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BeastlyFX

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About BeastlyFX

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  1. Hello everyone! I'm here to attempt to get traffic back to our server. We've recently recovered from a large scale crashing bug that scared away most of our traffic and I'm here to say we've fixed the issue and are looking for players again! To find the server simply filter for "s3k" in the server list. I hope to see everyone around! Don't forget to visit our website as well as our teamspeak server! www.s3kshun61gaming.com ts3.s3kshun61gaming.com
  2. That RPT file is a client side file, I'll send you server files now as well as a verify. ---------- Post added at 01:55 ---------- Previous post was at 01:42 ---------- https://drive.google.com/folderview?id=0B3kF0VPAg3s9UHRMQjhfV1dRMDg&usp=sharing
  3. Getting this issue on our Wasteland server! Any help is appreciated!
  4. Anyone at all? I'm desperate!
  5. I've yet to find a fix for it. At first we thought that it may have been ports not allowed through the firewall but after allowing ALL ports on both TCP and UDP through the firewall we're at no avail. We're pretty sure it's an issue with the network or something because these issues don't occur on our test server.
  6. Recently over the past few days we've had a massive increase of people getting kicked off of our wasteland server and now even I cannot join. I get to role selection, pick a role, hit okay and then it flashes the map and sometimes will show the loading bar and sometimes it wont and then it will hang and crash. Here are my files. https://drive.google.com/folderview?id=0B3kF0VPAg3s9aVNHVU1YVkhmWEk&usp=sharing
  7. Is there any other way to place these object directly without having to go around it?
  8. Hey there modders! I'm looking for a way to be able to place larger buildings and houses in using the editor. For example: https://community.bistudio.com/wiki/File:Arma3_CfgVehicles_Land_FuelStation_Build_F.jpg I'd like to be able to place that in, but I cannot find it under "Empty". Let me know if someone can guide me in the right direction.
  9. Right now on my wasteland server when someone is controlling a UAV, any kind of UAV, it doesn't award points or kills correctly and just says the person was killed. How would I get the person connected to the UAV/UGV and award points/kills to them?
  10. BeastlyFX

    ARMA 3 Time? Server Time?

