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T. Miller

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Everything posted by T. Miller

  1. T. Miller

    Arma Zeus Cache

    I made a bug report for this a while ago because the long loading times also come with some issues: - The whole server will hang while the zeus is loading the interface. - Slingloaded crates will drop when the server hangs for this long. - Server hang is substantial, even with vanilla and arma on SSD on a public zeus server. I haven’t tested if your mod fixes this issue, but regardless: This is more of a bug that should be fixed than something a mod should do.
  2. Hi there, I'm trying to get a Headless Client (HC) to work on our server (dedicated, we pay for a host). The mission is setup to use HC's and all the scenario fluff is setup. The problem is that every time I turn the HC on to connect to the server, it auto-disconnects because of - what looks like - mod problems. So it does connect to the server, it just automatically gets kicked. Does anybody have any idea what a solution could be? startHC.bat: cd /D "D:\Steam\steamapps\common\Arma 3" "D:\Steam\steamapps\common\Arma 3\arma3server.exe" -client -connect=185.16.85.44 -port=2302 -mod=@ace;@CBA_A3;@RHSAFRF;@RHSUSAF;@task_force_radio;@ZEUSOPS; The error: 15:47:20 Client connected: 185.16.85.44:2302 15:47:22 > Player headlessclient connecting 15:47:26 > You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.ace_advanced_fatigue, ace_hearing, ace_map, ace_nametags, ace_finger, ace_zeus, ace_viewdistance, ace_medical, task_force_radio_items Here you can see that the mods are in the correct directory Also: I checked, the mods are directly copied from the workshop files (a.k.a. from the '!Workshop' folder) to try and solve the problem. This goes for both the server, the HC, and my own client. NOTE: The server commandline contains more mods than just these, but that shouldn't matter, since the errors come from mods that ARE launched, including the dependancies. Tried solutions: - I tried putting all the keys in the 'keys' folder in the A3 directory. - I tried (though under slightly different circumstances) to move the 'userconfig' folder from ace to the A3 directory. - I tried putting '@CBA_A3' before '@ace' to make sure it is not a dependency problem.
  3. T. Miller

    Arma 3 Units - Feedback thread

    Currently, if someone is set as an ADMIN of the unit, their icon will be that of a Colonel, regardless of their actual rank. If someone is set as a MODERATOR of the unit, their icon will be that of a Major, again regardless of their actual rank.
  4. I have a suggestion for modmanagement for servers: In the server config file, allow the user to put steamworkshopID's of mods in an array, like the following: steammods = {450814997, 620019431}; Then whenever you start the server, have the server first verify/update the steammods into its folder, and then start up. This also means that the launcher can accurately display what workshop mods are a necessity to join the server! Please consider it!
  5. T. Miller

    Arma 3 Units - Feedback thread

    Hi there, Our community ran into some issues a while back, ever since the update of the 'MEMBERS' tab, now only showing 20 per page. It seems like the 'MANAGE MEMBERS, RANKS & TITLES' has some bugs: - A lot of members show up multiple times on different pages. - Members are alphabetical on a single page, not throughout the whole list (it seems to just display 20 random members from that rank, and then order them alphabetically, instead of first ordering, and then cutting in lists of 20) http://prntscr.com/gwj40s (page 2 of manage m, r & t) http://prntscr.com/gwj4l3 (page 3 of manage m, r & t) http://prntscr.com/gwj7g4 (page 8 of manage m, r & t)
  6. T. Miller

    Arma 3 Units - Feedback thread

    Don't think this will or should be realized. In the average - active - Arma 3 Unit, events are done multiple times a week. Giving a player a ribbon per joined event would make its profile longer that the memberlist of 'Hostile Takeover'.
  7. T. Miller

    Arma 3 Units - Feedback thread

    I'd like to add something to my suggestion that is in my eyes equally important for events: There has to be an archive; When you click on the 'EVENTS' tab, you should be brought to the list of 'upcoming events'. Though, there should also be a button at the top to bring you to the 'past events'. So, to make a list: Setting up events (Title, Description, Date, Time, Terrain, Faction) Attendance (Unspecified / PRESENT / UNKNOWN / ABSENT) Upcoming events (=default) and past events Setting up ranks (custom name, icon from a list, and keep specific titles) Remove major-icon-for-admins Uncapped, exact unit size counter Change default 'ORDER ON' query to 'UNIT SIZE ▼'
  8. T. Miller

