total
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Everything posted by total
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What must I do to have a constant Squad leader ONLY-Trigger, 50 meters around a movable Cargobox, with addAction ["Create FOB", "fobscript.sqf"] ? OLD: I want the Squad leader to have the ability to create a FOB spawn point by pressing "Place FOB" with the radio - one time only. One requirement: A specific object must be 0-50 feet away to build FOB. Is this object within reach and Squad Leader press "Place FOB" so there will be built a building and a Virtual ammo box right next to it + an invisible marker. Isn't the object within range = Hint message and no FOB. Does anyone have a suggestion on how I can do this?
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NEEDHELP: Create FOB with radio
total replied to total's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you! - Again! Will test this as soon I get home from work! ;) -
NEEDHELP: Create FOB with radio
total replied to total's topic in ARMA 3 - MISSION EDITING & SCRIPTING
What must I do to have a constant Squad leader ONLY-Trigger, 50 meters around a movable Cargobox, with addAction ["Create FOB", "fobscript.sqf"] ? -
Thanks m8, that worked :o
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I'm struggle with my HC gets kicked from the server. Steam ticked failed [null] The server is running standalone, HC has its own license and Battleye is disabled. Both on the same box. Have tried with and without password. It seems that it is connected for a while, but it is not in the lobby. Later it gets kicked with Steam ticked failed [null]. 22:19:27 Dedicated client created. 22:19:31 > Player HC connecting 22:19:31 > Welcome to [aCe]Playground COOP! 22:20:05 > We recruit Norwegian players! 22:20:42 > Visit us @ arcticelite.com 22:21:01 > You were kicked off the game. 22:21:02 Client connected: 127.0.0.1:2382 22:21:03 > Player HC connecting
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Good evening, I must admit that I get really confused when I read about headless clients and I hope one can put me on the right track again. I want to make UPSMON missions with many AI's, which should only be used with a headless client. What changes should I make to my mission/UPSMON config, so all the AI calculations are transferred to my headless client? No matter what I do, all the AI calculations run on the server and one person said it was a quick way to get all the units that spawn via UPSMON to be connected directly to the headless client. How? I hope someone can help me! :jail: SOLVED
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Right now I struggle with my HC gets kicked from the server. Steam ticked failed [null] The server is running standalone, HC has its own license and Battleye is disabled. Both on the same box. 22:19:27 Dedicated client created. 22:19:31 > Player HC connecting 22:21:01 > You were kicked off the game. 22:21:02 Client connected: 127.0.0.1:2382 22:21:03 > Player HC connecting EDIT: Restarted Steam and its working. :o
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Okey, I have forceHeadlessClient=1; on my Headless rabbit :) Thank you, Magirot. I will try a little further.
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:depressed: Can someone at least say that the script I'm using <<looks>> correct? I've tried everything I can think of. :( Will my dedicated client automatically connect to my rabbit called HC?
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Is there no one who can say if this is right / wrong? Something must be wrong since it doesn't work! Units Spawn, but on server side and not on my HC. :crazy: :crazy: HELP PLEASE!
