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byrgesen

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Posts posted by byrgesen


  1. Ok mate, thx.

    I will try to find the reason, just wierd it gives that error but the script works perfectly fine and line 1 isnt wrong in the script hehe.

    EDIT:

    The only way i can remove the error is to go back to using:

    nul = [this] execVM 
    

    Instead of:

    [this] call compile preprocessFileLineNumbers
    

    It still works just fine though. Need to do some more testing with more players and JIP and such though. Had bad experience with the execVM not being 100% persistant for loadouts.


  2. hey mate.

    great job in this, it has helped med for sure :)

    however when im using your loadout script it gives me this error:

    Error in expression <uts\excalibur\dismount2.sqf"
    waitUntil {!isNull player};
    _unit = _this select 0;>
     Error position: <!isNull player};
    _unit = _this select 0;>
     Error Generic error in expression
    File mpmissions\__cur_mp.Stratis\loadouts\excalibur\dismount2.sqf, line 1
    

    this is my loadout script, with some addon classnames:

    waitUntil {!isNull player};
    
    _unit = _this select 0;
    
    // Remove original equipment
    removeallweapons _unit;
    removeallassigneditems _unit;
    removeallcontainers _unit;
    
    
    // Add clothing
    _unit addUniform "U_SBE_USMC_B_CombatUniform_mcam_tshirtD";
    _unit addHeadgear "CAF_Boonie_AR";
    _unit addVest "V_HarnessOGL_brn";
    _unit addBackpack "B_Carryall_ocamo";
    
    _unit addItem "A_Camo_Helmet"; 
    
    
    // Add weapons & grenades
    _unit addMagazines ["30Rnd_65x39_caseless_green", 8];
    _unit addWeapon "arifle_Khaybar_F";
    _unit addPrimaryWeaponItem "acc_pointer_IR";
    _unit addPrimaryWeaponitem "optic_Holosight";
    
    _unit addMagazines ["30Rnd_9x21_Mag", 4];
    _unit addWeapon "hgun_P07_F";
    
    _unit addMagazines ["HandGrenade", 2];
    _unit addMagazines ["SmokeShellRed", 2];
    _unit addMagazines ["SmokeShell", 2];
    
    _unit addMagazines ["SatchelCharge_Remote_Mag", 2];
    _unit addMagazines ["DemoCharge_Remote_Mag", 2];
    
    
    // Add items
    _unit addItem "FirstAidKit"; 
    _unit addItem "FirstAidKit";
    _unit addItem "FirstAidKit";
    
    _unit addItem "Toolkit"; 
    _unit addItem "MineDetector"; 
    
    _unit addWeapon "rangefinder";
    
    _unit addItem "muzzle_snds_H"; 
    _unit addItem "muzzle_snds_L"; 
    
    _unit addItem "NVGoggles"; 
    
    _unit addItem "ACRE_PRC148"; 
    _unit assignItem "ACRE_PRC148"; 
    
    _unit addItem "ItemRadio"; 
    
    _unit addItem "g_tactical_clear"; 
    _unit assignItem "g_tactical_clear"; 
    
    _unit addItem "ItemCompass"; 
    _unit assignItem "ItemCompass"; 
    
    _unit addItem "ItemMap"; 
    _unit assignItem "ItemMap"; 
    
    _unit addItem "ItemWatch"; 
    _unit assignItem "ItemWatch"; 
    
    _unit addItem "ItemGPS"; 
    _unit assignItem "ItemGPS";
    
    if(true) exitWith{};
    

    The wierd thing is it works, but it gives errors. any idea whats wrong?


  3. We have also been tweaking around with loadouts because of the exact same problem you ran into, but we seem to have it fixed now, so perhaps this can help you.

    rifleman.sqf

    waitUntil {!isNull player};
    _unit = _this select 0;
    
    if(local _unit) then {
    
    
    
    // Remove original equipment
    removeallweapons _unit;
    removeallassigneditems _unit;
    removeallcontainers _unit;
    
    
    // Add clothing
    _unit addUniform "U_B_CombatUniform_mcam_vest";
    _unit addHeadgear "H_HelmetB";
    _unit addVest "V_PlateCarrierGL_rgr";
    _unit addBackpack "B_AssaultPack_dgtl";
    
    
    // Add weapons & grenades
    _unit addMagazines ["30Rnd_65x39_caseless_mag", 9];
    _unit addWeapon "arifle_MX_F";
    _unit addPrimaryWeaponitem "optic_Holosight";
    _unit addPrimaryWeaponItem "acc_pointer_IR";
    