    Arma 3 Units - Feedback thread

    Hi there, I can't recall linking my reddit post in here, since it's a suggestion regarding A3Units a while back: Here's what I commented on my post myself: "I expected that there was already a design, but after 3 years of using spreadsheets/steam/teamspeak to show events and monitor attendance, I hoped that by making this suggestion, you'd implement some of these features that would litterally change the popularity/usability of the website. Things like a simple click to show if you are interested in a mission or being able to sign up as a role should definitely be implemented!" Furthermore, pretty sure you already had this request, but just backing it up: Just make the size counter go over 100, seems like there is no real reason to cap it and display '+100'. Also, please remove the 'feature' (not sure if) that admins of the unit show up with the Major icon, as seen here: http://prntscr.com/e17jln The current way 'ranks' on the website are handled (talking about the names of the ranks (UNIT LEADERS, EXEC OFFICERS, OFFICERS, ENLISTED), the icons (bound to the rank, unchangeable)) is not sufficient. I sincerely suggest allowing units to create their own ranks, allowing them to create up to, for instance, 15, and name themas they see fit. This, together with being able to give people specific titles would definetly be sufficient.
  9. This worked. Thank you. The problem indeed was that the '-mod=' part had to be on the same line as the arma3server.
  10. As posted in the main post, the files are in the correct folder. I pulled them straight from the '!Workshop' folder, so they are a direct copy. Pretty sure they are the correct mods, since I use the same mods to connect to the server myself.
  11. I actually already tried this, but for safety I tried it again. Didn't solve the problem..
  12. T. Miller

    Arma 3 Units - Feedback thread

    When in the editing section of a unit page, clicking 'VIEW UNIT PAGE' opens a new tab instead of opening the unit page in that tab. Please change that, because the way it is done now is kind of annoying when you are trying to tweak things about the page or change peoples ranks. (I tend to end up with about 10 opened tabs)
  13. T. Miller

    Arma 3 Units - Feedback thread

    I would like to continue on a suggestion that I made earlier, and you only partially integrated: Please change the way members are shown in the 'MEMBERS' tab, because the following list is not clear: The current way the list is sorted is Alphabetically on NAME. The way it should be sorted is: Alphabetically on TITLE > Alphabetically on NAME. Would look like this:
  14. T. Miller

    Arma 3 Units - Feedback thread

    Suggestion: Could you put the default 'ORDER ON'-selector of the unit browser on 'Largest First'? Unit size can not be faked, where the creation date can be, and will be. When people look for units, by default searching for 'Largest First' would make sense.
  15. T. Miller

    Arma 3 Units - Feedback thread

    In the 'members'-tab, right now the list of people of one rank are quite random it seems; not sorted on name nor title. Could you make it so the list is sorted alphabetically on title & name? (in that order) It would make it a lot easier to find people in the list. (obviously a problem with 50+ groups)
  16. T. Miller

    Arma 3 Units - Feedback thread

    When I click 'Browse Units' and I select the filter option 'Unit Size (Highest)', all units on the first page have 'undisclosed' size (and when I check, they have like 3 members each), while my unit has 9 members currently, and should therefore be higher in the list. When I specifically search for my units name, it DOES show that we have 9 members. Apparently the filter option 'Unit Size' is not working!
  17. T. Miller

    Arma 3 Units - Feedback thread

    Is there a reason why there can only be 3 Colonels and 10 Majors? We would like to have 5 Colonels in our community (it makes more sense rank-wise).
  18. T. Miller

    Arma 3 Units - Feedback thread

    Yeah I knew that, and that would potentially take care of this 'issue': private - rank 1 (private icon) private first class - rank 1 (private icon) corporal - rank 2 (corporal icon) sergeant - rank 3 (sergeant icon) staff sergeant - rank 3 (sergeant icon) But the biggest problem I have with the ranks is what I stated earlier: "... it should be allowed to set the 'owner' to any rank, same goes for 'exec officers'." Maybe - instead of attaching abilities to ranks - allow owners to assign some kind of moderator/admin status to units instead of officer/leader, kind of like they do it in steam.
  19. T. Miller