    It seems that just about everything is broken lately...this isn't good at all for me because 90% of my projects have been stopped due to broken things.
  11. Is there a way to sync server time with a certain time zone in real life? It would be nice to have the server follow the in real life day/night cycles and I cannot seem to find a command/script snippet for it. Anyone willing to point me into the right direction/help me out?
  12. Me and my buddies are looking at setting up the next best server when it comes to wasteland, I was looking for some ideas on what sort of hardware would be required for a Altis Wasteland server that had around 200 slots? I understand that sounds far-fetched but we're got money to spend and we're willing to check out anything. Let me know what you think.
  13. How might I set the direction of a vehicle that is spawned? I've been trying to use the _vehicle setDir 37; but that doesn't seem to work. _createAndApplyapplyVehProperties = { private ["_vehicle", "_colorText","_texturePath", "_type", "_pos"]; _pos = _this select 0; _type = _this select 1; _colorText = _this select 2; if (_deliveryMethod == _DELIVERY_METHOD_AIRDROP) then { _spawnType = "FLY"; } else { _spawnType = "NONE"; }; _vehicle = createVehicle [_type,_pos, [], 0, _spawnType]; //_vehicle disableTIEquipment true; // Disable Thermal on bought vehicles. Mission based ones are more powerful _vehicle setFormDir 190; _vehicle setVariable ["newVehicle",1,true]; _texturePath = ""; //if they chose a color set the color if(_colorText == "Orange") then { _texturePath = '#(argb,8,8,3)color(0.82,0.2,0,1)';}; if(_colorText == "Red") then { _texturePath = '#(argb,8,8,3)color(0.79,0.03,0,1)';}; if(_colorText == "Pink") then { _texturePath = '#(argb,8,8,3)color(0.91,0.53,0.57,1)';}; if(_colorText == "Yellow") then { _texturePath = '#(argb,8,8,3)color(1,0.97,0.17,1)';}; if(_colorText == "Purple") then { _texturePath = '#(argb,8,8,3)color(0.43,0.18,0.67,1)';}; if(_colorText == "Blue") then { _texturePath = '#(argb,8,8,3)color(0,0.1,0.8,1)';}; if(_colorText == "Dark Blue") then { _texturePath = '#(argb,8,8,3)color(0.03,0.02,0.35,1)';}; if(_colorText == "Green") then { _texturePath = '#(argb,8,8,3)color(0.01,0.64,0,1)';}; if(_colorText == "Black") then { _texturePath = '#(argb,8,8,3)color(0,0,0,1)';}; if(_colorText == "White") then { _texturePath = '#(argb,8,8,3)color(1,1,1,1)';}; if(_colorText == "Teal") then { _texturePath = '#(argb,8,8,3)color(0,0.93,0.86,1)';}; _vehicle setVariable ["textureName", _texturePath]; if(_texturePath != "") then { serverRelaySystem = [MESSAGE_VEHICLE_PROPERTIES_APPLY, _vehicle, _texturePath]; publicVariable "serverRelaySystem"; }; //if this a remote controlled type we have to do some special stuff if ({_type isKindOf _x} count (call uavArray) > 0) then { //collect arguments _playerItems = items player; _playerAssignedItems = assignedItems player; _playerSide = side player; //decide which uav controller we should give the player switch (_playerSide) do { case BLUFOR: { _uavTerminal = "B_UavTerminal" }; case OPFOR: { _uavTerminal = "O_UavTerminal" }; default { _uavTerminal = "I_UavTerminal" }; }; if !(_uavTerminal in _playerAssignedItems) then { { player unassignItem _x } forEach ["ItemGPS", "B_UavTerminal", "O_UavTerminal", "I_UavTerminal"]; // Unassign any GPS slot item if (_uavTerminal in _playerItems) then { player assignItem _uavTerminal; } else { player linkItem _uavTerminal; }; }; //assign an AI to the vehicle so it can actually be used createVehicleCrew _vehicle; //create a group that matches the player's side so it doesn't kill them on spawn! _group = createGroup _playerSide; [_vehicle] joinSilent _group; player connectTerminalToUav _vehicle; }; //tell the vehicle to delete itself after dying _vehicle addEventHandler ["Killed",{(_this select 0) spawn {sleep 180; deleteVehicle _this}}]; //enable vehicle locking _vehicle setVariable ["objectLocked", true, true]; //force lock _vehicle addAction ["Unlock / Lock","client\functions\unlocklock.sqf",[],7,true,true,"","(_target distance _this) < 7"]; _vehicle setVariable ["buyer", getPlayerUID _player, true]; };
  14. Hey there guys! I'm having a lot of trouble figuring out this issue here and would like some help. :) Here's the situation: Vehicles that spawn on the map naturally are given the ability to tow and to be towed to. Vehicles that are bought/purchased/spawned on missions do not have this ability. Here is the script that spawns vehicles for the car shop. _createAndApplyapplyVehProperties = { private ["_vehicle", "_colorText","_texturePath", "_type", "_pos"]; _pos = _this select 0; _type = _this select 1; _colorText = _this select 2; if (_deliveryMethod == _DELIVERY_METHOD_AIRDROP) then { _spawnType = "FLY"; } else { _spawnType = "NONE"; }; _vehicle = createVehicle [_type,_pos, [], 0, _spawnType]; //_vehicle disableTIEquipment true; // Disable Thermal on bought vehicles. Mission based ones are more powerful //_veh setDir _dir; _vehicle setVariable ["newVehicle",1,true]; _texturePath = ""; //if they chose a color set the color if(_colorText == "Orange") then { _texturePath = '#(argb,8,8,3)color(0.82,0.2,0,1)';}; if(_colorText == "Red") then { _texturePath = '#(argb,8,8,3)color(0.79,0.03,0,1)';}; if(_colorText == "Pink") then { _texturePath = '#(argb,8,8,3)color(0.91,0.53,0.57,1)';}; if(_colorText == "Yellow") then { _texturePath = '#(argb,8,8,3)color(1,0.97,0.17,1)';}; if(_colorText == "Purple") then { _texturePath = '#(argb,8,8,3)color(0.43,0.18,0.67,1)';}; if(_colorText == "Blue") then { _texturePath = '#(argb,8,8,3)color(0,0.1,0.8,1)';}; if(_colorText == "Dark Blue") then { _texturePath = '#(argb,8,8,3)color(0.03,0.02,0.35,1)';}; if(_colorText == "Green") then { _texturePath = '#(argb,8,8,3)color(0.01,0.64,0,1)';}; if(_colorText == "Black") then { _texturePath = '#(argb,8,8,3)color(0,0,0,1)';}; if(_colorText == "White") then { _texturePath = '#(argb,8,8,3)color(1,1,1,1)';}; if(_colorText == "Teal") then { _texturePath = '#(argb,8,8,3)color(0,0.93,0.86,1)';}; _vehicle setVariable ["textureName", _texturePath]; if(_texturePath != "") then { serverRelaySystem = [MESSAGE_VEHICLE_PROPERTIES_APPLY, _vehicle, _texturePath]; publicVariable "serverRelaySystem"; }; //tell the vehicle to delete itself after dying _vehicle addEventHandler ["Killed",{(_this select 0) spawn {sleep 180; deleteVehicle _this}}]; //enable vehicle locking _vehicle setVariable ["objectLocked", true, true]; //force lock _vehicle addAction ["Unlock / Lock","client\functions\unlocklock.sqf",[],7,true,true,"","(_target distance _this) < 7"]; _vehicle setVariable ["buyer", getPlayerUID _player, true]; //s3kShUn61 _vehicle setVariable ["R3F_LOG_disabled", false, true]; }; The addon that runs the towing/towing to is the R3F_Logistics one.
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