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Everything posted by Moon_chilD
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Password Keychain for Arma 3
Moon_chilD replied to Connor.'s topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey Tankbuster, are you possibly launching the game with -world=empty? If yes, that is why it is not working. To work you need to have a World loaded. (since I want to use Keychain I load with -world=VR). This is a bit annoying but I know that the same happens with CBA's Addon Options/Controls. Hope that helps you Many Greetings Moony -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Moon_chilD replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
From what I know Heli AI in Arma is as retarded as it can get. When the Fries first got released they did that...so I didn't bother with AI and FRIES anymore! -
CBA - Community Base Addons - ARMA 3
Moon_chilD replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have somewhat of a problem right now: So for the past ours I try to write a script that adds all attachments for each weapons in an Array to an ACE Arsenal. I think I have a somewhat working idea: _attachmentsOptics = { getArray (configfile >> "CfgWeapons" >> _x >> "WeaponSlotsInfo" >> "CowsSlot" >> "compatibleItems"); } forEach _weapons; _attachmentsMuzzle = { getArray (configfile >> "CfgWeapons" >> _x >> "WeaponSlotsInfo" >> "MuzzleSlot" >> "compatibleItems"); } forEach _weapons; _attachmentsPointer = { getArray (configfile >> "CfgWeapons" >> _x >> "WeaponSlotsInfo" >> "PointerSlot" >> "compatibleItems"); } forEach _weapons; _attachmentsUnderbarrel = { getArray (configfile >> "CfgWeapons" >> _x >> "WeaponSlotsInfo" >> "UnderBarrelSlot" >> "compatibleItems"); } forEach _weapons; _attachments = _attachmentsOptics + _attachmentsMuzzle + _attachmentsPointer + _attachmentsUnderbarrel; Where _weapons is the Array with the weapon classes and _attachments is later added to the Arsenal. However, my problem now is that "Getarray (configfile >> "CfgWeapons" >> (primaryWeapon player) >> "WeaponSlotsInfo" >> "CowsSlot" >> "compatibleItems")" (This is the code I'm using to debug ingame) is not working. In theory it would give me an Array of all optics for the weapon I'm holding but in my tests it only gives me an empty array. Why do I ask here? I'm pretty sure that CBA is causing my trouble here. When I use "Getarray (configfile >> "CfgWeapons" >> (primaryWeapon player) >> "WeaponSlotsInfo" >> "CowsSlot" >> "compatibleItems")" in Vanilla I get my Array of Optics. When I use it in a game with only CBA loaded I get the Empty Array. I dunno if it is of use but, when I just use "configfile >> "CfgWeapons" >> (primaryWeapon player) >> "WeaponSlotsInfo" >> "CowsSlot" >> "compatibleItems"" I get "bin\config.bin/asdg_OpticRail1913/compatibleItems" I don't think this is a fault and would suspect that I just don't understand something right. Can you help me receiving the desired resault? Many Greetings Moony EDIT: This has been answered over here https://github.com/CBATeam/CBA_A3/issues/969! -
Arma 3 crash error: 0xC0000005 - STATUS_ACCESS_VIOLATION
Moon_chilD replied to ziffa's topic in ARMA 3 - TROUBLESHOOTING
An addition to @b.stinson problem: No he doesn't have a wireless headset! -
Set Respawn Time during the mission
Moon_chilD posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey, in our missions, we usually have a respawn timer of 2 min. This is mainly so that people think before they act and don't run into battle without thinking of consequences. However, there is a problem with that. If someone dies (for whatever reason) before or after a mission: They have to wait these two minutes that are only meant for during the mission. So I wanted to create a Zeus module with Achilles that lets you set the respawn timer. I found "setplayerrespawntimer" and build the function for the module and it works. However, it only works for one time. So if I set the timer to 5 seconds and die respawn takes 5 sec. If I die again it takes 2 minutes again. So basically it sets the respawn timer only for one respawn. Now comes my obvious question: Is there a way to set the respawn timer for every player in a mission until it's changed again? Thanks in advanced. Many Greetings Moony -
Set Respawn Time during the mission
Moon_chilD replied to Moon_chilD's topic in ARMA 3 - MISSION EDITING & SCRIPTING
First, thanks for your answer, @HazJ. The thing is, this would kinda make it pointless what I want to do. If I do it like that, I could just set the respawn timer via the Eden option. What I want to do is change the time mid-mission for all player. (So that would mean also JIP player) That's why I created an Ares Zeus Module. Though I might try to have the addEventhandler be executed by remoteExec. Think I'm going to try that next. (Tbh, I just hoped there might have been a better and easier way T^T) Thank you nonetheless! Moony -
Hello, I have a problem with two of my units member. They are brother and live in the same household. Whenever one of them is on our server and the other one joins the first one gets kicked off the server. That problem occurred before with my girlfriend and me as well and we just entered this startparameter in her launcher (we use Arma3Sync): -port=2493 Since then it works very well for the two of us. The other two members tried the same but for them, it's not working. Only on rare occasions, it works and both can join. Funnily enough, we have another pair of brothers that can join without any problems what so ever. Do you guys have any idea how we can fix this problem or what the problem might be in the first place? Many Greetings Moony
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@keeway Thanks for the update. About my problem (units loose equipment): Its I don't believe its a Project OPFOR problem. It looks to me that it has something to do with Headless clients. So basically I place a group and after a while, I see a twitch in the unit (or if I turn them in a different direction they get turned back to their original position). I think this happens when the unit gets transferred to the Headless client. If I remember correctly that also happens with Vanilla units, so it is not a Project OPFOR issue. Sorry for the false report!
