Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

Community Reputation

13 Good

About verstand3n

  • Rank

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I am having issues with the config file. I would like the script to only spawn one item per loot spot. Unfortunately every once in a while it spawns two. Any idea how to fix that? This is what I changed my config to: spawnAtStart = 1; //if 1 will will created a task that spawn loot on an interval based on lootInterval to every player lootInterval = 20; //time in seconds how often loot is created, only used if spawnAtStart = 1 spawnRange = 80; //in meters, this is only used if spawnAtStart is 1, a manual range can bet set if [<pos>,<range>] spawn LSS_fnc_spawn_loot; is used maxLootTime = 60*15; //time in seconds the loot will last at any given spot maxPleyerSpeed = 50; //only used only used if spawnAtStart is 1, determines if loot should be spawned based on the speed of player cleanAtStart = 1; //starts a thread cleaning every "cleanupInterval", if 0 then manual cleanup is required [] spawn LSS_fnc_cleanup; cleanupInterval = 20; //time in seconds how often is check to deleted expired loot, only used if cleanAtStart = 1 useModelPositions = 1; //if the building is not defined under CfgBuildings will try to spawn loot on predefined points on building model fillBackPacks = 0; //if true backpacks will be filled with items from the items[] section. values 0=false 1=true maxLootPositions = 7; //max loot position per building maxLootPercentile = 1; //porcentage based on the maxed loot spots per building minLootPerSpot = 1; maxLootPerSpot = 1; //max items per loot position minMagazinesPerWeapon = 1; maxMagazinesPerWeapon = 1; debug = 1; //if 1 will create marker and helpers on the map
  2. verstand3n

    Arland ScenarioID

    15:47:13:833 SCRIPT : Official scenarios (8 entries) 15:47:13:834 SCRIPT : -------------------------------------------------- 15:47:13:834 SCRIPT : {ECC61978EDCC2B5A}Missions/23_Campaign.conf (Conflict) 15:47:13:835 SCRIPT : {59AD59368755F41A}Missions/21_GM_Eden.conf (Game Master - Everon) 15:47:13:835 SCRIPT : {90F086877C27B6F6}Missions/99_Tutorial.conf (Tutorial) 15:47:13:836 SCRIPT : {2BBBE828037C6F4B}Missions/22_GM_Arland.conf (Game Master - Arland) 15:47:13:837 SCRIPT : {C700DB41F0C546E1}Missions/23_Campaign_NorthCentral.conf (Conflict: St. Philippe & Morton) 15:47:13:837 SCRIPT : {28802845ADA64D52}Missions/23_Campaign_SWCoast.conf (Conflict: Morton & St. Pierre) 15:47:13:838 SCRIPT : {DAA03C6E6099D50F}Missions/24_CombatOps.conf (Combat Ops: Arland) 15:47:13:838 SCRIPT : {C41618FD18E9D714}Missions/23_Campaign_Arland.conf (Conflict: Arland)
  3. hello there, a friend and I made multiple civilian templates for the new Western Sahara map and included them in tinter's furniture script. We used CUP but I just went through and replaced/deleted the cup props. When I export it with the zei dev tools the format does not look like what I can see for templates in your github? example building template export: Before I do all of them: this is what you need though, right?
  4. hello there. I am the guy Benchmark talked about. thank you for your work. I am creating a pull request with what I have. I was not able to finish and test it (at least somewhat) until now. I did remove the translation layers for the above mentioned buildings as we have created compositions for them already. cheers
  5. the files on steam were last updated in 2017. the most recent version posted by zonekiller here is from the end of 2019. Unfortunately it was put on his website which is not reachable anymore.
  6. hey, is the latest version of this still available somewhere. Workshop is from 2017, website and discord server don't exist anymore. thank you in advance.
  7. Play sessions are taking a break while the team figures out how to host the servers in the future. Join the discord for more information!
  8. Today 19:00 / 7:00 pm GMT. The RHS modset is being played. Join the discord for more information!
  9. Today 19:00 / 7:00 pm GMT. The RHS modset is being played. Join the discord for more information!
  10. Today 19:00 / 7:00 pm GMT. The RHS modset is being played. Join the discord for more information!
  11. Today 19:00 / 7:00 pm GMT. The RHS modset is being played. Join the discord for more information!
  12. Today 19:00 / 7:00 pm GMT. The RHS modset is being played. Join the discord for more information!
  13. verstand3n

    Enemy occupation system (eos)

    with eos units spawn when player is within a set distance and despawn when not within that distance. define that distance so the player is always "close enough" and the units will not despawn.
  14. Frontline is an ArmA 3 PVP Mod, inspired by Squad, Project Reality and Tactical Battlefield. Instead of having a full realistic focus, we focus on providing balanced gameplay accessible for everyone. Squads working together and communication are the key factors to winning a round. Features: Unique battlefield molded by Dynamic Frontline Combat roles and squad system Squad rally points and forward outposts Weapon re-balance, smoke and particle rework Defensive structures construction Medical system Custom suppression effects Spotting system and Squad radar Heavily modified and enforced TFAR version 3D Interaction (Easier door opening, ladders and more) Smooth and polished interface and systems Vanilla, RHS and IFA servers/modsets More information: https://discordapp.com/invite/TckWzF9 https://forums.bohemia.net/forums/topic/213548-dynamic-frontline-pvp-mod/ https://www.frontline-mod.com/ Videos:
  15. verstand3n

    3den Enhanced

    thank you for your continued work on this mod. I just found the above video and wanted to ask: will this work on a dedicated server? if not or alternatively how about adjusting enemy count according to player count at the beginning of the mission? just played around with your Briefing editor and it is very helpful to me. I just stumpled across a problem. The editor exports this: 0 = player createDiaryRecord ["Diary",["Mission","Search and Destroy"],taskNull,"",true]; I put that into the Init field under general and Arma complains about the parameters (found 5, expected 4) and there is no briefing entry. I looked at the Wiki and the Syntax seems alright. Even examples over there throw errors. So I created a task to see if that fixes it but it did not. Finally I deleted the optional params: 0 = player createDiaryRecord ["Diary",["Mission","Search and Destroy"]]; and now it works for me. I can work with your tools like this just fine I was just wondering if this is a me problem or not 😉