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Posts posted by Rellikplug
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Experiencing missing firing sound from the RHS PKM.
The person firing the PKM always hears the sound of the gun firing but anyone else does not.
This appears to be intermittent or related to distance from the firing gun.
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Trying to get this to work on a dedicated server.
Loaded VCOM Mod (from steam) on dedicated server via the -serverMod= parameter.
The .hpp file is \userconfig\VCOM_AI\AISettingsV2.hpp
Load up and placed two AI group of opposing side and gave each group a move way point toward the other group; no waypoints created.
Not sure what I could be doing wrong.
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The guys over here at the 29th ID are really liking this addon. Some, maybe a little too much
Picture courtesy of 2Lt. Nelson [29th ID].
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Magnificent. Simply delightful fun. Well done.
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Seems to only work in SP. Testing in MP doesn't work.
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On 3/16/2017 at 4:17 AM, roy86 said:... PO4 is coming.
I am not sure how I missed this but it just made my month.
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The 29th Infantry Division is happy to continue to support DTAS with our 24/7 US server dedicated to this fatastic game mode from galzohar.
29th Infantry Division [DTAS Server]
74.91.123.6:2302
Keep up the great work galzohar! -
When entering the Zeus interface the following script error spams the client .rpt. Not a small amount of spam either; caused the client .rpt to reach well over 2 MB in size. link to .rpt file
1:09:20 Error in expression <= _pos distance curatorcamera; if (_dis < _fadeEnd) then { _coef = linearconvers> 1:09:20 Error position: << _fadeEnd) then { _coef = linearconvers> 1:09:20 Error <: Type code, expected Number,Not a Number
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Some really fun game-play here. Mod is coming along nicely. Here's recent game-play video courtesy of the Zim and the 29th ID.
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Has anyone figured this out?
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Will there be an option to import an existing Squad XML?
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Server status does not appear to be connecting to servers.
I checked many units which have servers defined but all say:Could not reach server:
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Having this issue as well.
With respawnOnStart = 0;
On loading the mission an error in the onPlayerRespawn.sqf is shown referencing the local variable assigned to _this select 0. The error states that _this select 0 doesn't exist.
Tried with respawnOnStart = -1. No error but same result; seagull.
I've tried using only Eden editor multiplayer settings, only description.ext settings and a couple of combinations of the two.
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Not sure if this is still working. Loaded on a dedicated server using @serverMod=@zeu. .rpt shows mod as loaded but there are no log entries created when markers are placed.
It turns out there was a spelling mistake. The mod functions perfectly.
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Open one mission in 3d editor.
Copy placed objects.
Open different mission.
Ctrl+V
Crash
Crash log 1 - https://www.dropbox.com/s/x1k3esjarzl107k/ArmaReport_Log_20160318T211531_HILL.zip?dl=0
Crash log 2 - https://www.dropbox.com/s/8r1z4le6knun5qd/ArmaReport_Log_20160318T212434_HILL.zip?dl=0
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Instead of using the *.par file type use *.txt
Inside the file_name.txt file you would place the lines:
-serverMod=@mod1;@mod2;@mod3 -mod=@mod1;@mod2;@mod3;@mod4;@mod5
From your startup line you would call the par parameter -par=file_name.txt
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Not sure if this is still working. Loaded on a dedicated server using @serverMod=@zeu. .rpt shows mod as loaded but there are no log entries created when markers are placed.
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You could add to the init.sqf
{ _x call BIS_fnc_drawCuratorLocations; } forEach allCurators;
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I have noticed the Loadout module does not allow you to clear the loadouts added. You must always have at least one selected. You can delete the module but this does not remove the loadout and continues to force all respawned players to have the gear.
My intention is to be able to utilize the loadout module during a mission but be able to remove all loadouts when desired, during the mission.
In order to do this I've been working on a function that will gather all the inventory id per side and then delete them. This works fine for all loadouts created by selecting any of the units from the list in the module but it does not work for loadouts added from the curator's profileNamespace. The inventory id is prefixed with 'missionnamespace:'.
My question is; how do I go about removing the custom (profileNamespace) loadouts added to the loadout module?
Here's a copy of the function.
private ["_riAll","_riWEST","_riEAST","_riINDEPENDENT","_riCIVILIAN","_riMN"]; // Set empty array to house all _riAll = []; // get all WEST respawn inventories. Return array. _riWEST = [WEST, true] call BIS_fnc_getRespawnInventories; // get all EAST respawn inventories. Return array. _riEAST = [EAST, true] call BIS_fnc_getRespawnInventories; // get all INDEPENDENT respawn inventories. Return array. _riINDEPENDENT = [INDEPENDENT, true] call BIS_fnc_getRespawnInventories; // get all CIVILIAN respawn inventories. Return array. _riCIVILIAN = [CIVILIAN, true] call BIS_fnc_getRespawnInventories; // Add all respawnInventories to one array _riALL = _riALL + _riWEST + _riEAST + _riINDEPENDENT + _riCIVILIAN; //if (isNil "_riALL") exitWith {}; if (count _riALL != 0) then { // if main array is not empty if (count _riWEST != 0) then { // if west array is not empty { [WEST, _x] call BIS_fnc_removeRespawnInventory; } forEach _riALL; // Remove all respawnInventories for WEST }; if (count _riEAST != 0) then { { [EAST, _x] call BIS_fnc_removeRespawnInventory; } forEach _riALL; }; if (count _riINDEPENDENT != 0) then { { [INDEPENDENT, _x] call BIS_fnc_removeRespawnInventory; } forEach _riALL; }; if (count _riCIVILIAN != 0) then { { [CIVILIAN, _x] call BIS_fnc_removeRespawnInventory; } forEach _riALL; }; ["General",["Notice","Respawn Inventory has been cleared."]] remoteExecCall ["BIS_fnc_showNotification", 0, false]; };
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To add to edge100x's post related to Windows servers, server RPT and BIDMP links here.
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For what it's worth, here is the server RPT and BIDMP from one of the servers after trying to start.
https://www.dropbox.com/s/1a4gk9o7nnj357h/exec_twentynintharma3_2016-02-18_18-48-45.rpt?dl=0
https://www.dropbox.com/s/67bqw9ythtw2120/exec_twentynintharma3_2016-02-18_18-48-45.bidmp?dl=0
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Is NFO the only provider having issues? There must be more providers considering pulling the plug on Arma 3 because of this.
object import
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
@Larrow
Thank you!