theirongiant
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Recommend a great Co-op mission for 5-8 players
theirongiant replied to theirongiant's topic in ARMA 3 - MULTIPLAYER
Cheers man, apreeciated -
Hi, I've got a dedi arma server and fancied running a wee arma night. I'm looking for an engaging co-op mission for 5-8 players, preferably w/o addons just to keep setting up the first one straightforward - we can get more adventurous as time goes on :D There seems to be tons of missions to select from but I'm hoping there are some standouts that can be recommended that I can try out and guarantee a good variety of play for my group. Thanks in advance for any recommendations.
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Recommend a great Co-op mission for 5-8 players
theirongiant replied to theirongiant's topic in ARMA 3 - MULTIPLAYER
Cheers, I had a look in the usermissions section and it seemed to be more for posting missions people had created than the sort of question I had. Thanks for the recommendations anyway, I'll have a look at them. -
Setting mission and type in server browser
theirongiant replied to theirongiant's topic in ARMA 3 - SERVERS & ADMINISTRATION
Thanks, I'll check that out. -
Setting mission and type in server browser
theirongiant posted a topic in ARMA 3 - SERVERS & ADMINISTRATION
If there somewhere in the cfgs where I can change the TYPE and MISSION fields that are shown in the server browser? I've noticed that other servers running the same mod have entries here that differ from mine so I guess there must be somewhere I can set it but I've googled about all morning and can't find anything referencing it. -
2 Yes/No questions re: gui id's and vehicle retexturing
theirongiant posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, I've two quick yes/no questions if anyone could indulge me with a definitive answer to them. Do GUI id's (when not -1) need to be unique per mission or just within the dialog itself? The side panel texture of vehicles seems to be mirrored over to the other side meaning any text appears reversed, is there any way to overcome this? Cheers -
What would your ideal mod consist of?
theirongiant posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
There are a ton of mods out there that I've played and they all bring something unique to the table but if you could have one mod that had all the best bits what would they be? -
Is it possible to clone an object in script?
theirongiant posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm trying to create custom billboards to dot around the map. I've got one billboard working by creating 2 user textures and a sign, set up like this: class Item245 { position[]={2292.2075,5.2117977,5794.7881}; azimut=-3.66664; id=340; side="EMPTY"; vehicle="UserTexture1m_F"; skill=0.60000002; text="zslogo"; init="this setdir getdir(zssign); this setObjectTexture [0,""custom\images\zs-sign-1.paa""]; this attachTo [zssign,[-0.5,-0.03,0.6]];"; }; class Item246 { position[]={2287.3711,5.223042,5788.4814}; azimut=-84.947701; id=341; side="EMPTY"; vehicle="Sign_F"; skill=0.60000002; text="zssign"; }; class Item247 { position[]={2295.4216,4.9860601,5794.3965}; azimut=-81.272301; id=342; side="EMPTY"; vehicle="UserTexture1m_F"; skill=0.60000002; text="zslogo2"; init="this setdir getdir(zssign); this setObjectTexture [0,""custom\images\zs-sign-2.paa""]; this attachTo [zssign,[0.5,-0.03,0.6]];"; }; Currently the init of the user textures is driving alignment, loading and attaching to the sign but what I'd like to do is have two master user textures and have the init of the sign clone the masters and do the attachment. That way I only have to worry about placing copies of the sign in the editor and the texture objects only have to go to the disk once for their image. I'm happy enough rejigging the code to work that way but I can't see anyway to clone an object in script. Is this possible? -
Server not showing when switching fron Gamespy to Steam
theirongiant replied to Hud Dorph's topic in ARMA 3 - SERVERS & ADMINISTRATION
I've had the same problem this evening with a new server, commenting out the reportingIP line did the trick for me although I had to wait till the game had a list of 1300+ servers before mine would show. I starred it and after a couple of hours it started showing up a lot earlier. Don't know if this will be much help to you but thought I'd throw it out there -
Error XAPOFX1_5.dll not found after update
theirongiant replied to Pillord's topic in ARMA 3 - SERVERS & ADMINISTRATION
Copied the \Steam\SteamApps\common\Arma 3\DirectX folder over to my server and ran the setup as tom_48_97 suggested and it sorted it out. Cheers -
Bandwidth requirements
theirongiant replied to theirongiant's topic in ARMA 3 - SERVERS & ADMINISTRATION
Cheers for the info folks, punched the numbers into my calculator and it made a smiley face, looks like I'll be good to go. -
I'm spec'ing up a dedicated server at the moment and I have two options for bandwidth: a 10Mbit port with unlimited usage or 100Mbit port with 10,000Gb a month limit. I'm unsure as to which would be best suited to running arma, I realise it might be very situational but most recommendations I've found have suggested 100Mbit or 1Gbit but I can't see any ball-park figures for what usage over a month would be like for a run of the mill MP server. Anyone care to throw some numbers at me?
