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slendermang
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Everything posted by slendermang
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Can't figure out why my server isn't showing up on the master list. Worked last time I hosted months ago, hadn't touched anything besides updating to bullseye from buster and updating arma to latest. Looking at my public IP, Battlemetrics tracker show it's not responding to queries. Using SteamCMD, updated ARMA to the latest release Distro: Distributor ID: Debian Description: Debian GNU/Linux 11 (bullseye) Release: 11 Codename: bullseye Interface info: Box is sitting on 192.168.1.200/24 ip a 1: lo: <LOOPBACK,UP,LOWER_UP> mtu 65536 qdisc noqueue state UNKNOWN group default qlen 1000 link/loopback 00:00:00:00:00:00 brd 00:00:00:00:00:00 inet 127.0.0.1/8 scope host lo valid_lft forever preferred_lft forever inet6 ::1/128 scope host valid_lft forever preferred_lft forever 2: enp7s0f0: <BROADCAST,MULTICAST,SLAVE,UP,LOWER_UP> mtu 1500 qdisc mq master bond0 state UP group default qlen 1000 link/ether 22:ff:9a:93:06:f7 brd ff:ff:ff:ff:ff:ff permaddr 00:10:18:8d:88:e0 3: enp7s0f1: <BROADCAST,MULTICAST,SLAVE,UP,LOWER_UP> mtu 1500 qdisc mq master bond0 state UP group default qlen 1000 link/ether 22:ff:9a:93:06:f7 brd ff:ff:ff:ff:ff:ff permaddr 00:10:18:8d:88:e2 4: enp0s31f6: <NO-CARRIER,BROADCAST,MULTICAST,UP> mtu 1500 qdisc pfifo_fast state DOWN group default qlen 1000 link/ether 40:8d:5c:53:51:1b brd ff:ff:ff:ff:ff:ff 5: bond0: <BROADCAST,MULTICAST,MASTER,UP,LOWER_UP> mtu 1500 qdisc noqueue state UP group default qlen 1000 link/ether 22:ff:9a:93:06:f7 brd ff:ff:ff:ff:ff:ff inet 192.168.1.200/24 brd 192.168.1.255 scope global bond0 valid_lft forever preferred_lft forever inet6 2603:7080:de36:247d:20ff:9aff:fe93:6f7/64 scope global dynamic mngtmpaddr valid_lft 601260sec preferred_lft 601260sec inet6 fe80::20ff:9aff:fe93:6f7/64 scope link valid_lft forever preferred_lft forever Using UFW, allowed rules I included Steam and ARMA after not getting anything to work. sudo ufw status numbered Status: active To Action From -- ------ ---- [ 1] Samba ALLOW IN 192.168.0.0/16 [ 2] SSH ALLOW IN 192.168.0.0/16 [ 3] 2302:2306/udp ALLOW IN Anywhere [ 4] 27015 ALLOW IN Anywhere [ 5] 27015:27030/tcp ALLOW IN Anywhere [ 6] 27036:27037/tcp ALLOW IN Anywhere [ 7] 4380/udp ALLOW IN Anywhere [ 8] 27000:27031/udp ALLOW IN Anywhere [ 9] 27036/udp ALLOW IN Anywhere [10] 2302:2306/udp (v6) ALLOW IN Anywhere (v6) [11] 27015:27030/tcp (v6) ALLOW IN Anywhere (v6) [12] 27036:27037/tcp (v6) ALLOW IN Anywhere (v6) [13] 4380/udp (v6) ALLOW IN Anywhere (v6) [14] 27000:27031/udp (v6) ALLOW IN Anywhere (v6) [15] 27036/udp (v6) ALLOW IN Anywhere (v6) Port activity: sudo netstat -plunt Active Internet connections (only servers) Proto Recv-Q Send-Q Local Address Foreign Address State PID/Program name udp 131328 0 0.0.0.0:2302 0.0.0.0:* 3261/./arma3server udp 220416 0 0.0.0.0:2303 0.0.0.0:* 3261/./arma3server udp 1536 0 0.0.0.0:2304 0.0.0.0:* 3261/./arma3server udp 0 0 0.0.0.0:2314 0.0.0.0:* 3550/./arma3server udp 0 0 0.0.0.0:2316 0.0.0.0:* 3550/./arma3server udp 0 0 0.0.0.0:2326 0.0.0.0:* 3633/./arma3server udp 0 0 0.0.0.0:2328 0.0.0.0:* 3633/./arma3server udp 0 0 0.0.0.0:2338 0.0.0.0:* 3926/./arma3server udp 0 0 0.0.0.0:2340 0.0.0.0:* 3926/./arma3server sudo lsof -i -P -n