    Arma 3 Units - Feedback thread

    An option that is missing in my opinion is to create your own ranks, or at least be able to create/modify the structure yourself. Right now, we have to assign everyone on the page a 'rank' with a FIXED title (being enlisted, officer, exec officer or owner). My unit (and many others) use a different (or more elaborate) rank structure (private - private first class - corporal - sergeant - staff sergeant - lieutenant) which we think is more appropriate for an infantry unit. This doesn't make sense; the icons are mostly wrong, owner is FORCED highest rank, the 'names' are FORCED. I suggest to allow the following: - Being able to choose the amount of ranks. - Being able to change the 'name' of ranks. - Being able change the 'icon' for each rank (from a given list). I presume that the ranks will translate to your in-game 'rank' when you join servers, but in that case we should still be able to set the 'owner', or 'exec officers' to for instance 'RANK 4' (because that is lieutenant in-game, and that is the highest rank we use). If none of this will ever be changed, please let me/us know, because then we'll sadly enough have to change our rank structure.. Obviously I can translate some of our ranks to the set ranks: private- rank 1 private first class - rank 1 corporal - rank 2 sergeant - rank 3 staff sergeant - rank 3 lieutenant - rank 4 But in that case, it should be allowed to set the 'owner' to any rank, same goes for 'exec officers'. A lot of people, due to the extreme unrealistic-ness of, do not wish to use the colonel rank, because we simulate an infantry platoon. EDIT: "But in that case, it should be allowed to set the 'owner' to any rank, same goes for 'exec officers'." I really think this should be possible. I own my gaming community, but I am not the most active as a player (resulting in not-the-highest-rank). Though because I am administrator, and because not everyone who is high ranked can per se be trusted, I would like to stay owner of the units page, while having a lower rank.
  20. I'm busy creating a custom Arma 3 gamemode that only takes place on the map and does not involve any actual units walking around. The gamemode is an RTS, and instead of moving actual units around, you move markers around on the map. I've been busy trying to fix a bug I've had for a while now, which really bothers me, mainly because I have tried a lot of things to fix it. I will explain the bug using images and code: Moving units is fairly easy in the gamemode: You select the unit (using leftclick on the map), and you give it a waypoint (using alt-leftclick on the map). The specific unit, the waypoint position, and the speed of the unit will be added to a array, which for every second checks if the units position matches the waypoint position, and if not, moves the unit slightly towards it (with the given speed). Besides this, the waypoint position is also saved in the massive "A3A_units" variable, so I can use that position later. TL;DR: You can give a unit a moveorder, and the waypoint position gets saved. Upon selecting a unit (if the unit has a waypoint), or giving a unit a waypoint, for a short period of time, a marker appears that shows the movement of that unit. Upon selecting a unit without a waypoint, nothing happens. Now here's the problem: When I give a unit a waypoint, not only does it save the waypoint position for that unit, it also saves it for every other unit of the same type. What's a type? When I spawn a new unit, this unit has certain stats, such as 'range', 'firepower', 'manpower', 'protection'. There is various different types of units, which each have different stats. A3A_fnc_unitListCreate private ["_unitList"]; _unitList = [ [ "UT#001", "UT#002", "UT#003", "UT#004", "UT#005", "UT#006", "UT#007", "UT#008", "UT#009", "UT#010" ], [ [[[8,8],[0.5,0.5],[10,10],800,500,0.8,4,0,200,0,0],[5],[],[[],"b_inf", "Assault Squad"]], [[[4,4],[0.5,0.5],[10,10],1200,600,0.8,2,0,300,0,0],[5],[],[[],"b_recon", "Recon Squad"]], [[[1,1],[0.5,0.5],[10,10],800,500,0.8,2,0,800,0,0],[5],[],[[],"b_motor_inf", "HMMWV HMG"]], [[[1,1],[0.5,0.5],[10,10],800,800,0.8,2,0,400,0,0],[5],[],[[],"b_mech_inf", "M1 Abrams"]], [[[1,1],[0.5,0.5],[10,10],1500,0,0,2,0,800,0,0],[5],[],[[],"b_uav", "UAV"]], [[[8,8],[0.5,0.5],[10,10],800,500,0.8,2,0,200,0,0],[],[],[[],"o_inf", "Assault Squad"]], [[[4,4],[0.5,0.5],[10,10],1200,600,0.8,2,0,300,0,0],[],[],[[],"o_recon", "Recon Squad"]], [[[1,1],[0.5,0.5],[10,10],800,500,0.8,2,0,800,0,0],[],[],[[],"o_motor_inf", "HMMWV