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fernandolvferreira

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Everything posted by fernandolvferreira

  1. Hello, I've been having this problem for a while now, I can launch Arma3 through the Arma3.exe normally, but it wont let me use any mods or change any setting or configurations. Everytime I try to execute the new Arma3Launcher.exe or run through Steam, it gives the error Corrupted Configuration It looks that the application configuration file is missing or is corrupted. Please use Steam to re-download or repair corrupted file (Verify integrity of the game cache). File with emergency log was placed on you desktop 'E:\users\Fernando\Desktop\Arma3Launcher_EmergencyLog_201 50724T170859_Fernando.txt' Message: The system of configuration has failed to initialize. Message: Section of configuration not recognized appSettings. File name: 'F:\Program Files\Steam\SteamApps\common\Arma 3\arma3launcher.exe.Config Line 11 Here you can see the Emergy log it generated: Here you can take a look at the Arma3Launcher.exe.Config List of what I've tried already: Verifying the came cache. Clean reinstall it Run as administrator Disable anti-virus Deleting Arma3Launcher.Exe.Config Can anybody help with this please?
  2. Sorry if this has been answered already, but I couldn't find it anywhere... I placed the Military Symbols module and put this in its init: setGroupIconsVisible [true,false]; So now I can see the symbols for groups in the map. Now I would like for it to show the group's ID next to the symbol. Example. I have two groups of Cobra's flying around. I'd like it to show "Phantom 1" and "Phantom 2" next to its respective symbols. I imagine it has something to do with SetGroupId, but I can't find any parameter in the module in order for it to display it. I'd appreciate any help. Thank!
  3. Thanks, man. That did the trick! In case anyone needs it, here it is... { _callsign = str _x; _x setGroupIconParams [[0,0,0,0], _callsign,1,true]; //hint format ["Callsign %1", _callsign]; } forEach allgroups;
  4. WEIRD. I too checked it today and it said it was introduced in arma 2
  5. I tried a lot of combinations, the problems seems to be in the syntax of groupID I can't figure how to get the parameter out of it...
  6. script { _callsign = groupID _x; _x setGroupIconParams [[0,0,0,0], _callsign,1,true]; } forEach allGroups; My RPT got lost for some reason, but the previous post shows the error...
  7. Thanks, man! I'll try that as soon as I get home... One more question, this mission's units are spawned by a headless client, so this should be at the end of the script that spawns the units, right? If so, the command will work only locally or will it be broadcasted throughout the server?
  8. Would this work? { _callsign = groupID _x; _x setGroupIconParams [[0,0,0,0],str _callsign,1,true]; } forEach group;
  9. Thanks you! I tried searching the BIKI for this, but I couldn't find anything besides the Military Symbols module... In the case, I would have to insert each group's name manually or it would detect each group's ID automatically and do the job?
  10. Yep... I was just wondering, they'd go into a nasty loop of getting in and getting kicked out... Did you try to set the vehicle locked and unlocking it with a trigger grouped to the pilot?
  11. fernandolvferreira