COMMAND PID USER FD TYPE DEVICE SIZE/OFF NODE NAME arma3serv 3261 arma 2060u IPv4 26437 0t0 UDP *:2304 arma3serv 3261 arma 2061u IPv4 26436 0t0 TCP 192.168.1.200:44904->213.192.54.59:443 (CLOSE_WAIT) arma3serv 3261 arma 2062u IPv4 26438 0t0 UDP *:2302 arma3serv 3261 arma 2074u IPv4 28839 0t0 UDP *:2303 arma3serv 3261 arma 2106u IPv4 27147 0t0 TCP 192.168.1.200:46304->34.238.206.176:443 (CLOSE_WAIT) arma3serv 3550 arma 2041u IPv4 35811 0t0 TCP 192.168.1.200:44920->213.192.54.59:443 (CLOSE_WAIT) arma3serv 3550 arma 2063u IPv4 27596 0t0 UDP *:2316 arma3serv 3550 arma 2064u IPv4 27597 0t0 UDP *:2314 arma3serv 3633 arma 2041u IPv4 32941 0t0 TCP 192.168.1.200:44926->213.192.54.59:443 (CLOSE_WAIT) arma3serv 3633 arma 2063u IPv4 35974 0t0 UDP *:2328 arma3serv 3633 arma 2064u IPv4 35975 0t0 UDP *:2326 arma3serv 3926 arma 2041u IPv4 40378 0t0 TCP 192.168.1.200:44932->213.192.54.59:443 (CLOSE_WAIT) arma3serv 3926 arma 2063u IPv4 41033 0t0 UDP *:2340 arma3serv 3926 arma 2064u IPv4 41034 0t0 UDP *:2338 Port forwarding on my router: https://i.imgur.com/nMse6At.png Server logs: https://pastebin.com/NSyspLiT Server launch script: ./arma3server -config=server.cfg -mod=@uflip\;@lcvp\;@czeus\;@lcvp_lib\;@viro\;@le\;@ifc\;@rhm\;@nmab\;@emr\;@cba_a3\;@asl\;@an2\;@acesaf\;@zeace\;@ze\;@cupc\;@cupm\;@cupace\;@afrf\;@aceusf\;@acegr\;@gref\;@usaf\;@saf\;@aceusaf\;@aceafrf\; >>log.${pid}_$(date +%s).txt 2>&1 Server.cfg: https://pastebin.com/Kzyu9JBD
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Server not responding to master list
slendermang replied to slendermang's topic in ARMA 3 - TROUBLESHOOTING
Okay, so entirely user error. I forgot that I had force installed the server into the steamcmd directory! So my server was being updated, but I was still running the old version. Woops. The old directory was '/home/*/.steam/steamcmd/arma3' and by default it's under '/home/*/.steam/steamapps/common/Arma 3 Server'- 1 reply
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Swifty : the simple and no-hassle mod updater
slendermang replied to headswe's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Please update the documentation for this. It's basically non-existent and frustrating. I just uploaded my repo (25 gigs, took a few hours) only to find out, I need to run the creator after I've made the JSON repo, let it enumerate the addons and then upload that. -
Is this a bug or intended? In the 2D editor it was possible to do this, as a result I can longer use custom waypoints in DAC.
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DAC V3.1 (Dynamic-AI-Creator) released
slendermang replied to silola's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm back again (lol) at the moment I'm having an issue where my mission runs fine in a local server on MP, however If I attempt to run it on a dedicated server DAC simply says initializing then the hint box fades away. There is no errors in the server .rpt or my own local one. Any idea? Server .rpt: http://pastebin.com/dcC47wqv Local self hosted server: http://pastebin.com/c23hhd2s -
How exactly do you use the standalone script version? I have it being executed on the server if (isServer) then { execVM "scripts\fn_advancedTowingInit.sqf"; }; However I can't seem to deploy ropes from the action menu, does it need to be run for every client? I'm using a RHS Ural and a D30 howitzer if that affects it.