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Thank you, Magirot, for your post. I still have problems though :( But should't this work? if(isNil "paramsArray") then{ paramsArray=[0,0,0]}; //get mission parameter to see if //HeadlessClient is present and assign its name if(paramsArray select 0 == 1) then{ if(isServer) then{ HCPresent = true; publicVariable "HCPresent"; }; if (!hasInterface && !isServer) then{ HCName = name player; publicVariable "HCName"; }; } else{ if(isServer) then{ HCPresent = false; HCName = "NOONE"; publicVariable "HCPresent"; publicVariable "HCName"; }; }; if(!isServer) then {waitUntil{!isNull player}}; //Init UPSMON script call compile preprocessFileLineNumbers "scripts\Init_UPSMON.sqf"; //execute spawnscripts on HC if present, otherwise on Server if(HCPresent) then{ if(!hasInterface && !isServer) then{ execVM "spawnscript1.sqf"; execVM "spawnscript2.sqf"; execVM "spawnscript3.sqf"; }; } else{ if(isServer) then{ execVM "spawnscript1_small.sqf"; execVM "spawnscript2_small.sqf"; execVM "spawnscript3_small.sqf"; }; }; Maybe I need to put "setowner" in the spawn scripts? I think I only need this if I want to transfer existing units. if !(isServer) exitWith{}; _HC = _this select 0; _list = _this select 1; OC_pass = 0; OC_fail = 0; for "_i" from 0 to ((count _list)-1) do{ _unit = _list select _i; if(_unit setOwner (owner _HC)) then{ OC_pass = OC_pass + 1; } else{ OC_fail = OC_fail + 1; }; }; publicVariable "OC_pass"; publicVariable "OC_fail";
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I use UPSMON, and I see that all UPSMON configuration files has this: / / SERVER OR HEADLESS CLIENT CHECK if (! isServer && hasInterface) exit with {}; Is it possible to connect the HC to the units added with the editor? Or must all be done via scripts, after the mission start? If someone could tell me what I'm doing wrong or maybe make me a small spawn script, which show how I can get my headless client to work, I will be eternally grateful! description.ext class Params { class HeadlessClient { title = "Headless Client"; values[] = {0,1}; texts[] = {"OFF","ON"}; default = 0 ; }; }; init.sqf if(isNil "paramsArray") then{ paramsArray=[0,0,0]}; //get mission parameter to see if //HeadlessClient is present and assign its name if(paramsArray select 0 == 1) then{ if(isServer) then{ HCPresent = true; publicVariable "HCPresent"; }; if (!hasInterface && !isServer) then{ HCName = name player; publicVariable "HCName"; }; } else{ if(isServer) then{ HCPresent = false; HCName = "NOONE"; publicVariable "HCPresent"; publicVariable "HCName"; }; };
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Good evening, I have three markers that acts as a kind of trigger. I want them to function independently in three different floors in the same building. Is it possible with a trigger and setMarkerPos? Can't get it to work. :cry2:
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[aCe] is now recruiting! (NORWEGIAN TACTICAL GAMING CLAN)
total posted a topic in ARMA 3 - SQUADS AND FANPAGES
Good evening, Arma 3 Community, [aCe], arctic Combat elite, is a merge between the former squads Madplay, Trønderbataljonen and SoD. [aCe] was founded on the 16th of January 2002, back when we still were playing DF: Landwarrior. Since then, we have played games like Task Force Dagger, Black Hawk Down, Team Sabre, Delta Force Extreme, Joint Operations + Escalation Pack, Battlefield 2, Call Of Duty 4, Modern Warfare 2, Battlefield: Bad Company 2, Battlefield 3, Red Orchestra 2 and now Arma 3. [aCe] is known as a fairplaying squad with adults who play for the fun and the thrill of the game. We are at present around 30 active members, from the age of 20 to infinity..... Hvis du er norsk, over 18 år gammel, elsker Arma 3 og vil få litt mer ut av spillet? Ikke nøl med å søke. Trykk her for info og mal. We have a powerful dedicated server located in Norway. All feedback will be received with a big thank you. A quick way to find the server is to write aCe in the server list filter or use PlayWithSix with our PWS collection file. The server are running with PERFORMANCE BINARY 6. - Click here to visit us! -
Arma 3 STABLE Server 2.18 "profiling / performance binary" feedback
total replied to Dwarden's topic in ARMA 3 - SERVERS & ADMINISTRATION
Perf6 available! :p -
Norwegian special characters in Arma 3?
total posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, Is it possible to get the Norwegian special characters "æ, ø and å" to work in Arma 3? I'm creating an in-game mission guide in Norwegian with XML, but these Norwegian letters will not work. Is there a way? -
I have this bug and I don't use Dev version. R_USE_SMOKE_wounded = 0; R_USE_SMOKE_killed = 35; and they still spam smoke after 5 seconds. EDIT: Debug mode tells me that every unit are damaged from start.