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[RELEASE] Ragdolling on player ACE unconsciousness
Moon_chilD replied to diwako's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hehe, basically: Its the engine that kinda restricts it! -
[RELEASE] Ragdolling on player ACE unconsciousness
Moon_chilD replied to diwako's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The answer is just two posts above yours! -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Moon_chilD replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
What exactly do you mean? If you mean, provide them with a loadout but not the ability to alter it with the arsenal: I don't know but don't think so. If you mean restrict the objects in the arsenal: Yes, you can. https://ace3mod.com/wiki/framework/arsenal-framework.html -
Make editor objects usable with Zeus
Moon_chilD posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey guys, Is there a way that I can use objects/vehicles/Units (not player) I placed via editor with Zeus? (Edit them and drag them) Thats all. Thanks Many Greetings Moony -
ai mod [Release] Vcom AI 3 - Dangerous AI
Moon_chilD replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You have seen kremator and my answer? -
ai mod [Release] Vcom AI 3 - Dangerous AI
Moon_chilD replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well, this file ("\VCOM_AI\AISettingsV3.hpp") needs to be in the Userconfigs folder in your Arma 3 installation folder (if I'm not completely wrong) -
I'll most likely not be of any real help here. However, just to maybe speed things up: Its always good to provide a log file....so people could see whats going on!
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My screen is white and green, and has a black vignette, fix?
Moon_chilD replied to Ralph Wiggum's topic in ARMA 3 - TROUBLESHOOTING
This is your nightvision googles. Obviously, during day they are useless. Deactivate by pressing the "N"-key! -
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WAIT, its a backpack...isn't it? https://community.bistudio.com/wiki/BIS_fnc_removeVirtualBackpackCargo
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Just added an Edit to my post: This should be the right thing https://community.bistudio.com/wiki/BIS_fnc_removeVirtualItemCargo Edit: Now the link should work xD
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I guess, since you use ACE 3 that you also use the ACE 3 Arsenal (if not, why? xD) If yes: https://ace3mod.com/wiki/framework/arsenal-framework.html look under 1.2 Removing virtual items Edit: If you use the Vanilla Arsenal: This should be the right thing https://community.bistudio.com/wiki/BIS_fnc_removeVirtualItemCargo
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I guess you want to have a "full" Arsenal but want to prohibit the use of the tactical ladder? So, why not simply remove the ladder from the Arsenal? (If thats not what you want, you might want to be a bit more specific!)
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ACE3 - A collaborative merger between AGM, CSE, and ACE
Moon_chilD replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Why don't you just add what I gave you? [_supply, true] call ace_arsenal_fnc_initBox; I mean, I'm not saying this HAS to work...but thats at least how I made my Eden Module for my unit working. Just replace what is bold in the hidden content with the script line I provided. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Moon_chilD replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Well, generally speaking all you need is: [_supply, true] call ace_arsenal_fnc_initBox; (I guess "_supply" is the box?) I hope I don't misunderstand your question! -
Arma3 or APEX for singleplayer?
Moon_chilD replied to Xavier Greenblue's topic in ARMA 3 - QUESTIONS & ANSWERS
Yes, as it has been said: APEX is an Addon. Which basically means what it says: It adds content on the original content. So if you get Arma 3 only you'll get all the Content from Arma 3 (+ any free updates). If you get Arma 3 + APEX you get all the Content from Arma 3 + APEX (+ any free updates). -
Yeah wasn't really my day, especially since I didn't realize that the execVM was missing too xD