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RHS Escalation (AFRF and USAF)
slendermang replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Was dragging/carrying the D30 removed? It no longer appears in my ACE interactions.- 16572 replies
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Community Upgrade Project - CUP Terrains
slendermang replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is CUP Chernarus compatible with the LandTex mod? http://forums.bistudio.com/showthread.php?t=84082 -
DAC V3.1 (Dynamic-AI-Creator) released
slendermang replied to silola's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That is the curious thing. I'm not referencing those two 'count 40' or the '_group' handle anywhere. The only thing I've used is the script you see above. However I fixed the position and it seems to be working now. It still gives out the "...set [count 40, _group]" error however -
DAC V3.1 (Dynamic-AI-Creator) released
slendermang replied to silola's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Got it now, thanks bro. I have another question now. I'm using a .sqf to spawn a zone using the following. [] spawn { waitUntil {sleep 1; time > 0}; waitUntil {sleep 10; (!alive refinery) && (alive mi24)}; hint "It worked!"; deleteVehicle mi24; [helo] call DAC_Activate; }; [] spawn { waitUntil { sleep 1; time > 0}; waitUntil {sleep 10; (!alive refinery)}; _cnt = {alive _x} count [hmmv_1,hmmv_2,hmmv_3,hmmv_4]; if (_cnt > 0) then { _values = ["vic_reinf",[19,0,0,0],[],[_cnt,4,1,15],[],[],[1,1,8,0,2]]; [(position [5219.493,6786.812,0]),40,40,0,0,_values] call DAC_fNewZone; {deletevehicle _x} forEach thisList [hmmv_1,hmmv_2,hmmv_3,hmmv_4]; [vic_reinf] call DAC_Activate; hint "Humvees activated"; }; }; However upon destroying the refinery DAC spams in the .rpt non-stop 21:56:31 Error in expression <40 set [count 40,_group]> 21:56:31 Error position: <count 40,_group]> 21:56:31 Error count: Type Number, expected Array,String,Config entry Can anyone discern the reason? It appears to be tied to the activation of the vic_reinf zone. -
Hello, I'm trying to activate a trigger and have an integer passed by using the count command and deteremining the number of vehicles left alive. However I'm running into a syntax error, I've checked the count and array page but I'm abit lost on what exactly I'm doing incorrect. [] spawn waitUntil { sleep 1; time > 0; }; waitUntil { sleep 10; (!alive refinery) && (alive mi24); }; hint "It worked!"; deleteVehicle mi24; [helo] call DAC_Activate; [] spawn waitUntil { sleep 1; time > 0 }; waitUntil { sleep 10; (!alive refinery) }; _cnt = {alive _x} count thisList [hmmv_1,hmmv_2,hmmv_3,hmmv_4]; if (_cnt == 0) then { exitWith{hint "There's less than 0 Humvees"}; } else { _values = ["vic_reinf",[19,0,0,0],[],[_cnt,4,1,15],[],[],[1,1,8,0,2]]; [[5219.493,6786.812,0],40,40,0,0,_values] call DAC_fNewZone; {deletevehicle _x} forEach thisList [hmmv1,hmmv2,hmmv3,hmmv4]; [vick_reinf] call DAC_Activate; hint "Humvees activated"; } The .rpt tells me that the highlighted line is incorrect. 16:16:06 Error in expression <ry) }; _cnt = {alive _x} count thisList [hmmv_1,hmmv_2,hmmv_3,hmmv_4]; if (_cnt > 16:16:06 Error position: <[hmmv_1,hmmv_2,hmmv_3,hmmv_4]; if (_cnt > 16:16:06 Error Missing ; What is the correct method of using count to determine this using an array?
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Syntax error in counting array?
slendermang replied to slendermang's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It would appear you're correct. It seems I misunderstood thisList, I assumed it was to specify arrays. Upon re-reading it just means all units in a trigger's radius? However now it tells me 16:52:06 Error in expression <0and%20Kings.lingor3\alivecheck.sqf" [] spawn waitUntil { sleep 1; time > 0; };> 16:52:06 Error position: <spawn waitUntil { sleep 1; time > 0; };> Looking at another example [] spawn { waitUntil {something}; hint "cache 1 is down"; }; [] spawn { waitUntil {something different thats possible at the same time}; hint "cache 2 is down"; }; It looks right? EDIT: Woops! I forgot to enclose it in brackets as a new scheduled script. -
Survivable Crashes (& Shoot-downs) Mod
slendermang replied to rafael09ed's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So I suppose making the player die from the explosion of say a MANPAD rather than the crash is out of the question?- 40 replies
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DAC V3.1 (Dynamic-AI-Creator) released
slendermang replied to silola's topic in ARMA 3 - ADDONS & MODS: COMPLETE
What exactly am I doing wrong? The event config refuses to pass my script to spawned vehicles _Events_Vehicle = [ ["[_vehc] execVM "dispersion.sqf""], [], [] ]; It spits out this in the .rpt 14:30:31 Error in expression <; _Events_Vehicle = [ ["[_vehc] execVM "dispersion.sqf""], [], [] ]; }; case 2:> 14:30:31 Error position: <dispersion.sqf""], [], [] ]; }; case 2:> 14:30:31 Error Missing ] 14:30:31 Error in expression <; _Events_Vehicle = [ ["[_vehc] execVM "dispersion.sqf""], [], [] ]; }; case 2:> 14:30:31 Error position: <dispersion.sqf""], [], [] ]; }; case 2:> EDIT: The handle can't be enclosed in brackets -
DAC V3.1 (Dynamic-AI-Creator) released
slendermang replied to silola's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey, is there a way to make units in Helicopters land and disembark rather than parachute? I looked through the Documentation and couldn't find anything. Also, if I use a trigger to switch independent being friendly with Blufor mid mission will this break DAC? The documentation mentions this "DAC_Res_Side = 1", is it a problem if I switch it mid-mission? If so is there a way to switch the config for DAC as well? EDIT: I'm having a weird bug where my wheeled vehicle zones are spawning in my waypoint zones, I'm not sure the reason. I know its considering spawning them at unit zones because it said the WP zone for them was too small but when I zeus out they're waaaay all over the WP zone in the middle of nowhere. Is it because I'm spawning the unit zones within the WP zone? I have another Helo Zone that doesn't do it, it doesn't spawn in the WP zone. A bit weird. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
slendermang replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Can someone clarify on how to use the ambiance sound module? I'm trying to point it to a soundfile within a mission folder. How would I do that? Does it also understand relative filepaths? I ask this because playSound3D doesn't when the mission is put into a .pbo and the mission maker needs to specify i.e. playSound3D ["mpmissions\__Weapon_Trade.fata\sound\sfxsound.ogg", false, [4246.172,3496.474,165.538], 10, 1, 50]; -
Units not disembarking helicopter correctly?
