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spitfire007

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Everything posted by spitfire007

  1. Hi all, I love this game so I thought I would go and buy myself some hardware and stick it in a data-center. Thing is. I don't have a clue what Arma 3 Needs in the way of hardware for it to run properly. I would like to be able to run 100+ Player multiplayer missions smoothly. It will cost a packet buying iron but I figure it will pay for itself over the long term rather than going through a hosting company. Looking at all the options available on Dell's site for hardware is making my brain turn to mush so any expert help would be very much appreciated. Budget up to $5k
  2. spitfire007

    1U Co-located Server Hardware Recommendations.

    I see .... How did you arrive at this ? Do you have a server running ?
  3. spitfire007

    Particle Editor

    Thank you for having a quick look. Good luck with your project. It looks amazing.
  4. spitfire007

    Particle Editor

    That would be great. I think the location is not correct. _z2= 495; _explo = [_object,_z2,_v] execVM "SUPER_chemical\explosion1.sqf"; You have just set this as an arbitrary figure in this version.
  5. spitfire007

    Particle Editor

    Love your work. Well done. Unfortunately the Chemical Weapon demo mission is not working for some reason. There are errors in the radio trigger which I have fixed by putting in the path name to the missile.sqf but the missile effect only works until the explosion then nothing happens. I tried to run it as a dedicated server to see if it was the problem but the missile does not even launch. Would love to see this working as it would be a perfect example for JIP multiplayer.
  6. Is there anywhere I can find the v1.62 version of the arma2oaserver.exe ? Don't worry. I found out how to roll it back with steam. http://steamcommunity.com/app/33930/discussions/1/46476144894970338/
  7. Yes but if you do that there is no arma2oaserver 1.62 file in the directory it's 1.63 as the 1.63 version of the game replaces it ?
  8. I have created a test mission trying to get particle effects to trigger. This particle effect was directly lifted from the community wiki here. https://community.bistudio.com/wiki/ParticleTemplates I have created a gamelogic element called GameLogicOne in the mission.sqm. It just does not run the particles for some reason. Here is the complete mission file. https://www.dropbox.com/sh/s008mdkpgsbslqb/AAALeVKlWbUX97b80wCVLrfEa init.sqf if (isnil "RE") then {[] execVM "\ca\Modules\MP\data\scripts\MPframework.sqf"}; waitUntil{!(isNil "BIS_MPF_InitDone")}; waituntil {!isnil "bis_fnc_init"}; BurningVehicle = compile preprocessFileLineNumbers "client\BurningVehicle.sqf"; player addAction ["Start Fire", "client\BurningVehicle.sqf"]; BurningVehicle.sqf _OBJ = GameLogicOne; //fire _PS1 setParticleCircle [0, [0, 0, 0]]; _PS1 setParticleRandom [0.2, [1, 1, 0], [0.5, 0.5, 0], 1, 0.5, [0, 0, 0, 0], 0, 0]; _PS1 setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 2, 6], "", "Billboard", 1, 1, [0, 0, 0], [0, 0, 0.5], 1, 1, 0.9, 0.3, [1.5], [[1, 0.7, 0.7, 0.5]], [1], 0, 0, "", "", _OBJ]; _PS1 setDropInterval 0.03; //Smoke Part 1: _PS2 setParticleCircle [0, [0, 0, 0]]; _PS2 setParticleRandom [0, [0, 0, 0], [0.33, 0.33, 0], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0]; _PS2 setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 0, 1], "", "Billboard", 1, 10, [0, 0, 0.5], [0, 0, 2.9], 1, 1.275, 1, 0.066, [4, 5, 10, 10], [[0.3, 0.3, 0.3, 0.33], [0.4, 0.4, 0.4, 0.33], [0.2, 0.2, 0, 0]], [0, 1], 1, 0, "", "", _OBJ]; _PS2 setDropInterval 0.5; //Smoke Part 2: _PS3 setParticleCircle [0, [0, 0, 0]]; _PS3 setParticleRandom [0, [0, 0, 0], [0.5, 0.5, 0], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0]; _PS3 setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 3, 1], "", "Billboard", 1, 15, [0, 0, 0.5], [0, 0, 2.9], 1, 1.275, 1, 0.066, [4, 5, 10, 10], [[0.1, 0.1, 0.1, 0.75], [0.4, 0.4, 0.4, 0.5], [1, 1, 1, 0.2]], [0], 1, 0, "", "", _OBJ]; _PS3 setDropInterval 0.25;
