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chronicsilence

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Everything posted by chronicsilence

  1. Quick question. For the custom difficulty aiLevelPreset field in server.armaprofile: class DifficultyPresets { class CustomDifficulty { class Options { aiLevelPreset = (0|1|2); } } } Does anyone know what the corresponding "skillAI" and "precisionAI" values are for each of the 0/1/2 low/normal/high presets? I'd like to set it somewhere between "normal" and "high", but I don't know what custom values to use for those fields since I don't know what the values are for each preset. Thanks!
  2. chronicsilence

    Custom Difficulty AI Skill Preset Values

    Do you know, if I set CfgAISkill settings in a mod, how does that interact with CustomDifficulty settings? Does one take precedence over the other?
  3. @Dedmen What's the default value for the "steamProtocolMaxDataSize" setting?
  4. Hi everyone, I'm setting up a dedicated server and am looking for some sort of web console for server management (starting servers with specified parameters, etc.). I've been trying out this one (https://github.com/Dahlgren/arma-server-web-admin) and it works, but is lacking some big features. Does anyone know of any decent alternatives? Thanks!
  5. What's the installation process for a dedicated Linux server? It doesn't load the .dll files since those are Windows only ("CallExtension 'acre' could not be found" in the server RPT), but ACRE2 still seems to work for the clients that connect to that server. Does the server actually need to load the .dll/.so, or do only clients need to load that? If the server does need it, are Linux libraries released anywhere or do we have to compile them from source? Thanks!
  6. When I spin up a dedicated server on a Windows machine, I see the following in the RPT file: 15:41:14 Connected to Steam servers The server shows up in the server browser, I can connect and it all works happily. This Steam API endpoint shows my server: https://api.steampowered.com/ISteamApps/GetServersAtAddress/v1/?addr=(server ip) I try exactly the same config on a Linux machine, and nothing works. That line doesn't appear in the RPT file, Steam doesn't recognize the server, it doesn't show up in the server browser, and if I try a direct connect it just hangs at a black screen and the server's RPT file (sometimes) throws errors: Server error: Player without identity (***playername***) I'm running it on Ubuntu 18.04, firewall disabled, all ports open, public IP address. I'm running the command: ./arma3server_x64 -noSound -world=empty -autoInit -loadMissionToMemory -port=2302 -config=configs/myconfig.cfg And the config file is as follows: admins[]= {}; hostname = "Test Server"; password = "***"; passwordAdmin = "***"; maxPlayers = 3; motd[]= { "TEST", }; verifySignatures = 0; disableVoN = 1; persistent = 1; BattlEye = 0; forcedDifficulty = "Recruit"; class Missions { class mission_1 { template = "demo.vr"; difficulty = "recruit"; }; }; The mission itself is just an empty VR world with a single player and a respawn marker, no mods/vehicles/anything. I've also tried it on Ubuntu 16.04 and 20.04, same issues. Any suggestions would be greatly appreciated. @Dwarden you seem to be the Linux dedicated server guru (and this is using your performance branch, although I've tried with the default branch and same issue), any thoughts? This is the RPT file:
  7. Figured it out. Turns out that in order to connect to Steam servers, the ARMA server needs to be ping-able (ICMP 8 - Echo Reply) as well as having the TCP/UDP ports open. I've tried to add this to the Dedicated Server wiki page but it's not allowing new user registrations. Can someone else add it? Might save someone some major headaches one day.
  8. Does anyone know of a way to set a default side for new people joining a server? It always seems to put them in the Blufor team, but I would like to change that. I don't want any kind of balancing or anything, I just want them all to default to Opfor.
  9. Some items in "CfgWeapons" are "assignable", that is, the "assignItem" command will stick it in a specific slots (such as radio, compass, NVGs, Binoculars, etc.). For a given config in CfgWeapons, is there a simple way to tell if it is "assignable"? Meaning, if the "assignItem" command will work on it? Thanks!
