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lukio

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Everything posted by lukio

  1. Just checking in - Is the custom Windows path (~/.local/share/Arma\ 3\ -\ Other\ Profiles/<profilename>) for the profile directory still necessary for LInux server or has this been somehow fixed with "+ fixed Linux server issues with real paths (relative to full)"? Related issue: https://feedback.bistudio.com/T78651
  2. Same here - when it comes to functionality vs. immersion I am pretty pragmatic and prefer functionality to be resolved first. Immersion things like opening doors or ramps on vehicles technically is just fluff that can cause other issues. It's a shame that we can't actually load vehicles nicely and immersive, but I still prefer that to randomly exploding airplanes.
  3. lukio

    [COOP] Vigilancia Aeternum

    Good to hear about that invulnerability thing, it was pretty weird being surrounded by AI and they just keep on pointing their weapons but do not shoot or take damage. We had some occurances where this took place for quite a while and as soon as someone from the group reentered the zone, all hell broke loose (after some time). 1. There was no message - however as mentioned we also experienced intermittant desync issues while testing (7 players) and we restarted the mission believing it was a bug. In the meantime I believe it was related to the desyncs as while testing it locally it was not reproducable. 7. the double tapping U (from what I was told) to get the menu did not work.
  4. lukio

    [COOP] Vigilancia Aeternum

    So I've just tried this out on our dedicated server - some feedback: - Works out of the box without configuration - Love the simplicity and the gaining ranks / additional access to the arsenal - Sometimes it's not really clear what needs to be done to win over a sector, for example I destroyed a fuel truck and ammo crates and killed to the best of my knowledge all hostiles in the vicinity, but the sector did not change - Sometimes enemies and friendlies are only shooting blanks / are invulnerable to damage, especially after respawn or when a vehicle got deleted, new enemies that spawn are vulnerable and will also fire - Bodies do not get removed, after quite some time this leads to desyncs, same with the backpacks that get replaced by tfar. - Helicopters get removed instantly after landing - A bit many IEDs on the road, like 3 or 4 right after another within 500m Edit: Two other things that have puzzled us - The pickup helicopter arrives and lands, but the pilots simply leave the helicopter, is this intended? - The group menu thing and respawn on teamlead did not seem to work, are we missing something?
  5. The whole profile thing under Linux is still borked afaik. If you do not have access to your home directory and cannot see hidden directories, you are out of luck. Arma 3 Linux automatically generates a profile under a windows path, which is awkward and unwieldy. Last time I checked the -profiles flag does nothing under Linux. It's all connected to the -name flag, which defines the profile name and directory. /home/<user>/.local/share/Arma 3 - Other Profiles\<profilename> where <user> is the user the server is running under and <profilename> the -name you set in the startup parameters. Edit: Actually you will have to create the directory manually, according to https://community.bistudio.com/wiki/Arma_3_Dedicated_Server Edit2: Depending on the rights of the user, it is possible that this directory has been created by the server! To verify, cd to /.local/share/Arma 3 - Other Profiles and check if there is a "Player" directory, this is the default profile that gets created if you did not define a profilename with "-name". mkdir -p ~/".local/share/Arma 3" && mkdir -p ~/".local/share/Arma 3 - Other Profiles"
  6. lukio

    [MP] Rescue Dawn [CSAR]

    Same here, mission immediately ends. This is the only entry I find in my dedi test rpt. Perhaps this helps you pinpoint the error(s). 0:58:29 Error in expression <!isNil 'BIS_revive_target') then { if (!isNull (missionNamespace getVariable 'BI> 0:58:29 Error position: <isNull (missionNamespace getVariable 'BI> 0:58:29 Error isnull: Type String, expected Object,Group,Script,Config entry,Display (dialog),Control,Network Object,Task,Location 0:58:29 File mpmissions\__CUR_MP.altis\functions\client\core\fn_clientCore.sqf, line 1434 Mods: CBA3, TFAR
  7. lukio

    Naval Units in APEX?

    So we do already know that there will be a Jet ski, if you look at the Jet ski as an "aqua quad" I'm fairly certain there will be a version for all factions. Then probably some kind of strike / landing craft like the Watercat and small merchant vessels. Perhaps even something like a coastal patrol vessel is possible, even a (smallish?) offshore patrol vessel might be doable. As far as I know any vessel above 30 or 40m would be static, unless they do some magic. However even then a large offshore patrol boat or a cutter would probably be the maximum vessel size that still makes sense for the "small" size of the game. Next to navigable crafts I really hope for more naval assets. Oil rigs (small / large), underwater science labs or a walkable container / cargo / science ship as well.
  8. Currently it seems that the area of effect where you get damage from fire seems a bit excessive. It is almost impossible to extinguish a campfire without taking damage. Where or how can this be changed? I know that alwarren already looked into this at some point and made a "CIA" update to the A3 wounding system, but I wouldn't know where to start looking :-/
  9. With the new sound I barely hear anything. It sounds like a twig snapping, when someone shoots from around 100m away, like a silencer in a Hollywood movie. Not sure what is wrong (I guess it is related to my system) but everyone claiming that OP is wrong should consider that sound quality can vary depending on the PC. Obviously the sounds should be better than before, but for me this whole update is acting strange.
  10. There are two ways you could solve this: 1) use "this setcaptive true" in the init of the unit 2) group the two units with a third opfor unit (as group leader) and set his probability of presence to 0. I'd currently advise against using the modules, some of them are still a bit wacky.
  11. Somehow this does not work any more. The group leader receives a LR backpack by default. I've set it in the userconfig, I've added if ((isServer) or (isDedicated)) then { tf_no_auto_long_range_radio = true; //not giving long range by default(using classnames in loadout), default=false. publicVariable "tf_no_auto_long_range_radio"; to the init.sqf yet to no avail. This happens on dedicated and local server. As soon as it's a group leader he gets a LR backpack.
  12. There isn't really much "coding" to be done on the user's side. Setup is super simple. Drop the ais_injury folder , init.sqf and description.ext into your mission directory (where mission.sqm is located). Then edit ais_setup.sqf in an editor (like notepad). All you have to do is write false / true to change settings, that's it, Then you are done.
  13. lukio

    Is it just me or are the new sounds too quiet?