HMG"]], [[[1,1],[0.5,0.5],[10,10],800,800,0.8,2,0,400,0,0],[],[],[[],"o_mech_inf", "M1 Abrams"]], [[[1,1],[0.5,0.5],[10,10],1500,0,0,2,0,800,0,0],[],[],[[],"o_uav", "UAV"]] ] ]; missionNameSpace setVariable ["A3A_unitList", _unitList, true]; This is how I spawn a new unit: A3A_fnc_unitCreate private ["_unitType","_unitLoc","_unitList","_unitName","_unitStats","_unit"]; _unitType = (_this select 0) select 0; _unitLoc = (_this select 0) select 1; _unitList = missionNameSpace getVariable "A3A_unitList"; _unitName = [] call A3A_fnc_unitAssignName; _unitStats = _unitList select 1 select (_unitList select 0 find _unitType); _unit = [_unitName, _unitLoc]; { _unit pushback _x; } foreach _unitStats; _unit; This new unit will then be added to my giant variable "A3A_units", like so: A3A_fnc_unitArrayUpdate private ["_req","_input","_units"]; _req = _this select 0; _input = _this select 1; _units = missionNameSpace getVariable "A3A_units"; switch (_req) do { case 0: { // add input unit private ["_unit"]; _unit = [_input] call A3A_fnc_unitCreate; _units pushBack _unit; missionNameSpace setVariable ["A3A_units", _units, true]; }; So here's the problem again: When I give a unit a waypoint, not only does it save the waypoint position for that unit, it also saves it for every other unit of the same type. Here's the script with the problem: A3A_fnc_unitMovementOrder scopeName "scope1"; private ["_unitName","_orderPos","_units","_unit","_unitPos","_distance","_speed","_unitPosOffsetX","_unitPosOffsetY","_unitsPosTBU"]; _unitName = _this select 0; _orderPos = _this select 1; _units = missionNameSpace getVariable "A3A_units"; { if (_x select 0 == _unitName) then { _unit = _x; breakTo "scope1"; }; } foreach _units; (_unit select 5) set [0, [(_orderPos select 0), (_orderPos select 1)]]; missionNameSpace setVariable ["A3A_units", _units, true]; _unitPos = _unit select 1; _distance = (((_orderPos select 0) - (_unitPos select 0))^2 + ((_orderPos select 1) - (_unitPos select 1))^2)^0.5; _speed = _unit select 2 select 8; _unitPosOffsetX = ((_orderPos select 0) - (_unitPos select 0)) /(_distance /(_speed / 1200)); _unitPosOffsetY = ((_orderPos select 1) - (_unitPos select 1)) /(_distance /(_speed / 1200)); _unitsPosTBU = missionNameSpace getVariable "A3A_unitPosTBU"; { if (_x select 0 == _unitName) then { _unitsPosTBU deleteAt (_unitsPosTBU find _x); }; } foreach _unitsPosTBU; _unitsPosTBU pushback [_unitName, [_unitPosOffsetX, _unitPosOffsetY], _orderPos]; missionNameSpace setVariable ["A3A_unitPosTBU", _unitsPosTBU, true]; [_unitName] spawn A3A_fnc_unitMovementOrderMarker; The problem is the line (_unit select 5) set [0, [(_orderPos select 0), (_orderPos select 1)]]; And the function that handles the marker: A3A_fnc_unitMovementOrderMarker scopeName "scope1"; private ["_unitName","_units","_scale","_unit","_unitPos","_orderPos","_markerPos","_markerLength","_markerDir","_mk1","_mk2","_time"]; _unitName = _this select 0; _units = missionNameSpace getVariable "A3A_units"; _scale = ctrlMapScale (findDisplay 12 displayCtrl 51); { if (_x select 0 == _unitName) then { _unit = _units select (_units find _x); breakTo "scope1"; }; } foreach _units; _unitPos = _unit select 1; _orderPos = _unit select 5 select 0; if (!([_orderPos,[]] call BIS_fnc_areEqual)) then { _markerPos = [(((_orderPos select 0) + (_unitPos select 0))/2),(((_orderPos select 1) + (_unitPos select 1))/2)]; _markerLength = ((((_orderPos select 0) - (_unitPos select 0))^2 + ((_orderPos select 1) - (_unitPos select 1))^2)^0.5) / 2; _markerDir = atan ((abs((_orderPos select 1) - (_unitPos select 1)))/(abs((_orderPos select 0) - (_unitPos select 0)))); if ((((_orderPos select 0) > (_unitPos select 0)) && ((_orderPos select 1) > (_unitPos select 1))) || (((_orderPos select 0) < (_unitPos select 0)) && ((_orderPos select 1) < (_unitPos select 1)))) then {_markerDir = -_markerDir}; if (!(getMarkerColor "UMOM_1" == "")) then { deleteMarkerLocal "UMOM_1"; deleteMarkerLocal "UMOM_2"; }; _mk1 = createMarkerLocal ["UMOM_1", _markerPos]; _mk1 setMarkerDirLocal _markerDir; _mk1 setMarkerShapeLocal "RECTANGLE"; _mk1 setMarkerBrushLocal "BORDER"; _mk1 setMarkerSizeLocal [_markerLength,0]; _mk2 = createMarkerLocal ["UMOM_2", _orderPos]; _mk2 setMarkerShapeLocal "ICON"; _mk2 setMarkerTypeLocal "waypoint"; _time = 0; while {markerAlpha _mk1 > 0 && !(getMarkerColor "UMOM_1" == "")} do { if (_time > 1) then { _mk1 setMarkerAlpha ((markerAlpha _mk1) - 0.05); _mk2 setMarkerAlpha ((markerAlpha _mk2) - 0.05); }; _time = _time + 0.05; sleep 0.05; }; deleteMarkerLocal _mk1; deleteMarkerLocal _mk2; };
  21. T. Miller