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Bandwidth requirements
theirongiant replied to theirongiant's topic in ARMA 3 - SERVERS & ADMINISTRATION
Cheers, appreciate the reply, by my calculations (which admittedly could very well be wrong) your usage per month probably won't top 4,000Gb? -
is there a better way to have images displayed in the game?
theirongiant replied to HM2 FMF Smithee's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I read something recently saying that the black rectangle thing happens with jpg's and it's to do with the compression. Could try converting to paa (http://forums.bistudio.com/showthread.php?89147-Converting-jpg-to-paa). In saying that, i'm a newb so it's possible, and probably likely, that i'm wrong but I thought I'd throw it out there. -
Initial position of projectile in fired event
theirongiant posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey, kind of new to scripting and I'm trying to make a bunny gun. fireBunny = { _projectile = _this select 6; _bunny = createVehicle ["Rabbit_F", position _projectile]; _bunny setVelocity (velocity _projectile); deleteVehicle _projectile; }; _player addEventHandler ["fired", fireBunny]; The problem I'm having is that the bunnies are being created on the ground behind me before being fired at the same trajectory as I'm aiming. I would have expected the projectile to be spawned at the end of the gun. Is there some sort of position translation I need to be doing? Cheers in advance. -
Initial position of projectile in fired event
theirongiant replied to theirongiant's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That was my first attempt but, for some reason I haven't figured out yet, the bunny would spawn at the bullets position but then would delay until the bullet was deleted* before firing itself. This was most noticeable when firing in the air when the bunny would stay in place for a few seconds before shooting away. I suspect that the time taken to create the bunny is causing a large degree of lag, i was toying with the idea of pre-creating bunnies (i think stacking them on the players head would be fitting) to avoid the createVehicle cost when firing. That might be my next avenue, if that doesn't work is there anyway of enumerating the projectile object's properties so I can try poking about it's innards * after it had come to rest or expired not deleted by me. -
Initial position of projectile in fired event
theirongiant replied to theirongiant's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey, thanks for the help. I guess that's a lesson learned, didn't notice the note at the bottom of the createVehicle biki page saying that it was deprecated. Still a bit of work to get it working the way I want, they currently don't ricochet or cause damage although I reckon poking about in the projectile object might provide answers. There must be something there relating to the model it's using that I can swap out rather than replacing it entirely that will retain it's projectile type properties. Interestingly, the bunnies start out centred at the chamber, for some reason I'd expected it to be at the muzzle, every day's a school day. Anyway, cheers for the reply, it's appreciated. -
[SP]Dynamic Universal War System (DUWS alpha0.1)
theirongiant replied to kibot's topic in ARMA 3 - USER MISSIONS
Yeah, there's a big difference when you've got something live, been there plenty of times before. Cheers anyway, I'm learning a lot from poking through the code but, damn, this arma scripting stuff has some funky syntax. Reminds me a bit of objective-c. -
[SP]Dynamic Universal War System (DUWS alpha0.1)
theirongiant replied to kibot's topic in ARMA 3 - USER MISSIONS
I downloaded this for a quick shot last night and ran into the exploding vehicle problem a couple of times. Been looking for an excuse to start getting into arma scripting so i thought I'd give fixing it a bash. Need to test it a bit more as I keep getting HQ's that are out in the open but it's 2 in the a.m. here and I need to get some sleep. Seems to work okay though. Notice that you've already fixed it but for what it's worth I thought I'd post it up anyway. _index = lbCurSel 1502; _vehicleList = [ [5, "B_MRAP_01_F"], [18, "B_MRAP_01_hmg_F"], [25, "B_MRAP_01_gmg_F"], [35, "B_APC_Wheeled_01_cannon_F"], [2, "B_Truck_01_transport_F"], [40, "B_Heli_Light_01_armed_F"], [75, "B_Heli_Attack_01_F"], [15, "B_Heli_Light_01_F"], [22, "B_Heli_Transport_01_F"], [35, "B_APC_Tracked_01_rcws_F"], [1, "B_Quadbike_01_F"] ]; _pointsNeeded = (_vehicleList select _index) select 0; _hqPosition = getmarkerpos str(blu_hq_markername); _vehicleName = (_vehicleList select _index) select 1; _maxDistance = 200; _minRange = 10; _sweepSize = 20; _position = []; _innerRange = _minRange; _outerRange = _minRange + _sweepSize; if( commandpointsblu1 >= _pointsNeeded ) then { while{(count _position < 1) && (_innerRange <= _maxDistance) } do { _position = _hqPosition findEmptyPosition[_innerRange, _outerRange, _vehicleName]; _innerRange = _outerRange; _outerRange = _outerRange + sweepSize; }; if(count _position == 1) { _vehic = _vehicleName createVehicle _position; hint "Vehicle ready !"; commandpointsblu1 = commandpointsblu1 - _pointsNeeded; ctrlSetText [1000, format["%1", commandpointsblu1]]; } else { hint "The terrain around this HQ is unsuitable for vehicles !"; }; } else { hint format["Vehicle requires %1 CPs.\nYou currently have %2 CPs !", _pointsNeeded, commandpointsblu1]; }; As it's my first stab, i'd welcome any comments.