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Posts posted by Moon_chilD
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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 -
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=2493Since 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 -
@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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6 hours ago, Zbysiekk said:
Oh, so that's what that guy said.
I'm not native english either so i didn't understand him at all :pHehe, basically: Its the engine that kinda restricts it!
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7 minutes ago, Zbysiekk said:Is it possible to make that players will stay in the ragdoll animation?
Cause if you roll on your back just after 4 seconds that ruins the whole idea of this script imo.The answer is just two posts above yours!
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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
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1 hour ago, froggyluv said:Same here. Just double checked that it was set to false in Userconfig, added enemy squad + empty pickup truck and as soon as they detected me (combat mode) they loaded into the truck
You have seen kremator and my answer?
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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)
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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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This is your nightvision googles. Obviously, during day they are useless. Deactivate by pressing the "N"-key!
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QuoteDescription: Remove virtual backpacks from an object (e.g., ammo box). Virtual items can be selected in the Arsenal.
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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 itemsEdit: 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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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. -
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! -
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).
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Yeah wasn't really my day, especially since I didn't realize that the execVM was missing too xD
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Well I see you changed your script. I think the one part you need to understand is the order in the Array.
https://community.bistudio.com/wiki/addAction
Each spot has its meaning. In the case of AddAction: [title, script, arguments, priority, showWindow, hideOnUse, shortcut, condition, radius, unconscious, selection]
So what ever the "3500" is, its most likely in the wrong spot (its in the 4th for you and you want it in the 3rd I think)
To get the distance thing working you need to put it where it says condition. So in your case you might want to have something like this:
drugdealer addAction ["Weed bale 3.5K","drugs\weedbale.sqf",[3500],1.5,true,true,"","_this distance _target <2"];
Another problem might be: What is "_this" and "_target". Is it defined somewhere? If so, this should work. If not you need to define these.
Edit: Yeah, me dumb.
drugdealer addAction ["Weed bale 3.5K","drugs\weedbale. sqf ",[3500],1.5,true,true,"","",2];
I knew there already was a distance thing in the AddAction command.- 1
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Well, one error I see is: I see 2x [ and 3x ]...
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Well, that sounds very promising. I guess I'll put it in our repo then. If everything works out I can give you a little feedback in a week. (We are a small unit of about 10-20 player but its something)..... of course only if I don't forget it xDD
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I think if you get somehow rid of the second bug I'll definitely give this mod a try with my Unit.
We always hated it that we could easily see if someone is just down or dead. So I'm looking forward to the future of this mod!- 1
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Those files are Part of RHS Escalation. Here you get the needed information: https://blog.armakoth.com/rhs-king-of-the-hill-43a854a581d0
Set Respawn Time during the mission
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
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