    _unit addMagazines ["30Rnd_9x21_Mag", 2];
    _unit addWeapon "hgun_P07_F";
    
    _unit addMagazines ["SmokeShellRed", 3];
    _unit addMagazines ["SmokeShell", 3];
    _unit addMagazines ["SmokeShellYellow", 3];
    _unit addMagazines ["SmokeShellGreen", 3];
    _unit addMagazines ["SmokeShellBlue", 3];
    _unit addMagazines ["SmokeShellOrange", 3];
    _unit addMagazines ["SmokeShellPurple", 3];
    
    _unit addMagazines ["HandGrenade", 3];
    
    _unit addMagazines ["Chemlight_green", 4];
    _unit addMagazines ["Chemlight_blue", 4];
    
    
    // Add items
    _unit addMagazines ["FirstAidKit", 3];
    
    _unit addWeapon "Binocular";
    
    _unit addItem "g_tactical_clear"; 
    _unit assignItem "g_tactical_clear"; 
    
    _unit addItem "muzzle_snds_H"; 
    _unit addItem "muzzle_snds_L"; 
    
    _unit addItem "NVGoggles"; 
    _unit assignItem "NVGoggles"; 
    
    _unit addItem "ItemRadio"; 
    _unit assignItem "ItemRadio"; 
    
    _unit addItem "ItemCompass"; 
    _unit assignItem "ItemCompass"; 
    
    _unit addItem "ItemMap"; 
    _unit assignItem "ItemMap"; 
    
    _unit addItem "ItemWatch"; 
    _unit assignItem "ItemWatch"; 
    
    _unit addItem "ItemGPS"; 
    _unit assignItem "ItemGPS";
    };
    
    

    And then initialize it the same way you are doing with the:

    nul = [this] execVM "rifleman.sqf";

    In the units init field.

    Hope you can use this mate.


  4. Oh, so that's it. Yeah, the folder path for mods doesn't matter, you can even drag and drop mod folders into TA2DST and it will add the correct path.

    I have not checked this with A3 at all yet. I know some people have used it, but it's not supported on purpose yet.. Will refactor it for A2 and then I'll start testing it with A3.

    Sound amazing mate.

    Im really looking forward to a fully working server launcher for arma 3 :)

    Atm we are kinda forced to use the good old .bat method. Works well tbh, but im missing the beautiful GUI. Hehe.

    And for the Arma 3 compatability, everything is pretty much the same as in Arma 2, except some of the actual names of the files ofc.

    I havent found any Arma 3 specific setting yet, that wasnt in Arma 2.

    server.cfg, basic.cfg and profile looks just like arma 2, seems to work the exact same way aswell.


  5. I don't know if anyone else has reported it, apologies if they did, but while everything worked fine on ArmA 2, when i launch it for ArmA 3 the difficulty settings don't seem to work. It might be me doing something wrong, or it might simply be that the difficulty settings aren't compatible. Anyways, just thought i'd let you know.

    This software isnt fully Arma 3 compatible yet :)

    But i know Tophe is working on it.

    Hopefully it will support both arma 2 and 3 in the end heh.

    Hi Tophe hope all is going well with the refactoring, can't wait to try it. Will there be support for the PWS mod folders structure and V2 signatures for A2.

    PWS = PlayWithSIX

    And its just a simple matter of changing the folder setting in PWS and it will place the mods correctly.

    Dunno why Sickboy wants then in the documents folder tbh.

    I dont believe this is something Tophe needs to be doing, you can do it in PWS yourself :)


  6. This is what i did and it works great :)

    waitUntil {!isNil "bis_fnc_init"};
    _unit = _this select 0;
    
    if(local _unit) then {
    
    
    
    // Remove original equipment
    removeallweapons _unit;
    removeallassigneditems _unit;
    removeallcontainers _unit;
    
    
    // Add clothing
    _unit addUniform "U_B_CombatUniform_mcam";
    _unit addHeadgear "H_HelmetB";
    _unit addVest "V_PlateCarrier1_cbr";
    _unit addBackpack "B_AssaultPack_blk";
    
