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SkillerPenguin

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Everything posted by SkillerPenguin

  1. Hello! I'm trying to make a mission where players are spawned in parachutes at the height of 220 meters. However, I'm overlooking something super simple that's leading to a parachute being spawned on every person for every player on the server (eg 30 players on the server means 30 paras on each person on the server). I know it's something simple but I'm not going to figure this out within a reasonable time frame without external help. Here's the script, placed in a player init. I've also tried a game logic angle with the player (non-MP compat unit), to no avail (obviously). chute = "DEGA_T10_Parachute" createVehicle [0,0,0]; chute setPos [getPos this select 0, getPos this select 1, 220]; this moveIndriver chute; Any help? Also, a side quest: I'm trying to use an sqs script in Arma 3 multiplayer which I used to use in Arma 2 multiplayer, still works in Arma 3 single player but not multiplayer. Is there any go-to solution that would come to mind without me having to upload the script? Thanks!
  2. Worked great! Thank you.
  3. 101st Airborne Division Realism Unit (US division) Arma 3 WW2 Milsim based on Iron Front mod with Faces of War The 101st Airborne Division Realism Unit is a milsim unit based on the Iron Front WW2 mod on the western front, with many fixes and custom additions working to achieve a realistic combat experience. With a rapidly growing population and many positions yet to be filled, we are proud to finally announce that we are opening our doors to public recruitment. In our constant effort to create a realistic World War II environment in Arma 3, our unit has adopted several mods that break new boundaries in creating this environment for our members. The mods are very accessible and easy to install even to novice players and full assistance can be provided to those who have any trouble at all. The mods that we use on our servers allow us to provide an incredible depth of realism that few other units can provide. Currently our unit is composed of players with very diverse backgrounds. Some of our members are veterans of the realism/milsim community that have been in multiple historical units, in both Arma 2 and Arma 3, which aim to endure the environments of which the brave soldiers of the last great war experienced. Others in our unit are rather new to the scene, but they are greeted with open arms and training that teaches them to fight amongst the very best! Players of all experience levels are welcome to join! Perhaps you have been in realism units before, or perhaps you are looking for a change from the normal run of the mill invade and annex servers. Wherever you might be coming from, we would be happy to have any and all come in for an interview or to simply learn more about the unit. Current sub-units: 8th Air Force 8th Armored Division (Temporarily closed) Interested in joining? Awesome! Come on over to our TeamSpeak server and sit tight in the "Waiting for Recruiter" channel. IP: 101ab.dtdns.net - Currahee! -
  4. UPDATE: We switched from the 2nd Infantry Division to the 101st Airborne Division a while back. Tankers are temporarily closed and air force is open! Our numbers are strong and missions are plentiful! Join today! TS3: 101ab.dtdns.net
  5. SkillerPenguin

    Wrong signature for file

    Funny enough, after re-trying this a few times it finally worked. Sometimes it wouldn't compile bins, so I had to debinarize them back to .cpp and everything worked a charm. Appreciate it.
  6. SkillerPenguin

    Wrong signature for file

    I followed your steps but have also used Arma 3 tools, mikero's tools, a combination thereof and even just PBOManager for packing then signing with DSUtils. DSUtils' signature checker says no issues, either, so the only entity with an issue is the server, which kicks for "Wrong signature". I've also messed around with the Cfg file to no avail.
  7. SkillerPenguin

    Wrong signature for file

    Thanks for your reply. Unfortunately, still no beans. Is it possible it has to do with an error in a config.bin file? The addon works properly and doesn't have any pop-up/debug blackbox errors, so if so, then I wouldn't know where to start. This is the only mod signature amidst many other pbos that will not work.
  8. SkillerPenguin

    Faces of War [WW2]

    Awesome update! Thanks!
  9. SkillerPenguin

    Wrong signature for file

    Hey. I tried your solution but to no avail. I'll still get kicked from the for "wrong signature" no matter what software packs/signs the addon. Any further ideas?
  10. SkillerPenguin

    How to make AI mortar fire at position?

    It's official - after some testing, it officially looks like the Iron Front German & Soviet mortars don't work for AI. I put Germans in modern mortars, which worked but modern soldiers in German mortars didn't work. Got any scripts handy for mortars hitting a target without needing an actual mortar?
  11. SkillerPenguin

    How to make AI mortar fire at position?

    Yeah, still no beans. If I could just create the mortars without the AI firing them off, I'd be very happy with that as well; even explosions with a mortar whistle sound effect would do - think you could point me to some you'd recommend?
  12. Anyone else have an issue where AI German mortars refuse to fire, no matter the script or lack of?
  13. SkillerPenguin

    How to make AI mortar fire at position?

    It is actually the German mortar from Iron Front.
  14. SkillerPenguin

    How to make AI mortar fire at position?

    Yes, they're filled to the brim.
  15. SkillerPenguin

    How to make AI mortar fire at position?

    Cheers. Edit: Script now says they are in range and provides the ETA; however, they still aren't firing. The AI adjusts his mortar to the correct direction, but won't fire.
  16. SkillerPenguin

    How to make AI mortar fire at position?

    Appreciate the quick reply. I tested this out as well. I could shoot well beyond the distance required on the default range setting, and even moved the named target objects closer, with no luck. Here's what I've got, in a script run by the game logic on mission start: mortar1 commandArtilleryFire [ getPosATL mortar_target1, "ARTY_LIB_8Rnd_81mmHE_GRWR34", 5 ]; I've tried doArtilleryFire as well to no avail.
  17. SkillerPenguin

    How to make AI mortar fire at position?

    I'm bumping this topic as it fits exactly my issue. Even using @jshock 's script, they won't fire. It seems that they aim the correct way, but they won't actually fire. I've tried the ammo type above, as well as the ammo types specific for the mortar. Any ideas? Also, the mortars aren't vanilla, if that helps.
  18. Update: Unit is growing rapidly every day and tankers have just opened up. For now, tankers are full but infantry is strong and missions are daily. Air force is soon to come after 2nd platoon for infantry opens up, which will be soon. BCTs happen 1-2 times a week!
  19. If all is well, it should work in single player. However, you should always test it on multiplayer as well.
  20. Try putting 1500 as (1500), normally it should work without parantheses but code is weird, other than that, try completely disconnecting your headless clients. Also, make sure you didn't accidentally snip a bit of code or config somewhere.
  21. Just read this - holy shit! Amazing!
  22. Download it from there, then navigate to the "!Workshop" folder in your Arma 3 root directory. You'll find the download there.
  23. I just did - set the HC allocation in the config file to false.
  24. Same! Did you manage to find out what the issue was?
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