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Hi, I'm struggling with the units spawn twice when I use trigger spawn script. The original units run UPSMON and the others stand still. Identical units. I can't understand why they spawn twice! if (!isServer) exitwith {}; hint "Spawn test!"; _sideHQ = createCenter east; // Area 1 grp1 = createGroup east; grp1 = [getMarkerPos "area1_spawn1", _sideHQ, ["O_soldier_TL_F", "O_soldier_AA_F", "O_soldier_AA_F", "O_soldier_AA_F"], [], [], [0.3, 0.6]] call BIS_fnc_spawnGroup; nul = [leader grp1,"area1_0","fortify","AWARE"] execVM "scripts\UPSMON.sqf"; grp2 = createGroup east; grp2 = [getMarkerPos "area1_spawn2", _sideHQ, ["O_sniper_F", "O_spotter_F"], [], [], [0.3, 0.6]] call BIS_fnc_spawnGroup; nul = [leader grp2,"area1_1","nowait","AWARE","noveh"] execVM "scripts\upsmon.sqf"; grp3 = createGroup east; grp3 = [getMarkerPos "area1_spawn3", _sideHQ, ["O_soldier_TL_F", "O_soldier_AA_F", "O_soldier_AA_F", "O_soldier_AA_F"], [], [], [0.3, 0.6]] call BIS_fnc_spawnGroup; nul = [leader grp3,"area1_2","nowait","AWARE","noveh"] execVM "scripts\upsmon.sqf";
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Hi, just want to say thank you to all who work to improve UPSMON for Arma 3! What bothers me a bit is that all upsMON-units throw smoke grenades without being damaged or have any threats.
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HUD/User Interface problems with "Intro video & UAV Briefing"
total posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I tried adding "[iN GAME] video & UAV Briefing!" to my MPmission, but after the intro video and Briefing the HUD/UI in my mission disappears. Does anyone know how to fix this? The init-code for the video & UAV Briefing: [] spawn { scriptName "initMission.hpp: mission start"; ["rsc\ARMA_3.ogv", false] spawn BIS_fnc_titlecard; waitUntil {!(isNil "BIS_fnc_titlecard_finished")}; [[2879.289,5618.516,0],"Alpha and Bravo have been engaged by hostile forces, provide backup"] spawn BIS_fnc_establishingShot; //OR , The above is a bit more user friendly and easier to control. //[getPos orbit1,"Alpha and Bravo have been engaged by hostile forces, provide backup",300,200,180,0,[]] spawn BIS_fnc_establishingShot; }; -
Hi, 1)Is it possible to autoconnect the UAV operator with a flying UAV? 2) How to respawn a flying UAV every 15 min when it gets destroyed?
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Need help with changing colors on marker with trigger
total replied to total's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks, but I can't get the triggers to work properly . After I changed the condition so it seems that the activation doesn't work . Although there are units from Opfor inside the trigger zone, the triggers changes the colors on the marker completely random on mission start, and when killing all the opfor units the trigger doesn't change color on marker. I need some kind of if present activation or/and condition check every 5 seconds maybe? -
Need help with changing colors on marker with trigger
total posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have tried for a while to create a trigger script that switches the color of the marker, but I don't know how. Does anyone know how to do this? - Marker turns GREEN if either Blufor or Opfor units exist within trigger zone + that there are units from independet within the trigger zone. (Hint message: Gravia is now controlled by Independet!) - Marker turns RED if either Independent or Blufor units exist within trigger zone + that there are units from Opfor within the trigger zone. (Hint message: Gravia is now controlled by Opfor!) - Marker turns BLUE if either Opfor or Independent units exist within trigger zone. When Blue, the marker stays BLUE even though blufor units are not present. (Hint message: Gravia is now controlled by Blufor!) -
Need help with changing colors on marker with trigger
total replied to total's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I don't know if it's possible to use Game Logic Activation on these two triggers, to get it to work the way I want it? -
Need help with changing colors on marker with trigger
total replied to total's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I guess this is too difficult. :( I hope Bohemia Interactive releases a form of Advanced Sector Trigger.