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benargee

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Everything posted by benargee

  1. Hey this link doesn't seem to work anymore. When clicked it says "The playlist does not exist." Can someone send a new link?
  2. Simple Single Player Cheat Menu v1.1.5 Hey everybody, here is my first addon, so be nice 🙂 This addon is accessible inside any single player mission or scenario, Including the official campaign. Includes access to Zeus, debug console, Virtual Arsenal and a few other cheat functions. This addon is also very useful for mission development, without having to include temporary debug scripts. Very easy to access! Once in any single player mission, open your map. In the top left of the screen you will see "Cheats!" In a drop down menu. From there, you can enable or disable any of the features. More features to come, suggestions and ideas are welcome. Correct operation is not guaranteed in multiplayer scenarios. Requirements None except for maybe Zeus. This Addon does not rely on CBA to run. Change Log ---v1.1.5 --June 1, 2015 Fixed: All addon content should be available with Zeus. Added: Button in map screen to manually initialize SSPCM when resuming a mission. Fixed: When spawning in flying jet, map is now automatically closed. Fixed: When teleporting, player will now be teleported with their vehicle. This can optionally be changed to previous behavior. Added: Link to Zeus field manual in Zeus sub-menu. This is especially helpful for players new to Zeus and Arma. Added: Virtual Garage menu option. Thank you tortuosit for laying out the code for me! Added: Ability to open debug console in map screen in addition to existing action menu option. Older: Download Steam Workshop: Simple Single Player Cheat Menu v1.1.5 Dev Branch Google Drive: Simple Single Player Cheat Menu v1.1.5 Older: Armaholic: Simple Single Player Cheat Menu v1.1.5 Play With Six: Simple Single Player Cheat Menu v1.1.5 Documentation http://wiki.benargee.com/Simple_Single_Player_Cheat_Menu License: This work is licensed under the Arma Public License Share Alike Recommended and compatible addons: @Ares (Zeus enhancement) - Steam - GitHub - Armaholic - Play With Six GitHub Issue Tracker
  3. Hello, I am having issues with setting up a live dev environment. I want to be able to edit addon scripts on the fly. I have read several wiki pages and threads already. So far my PBOPREFIX works fine for CfgFunctions that I have defined. The issue is getting files on my P:\ drive to update during gameplay. Here is what I have: $PBOPREFIX$ contents: x\BNRG\addons\ServFav $PBOPREFIX$ location in addon ...\Arma 3\@BenTest\addons\ServFav(.pbo)\$PBOPREFIX$ $PBOPREFIX$ location in P P:\x\BNRG\addons\ServFav tst.sqf is the file I am trying to edit on the fly: Actual location ...\Arma 3\@BenTest\addons\ServFav(.pbo)\tst.sqf P:/ P:\x\BNRG\addons\ServFav How I can currently execute it in game (but not able to get changes from P:/ drive version) 0 execvm "x\BNRG\addons\ServFav\tst.sqf"; Resources I have used: https://community.bistudio.com/wiki/CMA:DevelopmentSetup#Develop_with_unpacked_data https://community.bistudio.com/wiki/Talk:PBOPREFIX https://community.bistudio.com/wiki/PBOPREFIX https://forums.bistudio.com/topic/83324-pboprefix-content/ https://forums.bistudio.com/topic/121921-pboprefix-development-setup-issues/ https://www.reddit.com/r/armadev/comments/3gdz0c/new_to_modding_trouble_with_functions/
  4. Solved! :) I will be posting the solution shortly and will probably make a submission to the BIS Wiki for future reference. There are some strict rules that need to be followed when using CfgMods. Hello, Has anybody had any luck using CfgMods in their configs in Arma 3? There is this previous thread for Arma 2, but ive had no luck in Arma 3: http://forums.bistudio.com/showthread.php?101621-CfgMods-config-entry-for-modmakers&highlight=CfgMods This Wiki article says it was non functional, but now it is. See Bull A's note at the bottom of the page: https://community.bistudio.com/wiki/Mod.cpp/bin_File_Format I would really like to get away from using mod.cpp if possible, Especially when using the steam workshop.
  5. benargee