    Make units playable/respawnable midgame

    A temporary workaround would be to use onPlayerRespawn.sqf to move respawned players to the group's position...
  12. _vehicle addEventHandler ["GetIn", { private ["_veh", "_pos", "_unit", "_namesArray"]; _veh = _this select 0; _pos = _this select 1; _unit = _this select 2; _namesArray = ["John", "_spiderMan_", "CowGirl"]; if !(name _unit in _namesArray) then { _unit action ["Eject", vehicle _unit]; }; }];
  13. So, I've been considering implementing Headless client into my community. Unfortunately, we've been having some issues to bring it alive. The mission is working, since I've asked to a friend of mine to test it in his own community's server and it worked flawlessly. The problem is as it follows. MY IP (HOST): 189.50.107.17 FRIEND's IP (HC): 187.56.114.151 1) I open my game through Steam 2) I open the dedicated server through a .BAT file. Below you'll find the content of the .BAT: ARMA2OASERVER's .BAT parameters (DEDICATED SERVER) 2a) This is the content of the server's CONFIG.CFG and BASIC.CFG: BASIC.CFG CONFIG.CFG 3) UPON HOST CREATION, MY FRIEND OPENS UP HIS SHORTCUT TO CREATE THE HEADLESS CLIENT: ARMA2OA_HC.BAT (parameters to execute the ARMAO2A.BAT in the Root folder) This is what happens (Server's console Point of View): This is what happens (Headless Client's console Point of View): It keeps going indefinitely... This is the SERVER.RPT file. It keeps SPAMING this message as long as the HC is trying to connect... The strange thing is... If I host the mission through the game (MULTIPLAYER -> NEW -> CREATE A GAME) the Headless Client joins without any problem and it is automatically assigned to its slot... Unfortunately, I don't know why and I can't confirm (no admin privileges), it seems the HOST is spawning the units instead of the HC. I've been all over the forums. Tried other user's CFGs without success. The fact the HC manages to connect to my server when I'm hosting a NOT DEDICATED SERVER, leads me to believe the problem may be in the settings of the dedicated server. I'd be extremely pleased if anybody could enlighten me as to the nature of this problem and any probable fix... Thanks... NOTES: 1) Other players can join the dedicated server with no issue... 2) My own HC can't join my own Dedicated Server... I tried three variations, all of them end up in the previously mentioned situation: a) -localhost=127.0.0.1 -connect=localhost b) -connect=127.0.0.1 c) -connect=localhost 3) My own HC will join if I host the mission through the game (Multiplayer -> New -> Create game) 4) Anti-virus and Firewalls were disabled during the tests, even though I didn't believe it to be the issue, since normal clients could join
  14. fernandolvferreira

    Headless client + Normal Client in the same account

    So... I discovered some unrelated parameters in the CONFIG.CFG the way to solve this, was to change pretty much everything to annotation (//) Dedicated server is online I can join Friends can Join Headless will Join Now the problem is: Figure a way to allow my friend (who is running the HC) to join the server... I know, I know... Most of you will say it is impossible, except I have an idea... When I host the server through the game (MULTIPLAYER -> NEW -> CREATE NEW GAME), my friend is able to join while the HC is in the server, so, I guess the parameter that is preventing him from joining, is somewhere in the CONFIG.CFG or BASIC.CFG. I developed this idea from my first problem (HC will join HOST SERVER, but wont join DEDICATED SERVER), the only difference between them is the CONFIG.CFG, and I was right. Since a HOSTED SERVER will allow Duplicated IDs or even missing IDs, I guess there must be a parameter in the CONFIG.CFG preventing it from occur. Does anyone have an idea about how can we make this happen without having to buy another CDKEY an opening another steam account in another computer? If some does know, please, let me know... Thanks!
  15. So, I've been trying to script some waypoints for some teams... The problem is, I'm trying to script a condition into the waypoint, so the unit will only move after the condition has been fulfilled... The units should only move after a unit called TriggerAttack is dead, so I though "EASY!, (!alive TriggerAttack) should do the trick..." This is what I scripted: _wp = _group_east_3 addWaypoint[[3920.5579, 4488.0127, 0], 0, 1]; [_group_east_3, 1] setWaypointBehaviour "UNCHANGED"; [_group_east_3, 1] setWaypointCombatMode "NO CHANGE"; [_group_east_3, 1] setWaypointCompletionRadius 0; [_group_east_3, 1] setWaypointFormation "NO CHANGE"; [_group_east_3, 1] setWaypointSpeed "UNCHANGED"; [_group_east_3, 1] setWaypointStatements[""!alive triggerAttack;"", ""]; Now... As some of you guys might know, it didn't work... This is what I'm getting in the .RPT file: Please... Help me... I'm going nuts and my wife is threatening to divorce me if I don't finish this thing and go to bed... Thanks a lot!
  16. Hey, guys. So I made this mission for my group. we start at an Airfield, the team is divided in two groups. After assembly each group heads for a predetermined heliport, then two UH-60s come and take us away... The set up is pretty simple, inside the heliport there's a trigger which is synched to the UH-60's waypoint (so it doesn't come too early), the next UH-60's waypoint is a LOAD waypoint, syched to a GET IN waypoint of the infantry team, then the chopper move's on to its next waypoints once the team in inside. I tested with bots and it works flawlessly. The thing is... I HOSTED the mission in multiplayer mode with a friend of mine and something isn't working... Here's what happens: Situation 1: I am ALPHA team, my friend is BRAVO team Development: Both choppers approach the heliports ALPHA chopper lands, waint until ALPHA team embarks, then moves on. BRAVO chopper approches its heliport, then do a sudden turn and moves on without landing Then we traded teams (thinking the problem was BRAVO's chopper waypoints. This is what happened: Situation 2: I am BRAVO team, my friend is ALPHA team Development: Both chopper approach the heliports BRAVO chopper lands, waint until BRAVO team embarks, then moves on. ALPHA chopper approches its heliport, then do a sudden turn and moves on without landing The problems appears to have something to do with the HOST (me) and it's not related to any problem in the waypoints, since it worked in both helicopters, except it only works when I (HOST) am the it is supposed to pick up. The other chopper completely ignores the other team. I can't seem to think what could be causing it, can you guys help me? Thanks!
  17. fernandolvferreira