  10. I'm trying to take an in-game camera, and render it's output to the screen of a "Land_MobilePhone_smart_F". Using the code explained on the Procedural Textures page, that code looks something like this: _screen = createVehicle ["Land_MobilePhone_smart_F", [0,0,9999], [], 0, "CAN_COLLIDE"]; _screen attachTo [player, [-0.08,1,-0], "head"]; _screen setDir 90; _screen setObjectTexture [0, "#(argb,512,512,1)r2t(cam_r2t,1)"]; _cam = "camera" camCreate [0,0,0]; _cam cameraEffect ["Internal", "Back", "cam_r2t"]; This works, but the image that is displayed on the smart phone is horribly stretched, because the hidden texture on the smart phone is twice as high as it is wide. So I tried playing with the width and height properties in the setObjectTexture (in the format where the texture is "#(argb,width,height,mipmaps)r2t(cam_r2t,aspect)"), by setting it to "#(argb,256,512,1)r2t(cam_r2t,1)", but that had no effect on the stretching, just the "quality" of the image in one direction or the other. So I tried changing the "aspect ratio" value by setting it as "#(argb,512,512,1)r2t(cam_r2t,0.5)", no luck. So I tried the other way, ""#(argb,512,512,1)r2t(cam_r2t,2)", still no luck. And I've tried every combination I can think of with width/height/aspectRatio combinations, nothing seems to prevent the image from being extremely stretched. As far as I can tell, the "aspect ratio" value in r2t has no effect whatsoever. Does anyone have any ideas how to get this camera to render properly, without have a 2:1 stretching effect? Thanks!
  11. If you create a listbox control (type 5), it looks something like this right: I'm looking for a way to set it so that the list items have backgrounds. Note, I'm not trying to set a background color for the entire control like you could do with the colorBackground attribute, but just for each list item. So it would look something like this, from the inventory screen (which uses listbox controls): Any ideas how to do this? I've been reading through the DialogControls-ListBoxes page and I can't see a way to do it, but it looks like it must be possible.
  12. Hi everyone, I'm an experienced scripter but new to addons/modding, and so I'm not sure how to go about this. I'm looking for a way to remove the default action menu items from vehicles: particularly, the "Inventory", "Rearm at...", and "Take..." actions that appear on every vehicle. Is there a way to do this through some Cfg override or something? And if there is, can it be done for all vehicles instead of having to specify for each type of vehicle? Thanks! ---------- Post added at 18:51 ---------- Previous post was at 17:21 ---------- Figured it out! CfgActions, override each one in question with show = 0. That one really needs some documentation...
  13. I'm having this really weird bug that I can't figure out. While in a custom-built single-player mission, my character will all of a sudden start walking really slowly (i.e. the 'walk' speed, when normally the character moves at the 'run' speed). I have checked all of the following: - enableStamina is set to false, so it's not that - isForcedWalk returns false, so that's not somehow happening - I've unbound everything to do with "toggle pace" or similar in the controls, including the "W+S" thing (and when it happens, pressing "W+S" doesn't help anyways), so I'm not accidentally toggling the pace - I'm not carrying any kind of weapon at the time, so it has nothing to do with some sort of "combat pace". It's driving me nuts and I can't debug it. It seems entirely random. I don't even care what's causing it, I just need it to not happen. Is there any way to, through script commands, force a player to ALWAYS move at the "run" speed and never anything else (no "walk", no "sprint")? Or, any other ideas as to what might be causing this?
  14. Kind of a weird use case, but I need a way to force a player's head/view to look a specific direction, without creating a separate camera (there are some weird issues with not being able to see things created with drawIcon3D while in a non-player camera). I can set the player's direction to look left/right, but I need a way to make them look down towards the ground (kind of like a "hey, look at this shiney bomb on the ground" thing). Any ideas on how one might accomplish this?
  15. chronicsilence

    Forcing player to view specific direction

    It seems like this (and the related "lookAt" command) only work on AI units, and will not work on the actual player.
  16. chronicsilence

