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Everything posted by Rellikplug
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@Larrow Thank you!
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jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
Rellikplug replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
Vcom AI V2.0 - AI Overhaul
Rellikplug replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
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.
- 29 replies
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- fun mod
- jump and run
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(and 3 more)
Tagged with:
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Seems to only work in SP. Testing in MP doesn't work.
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large [SP/MP][COOP] Patrol Operations - Official Thread
Rellikplug replied to roy86's topic in ARMA 3 - USER MISSIONS
I am not sure how I missed this but it just made my month. -
Dynamic Take And Secure - Randomized Round-Based No-Respawn A&D
Rellikplug replied to galzohar's topic in ARMA 3 - USER MISSIONS
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. https://youtu.be/e1ffpB-NQII
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Modules - Sites - Fast travel ?
Rellikplug replied to aikidocz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Has anyone figured this out? -
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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Use Virtual Entity Spectator on Player Death
Rellikplug posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I would like to use the new spectator to switch a killed player to. I was able to get the spectator o activate upon death but I don't know how to get the spectator to close after the player respawns. Respawn settings in description.ext respawn = base; respawnDelay = 60; responDialog = 0; respawnOnStart = 1; respawnTemplates[] = {"MenuPosition"}; initPlayerLocal.sqf player addEventHandler ["killed", { spec = [] execVM "spectator.sqf"; }]; spectator.sqf "VirtualSpectator_F" createUnit [position player, group player, "spectator=this"]; selectPlayer spectator; spectator switchCamera "EXTERNAL"; [] spawn { waitUntil {inputAction "inGamePause" > 0}; }; deleteVehicle spectator; selectPlayer player; player switchCamera "INTERNAL"; -
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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Zeu_MarkerLogging (Server Admins Catch those pesky marker spammers)
Rellikplug replied to terox's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It turns out there was a spelling mistake. The mod functions perfectly. -
[Crash] Copy/Paste from one mission to another in 3D editor
Rellikplug posted a topic in ARMA 3 - TROUBLESHOOTING
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 -
[Crash] Copy/Paste from one mission to another in 3D editor
Rellikplug replied to Rellikplug's topic in ARMA 3 - TROUBLESHOOTING
Another crash log - https://www.dropbox.com/s/bh8dwyvjg0yyz0j/ArmaReport_Log_20160319T145142_HILL.zip?dl=0 -
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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Zeu_MarkerLogging (Server Admins Catch those pesky marker spammers)
Rellikplug replied to terox's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
City/village names in Zeus interface
Rellikplug replied to schmingo's topic in ARMA 3 - ZEUS EDITING
You could add to the init.sqf { _x call BIS_fnc_drawCuratorLocations; } forEach allCurators; BIS_fnc_drawCuratorLocations -
Zeus Loadout Module and Respawn Inventory
Rellikplug posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
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]; }; -
Zeus Loadout Module and Respawn Inventory
Rellikplug replied to Rellikplug's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Bump -
Server linux 1.56 strange issue
Rellikplug replied to pietrotc's topic in ARMA 3 - SERVERS & ADMINISTRATION
To add to edge100x's post related to Windows servers, server RPT and BIDMP links here. https://forums.bistudio.com/topic/188231-nfo-156-update-disables-steam-api-initialization-on-vds-instances/#entry2985654 -
NFO - 1.56 update disables Steam API initialization on VDS instances
Rellikplug replied to 0z0n3's topic in ARMA 3 - SERVERS & ADMINISTRATION
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