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Everything posted by (AEF)Duck
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Object builder crash when opening BIS P3d files
(AEF)Duck replied to Kerel1's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
do you know where these are available? -
Object builder crash when opening BIS P3d files
(AEF)Duck replied to Kerel1's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
Hey guys. I am having the same trouble. I have tried opening other .p3d files and mine keeps on crashing too. Is that any .p3d file that is associated with A3 will not work? wether they are a BI or a community file? I was able to make an object, save, then reopen the file and it worked. I am just trying to get the program running. I haven't yet tried an A2 file to see if that works. I am using the Object Builder from the Arma 3 Tools in Steam if that helps, Cheers Duck -
Authentic Gameplay Modification
(AEF)Duck replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yep, that's the exact issue we are having -
Authentic Gameplay Modification
(AEF)Duck replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes. We have just tested with client and server only running CBA and AGM and the issue remained. We tested this on a basic mission made with only AGM modules and Zeus -
LMG Supressor re-txture
(AEF)Duck replied to (AEF)Duck's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
just realised where I put this. Damn. Not sure how to move it across without creating a new one. -
Authentic Gameplay Modification
(AEF)Duck replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for looking into this. We have not had a chance to make a missions to test it out by itself. We had the mission working fine prior to the 9.5.0 and the 9.5.1 updates. Nothing else has changed. The only mods that we are running server side with @agm are: @CBA_A3 @Alive @AliveServer @asr_ai3 @task_force_radio @nato_Russian_sf_weapons. Has anybody else found any conflicts with these mods? Like I Said, This setup had been working perfectly until we updated. -
Authentic Gameplay Modification
(AEF)Duck replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The file was too large for pastebin' date=' Here is a copy of the file [url']https://www.dropbox.com/s/cdvubntx87nis78/arma3server_2014-12-22_19-42-11.rpt?dl=0[/url] -
Authentic Gameplay Modification
(AEF)Duck replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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Authentic Gameplay Modification
(AEF)Duck replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
we are having the same issue. Is there a work around or do we have to revert to the previous version? Cheers Duck -
Authentic Gameplay Modification
(AEF)Duck replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
this script only comes into play when a person is killed. it is not running on mission start -
Authentic Gameplay Modification
(AEF)Duck replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
hey guys, Great mod! I am in the process of working on a mission and I am having trouble with my save loadout script seeing the AGM items. Have you got these under a different name? Below is a copy of my script. any ideas on what I need to add so the AGM stuff is seen? GLO_P_weapons = weapons player; GLO_P_magazines = magazines player; GLO_P_vests = vest player; GLO_P_backpack = backpack player; GLO_P_uniform = uniform player; GLO_P_headgear = headgear player; GLO_P_item = items player; GLO_P_assignedItems = assignedItems player; GLO_P_goggles = goggles player; GLO_P_PrimaryWeaponItem = PrimaryWeaponItems player; hint "Loadout Saved"; waitUntil {!alive player}; waitUntil {alive player}; if (isNil "GLO_WR_running") then { GLO_WR_running = true; while {GLO_WR_running} do { waitUntil {alive player}; _p = player; removeAllItems _p; removeallassigneditems _p; removeAllWeapons _p; removeVest _p; removeHeadgear _p; removegoggles _p; _p addVest GLO_P_vests; _p addBackpack GLO_P_backpack; _p addUniform GLO_P_uniform; _p addHeadgear GLO_P_headgear; _p addgoggles GLO_P_goggles; {_p linkItem _x;}forEach GLO_P_assignedItems; {_p addItem _x;}forEach GLO_P_items; {_p addMagazine _x;} forEach GLO_P_magazines; {_p addWeapon _x;} forEach GLO_P_weapons; {_p addPrimaryWeaponItem _x;} forEach GLO_P_PrimaryWeaponItem; hint "Loadout Restored"; _primw = primaryWeapon _p; if (_primw != "") then { _p selectWeapon _primw; // Fix for weapons with grenade launcher _muzzles = getArray(configFile>>"cfgWeapons" >> _primw >> "muzzles"); }; waitUntil {!alive player}; }; }; -
Authentic Gameplay Modification
(AEF)Duck replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
hey guys, Great mod! I am in the process of working on a mission and I am having trouble with my save loadout script seeing the AGM items. Have you got these under a different name? Below is a copy of my script. any ideas on what I need to add so the AGM stuff is seen? GLO_P_weapons = weapons player; GLO_P_magazines = magazines player; GLO_P_vests = vest player; GLO_P_backpack = backpack player; GLO_P_uniform = uniform player; GLO_P_headgear = headgear player; GLO_P_item = items player; GLO_P_assignedItems = assignedItems player; GLO_P_goggles = goggles player; GLO_P_PrimaryWeaponItem = PrimaryWeaponItems player; hint "Loadout Saved"; waitUntil {!alive player}; waitUntil {alive player}; if (isNil "GLO_WR_running") then { GLO_WR_running = true; while {GLO_WR_running} do { waitUntil {alive player}; _p = player; removeAllItems _p; removeallassigneditems _p; removeAllWeapons _p; removeVest _p; removeHeadgear _p; removegoggles _p; _p addVest GLO_P_vests; _p addBackpack GLO_P_backpack; _p addUniform GLO_P_uniform; _p addHeadgear GLO_P_headgear; _p addgoggles GLO_P_goggles; {_p linkItem _x;}forEach GLO_P_assignedItems; {_p addItem _x;}forEach GLO_P_items; {_p addMagazine _x;} forEach GLO_P_magazines; {_p addWeapon _x;} forEach GLO_P_weapons; {_p addPrimaryWeaponItem _x;} forEach GLO_P_PrimaryWeaponItem; hint "Loadout Restored"; _primw = primaryWeapon _p; if (_primw != "") then { _p selectWeapon _primw; // Fix for weapons with grenade launcher _muzzles = getArray(configFile>>"cfgWeapons" >> _primw >> "muzzles"); }; waitUntil {!alive player}; }; }; -
