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marty6

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About marty6

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  1. Hi, It's been a while since my last posting and I'm getting backing into editing once again. My question is this: When I go to edit the multiplayer attributes of a mission, I've noticed that in the "incapacitation Mode" that I only have 'basic' and 'advanced' modes for revive. Is there not a 'realistic' mode? Was the 'realistic' mode incorporated into the 'advanced' mode'? Is there a way to get the 'realistic' mode back if it is not incorporated into the 'advanced' mode? Any info is helpful!
  2. I do have the 3den Enhanced installed. Not doing the Dev branch atm.
  3. Got it! Thanks gents. However; I did find a way in the Eden editor. Right click on any object, in the menu go to 'log', select 'measure distance. Do the same for the second object. At the top of the eden editor screen a notification will appear with distance between the two objects.
  4. Hi, How does one find the range between placed objects in the editor?
  5. Hi, I'm in need of some help. I've checked youtube and several subforms on how to edit the ingame 'respawn menu'. I would like to learn how to create roles and weapon selection on the menu itself. Right now I have it to where my players can respawn on each other and respawn with the load out they chose at the 'arsenal' box. I would like it to where a player can choose a respawn position, keep his/her role, and on the right side of the menu, choose one of their 'saved' loadouts. Is this posible? Any help is appreciated!
  6. Figured it out. 1. Took out the lines: execVM"onPlayerKilled.sqf"; execVM"onPlayerRespawn.sqf"; from the description.ext 2. Took out this from onPlayerKilled.sqf [player, [missionNamespace, "inventory_var"] call BIS_fnc_saveInventory; 3. Took out this form onPlayerrespawn.sqf [player, [missionNamespace, "inventory_var"]] call BIS_fnc_saveInventory; <--this did not work 4. and removed the '#' in the onPlayerrespawn.sqf and made sure all those lines were active. Sorry that i'm a noob at this but it is very interesting and i'm learning fast. Also, at the respawn menu i still have this: Loadout unspecified and will be chosen automatically and Role unspecified and will be chosen automatically. Anyway to fixed this or just leave it alone? Thanks!
  7. Hi, I added the [<SIDE>, <MARKER NAME>] call BIS_fnc_addRespawnPosition; to the init.sqf file. I also added this to each player in their respective init within the EDEN editor. IE: [west, "player1] call ...etc .... This worked. I had the menu come up after my character was killed. I was able to choose either the 'other' players and / or the base location. However, I was not able to keep any of the 'saved' loadouts on respawn. I have 5 loadouts. If I wanted to respawn a few time with the 4th loadout, that what I want to do. If I then want to change to a different loadout, let's say loadout 2, then I want to respawned with that a few times during the game. Is the possible? In the respawn menu it stated two things: Loadout unspecified and will be chosen automatically and Role unspecified and will be chosen automatically. Is there a way to respawn as the same player? IE if my friend was 'player1' and I was 'player2', if we both die at the same time, can we come back as our original players and keep our 'saved' loadouts? In my description.ext file i have the following: respawn=3; respawnDelay=30; respawnTemplates[] = {"Revive", "MenuPosition"}; respawnOnStart=-1; reviveForceRespawnDelay=3; #execVM"onPlayerKilled.sqf"; <-- tried this and it didn't work #execVM"onPlayerRespawn.sqf"; <--tried this and it didn't work in my init.sqf file i have this: [west, "player1"] call BIS_fnc_addRespawnPosition; [west, "player2"] call BIS_fnc_addRespawnPosition; [west, "player3"] call BIS_fnc_addRespawnPosition; onPlayerKilled.sqf : #player setVariable["Saved_Loadout",getUnitLoadout player]; [player, [missionNamespace, "inventory_var"] call BIS_fnc_saveInventory; <-- this did not work onPlayerRespawn.sqf #removeAllWeapons player; #removeGoggles player; #removeHeadgear player; #removeVest player; #removeUniform player; #removeAllAssignedItems player; #clearAllItemsFromBackpack player; #removeBackpack player; #player setUnitLoadout(player getVariable["Saved_Loadout",[]]); [player, [missionNamespace, "inventory_var"]] call BIS_fnc_saveInventory; <--this did not work
  8. I'll have to check them when I get back from work. Thanks again!
  9. billyeatworld, Thank you very much for the replies. If I have a respawn point at the main base as well as player respawns, how do I get the players to choose their respawn. I think I'm missing something. When I got back into the 'created' mp mission that I did, we could only respawn back at base, but not on each other during the mission.
  10. Hi I'm new to Arma 3. I'm having a problem in making players in multilplayer as respawn points. So, when somebody dies, I would like for players to be able to respawn on another player on their side while keeping their loadouts. Does anyone know how to do this? I watched quite a few videos and read a bunch on several forums, but could not find the answer. Any help is appreciated!
  11. Hi, I need some help with my dedicated server. I'm interested in finding a coop 1-5 player maps that are either single missions and/or campaigns. If anyone could point me to a mission(s) and how to load it up, I would appreciate it. I have some friends who are interested in learning on 'how to play', so I figured on running a lan server and start playing. I've made some previous postings a while back, but just didn't have the time to get anything started. I may have a lot of questions later. Thanks, marty6 Update: Well, I got a program called TA2DST and dl'd a coop mission called "Assassin.Takistan" which is for Arma2 OA. I put the mission in the MPMission folder. I got the parameters for the game set in the TA2DST program. I got the mp dedicated server to start. However, when I get into the game and go to the mp screen I see my server, but there is no "type" or "mission" there. All I get when I type my pw in is "Wait for Host" and then I wait for a long time for nothing to happen? Can anybody help? Thx. 2nd Update: Got it to work. Had to enable Battleeye on the TA2DST and update battleeye. Joined the game right up. 3rd update: Ok. MP works greats. I'm getting between 45 and 55 fps. Ofc the server is on a lan and it's right next to my main rig. However, my friend connected and is getting around 8 fps. Is there a fix for this? Server side or player side? Thx.
  12. Thanks for the info gents! I'm copying over my Arma 2 install from my client machine to my server machine. I'll start up a server session soon ... hopefully today...been a little busy. marty6
  13. NoBrainer, Thank you for the reply. If I install all my Arma 2 mods onto the server machine, won't the dedicated server on that machine check to see if I'm running the same serial numbers? Will I be kicked from my own game? Thanks, marty6
  14. Hi, I'm interested in setting up a dedicated server on my server machine. I only have one copy of the game. So, my game is installed on my 'gaming' rig which runs windows vista x64. Tried the game, it works well. So, now I want to run a server off of my server rig. It runs windows xp pro x32. After reading a few posts on dedicated servers, I think I need a few helping hits on what to do. Here are a few questions? 1. Do I just need to copy over the 'entire' game off of my gaming rig to my server rig and then start a mp/coop game from there? 2. If not, would the 1.59 dedicated server files work by themselves and/or do I need to add the game files from the gaming rig to the dedicated server files loaded on the server rig? 3. Is there more than one type of dedicated server? What I mean is, I have Arma 2, Arma 2 OA, and the additions BAF and PMC. Do I have to create or install the dedicated server files in four different folders? Any help is appreciated! marty6
  15. Baraka and Kremator, Thank you both for the info! I love the flexibility of arma 2!! I'll post back later after a few missions played. Also, I have arma 2 and OA on the machine now. I do have baf and pmc but not loaded yet. Arma 2 and OA are patched to 1.59 but not 1.60. Can I add baf and pmc without patching or do I need to reinstall everything from scratch? Thanks, marty6
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