    Need help fixing a bug!

    I found a easier fix using the last pieces of code you send: /* @file_name: fn_unitCreate.sqf @file_edit: 11/06/2016 @file_description: ... */ private ["_unitType","_unitLoc","_unitList","_unitName","_unitStats","_unit"]; _unitType = (_this select 0) select 0; _unitLoc = (_this select 0) select 1; _unitList = missionNameSpace getVariable "A3A_unitList"; _unitName = [] call A3A_fnc_unitAssignName; _unitStats = _unitList select 1 select (_unitList select 0 find _unitType); _unit = [_unitName, _unitLoc]; { _unit pushBack +_x; } foreach _unitStats; _unit;
  22. T. Miller

    Need help fixing a bug!

    I guess yeah. When I create a unit of a certain class, it - for instance - has 8 outta 8 subunits (meaning a squad of 8). When during the game, one of these dies, I want to lower the subunit count to 7, without changing it in the class (obviously). In other words: How do I use this line for every value? _unit set [5, (_unit select 5) apply {_x}]; (a.k.a. what would it look like in the following function) /* @file_name: fn_unitCreate.sqf @file_edit: 11/06/2016 @file_description: ... */ private ["_unitType","_unitLoc","_unitList","_unitName","_unitStats","_unit"]; _unitType = (_this select 0) select 0; _unitLoc = (_this select 0) select 1; _unitList = missionNameSpace getVariable "A3A_unitList"; _unitName = [] call A3A_fnc_unitAssignName; _unitStats = _unitList select 1 select (_unitList select 0 find _unitType); _unit = [_unitName, _unitLoc]; { _unit pushback _x; } foreach _unitStats; _unit set [5, (_unit select 5) apply {_x}]; // only this 1 value is changeable now _unit;
  23. T. Miller

    Need help fixing a bug!

    So what code works? I tried a few things but it didn't work.
  24. T. Miller

    Need help fixing a bug!

    This is exactly what I have. There is a array which contains all the stats for all the classes. The problem is that when I change a value for a copied unit of one class, all units of that same class get the same value, due to: _array1 = [1,2,3]; _array2 = _array1; _array1 set [0,3]; result: _array1 = [3,2,3]; _array2 = [3,2,3]; desired result: _array1 = [3,2,3]; _array2 = [1,2,3];
  25. T. Miller

    Need help fixing a bug!

    Never mind didnt work. What would be the most efficient way of making every value changeable?
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