    Zombies & Demons 5.0

    Hi everyone, I love this mod, but cannot seem to find any documentation for it! A couple questions: 1) Is there any way to disable any effects of a zombie successfully hitting you (screen pulsing with slight fade, "ugghh" sounds made by the player, etc.)? I'd like to provide the player with a tool that makes them "invulnerable" to zombies for a short period of time. 2) Is there a way to spawn zombies by script? When I try something like "RyanZombie16Opfor" createVehicle getPos player; it spawns the zombie half-buried in the ground and it doesn't do anything (see image below). (EDIT: figured this one out, have to use "createUnit" instead of "createVehicle"). 3) Is there a way to script a zombie to run away from you? I'd like to provide the player with "Zombie Repellant" to that makes the zombies run away when used. Thanks!
  17. chronicsilence

    ARMA 3 Addon Request Thread

    I'm looking for a map that has a dense northern-style forest. Tanoa is great in that the forests are very thick and have a lot of ground cover (hard to see through it), but the mission I'm trying to make (a scary horror kind of thing) doesn't really work in a tropical setting. I tried the Chernarus Redux community map, and it has the right kind of forest but it's very sparse, the trees are at least 10 - 15 feet apart and there's no other type of foliage (no bushes, fallen logs, etc.). Any recommendations for an existing map like that? Here's an example of what I'm looking for:
  18. chronicsilence

