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zebra1993

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About zebra1993

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  1. zebra1993

    XENO - Taru Pod Mod

    thaks for the reply meiestrix. I have sent Norx a message that he may use this fix to make the taru an awesome helicopter again, not till now no reply. I also do NO things to the Mod itself. i just tried to fix the script. The fixing of the mod is the work of Norx not mine. Greets zeb
  2. zebra1993

    XENO - Taru Pod Mod

    Solved it. The JNS Helicopters are now working (in My version only the NATO one's but they work now. The problem with the rope is NOT fixed, the View problem neither. I added the Classnames to the ACE function call so that the actions are shown. To add the Heli's some where at the beginning add the Classnames http://pastebin.com/TLjkKaWN @norx_aengell pls implement in the Mod version also. I have just added the NATO Taru's cause we only use this version. The Other Versions have IND instead of BLU in the Classname. Is it possible to add a Parent/Child check when adding the command for ACE? so that if someone wants to add a Custom Helicopter don't need to change the script or is it intended so there are less chances that a "forbidden" Helicopter is added? But for now, just use the script version. Edit No1: See Edit No2 (found the problem thats making the ropes not extend when lowering the pod. Search the Script for "ropeUnwind" and comment in this line. BUT you then get (as far as i noticed) a sound error with a missing JSRS sound file. I think the line is commented out cause this problem). Edit No2: Fixed also the Sound "problem" the vinche doesent have now sound when attaching a pod to the heli neither when detaching it it back to normal slingload position. How to fix: Line 298 (Yes the one who ist commented in From Edit No1) it should look like // if (!isTouchingGround _helico) then {{ropeUnwind [_x, 1.9, 10]; [["Son Desarrimage", _helico],"Script_Taru_Transmission_Son_Message",[] call Script_BIS_Liste_Joueur,false,false] call BIS_fnc_MP;} foreach ropes _helico;}; Now Change it to if (!isTouchingGround _helico) then {{ropeUnwind [_x, 1.9, 10];} foreach ropes _helico;}; //[["Son Desarrimage", _helico],"Script_Taru_Transmission_Son_Message",[] call Script_BIS_Liste_Joueur,false,false] call BIS_fnc_MP;} foreach ropes _helico;}; its not much to change just watch the even count of Brackets and the Semicolons. I have moved the // that the sound playing is not triggered and moved the foreach ropes _helico;}; so each of the ropes gets the info to change its length. (Yes i know the Front pare is to short, but the hell to it, you can now lift, attach detach and drop the pods again.) Edit No2.5 to have the whole script as a thing to download: http://pastebin.com/TyLeCJMa Edit No3. Just tested it without the JNS cranes and it DIDN'T Work. So Just fill in the Classnames you NEED and comment ("//") the not used out. It's working. if some one got the problem fixed with this botched fix please leave a comment. greets zeb
  3. zebra1993

    XENO - Taru Pod Mod

    @meiestrix and @AlexRUS Got the Same problems. Just trying to fix it in the .sqf of the script version. But i think it has to be also in the Normal version too. And this will brake the signing. Do to the screen freeze (just tested with bench pod) when unattached (just hanging at the Sling) the player can turn the view free. As soon the mod is attached at the Heli the view is locked but the cursor is movable (muzzle is locked in orientation, reloading is also not possible). when dropped, as long the Pod is in fall the view is not frozen, as soon the parachute opens its locked again. An in ACE3.4.1 is in the interaction menu with the heli the Attach, Detach and Dropp entry twice present Edit: Reading through the sqf's i cant find the Skycrane entries nor the entries for the Pods (classname) greets zeb
  4. zebra1993

    WARNING: SuppressCache: Crash

    We solved it (more or less) In the Init is @ace twice called this let run the ACE advanced balistics against it self Thanks for the Views, i hope someone other will make use of it /Closed
  5. zebra1993

    Command execution question

    For the Ban thing: Use the Search function, its not there just to take up space! https://forums.bistudio.com/topic/180086-i-cant-ban-someone/?hl=admin+commands#entry2837107 And Yes you need to be logged in as Admin https://forums.bistudio.com/topic/140808-bantxt/ after not more then 30sec of searching i found your solution Why are the people these days sometimes this lazy??
  6. Since a few days ( i think 1.54 Hotfix) Is our Server crashing. But always when there are more than ~10 players playing on it. The Logfiles go up to 1GB in a few seconds with 99% of the same message: 21:26:06 WARNING: SuppressCache::Trace called with huge input. Function exited to prevent program stall inside. tBeg[0.000000,165.000000,0.862211]; tEnd[0.019603,-0.506170,5423.109375]; ammoHit(1.970041); distance(0.000000) 21:26:06 In last 500 miliseconds was lost another 17 these messages. My Client is also logging it but less often and less much cause the serve is crashing before the log gets to big <_< We use a bunch of Mods: (Server Start parameter) "-profiles=C:\Users\Administrator\Documents\Arma 3\coop1settings\" -port=2302 -config=CoopServer.cfg -world=empty -malloc=tbbmalloc -autoinit -enableHT -mod=@CBA_A3;@AllInArmaTerrainPack;@JS_JC_FA18;@task_force_radio;@Thirsk;@RHSAFRF;@RHSUSF;@Leights_OPFOR;@AliveServer;@ALiVE;@Ares;@AfghanVillage;@LegionAddon;@fata;@ace;@ace; -servermod=@aceServerSide; I have no access to the server init nor to the server.cfg But what we see, is that Zeus missions crash more often then Alive Missions. As mentioned the server first floods the Log with the SuppressCache messages, after a while he goes down in lack of memory 21:32:10 Virtual memory total 4095 MB (4294836224 B) 21:32:10 Virtual memory free 49 MB (51638272 B) 21:32:10 Physical memory free 134 MB (140795904 B) 21:32:10 Page file free 4365 MB (4577562624 B) 21:32:10 Process working set 3413 MB (3579793408 B) 21:32:10 Process page file used 3753 MB (3935371264 B) 21:32:11 Longest free VM region: 3801088 B 21:32:11 VM busy 4241522688 B (reserved 193343488 B, committed 4048179200 B, mapped 50888704 B), free 53313536 B 21:32:11 Small mapped regions: 22, size 98304 B i hope i understand what i am trying to ask cause my english is not the best. anyway thanks for the help ahead greets zeb
  7. zebra1993

    XENO - Taru Pod Mod

    Okey its reading like im a total moron but: How the heck can i tell my AI to attach the pod wit "only" the mod running? I have placed a Taru (empty), a bench Pod and my as external teamlead (same team) In the Editor it is nor working (could be cause just editor(my guess)) In the Singleplayer mission neither (MP not tested) Do i edit the init of the Taru with this lines? (Quote form 1st post) Fig.1 Editor http://steamcommunity.com/sharedfiles/filedetails/?id=503962463 Fig. 2 Taru with Pod in Slingload http://steamcommunity.com/sharedfiles/filedetails/?id=503962634 Fig. 3 Pilot action menu http://steamcommunity.com/sharedfiles/filedetails/?id=503962663 Fig. 4 Copilot action menu http://steamcommunity.com/sharedfiles/filedetails/?id=503962703 Fig. 5 Loadmaster action menu http://steamcommunity.com/sharedfiles/filedetails/?id=503962748
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