  9. Ok... it seems you have to attach the above code to an object .. and I don't know how to do that yet. I put in this instead. //fire _PS1 = "#particlesource" createVehicleLocal getpos GameLogicOne; _PS1 setParticleCircle [0, [0, 0, 0]]; _PS1 setParticleRandom [0.2, [1, 1, 0], [0.5, 0.5, 0], 1, 0.5, [0, 0, 0, 0], 0, 0]; _PS1 setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 2, 6], "", "Billboard", 1, 1, [0, 0, 0], [0, 0, 0.5], 1, 1, 0.9, 0.3, [1.5], [[1, 0.7, 0.7, 0.5]], [1], 0, 0, "", "", GameLogicOne]; _PS1 setDropInterval 0.03; //Smoke Part 1: _PS2 = "#particlesource" createVehicleLocal getpos GameLogicOne; _PS2 setParticleCircle [0, [0, 0, 0]]; _PS2 setParticleRandom [0, [0, 0, 0], [0.33, 0.33, 0], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0]; _PS2 setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 0, 1], "", "Billboard", 1, 10, [0, 0, 0.5], [0, 0, 2.9], 1, 1.275, 1, 0.066, [4, 5, 10, 10], [[0.3, 0.3, 0.3, 0.33], [0.4, 0.4, 0.4, 0.33], [0.2, 0.2, 0, 0]], [0, 1], 1, 0, "", "", GameLogicOne]; _PS2 setDropInterval 0.5; //Smoke Part 2: _PS2 = "#particlesource" createVehicleLocal getpos GameLogicOne; _PS3 setParticleCircle [0, [0, 0, 0]]; _PS3 setParticleRandom [0, [0, 0, 0], [0.5, 0.5, 0], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0]; _PS3 setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 3, 1], "", "Billboard", 1, 15, [0, 0, 0.5], [0, 0, 2.9], 1, 1.275, 1, 0.066, [4, 5, 10, 10], [[0.1, 0.1, 0.1, 0.75], [0.4, 0.4, 0.4, 0.5], [1, 1, 1, 0.2]], [0], 1, 0, "", "", GameLogicOne]; _PS3 setDropInterval 0.25; BUT .. now it comes up with the error. "\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d" not found ?? I am guessing BI have moved it for Combined OPS somewhere else ?
  10. This is driving me nuts. :391: The addAction menus are not appearing as expected. I have disabled all addons for testing. The BIKI example commands https://community.bistudio.com/wiki/addAction that are working are, player addAction ["A Useless Action", ""]; player addAction ["<t color='#FF0000'>This Useless Action Is RED</t>", ""]; player addAction ["string exec", "hint 'this is also compiled'"]; Not working player addAction ["Hint Hello!", { hint format ["Hello %1!", _this select 3] }, name player]; myhint = compile preprocessFileLineNumbers "hint.sqf"; No errors in RPT when run as dedicated. (Other than the usual BI undeclared variables on 1.63 server) Does not work in editor preview either. None of my commands work. player addAction [ "Test Hint 1", { myhit }]; player addAction [ "Test Hint 2", { "hint.sqf" }]; player addAction [ "Test Hint 3", { "hint.sqf","" }];
  11. I have just installed it using the 64 bit version of the SDK. When it runs it just pops up with the loading screen then closes down. I have tried all the usual compatibility settings. Anyone else having this problem ?
  12. I have this code attached to an addaction. If you click the action it executes the whole script without waiting for the map click. I used the code from this thread. http://forums.bistudio.com/showthread.php?145400-Creating-local-markers-using-onMapSingleClick deleteMarkerLocal "marker1"; _marker= createMarkerLocal ["marker1",[0,0,0]]; _marker setMarkerColorLocal "ColorRed"; _marker setMarkerShapeLocal "ELLIPSE"; _marker setMarkerBrushLocal "Solid"; _marker setMarkerSizeLocal [300, 300]; openMap true; hint "Click on the map."; mapclick = false; onMapSingleClick "'marker1' setMarkerPosLocal _pos; mapclick = true; true"; hint "Mapclicked"; sleep 1; waitUntil{!visibleMap}; //wait until the map is closed. hint "Map Closed."; sleep 1; onMapSingleClick ""; //disable any further clicks. deleteMarkerLocal "marker1"; hint "Marker deleted."; sleep 1;
  13. I have no idea what I am doing wrong. But it's not bringing up the MapClicked hint. _pos = nil; deleteMarkerLocal "marker1"; _marker= createMarkerLocal ["marker1",[0,0,0]]; _marker setMarkerColorLocal "ColorRed"; _marker setMarkerShapeLocal "ELLIPSE"; _marker setMarkerBrushLocal "Solid"; _marker setMarkerSizeLocal [300, 300]; openMap true; hint "Click on the map."; mapClicked = false; onMapSingleClick "'marker1' setMarkerPosLocal _pos; mapClick = true; true"; waitUntil {mapClicked}; hint "Mapclicked"; sleep 1; waitUntil{!visibleMap}; //wait until the map is closed. hint "Map Closed."; sleep 1;
  14. I am a dill. :icon_redface: The command you need is. player addAction [ "Test Hint", "hint.sqf"];
  15. Thanks Mirek I have figured out what I was doing wrong. You have to have the file in the correct directory before you try to EXEC it in the debugger. Thanks for your help.
