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fdrph

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Everything posted by fdrph

  1. getting Wrong signature for file C:\Program Files (x86)\Steam\SteamApps\Common\Arma 3\@sma\addons\scar_arma3.pbo
  2. bikey still doesnt work...
  3. server keys aren't working....
  4. I can confirm that linked or not linked it still shows up. However, server DOESNT need this message fixed to run properly. aka it's safe to ignore this. my server runs fine with it showing up
  5. You may get the following error when starting a server with Linux: [s_API FAIL] SteamAPI_Init() failed; unable to locate a running instance of Steam, or a local steamclient.dll. Resolve the issue by linking steamclient.so to the ~/.steam/sdk32/steamclient.so directory: ln -s steamcmd/linux32/steamclient.so ~/.steam/sdk32/steamclient.so this is from here: https://developer.valvesoftware.com/wiki/SteamCMD
  6. do I need to run the older server once then update to newer one ? my CentOS 6.5 has glibc 2.12 Can bohemia please be more specific about which libraries are needed... Because arma 3 runs fine with 2.12 but arma2oa is asking for 2.15 EDIT1: installing CentOS 7, let's see if this helps...
  7. Can you be more specific? downgrade entire game? run older server version first?
  8. [s_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed. [s_API FAIL] SteamAPI_Init() failed; unable to locate a running instance of Steam, or a local steamclient.so. 14:48:17 Dedicated host created. Segmentation fault my CentOS had outdated libraries , had to use newer ones... still getting segfault though...
  9. I'm getting a segmentation fault randomly! but the server runs fine otherwise. Just out of pure randomness it crashes with a segmentation fault
  10. Yes it was MCC I'm so sorry ALIVE for doubting you guys *bows down* sorry again :c anyway but there's this weird issue where i go to the selection screen I join.. it kicks me back to it and then I can join the game. this is me connecting to a dedi server. Why doesn't it go into the mission at first try!? I swear this is a mystery to me.
  11. Ok so when I join my server ALIVE synchronization comes up in the top right corner and i wait while it syncs but at the end the sun goes dark and the sky also dark and the weather gets broken. I am NOT using the dynamic weather module so I have no idea what it is syncing but I wanna stop it. It ruins the game. Also it doesn't always happens sometimes it'll sync properly but other times it's like I said, the sun goes dark the world goes darker and the horizon goes gray. I even searched the .pbos looking for the function that called it or something but I am too tired for that. plz halp :c
  12. fdrph

    Arma3 - AGGRESSORS

    yaaaay playWithSix that is exactly what was needed. Even if Ohally can't do it right now the community can! and the servers need the fixed mods. Thank you, and JohnBons
  13. ok so I have this in the description.ext class Extended_Init_EventHandlers { class CAManBase { init = " _this call (compile preprocessFileLineNumbers 'spawn_intel.sqf')"; }; }; this in spawn_intel.sqf _object = _this select 0; if (side _object == EAST) then { _object addEventHandler ['killed',{ _suitcase = createVehicle ["Land_Suitcase_F",getpos (_this select 0), [], 0, "None"] } ]; [[_suitcase,"<t color='#FF0000'>Gather Intel</t>"],"addactionMP", true, true] spawn BIS_fnc_MP; }; however it runs fine until the [[_suitcase,"..... part. I think it is not acessing addactionMP which is in "core\modules\cacheScript\functions\cacheFunctions.sqf" as addactionMP = { private["_object","_screenMsg"]; _object = _this select 0; _screenMsg = _this select 1; if(isNull _object) exitWith {}; _object addaction [_screenMsg,"call intelPickup"]; }; I can check addactionMP is compiled by typing it into the console debugger ingame Could it be that _suitcase isn't being assigned an object!? but that in unheard of... :O I checked with public variables and there were weird timing issues where sometimes it worked sometimes it didn't btw there is a #include for cachefunctions.sqf in the init.sqf halp? :C #EDIT1 Did some testing, turns out addactionMP is being called fine and the problem is that _suitcase isn't being assigned the object being created with that event handler. if I do _test1 = createVehicle ["Land_Suitcase_F",getpos player,[],0,"None"]; [[_test1,"<t color='#FF0000'>Pickup Intel</t>"],"addactionMP", true, true] spawn BIS_fnc_MP; it works dafuq? any ideas? ---------- Post added at 00:41 ---------- Previous post was at 22:51 ---------- #EDIT2 found something else while debugging... if (side _object == EAST) then { _object addEventHandler ['killed',{ _scase = createVehicle ["Land_Suitcase_F",getpos (_this select 0), [], 0, "None"]; hint format ["%1",_scase] } ]; sleep 5; hint format ["SECOND HINT: %1",_scase]; first hint displays object fine second hint displays SECOND HINT: any so apparently local variables inside eventhandlers don't leave them! whaaat? but I don't wanna make a global variable :C ---------- Post added at 00:51 ---------- Previous post was at 00:41 ---------- #EDIT3 ISSUE FIXED CAUSE: Local variables like _scase don't leave the event handler {} code area to the rest of the script for some reason Is this behavior known/intended or I stumbled upon a bug? anyway final script is: _object addEventHandler ['killed',{ _scase = createVehicle ["Land_Suitcase_F",getpos (_this select 0), [], 0, "None"]; [[_scase,"<t color='#FF0000'>Pickup Intel</t>"],"addactionMP", true, true] spawn BIS_fnc_MP; } ];
  14. I had Man instead of CAManBase and it didn't work! Changed it and it works now!. IT works for all units! The AlivE wiki needs to fix that so people don't get the wrong info: http://alivemod.com/wiki/index.php?title=Script_Snippets#Adding_Custom_Inits_to_Spawned_Units Can you explain to me why CAManBase is a general class? also, I can do an if statement in 'add_killed_eventhandler.sqf' and only apply it to east units but that is not optimized. Which class should I use instead of CAManBase? caf_ag_me_t doesn't work so I want to find out the right class but the config viwer only has detailed classes like caf_ag_me_t_ak47 (for the agressors mod). Basically, how do I find out class hierarchy.
  15. How do I ad killed event handlers to units AlivE spawns? I need the enemies to drop something when they die...
  16. I'm using ALIVE and I'm trying to add a killed event handler to module spawned units. However, it is just not working, I've tried several things, including the wiki example. Right now I have the same as: but I have tried with Extended_Init_eventhandlers, Extended_killed_eventhandlers, having an sqf file called etc it just isnt working. I'm using caf agressors mod. I also want to add specific event handlers to opfor players which use the same faction as the AI (caf_ag_me_t), and these have to be persistent and stay after respawn and work for JIPs. Help? :c
  17. I'm using ALIVE and I'm trying to add a killed event handler to module spawned units. However, it is just not working, I've tried several things, including the wiki example. Right now I have the same as: but I have tried with Extended_Init_eventhandlers, Extended_killed_eventhandlers, having an sqf file called etc it just isnt working. I'm using caf agressors mod. I also want to add specific event handlers to opfor players which use the same faction as the AI (caf_ag_me_t), and these have to be persistent and stay after respawn and work for JIPs. Help? :c
  18. Bumpity bump? I still haven't figured it out...
  19. It's not working for me with opfor players but it's working on blufor players. I'm using caf agressors mod and hlc ak pack for the weapons but I assume this script supports external addons so I dont see where the problem could be.
  20. fdrph

    Arma3 - AGGRESSORS

    dafuq? is this something on my end?
  21. Wonderful mod that makes mission editing a breeze
  22. I think it is possible man, but I assume you're on a laptop, you'll notice performance weirdness
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