawnPosition
SavageCDN replied to k0rd's topic in ARMA 3 - MISSION EDITING & SCRIPTING
There used to be an issue with addRespawnPosition only working with markers if you use the default BIS naming system ie: respawn_west respawn_west1 respawn_west2 Not sure if that is in any way related but ran into this problem myself and thought I'd post it up -
for the default BIS ticket system: https://community.bistudio.com/wiki/Arma_3_Respawn#Respawn_Templates add this to your description.ext (applies to all sides) respawnTemplates[] = {"Tickets"}; If side specific templates are defined it will use those instead In your init.sqf add: This will add 5 tickets to the West side... so you can define your starting tickets here I believe you can also add more tickets mid-mission by using the same line but have not tested that
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How to do the UAV sitrep thing?
SavageCDN replied to SpaydCBR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You have an extra "]" - remove the 3rd-last line [] spawn { scriptName "initMission.hpp: mission start"; // set side colors private ["_colorWest", "_colorEast"]; _colorWest = WEST call BIS_fnc_sideColor; _colorEast = EAST call BIS_fnc_sideColor; // set transparency for colors {_x set [3, 0.73]} forEach [_colorWest, _colorEast]; [ [1219.54,8842.99,0.00143909], "Nato Amphibious Assault,|something here,|something here," // SITREP text 50, // 50m altitude 100, // 100m radius 120, // 120 degrees viewing angle 1, // Clockwise movement ["a3ui_fdatamapmarkersnatob_inf.paa", _colorWest, markerPos "Mission Start",, 1, 1, 0, "mission start", 0], [playMusic "mymusic"; 10 fadeMusic 0.8; waitUntil {!isnil "BIS_fnc_establishingShot_playing" && {!BIS_fnc_establishingShot_playing}}; 8 fadeMusic 0;] ] spawn BIS_fnc_establishingShot; }; If it still doesn't work I would try playMusic before the intro starts then the fadeMusic after the intro is complete (ie: take them out of the establishing shot spawn) -
ARMA series noob looking to dabble with a few things
SavageCDN replied to real meatshield's topic in ARMA 3 - MISSION EDITING & SCRIPTING
to open the mission file search for a de-pbo tool like "cpbo" or "Eliteness" http://forums.bistudio.com/showthread.php?82738-DePBO For scripting, MP editing, etc search for Mr. Murray's Editing Guide and also check here: http://killzonekid.com/arma-scripting-tutorials-locality/ -
Arma 2 CO Connecting Failed (only one person out of four)
SavageCDN replied to Plungedcashew's topic in ARMA 2 & OA - MULTIPLAYER
My guess is a problem with a specific brand of router.... If you can try directly connecting to the net or swap in a different router to test. Also it might be obvious but make sure you are running everything as admin (steam, arma, any launchers) and that Steam is not in offline mode. -
how are you calling the sound? playSound? say3D? my guess is that one of those does not work in MP? also how do you have the .ogg file defined in description.ext? is it under cfgSounds, cfgMusic, etc? http://feedback.arma3.com/view.php?id=17678
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The mission has to be made with DB saving taken into account - you can't just install @Arma2NET and it will auto-save stuff. If that KotH mission does support DB saving then you need to follow instructions for setting up an MSO or Life server, which includes installing and configuring mySQL. If you are renting the server you will need to find out first if your provider even supports this setup. Here's the MSO wiki: https://dev.withsix.com/projects/mso/wiki
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Tutorial: Installation & Configuration of ArmA3 Dedicated Server
SavageCDN replied to terox's topic in ARMA 3 - SERVERS & ADMINISTRATION
^ also some rented servers do not allow things like mySQLdatabase backend (needed for Life, DayZ, not sure about Wasteland...) or usage of @Arma2NET (requires files installed outside the game dir). If you are looking to run those games/mods you'll need a provider that supports it. -
Scripting a Mission For Multiplayer - Help
SavageCDN replied to ikmn's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
No problem... search for Mr. Murry's Editing Guide it is a big help (it's old but most of the stuff still applies). Also check here for MP stuff: http://killzonekid.com/arma-scripting-tutorials-locality/ -
Sorry had no time this weekend to test new version... anything in particular you want us to test for or just try and break something? ;)
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ALiVE - Advanced Light Infantry Virtual Environment
SavageCDN replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
AJC you can register an account on the Dev pages and add tickets that way. https://dev.withsix.com/projects/alive?jump=welcome Join the ALiVE Public Channel as well - you can PM me your Skype username and I'll add you. Also work on the wiki but not sure what's involved - see what Fritz says. -
Group Link 5 Core (AI Enhancement)
SavageCDN replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Saw the FX stuff on Armaholic today.. congrats and thanks for working on this. -
Are you Santa Claus? It's like you've been reading my wishlist
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ALiVE - Advanced Light Infantry Virtual Environment
SavageCDN replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for the quick update!! -
DAP Realistic Parachute, ACE and wasteland issue
SavageCDN replied to linuxmaster9's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
OK so place a new marker off somewhere safe (or re-use one of the Spawn_X ones), then place a trigger covering around that marker say 50m. Trigger should fire a script that teleports the player to the C130 - ie: _unit moveInCargo name_of_C130. If there is a wasteland thread here on BIF it might be best to ask there you'll probably get better help than what I can give you. edit: actually sorry the static C130 probably doesn't have cargo locations defined.. so you have to teleport them to another marker that is set at the height of the C130.. this is not easy to do and I believe involves moving the marker to the correct height in your init.sqf file (as you cannot set a markers height in the editor) -
Grimes Building Occupation Script
SavageCDN replied to KC Grimes's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Posting so I remember to come back and check out this script :p -
I can confirm this although they were non-union rabbits :p
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^ what do you need to do proper testing?
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@A3CV - ArmA 3 Coop: Vietnam
SavageCDN replied to alduric's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I'm so excited I"ll drop some bananas :yay: -
Boeing/SOAR MH-47E ArmA III - WIP
SavageCDN replied to konyo's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Is the chinook in the CAF mod based on yours? I swear it's virtually the same as the one I remember from A2.... -
All player kicked when joining ONLY when server starts via arma3server in steam tools
SavageCDN replied to pawelkpl's topic in ARMA 3 - SERVERS & ADMINISTRATION
Hard to guess with the above info but do you have unique Steam ports assigned in your server.cfg file? -
Server Doesnt Show with BattlEye Enabled
SavageCDN replied to alexharvey52's topic in ARMA 3 - SERVERS & ADMINISTRATION
Sorry for the delay... I have never used TADST but make sure you have beserver.cfg file in your working BE directory with the RCON password and max ping value -
Steam Ticket Check Failed - ACCESS VIOLATION error?
SavageCDN replied to BeastlyFX's topic in ARMA 3 - TROUBLESHOOTING
I checked one of the April 7th rpt files but didn't really see anything there that would indicated problems with Steam.. does the mission run at a very low FPS when people get kicked? Have you tried testing with another mission (not Wasteland)?