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Posts posted by SavageCDN
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I think the built-in BIS respawn templates would work although can't say if they work 100% with ACE or not.
in description.ext:
respawnTemplates[] = {"MenuPosition"};
See here for more info:
https://community.bistudio.com/wiki/Arma_3_Respawn
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1% chance of appearing ;)
"So you're saying there's a chance...."
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edit: this is why we can't have nice things
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If only there was a way.... what you'll have to do is split your mods and test - remove half of the mods you are using and test... does it crash? Remove another half and re-test. Keep doing this until it doesn't crash then add back one at a time the mods you removed in the last test.
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So on the same server, not logged in as admin you don't see any slots, but as soon as you log in the slots appear? I've never seen that one before... are you using vanilla faction IND_F?
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Finally they let me out of my cage!!! :D
In all seriousness it's been a great experience working behind the scenes with this group. I'd like to thank all of them for allowing me to annoy, pester, poke, prod and ramble on incoherently.... and occasionally help out. I've been a fan of their work since MSO and hope that they will continue to cook up stuff for the community.
edit: anyone looking for HC setup instructions please refer to this post by dixon13:
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edit: ninja'd by Heroes
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Is there an Alive command to despawnComposition or deleteComposition to remove whatever composition has been spawned in?
Thanks.
alive_fnc_nuke
;)
edit: no function for this at the moment sorry
After several tests, it is certain that the cause of a server crash is a problem between the ACE and Alive. I can not at the moment determine whether the problem lies in the whole fashion or just a module, but still narrows the search box. Whether any steps will be taken in order to eliminate this problem? Or rather the players have to rely on ourselves?
From the various reports I've received I would tend to agree with you.. something does not jive between ACE and ALiVE. Unfortunately, no one has been able to replicate it while running just @CBA_A3, @ACE3 and @ALiVE, and there are other groups running those mods without issue. If you can provide server and client RPT files for a crash instance using the above mods we'd certainly appreciate it.
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^ Thanks - added to ALiVE supported factions list:
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I'll take you up on that photo. I'm permanently cross-eyed now trying to figure out which Game Logic option to use last night. :)
The game logic section does not appear until you have at least one player unit (not playable.. but player) on the map.
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don't hold yer breath for a reply RoF.....not a lot of help here. :unsure:
I'd ask you to please review the rest of the thread then consider your comment.
Also perhaps waiting more than a day or two for a response would be in order before pissing off those that would try to help you. It's possible that no one other than the author knows the answer to your question.
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There are quite a few ALiVE tutorial videos already on Youtube if you haven't seen them already. Just google "youtube arma alive tutorial" you'll get a bunch of hits.
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Hi Rydygier! This is more directed to anyone who uses HAL - does anyone have a working mission using DAC to spawn units then handing them over to HAL?
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You could use an FTP client (FileZilla) which will queue up all the files and upload them one or two at a time. Doing it through your browser interface can be problematic especially on larger files.
Some admin panels have the ability to extract files from archives (.zip, .rar, .7z, etc) - if yours does you could upload the zipped file (if you do this make sure to zip up the files already inside the folder @mod_name - so that when it extracts the folder structure is correct) and extract it on the server.
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once ARMA3 comes out, I definitely plan to port it over.
Rough Knight
Hehe.. still have plans to port it to A3?
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Forgot about this mod.. still have both A2 versions on a HDD somewhere. Glad to hear it might make it to Arma 3.
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Yay the bus is back!!!!
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if you play the .ogv file outside of Arma (ie: VLC) is the audio choppy? Perhaps there is a problem with the file itself or the conversion process.
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Yeah Hetman is the closest out there to what he is looking for and will work with large-scale battles.
https://forums.bistudio.com/topic/158157-hetman-artificial-leader/
IIRC it's single-player only but that may have changed since the last time I tried it.
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^ Pretty sure he's right you can't have different reduce values for different zones
@slendermang - that's something Silola will have to look at
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@Heroes
There's a few options.
this disableAI "MOVE";
In the init line of the units will make them unable to move but maybe less realistic than you want.
You can try:
this setBehaviour "CARELESS";
this setCombatMode "BLUE";
Should make them completely ignore enemies.
And finally you could try:
this disableAI "TARGET";
this disableAI "AUTOTARGET";
Though you may need to couple them together with one of the above.
Check out disableAI on the wiki.
The most recent sitrep has this as well (dev branch only):
Using script commands disableAI and enableAI, you can now toggle two additional sections: "AUTOCOMBAT" and "COVER". The former controls the autonomous switching to combat behavior when the entity detects danger. Having this disabled lets you be the one who commands their behavior, but that also means you become responsible for those poor souls. The second section toggles the AI's usage of cover positions around them in the environment.- 1
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Check the object arrays it's possible the classnames are invalid (objects from A2) - I can't recall what the defaults are. Are you getting any script errors (check RPT file or enable -showscripterrors param)
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So basically on a brand new server with a simple test mission you still get 0 CPS on the server? Or is it when you run ANY mod on the server that it drops to 0?
I would review Terox's excellent guide for setup/config of a dedi.. go through it section by section and make sure you have things setup properly.
https://forums.bistudio.com/topic/139003-tutorial-how-to-run-arma3-on-a-dedicated-server/
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^ do you have roadblocks enabled? if it was a static gun then it was probably a roadblock. Double-check your blacklist marker names (or just create a test mission with one TAOR and one blacklist for simplicity).
Simple respawn-menu script? (ACE-compatible).
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Yep works pretty well.. you can also add/remove respawn points on the fly:
https://community.bistudio.com/wiki/BIS_fnc_addRespawnPosition
Also note you can adjust how the respawn positions behave at mission start with respawnOnStart = X