    If I get shot at from about 50 - 60m all I hear is a sound like a twig or branch snapping. A subtle "clack" that is all - just as it was before the eden update . If they are shooting from further away (200-300m) you can definitely hear a difference and also easier detect the direction where fire is coming from.
  14. Absolutely - unfortunately I have no SSH / console access to my hosted server, neither do I have the permission to create or access folders in the user's home directory. I've been on the phone with the hosting provider for several hours by now, Currently I have them so far that they copied the arma3profile files I upload per FTP into the correct directory. Nevertheless - this issue needs to be looked into. On my own local test box (also Debian btw) everything is setup and working (with symlinks), but there I also have full unfettered access. Also totally agree on LGSM it makes management very easy!
  15. There are some cases where Arma just "guesses" that it's a missing semi-colon. The error could be related to almost anything, a missing quotation mark parenthesis, curly braces or bracket. Read your code with a code editor, like Atom or Notepad++. Make sure all opening brackets and quotation marks are paired (Opening and ending letters)
  16. The obvious conundrum here being that most people who feel the need to protect their mission(s) probably do not feel like sharing how they did it, out of the same reasons they protected their mission in the first place.
  17. Good news everyone! Is it too early for feature requests? :lol:
  18. Even if they are in "Careless" mode, if you set the waypoint's speed to full they should go full speed.
  19. The -profiles flag on Linux servers does not work. Instead the server creates the profiles under a "Windows" type directory in the user's home folder. Check out the directory /home/<user>/.local/share/Arma 3 - Other Profiles\gcc Per default the server creates a player.arma3profile, that's the file you need to replace / change
  20. Could you elaborate on these additions? Where to find them or how to implement them? It also seems something is borked with the carry animation. Elsewise AIS Injury works fine for me (MP)
  21. Situation: Our small unit decided to move to another game server host as performance and support times were not satisfactory. Now in a 10 days testing phase. Intelligence: We've noticed that the profile directory is not accessible. It probably is located somewhere under /home/<user>/.local/share/Arma 3 - Other Profiles\public. No access through FTP or Webinterface. Thus it is impossible to customize our difficulty settings on the new server. Operations: We have tried all kinds of shenanigans like changing the -profiles and -name paramenter, creating custom directories, asking support to symlink the directory (unfortunately they do not understand why we need access to it, as other games do not) Logistics: Please make it so that the -profiles flag works for Linux servers, so that a custom profile directory can be created (just like under Windows). Alternatively you could just have the server read the <name>.arma3profile data from the main installation dir if no profile directory is defined. Please look into this. It has been an issue with the Linux server for quite a while now. That would be splendid.
  22. Could you not just spawn the next barrier a "barriers length" away from the prior one either in X or Y direction? Something like: _barrierPos = getMarkerPos "intel"; _barrierLength = 3; // need to check this _barrierType = "Land_CncBarrierMedium4_F"; for "_i" from 0 to 30 do { _barrierPos = [(_barrierPos select 0) + (_barrierLength) , (_barrierPos select 1), (_barrierPos select 2) ]; _barrierSpawn = _barrierType createVehicle _barrierPos; };
  23. lukio

    Papi Light

    If you use the 101 editor addon, you will find the PAPI lights under the side "empty" -> unit "objects" listing.
  24. lukio

    Just simple navigation etc

    So the whole classes "thing" in Arma can indeed be be a bit confusing. Let me try and break it down for you: There are 4 specialist classes: Combat Life Saver Repair specialist Explosive specialist Engineer. The combat life saver per default has 10 FAKs and 1 med-kit. He is the only one that gains a benefit in healing units. The med-kit allows him to "heal" to 100%. Depending on scripts and mods in use he can also be the only one who is able to revive a downed player, other scripts or mods will allow anyone with a med-kit in the inventory to revive. The repair specialist is like a regular rifleman, except that he has a toolkit in his backpack. He can repair any vehicle up to a status where it is usable again - unless it has been completely destroyed. Without the toolkit he cannot repair. He is not able to defuse mines. The explosive specialist is what you would call a "sapper" or "demolitions expert". He also has a toolkit in his backpack, as well as a mine detector and several charges (no satchel), anti-personnel and anti-vehicle mines. He cannot repair vehicles and without his toolkit he is unable to defuse mines. The diver explosive specialist is similar except that by default he only has explosive charges in his backpack. The engineer is a combination of the explosive and repair specialist. He has a toolkit as well as a mine detector and explosive charges / satchel charge. He can both defuse mines and repair vehicles. Contrary to the toolkit, any unit can carry a mine detector and increase it's mine detecting abilities, albeit not defuse mines. Afaik in Arma 3 vanilla these are the only instances where the unit class actually plays a role in its abilities to perform an action.
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