    Stopping a playsoud3d

    Try destroying the object the sound is attached to?
  6. benargee

    Arsenal on Respawned Vehicles

    Yes, sorry. I made a few corrections to my post, syntax was off. For use with multiple vehicles, it works and it does so automatically. The expression field in the vehicle respawn module gets called every time it respawns a vehicle that it was synced to. _this select 0 refers to the vehicle that was created by the respawn to replace the old destroyed or abandoned one. It passes [<new vehicle>, <old vehicle>] to the expression field. Since the expression field gets called every time each vehicle respawns, including all vehicles in the call can create issues. In this case it doesn't because arsenal can only be initialized once. The reason this is bad is because it will create a bad practice to use that method for other script to be called. You will end up calling code more than it needs to be. Say you want to add a certain amount of weapons to the newly respawned vehicles cargo. As soon as another vehicle is respawn, all vehicles will have that weapon cargo added AGAIN and will go above the limit you intended them to have. This is only one example. It's not horrible but it's unintended behavior and might just cause users to ask more questions without understanding why this is happening. I'm just trying to address this before it becomes a problem for many people. For even greater flexibility and automation, add this to the init field { ["AmmoboxInit",[(_x),true,{true}]] spawn BIS_fnc_arsenal; } forEach synchronizedObjects this; This will automatically add arsenal to all objects that were synced from the start. You wont have to add code to every vehicle's init field manually any more. This is useful since "Expression" only gets called after a vehicle is respawned and not on the original. "this" refers to the vehicle respawn module. "synchronizedObjects this" refers to all objects that were synced to it for respawn. Hope that explains it
  7. benargee

    Arsenal on Respawned Vehicles

    Best practice is to use the expression field of vehicle respawn: ["AmmoboxInit",[(_this select 0),true,{true}]] spawn BIS_fnc_arsenal; (_this select 0) refers to the new vehicle that is being respawned. the method you are praising may lead to issues down the road.
  8. benargee

    Arsenal on Respawned Vehicles

    There should be an init expression field in the vehicle respawn module that gets executed when the vehicle respawns. you use "this" or "_this" (cant remember which one) to reference the vehicle that is spawning.
  9. You should really edit your original post to state this.
  10. Can you specify what those objects were? List their class names.
  11. https://community.bistudio.com/wiki/BIS_fnc_execVMonly requires one argument but can optionally take two. Either should work.
  12. Shouldnt it be ["scripts\prepPlayers.sqf", "BIS_fnc_execVM", false, false] call BIS_fnc_MP; and not [{execVM "scripts\prepPlayers.sqf"}, "BIS_fnc_execVM", false, false] call BIS_fnc_MP; Also I imagine Zade_BOC_FNC_AddChestBackpack is adding an action the unit locally to where it is called(server). In other words, only the server can activate the action and not the player. addAction must be executed on every machine that interaction is to be enabled.
  13. benargee

    I have a Microsoft Windows phone

    Most app developers look at market share when choosing what platform to develop on first.
  14. To be honest I have had no Issues with my 1.62 dedicated server with 25 people in it. Maybe you need to reset your server cfg files or something. try Arma3Legacy160
  15. Even if I knew it would be against forum rules. I would technically be providing information on how to acquire pirated software since Arma 3 and Server are only officially available through Steam. Have you tried 1.60 instead of 1.58 or 1.62?
  16. You cant. They usually only keep the previous version up. 1.60 is still available. Whats the point in rolling back that far for a server anyway? Doesn't it drastically reduce your player base since most people are on 1.62?
  17. Can you please add this option to TADST . https://community.bistudio.com/wiki/server.cfg#Server_Options loopback = true; Puts dedicated server into LAN mode and allows multiple LAN or local clients to connect to the server under a single steam ID. It is very useful for testing missions on a single machine without having to bug others to help out. Currently I have to enter this manually every time I resave settings in TADST. Very annoying. I am not faulting you, but this should have been added back in Arma 2. Check box labeled "Loopback" or "LAN Mode" Should suffice. Thank you again. :)
  18. It probably uses a different range for min and max value when using that source.
  19. Yes I am aware windDir is a command that returns a number just like direction. That's why I am saying source might not be looking for a scripting command or sqf statement. It might be something on it's own. If anything you need something that returns radians and not degrees since it requires a value between pi and negative pi. I think this is what you are looking for https://community.bistudio.com/wiki/Model_Config#Animation_sources You might have to use "user" since I can not find one for wind direction. I think then it is script driven via https://community.bistudio.com/wiki/animate. I know the advanced flight model shows a working wind gauge when in a helicopter.
  20. I don't think source=direction is necessarily direction in the sense of the scripting command and it's name could just be coincidence.
  21. That code is very hard to read. Everything is word wrapped. EDIT: Much better
  22. benargee

    Mouse Steering - a plea for sanity..

    Mouse steering exits. I hate it, but it's there. as for controllers, like the DS3 being recognized as an Xbox controller under scheme. That can be customized easily. I've done it myself. I prefer controllers for driving honestly as I am doing right now.
  23. https://community.bistudio.com/wiki/currentWaypoint https://community.bistudio.com/wiki/waypointPosition
  24. Read this: https://community.bistudio.com/wiki/ArmA:_Addon_Signatures
  25. You don't need any program other than arma3.exe or arma3server.exe to host a dedicated server. This program simply made it more user friendly. you can ban anyone on a server if you are an admin.
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