slendermang posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have a trigger setup which plays a helicopter with my recorded flight path. When this is activated it will also loadup a squad of infantry who have a waypoint set to Search and Destroy, my problem is the AI will disembark the helicopter but then quickly try to get back in, I have no idea why they're doing this and I've tried to lock the helicopter and assign them as cargo but they still do it. Any ideas? My placed triggers in the editor Condition: triggerActivated phase4; On Activation: hip1 engineOn true;{_x enableSimulationGlobal true; } forEach [q1,q2,q3,q4,q5,q6,q7,q8]; {_x moveInCargo hip1; } forEach [q1,q2,q3,q4,q5,q6,q7,q8]; {_x assignAsCargo hip1; } forEach [q1,q2,q3,q4,q5,q6,q7,q8]; 0 = execVM "hip.sqf"; hint "ja ja" the contents of hip.sqf hip1 engineOn true; rec = [] spawn Mypath; uiSleep 102; {_x action ["getOut", hip1]; } forEach [q1,q2,q3,q4,q5,q6,q7,q8]; hip1 lockCargo true; -
DAC V3.1 (Dynamic-AI-Creator) released
slendermang replied to silola's topic in ARMA 3 - ADDONS & MODS: COMPLETE
waituntil {((format["%1",isnull DAC_StartDummy] != "BOOL") && ((getPosAT> 15:27:29 Error position: <DAC_StartDummy] != "BOOL") && ((getPosAT> 15:27:29 Error Undefined variable in expression: dac_startdummy 15:27:29 File DAC_Source\Scripts\DAC_Create_Zone.sqf, line 102 Getting this, its continuously logging it in my .rpt and DAC never initializes. -
Error 0 elements provided, 3 expected
slendermang posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi guys, I'm trying to delete all objects within the radius of another object (or marker, how would I do this?) but everytime the trigger is activated it returns 14:53:31 Error in expression <{deleteVehicle _x} forEach nearestObjects ["clean", [], 800]> 14:53:31 Error position: <nearestObjects ["clean", [], 800]> 14:53:31 Error 0 elements provided, 3 expected Now when it says 3 expected its not doubt referencing the array, what exactly is wrong with it? It's setup as nearestObjects describes on the wiki. -
Error 0 elements provided, 3 expected
slendermang replied to slendermang's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, sorry about that. I checked out what you said, I was referring to the position of the object I spawned with quotation marks rather than simply its variable name and that seems to have fixed the problem that it was outputting. After trying to fix it for 2 hours it always seems I discover the stupid things when I go to ask :lol: -
DAC V3.1 (Dynamic-AI-Creator) released
slendermang replied to silola's topic in ARMA 3 - ADDONS & MODS: COMPLETE
EDIT: Nevermind, I misunderstood. -
DAC V3.1 (Dynamic-AI-Creator) released
slendermang replied to silola's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is what it spits out in the .rpt -
DAC V3.1 (Dynamic-AI-Creator) released
slendermang replied to silola's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sup ya'll I'm having abit of trouble getting the object generator to work. As it stands I have a trigger with the following fun = ["oz1",500,0,0,1,0,[],""] spawn DAC_Objects I know the trigger is activating because I placed a hint at the end, however nothing is spawning. I'm using the external version of DAC and have it packed in the mission, I can't really think of what I'm doing wrong seeing as how its pointing to a default array in DAC_Config_Objects.sqf Can anyone help me out? I took a look at the tutorial missions too and couldn't seem to figure it out either. Perhaps I've missed something vital in the documentation. -
All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
slendermang replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm guessing this has no A1 support at the moment? Is there any way I can get it to work? Putting the directory in the modline didn't work. -
All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
slendermang replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
https://dl.dropbox.com/u/33594635/arma3_2013-04-10_19-42-07.rpt