    
    // Add weapons & grenades
    _unit addMagazines ["3Rnd_HE_Grenade_shell", 2];
    _unit addMagazines ["3Rnd_SmokeRed_Grenade_shell", 2];
    _unit addMagazines ["3Rnd_Smoke_Grenade_shell", 2];
    _unit addMagazines ["3Rnd_SmokeYellow_Grenade_shell", 2];
    _unit addMagazines ["3Rnd_SmokeGreen_Grenade_shell", 2];
    _unit addMagazines ["3Rnd_SmokePurple_Grenade_shell", 2];
    _unit addMagazines ["3Rnd_SmokeOrange_Grenade_shell", 2];
    _unit addMagazines ["3Rnd_SmokeBlue_Grenade_shell", 2];
    _unit addMagazines ["3Rnd_UGL_FlareCIR_F", 2];
    
    _unit addMagazines ["30Rnd_65x39_caseless_mag", 14];
    _unit addWeapon "arifle_MX_GL_F";
    _unit addPrimaryWeaponitem "optic_Hamr";
    _unit addPrimaryWeaponItem "acc_pointer_IR";
    
    _unit addMagazines ["30Rnd_9x21_Mag", 2];
    _unit addWeapon "hgun_P07_F";
    
    _unit addMagazines ["HandGrenade", 3];
    _unit addMagazines ["SmokeShellRed", 2];
    _unit addMagazines ["SmokeShell", 2];
    _unit addMagazines ["SmokeShellGreen", 2];
    _unit addMagazines ["SmokeShellBlue", 2];
    
    _unit addMagazines ["Chemlight_green", 4];
    _unit addMagazines ["Chemlight_blue", 4];
    
    
    // Add items
    _unit addMagazines ["FirstAidKit", 3];
    
    _unit addWeapon "Binocular";
    
    _unit addItem "muzzle_snds_H"; 
    _unit addItem "muzzle_snds_L"; 
    
    _unit addItem "NVGoggles"; 
    _unit assignItem "NVGoggles"; 
    
    _unit addItem "ItemRadio"; 
    _unit assignItem "ItemRadio";
    
    _unit addItem "g_tactical_clear"; 
    _unit assignItem "g_tactical_clear"; 
    
    _unit addItem "ItemCompass"; 
    _unit assignItem "ItemCompass"; 
    
    _unit addItem "ItemMap"; 
    _unit assignItem "ItemMap"; 
    
    _unit addItem "ItemWatch"; 
    _unit assignItem "ItemWatch"; 
    
    _unit addItem "ItemGPS"; 
    _unit assignItem "ItemGPS";
    };
    
    

    Even though this is for arma 3, i dont believe it has changed a whole lot from arma 2.


  7. This is one of my loadout scripts.

    Wanted to post it so you can see how to do it right :)

    The brackets and code around it is to ensure it only gets executed one time, if not used the script will get executed everytime someone connects, duplicating your items over and over again.

    _unit = _this select 0;
    
    if(local _unit) then {
    
    // Remove original equipment
    removeallweapons _unit;
    removeallassigneditems _unit;
    removeallcontainers _unit;
    
    
    // Add clothing
    _unit addUniform "U_B_CombatUniform_mcam";
    _unit addHeadgear "H_HelmetB";
    _unit addVest "V_PlateCarrier1_cbr";
    _unit addBackpack "B_AssaultPack_base";
    
    
    // Add weapons & grenades
    _unit addWeapon "arifle_MX_GL_F";
    _unit addPrimaryWeaponitem "optic_Hamr";
    _unit addPrimaryWeaponItem "acc_pointer_IR";
    
    _unit addMagazines ["30Rnd_65x39_caseless_mag", 14];
    _unit addMagazines ["3Rnd_HE_Grenade_shell", 4];
    _unit addMagazines ["3Rnd_SmokeRed_Grenade_shell", 2];
    _unit addMagazines ["3Rnd_Smoke_Grenade_shell", 2];
    
    _unit addWeapon "hgun_P07_F";
    _unit addMagazines ["30Rnd_9x21_Mag", 3];
    
    _unit addMagazines ["HandGrenade", 3];
    _unit addMagazines ["SmokeShellRed", 2];
    _unit addMagazines ["SmokeShell", 2];
    
    
    // Add items
    _unit addItem ["FirstAidKit", 3]; 
    
    _unit addWeapon "Binocular";
    
    _unit addItem "muzzle_snds_H"; 
    _unit addItem "muzzle_snds_L"; 
    
    _unit addItem "NVGoggles"; 
    _unit assignItem "NVGoggles"; 
    