    MrSanchez' Headlamps

    Just started using your mod, seems pretty great so far. One issue I'm running into, though, is that the headlamp only seems to work at night (after 7pm or so). If I have a daytime mission, the headlamp won't work even if I'm in a dark area (inside a building with no windows, for example). Any idea why this is? Thanks!
  19. Any way to get 64-bit versions of these extensions? Would really like to use regex_replace with 64-bit Arma.
  20. I want to have icons and text above a player's head. I can do this with the drawIcon3D script command, which will draw an icon and a line of text below it. However, I need to draw several lines of text, and it doesn't seem to be able to handle that ('\n' and '<br />' have no effect). I have tried just drawing multiple icons, each with one line and slightly below the previous one, but they often overlap with eachother and generally just look horrible. Does anyone have any suggestions of a good way to draw multiple lines of text over someone's head?
  21. Hey folks, I'm working on a little script where I would like to create spark effects on a vehicle. I'm trying to simulate the vehicle being hit by an EMP (disabling the engine and all electronics). I've been looking into particle effects, but they're rather daunting for someone who hasn't done them before. I found this little example for creating a fire effect: _source01 = "#particlesource" createVehicleLocal (position _x); _source01 setParticleClass "ObjectDestructionFire1Smallx"; _source01 attachto [_x,[0,0,0]]; But I can't really figure out how to make it sparks instead of fire, and there doesn't really seem to be a list of pre-defined effects anywhere to choose from. The other thing is I need to make sure that the effect doesn't damage the vehicle (that fire one blew it up after a couple seconds). Thanks!
  22. Let's say I have an ammo crate, and I want to add two MX rifles to it. One of them I would like to have an ACO optic attached, and the other I would like to have a flashlight attached. So when I'm done, the inventory screen for the crate should look like this: So my question is, how can I add weapons with specific attachments to a crate? I know that there are some specific class names which have attachments built in, like "arifle_MX_ACO_F", but there isn't one for every combination (for this example, there's no class for an MX rifle that has a flashlight attached). Any thoughts? Thanks!
  23. Hey everyone, I've been working with ARMA for a while but have yet to make a substantial contribution of community content, so I thought this would be a good first step. I've recently been using ARMA 3 as a research tool (simulator), and that work required some tools that didn't yet exist in ARMA. Specifically, manipulation of matricies and standardized representations of orientation. As you may know, ARMA uses a rather odd system for orientation of objects (vectorDirAndUp), and that system is not very compatible with standardized formats. BIS has offered a couple functions to convert orientations to/from the more standard Euler angles (roll, pitch, yaw) in the BIS_fnc_getPitchBank and BIS_fnc_setPitchBank functions, but as stated in the notes for BIS_fnc_getPitchBank, "The bank returned by this command is not fully accurate, it can be off by up to 5% or so (depending on pitch), due to an unknown bug." In addition, Euler angles have issues with singularities (which is why quaternions were developed), and that was not acceptable for my research work. So, I decided to develop a small library of functions to help with orientation representation. In order to do so, I also had to develop a couple functions for matrix manipulation. These functions should avoid any issues that the BIS functions have with accuracy, and in theory should be a perfect representation. In this package, there are three representations of orientations: 1) the ARMA "vectorDirAndUp" representation 2) Euler angle (roll-pitch-yaw) representation 3) direction cosine matrix (DCM) (a.k.a "rotation matrix") representation The ARMA representation isn't good for much at all, but it's what we have to work with. Euler angles are great, intuitive, and easy to learn/understand, but have limitations with singularities at certain angles. DCMs are a bit trickier to understand, but are a standardized representation that have no limitations and can be converted into anything with well-defined equations. In this library, all matricies (2-dimensional arrays) are represented in the following format: [ [r1c1, r1c2, r1c3], [r2c1, r2c2, r2c3], [r3c1, r3c2, r3c3] ] Where "r1" is "row 1" and "c1" is "column 1". This library contains the following functions: MOP_fnc_getDCM: this function will get the direction cosine matrix for a given object MOP_fnc_vectorDirAndUp2DCM: this function will covert a given vectorDir and vectorUp to a DCM MOP_fnc_DCM2vectorDirAndUp: this function will convert a given DCM to a vectorDir and vectorUp MOP_fnc_DCM2RPY*: this function will convert a given DCM to an array of Euler angles [roll,pitch,yaw] MOP_fnc_RPY2DCM*: this function will convert a given array of Euler angles [roll,pitch,yaw] to a DCM MOP_matrixMultiply: this function will multiply two given matricies MOP_matrixTranspose: this function will return the transpose of the given matrix *Note: several of these functions (those marked by an asterisk) have an additional boolean parameter to determine if the Euler angles (roll-pitch-yaw) should be in degrees or radians. To get the current roll/pitch/yaw of your current vehicle, you might use a script that looks like this: _vehicle = vehicle player; _DCM = [_vehicle] call MOP_fnc_getDCM; _RPY = [_DCM] call MOP_fnc_DCM2RPY; hint format["Roll: %1, Pitch: %2, Yaw: %3", _RPY select 0, _RPY select 1, _RPY select 2]; If you want to set your current vehicle to +5 degrees roll, you might do: _RPY = [5,0,0,false]; // false is to specify degrees, not radians (optional parameter that defaults to false) _DCM = [_RPY] call MOP_fnc_RPY2DCM; _vectorDirAndUp = [_DCM] call MOP_fnc_DCM2vectorDirAndUp; (vehicle player) setVectorDirAndUp _vectorDirAndUp; I have also included a description.ext file which has content that must be added to your description.ext in order for these functions to be recognized by the game. I have found this library to be invaluable for my work, but obviously it will be of very limited use to the casual scripter/missionmaker. If there's any community interest in this, I might add more mathematical functions that aren't currently available. So, if you have a request, post it here! Also, please let me know if there are any bugs/issues with getting these functions installed and I'll see if I can make it easier. Armaholic page: http://www.armaholic.com/page.php?id=29127
  24. chronicsilence

    Render to Texture PiP Aspect Ratio

    I'm pretty good with scripting, but have yet to explore the modelling world. Could you explain what "UV"s are? It's one of the items in the vanilla game, not sure if I would be able to modify it or not.
  25. So here's the goal: I want to show the minimap (ctrl-M) as a texture on an object. I know that you can take video from a camera and put it as a texture on an object (like a laptop screen) using cameraEffect with rtt (like in KK's tutorial here), but I need to find a way to do it with a feed of the minimap instead of a feed from a camera. One interesting thing is that the cTab mod seems to kind of do this by rendering a minimap in a custom position in 2D, not exactly sure how they did that though. Any thoughts? Thanks!
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