  16. I have made a simple MP mission in Operation Arrowhead with one file called hint.sqf When I type execVM hint.sqf no hint comes up. Yet if I type hint "hello" into the top boxes it works fine. What could I be doing wrong ? I have looked everywhere for a proper tutorial on this debugger but have come up empty.
  17. The code above is executed client side but I have put the file extraction.sqf on the server in another directory which is not on the clients machines. So I guess that is the problem. I had better start looking into how to use Public Variables. Thanks very much to you all for looking at my problem.
  18. I have been able to implement this code and it works on my dedicated server run with TADST on my machine on the LAN. BUT if the other player on the LAN picks up the pack the action menu does not appear as it does on mine. I see Request Extraction but the other player does not. Only I can call the Heli in when I have the backpack on. player addAction ["Request Extraction","server\extraction.sqf",[],1,false,false,"","(typeOf unitBackPack _this) == 'US_UAV_Pack_EP1'"]; It works fine on my machine. There are no errors in RPT either. Looking at a LOT of threads I think it might be possible using a addPublicVariableEventHandler but I have NO idea how to do it.
  19. Hi all you experienced coders. As the subject says ... I am looking for a coder to be my mentor. I want to revive the wasteland mission as it is getting rather stale. I can solve most problems myself as I have had a few years coding experience in other languages. The MP aspects of Arma 2 on the other hand are still a mystery to me. I would love to hear from anyone who would be happy to mentor me ! If someone needs a few bucks for a per issue problem they could help me with, I would also be happy to pay for your valuable time. Cheers,
  20. Wow ... what a great misson idea you made there. Love it. Your right about the frustrations involved with wasteland. Perhaps I might start from the ground up after all !
  21. I can't spawn another script from this code at the bottom of the post. I have compiled the script that is spawned, tried calling it direct and it still will not trigger. This script is working otherwise. This file and the called file extractionRadarMarker.sqf have been compiled. extractionRadarMarker = compile preprocessFileLineNumbers "missions\factoryMethods\extractionRadarMarker.sqf"; This is the line that will NOT spawn.... I have put hints in extractionRadarMarker.sqf and it just never gets there. _extractionRadarMarkerHandle = [_chopperType,_start,_distance,_missionType_here,_missionMarkerName_here,_behaviour] spawn extractionRadarMarker; if(!isServer) exitwith {}; private ["_unit","_chopperType","_start","_end","_landPos","_blinky","_flightPath","_ch","_limit","_lzPickup","_lzDropOff","_chGroup","_hint","_extractionRadarMarkerHandle"]; deleteMarkerLocal hStart; hStart = createMarker ["hStart", [(position player select 0) + 1 * random 200, (position player select 1) +1200 , 0]]; deleteMarkerLocal hEnd; hEnd = createMarker ["hEnd", [(position player select 0), (position player select 1) +1500 , 0]]; hEnd setMarkerBrushLocal "SOLID"; hEnd setMarkerShapeLocal "ELLIPSE"; hEnd setMarkerColorLocal "ColorGreen"; hEnd setMarkerDirLocal 0; hEnd setMarkerSizeLocal [20,20]; click = 0; hint "Click on the map for your drop off LZ. Make sure the LZ is clear of trees and other dangerous objects ;)"; mapClicked = false; onMapSingleClick "hEnd setMarkerPosLocal _pos; mapClicked = true; onMapSingleClick {};"; waitUntil {mapClicked}; // Wait till the Functions module is ready. waituntil {!isnil "bis_fnc_init"}; // Declare everything. _unit = _this select 0; // who called it. _chopperType = "MV22"; // Type of transport. //_chopperType = _this select 1; _start = getMarkerPos "hStart"; // location of start/spawn/delete location. //_start = ["plane1","plane2","plane3","plane4","plane5","plane6","plane7","plane8"] call BIS_fnc_selectRandom; _effectSmoke = "smokeShellGreen" createVehicle ( position player); _end = getMarkerPos "hEnd"; // location of drop off. _landPos = [_unit, 20, getdir _unit] call BIS_fnc_relPos; // location of pickup, 20m in front of caller //_chopperType = _this select 0; //_plane is the vehicle we are looking //_end = _this select 1; //destination final _distance = 5; //distance from the smokenade to spawning smoke nades _missionType_here = "Extraction Radar Contact"; _missionMarkerName_here = "Extraction Radar Contact"; _behaviour= "stealth"; //to fix //_extractionRadarMarkerHandle = [_chopperType,_start,_distance,_missionType_here,_missionMarkerName_here,_behaviour] spawn extractionRadarMarker; //[] spawn BURP; Sleep 3; hint "Extraction Chopper Inbound It will take a while to arrive at your location. The pilot likes to take the scenic route."; // Create a little shiney ball we can use to get the direction from start to caller with _blinky = "Sign_sphere10cm_EP1" createVehicle _start; _flightPath = [_blinky, _unit] call BIS_fnc_relativeDirTo; // Spawn the helo, facing the user, in the air at the start location. _ch = [[_start select 0, _start select 1, 50], _flightPath, _chopperType, side _unit] call BIS_fnc_spawnVehicle; // Name the helo globally so that waypoint orders will work. transporthelo = _ch select 0; _chGroup = _ch select 2; // group of helo so waypoints work. _chGroup setBehaviour "AWARE"; // Make sure they don't get distracted. // transporthelo setCaptive true; // uncomment this to make your ride safe. {_x disableAI "AUTOTARGET"} forEach units _chGroup; // These lines might be needed in MP. :) Didn't test it yet. // loki -yup.. needed for calls via functions _ch select 0 setVehicleInit "transporthelo = this; this setVehicleVarName ""transporthelo"""; processInitCommands; //300 sec loop to check zExtraction Team didn't die somewhere and i'll be waiting forever. _limit = floor(time) + 300; //5min timeout while {_limit > floor(time)} do { sleep 1; if (!alive transporthelo) exitWith {hint "Extraction Team Lost"}; }; // Delete the cute little light that let us spawn facing the right direction // and create landing spots for pickup and dropoff. deleteVehicle _blinky; _lzPickup = "HeliHEmpty" createvehicle _landPos; _lzDropOff = "HeliHEmpty" createvehicle _end; // Give the helo a waypoint to where the player is and make it land, engines on. wp0 = _chGroup addwaypoint [_landPos, 20]; wp0 setwaypointtype "MOVE"; wp0 setWaypointStatements ["","transportHelo land ""GET IN"""]; // Wait till the player's group is in the helo. {isplayer _x} count playableunits if (isMultiplayer) then { waitUntil{{_x in transporthelo} count playableunits == count playableunits}; //to do .. make pilot wait max 5mins } else {waitUntil {player in transporthelo}}; // Once they are, off we go by setting a TRANSPORT UNLOAD waypoint. // It'll auto boot the leader once there, but he'll have to tell the others to get out. wp1 = _chGroup addwaypoint [_end, 20]; hint "addwaypoint"; wp1 setwaypointtype "MOVE"; wp1 setWaypointStatements ["","transportHelo land ""GET OUT"""]; // Wait till the player's group is out of the helo. if (isMultiplayer) then { waitUntil{{_x in transporthelo} count units group _unit == 0}; } else {waitUntil {vehicle player == player}}; hint "Got Out"; // Once they are out, set a waypoint back to the start and clean up by deleting the helo and landing pads. wp2 = _chGroup addwaypoint [_start, 20]; wp2 setwaypointtype "MOVE"; wp2 setWaypointStatements ["true","{deleteVehicle _x} forEach crew transporthelo; deletevehicle transporthelo; hint 'Extraction Team is RTB and ready for orders.'"]; deleteVehicle _lzPickup; deleteVehicle _lzDropOff; //}; ---------- Post added at 06:59 ---------- Previous post was at 06:56 ---------- .....
  22. Thanks for the reply. Yes .. I didn't provide enough information. In the variable boxes at the top. STRA debuger is this. http://www.armaholic.com/page.php?id=5774 I put a file in the mission root folder called hint.sqf. File contents. Hint "hint.sqf running"; Using the information you provided I tried to call it in the debug console using. null = execVM "hint.sqf" ... then pressed the EXEC button. [] execVM "hint.sqf" ... then pressed the EXEC button. Neither method worked. I also tried. hint.sqf "hint.sqf" hint.sqf; "hint.sqf"; null = execVM "hint.sqf"; this give the error hint.sqf not found. But it's in the root directory of the mission ! ??? [] execVM "hint.sqf"; I hope that's enough information for you and thanks again for your reply. edit: I just typed [] execVM "hint.sqf" into the top variables box and it gave this output. mpmissions\__CUR_MP.Chernarus\hint.sqf BUT .. the hint did not appear.
  23. Can it even be done .. or is the exec command for something else ?
  24. I am still stuck here !! anyone ?
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