    _unit addItem "ItemRadio"; 
    _unit assignItem "ItemRadio"; 
    
    _unit addItem "g_tactical_clear"; 
    _unit assignItem "g_tactical_clear"; 
    
    _unit addItem "ItemCompass"; 
    _unit assignItem "ItemCompass"; 
    
    _unit addItem "ItemMap"; 
    _unit assignItem "ItemMap"; 
    
    _unit addItem "ItemWatch"; 
    _unit assignItem "ItemWatch"; 
    
    _unit addItem "ItemGPS"; 
    _unit assignItem "ItemGPS";
    
    };


  8. All we know so far is "when its done" :)

    So maybe, maybe not.

    I dont believe AC is of a big concern for BI atm, theres tons of other stuff to work on.

    Even though they might end up losing players on that strategy, BI does not develop BE or what ever else AC we will get in the end, its from third party sources.

    I personally would prefer to wait, untill the AC is "top-notch" and bans 1000's of people on release.

    It can only be better then releasing it before its ready and having people bypass it in a couple of days.


  9. I havent experienced anything like this, but keep in mind Nvidia and AMD has not done any kind of driver optimization for Arma III yet.

    If you look at the latest Nvidia Beta Drivers, you will find it has increased performance in games like Tomb Raider and Metro by up to 30-40%, during the last 2-4 Beta Drivers.

    Once they start optimizing drivers for this game, we will see a major improvement, i have no doubt.

    But who knows, there might be a memory leak in the current build, causing FPS and Graphics drops the longer you play, i dont know :)


  10. Well, it doesn't pack the server exe for me. It keeps using the ArmA3.exe.

    I tried renaming the arma3.exe so it doesn't find it, but then the application just doesn't start.

    Is there a config to add or something I'm missing?

    Having the exact same issue, it wont use the dedicated server files :/

    I suppose the "steamPort = ; steamQueryPort = ;" parameters are not working with the current restarter.exe?

    These parameters are needed to run multiple servers with the DS on one machine.

    Good point, this should deff be added to the restarter.


  11. This is not correct, not for those who bought arma via Steam Early Access program. In fact you bought exactly the game today in its early stage, so you can follow the development. Whenever it's clearly that the game is bugged (as is), the alpha neither the beta are "perks" (or bonus), neither you pre-ordered the game, you PURCHASED a game in its early stage (like all he other early access games on Steam). This isn't the correct way to propose a alpha game to the mass (because the general public doesn't understand what alpha is... so we have many complaints), but it looks like that the developer nowadays wanna cash as soon they can.. but the user annoyance is the price you must pay to go (too) early on the market.

    You bought Arma III, you didnt buy an Alpha. It just so happens BI are offering you early acces along with your full game.

    Again, you never payed for an alpha or beta, you desided it was best to buy it now, because it was cheaper and you could join the testing.

    Basicly you are saying the people who bought if from the BI store, bought it under another license then the ones who bought directly from steam? not true lol.

    Steam doesnt change anything, you still bought the final game, with acces to developments builds. Steam doesnt make you special mate.

    You cant slander a company for ignorance amongst the costumers tbh.

    And its not to early, its the perfect time to find the bugs and get them fixed, during development of the core elements.

    Maybe you just choose to join abit to early?

    As for AI, they do seem to be overpowered at times, spotting you to fast, but im not to worried.

    The game is very playable atm and i enjoy it so much.


  12. Yeah i dont know nothing about arma thats why i created this thread man.

    Thanks for all the replies , but what i still dont know is how do you rank up from a private to a leutanant for example

    Mission makers set the rank for individual soldiers. So you start with a rank based on the possition in your platoon/fireteam.

    You cant increase in rank while playing anything in this game, they are preset before mission start :)


  13. I don't think he can release it as an addon(Just my unintelligent guess from recent events), but he could probably release the tutorial 'in noob language'! :P

    Ofc he can, Sakura is basing this on configs (at least thats how i read the thread) and that the accepted way to do it. :)

    This will not be a Stand Alone addon for the maps from chernarus (again, this is how i read the thread) and it will be similar to AIA, but islands only.


  14. One question, do you need to own Arma 2 to play this, or will it work with only Arma 3 and your download?

    As mentioned above, its not legal to redistribute BI official content in standalone packages, you need to "bind" the games together through configs, like the AIA mod or TOH-Rearmed.

    Think we need a mod to confirm if this is legit or not.

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