Hi all, thanks for the replies. I have tried it in the editor and in multiplayer. I have placed the module as the lift objects is working. I was using it on the Boeing/SOAR MH-47E and the Blackhawk from ADF uncut. The lift option is working on both of these aircraft. I have had the helo's stationary at 5, 10, 15 and 20m without the option appearing. Cheers
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Hi Raven, Awesome mod. looks to be a lot of fun. Unfortunately I am having trouble with the fast rope. How do I get it to work, I am trying it from the pilots seat but im not getting options. After looking over the fourm I seem to be the only one that has this issue. What do I need to do to get this to work. Cheers Duck
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hey guys, This helo is awesome. A lot of fun to fly. I got this mod through play with six and it seems this has not got the file FlagTextureTemplate.png I'm just wondering if you could let me know what the dimensions of the .paa need to be so I can get one made up. Cheers, Duck
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hey txt Awesome Mod!! I have been watching this for a while now and I was so excited to see it on PWS. Finally a ship for Arma 3. When I had a play with it I found a few bugs that I thought you guys may be interested in. 1. The helicopter needs a secure to deck option. When I was turning with a helo on the deck, it would roll and explode... this makes transport a bit hard. 2. the ship appears to have a list to starboard (right) when moving 3. when In first person at the various gunner and driver positions you can see out the walls 4. would it be possible to have the markings on the flight deck? This is an awesome ship, please keep it going :) Cheers, Duck
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hey guys. Awesome mod as always. We are looking at using it in our next missions. But unfortunately we have hit a snag..... We have been unable to find a complete list of all the Weapon, Uniform, Vest, Item, Magazines and backpack class names. Is this list available somewhere? As the guys that made it, what would you suggest for making custom loadouts? Not VAS Cheer Duck
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Hi Ghost, Excellent mission with Enemy Assault, its basically our go to mission. I am looking at adding a Mod to the mission ADFUncut. I am having trouble locating where you set the vehicles that can be spawned. what file is this in? I would like to add some vehicles and aircraft to the list. Cheers Duck
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LEA - Loadout Editor for ArmA 3
(AEF)Duck replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Hi Major. I am having some issues with the LEA tool. I am hoping that this issues is user fault, but I am at a loss as to what I am doing wrong. In the past I have had this working but now it isn't.... Here is what I am doing step by step 1. Creating a new mission in A3 and they saving it as a multiplayer game (export to multiplayer missions) 2. Placing all the units on the map that I want to edit and making sure they have descriptions. Resaving 3. Running LEA as admin. 4. Selecting = Mission/Import/Import mission.sqm 5. Right clicking on a unit and selecting "Auto Assign Units", "This Side". Then selecting "Assign". 6. Applying premade unit profiles that I have made. 7. Selecting = Mission/generate mission.sqf 8. Placing it in the correct mission folder and checking the checkbox's, "Insert call for scripts into init.sqf" and "Respawn with LEA Loadouts" the selecting "Generate" 9. In the mission folder it has a lea folder containing the files: apply_loadout.sqf loadout-init.sqf loadoutMultiplayer.sqf loadoutServer.sqf loadoutSingleplayer.sqf mission name.Altis.lea.mission 10. In the .init file it has generated leaFunction = compile preprocessFileLineNumbers "lea\loadout-init.sqf"; call leaFunction;//line generated by LEA. 11. I resave the mission in A3 and then preview. The issue is now when nothing happens. I have also tried this out of the editor as a private host and it is still not changing. 12. When I reload LEA to check, none of the changes I have made are there. I am running No Mods and No Other Scripts. Any suggestions as to what I am doing wrong? I have gone over the online manual a few times but I still end up with the same result. Cheers Duck -
Randomly generated roadside IEDs
(AEF)Duck replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
EPD_IED_debug = true; -
Randomly generated roadside IEDs
(AEF)Duck replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks to everyone that replied. I have another quick question. Would anyone know why this is not working on a dedicated server? it works in the editor and when I host. But not when I load it on the server Cheers, Duck -
LEA - Loadout Editor for ArmA 3
(AEF)Duck replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Will LEA work on vehicles? -
I34dKarma's Roadblock Site Script
(AEF)Duck replied to I34dKarma's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi Karma, Great Script! it saves a lot of work in the editor for larger games. I found that I was working fine when I previewed in the editor, and when I hosted of my computer over the internet. But when the mission was put up on a dedicated server it did not load and seemed to prevent any of the other scripts loading. Any suggestions? Cheers Duck -
Randomly generated roadside IEDs
(AEF)Duck replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
thanks for the replied guys. I wanted to show them for training people how to disarm them and find them -
Randomly generated roadside IEDs
(AEF)Duck replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi brains. This is an excellent script. it has deffinatly opened up a new possibility for mission editing. I do have one question though. Would I would like to do is have it so when the mission is running from a dedicated server the IED locations show on the map. Is it possible to do this? also, is it possible to change the text that is displayed and the marker type?