    [Multiplayer] Insertion Helicopter will not land

    So basically, I must create a simplified version of a headless client? Editor placed unit's group has the working waypoints... Alpha team's leader must spawn the Alpha helo Alpha team's leader forces the Helo to join the Editor placed unit's group Is that it?
  18. Hey, guys. So I made this mission for my group. we start at an Airfield, the team is divided in two groups. After assembly each group heads for a predetermined heliport, then two UH-60s come and take us away... The set up is pretty simple, inside the heliport there's a trigger which is synched to the UH-60's waypoint (so it doesn't come too early), the next UH-60's waypoint is a LOAD waypoint, syched to a GET IN waypoint of the infantry team, then the chopper move's on to its next waypoints once the team in inside. I tested with bots and it works flawlessly. The thing is... I HOSTED the mission in multiplayer mode with a friend of mine and something isn't working... Here's what happens: Situation 1: I am ALPHA team, my friend is BRAVO team Development: Both choppers approach the heliports ALPHA chopper lands, waint until ALPHA team (my team) embarks, then moves on. BRAVO chopper approches its heliport, then does a sudden turn and moves on without landing Then we traded teams (thinking the problem was BRAVO's chopper waypoints. This is what happened: Situation 2: I am BRAVO team, my friend is ALPHA team Development: Both chopper approach the heliports ALPHA chopper (previsouly working) approaches its heliport, then does a sudden turn and moves on without landing BRAVO chopper (previously broken) lands, waint until BRAVO team (my team) embarks, then moves on. The problems appears to have something to do with the HOST (me) and it's not related to any problem in the waypoints, since it worked in both helicopters, except it only works when I (HOST) am in the team it is supposed to pick up. The other chopper completely ignores the other team. I can't seem to think what could be causing it, can you guys help me? Thanks!
  19. fernandolvferreira

    [Multiplayer] Insertion Helicopter will not land

    So... I did some testing with early versions. Found some very intriguing results... This was in the trigger/waypoint's condition for the helo to move on after all units go on board: {_x in _heli} count (units _group) == {alive _x} count (units _group) Whenever it was in the condition for anything, it instantly was fulfilled on mission start. The following code is in the INIT.SQF: ALPHA = createGroup west; BRAVO = createGroup west; [A1 ,A2, A3, A4, A5, A6] join ALPHA; [B1 ,B2, B3, B4, B5, B6] join BRAVO; In the editor I placed a trigger PRESENT ANYBODY REPEATEDLY ON ACT: HINT FORMAT ["%1 units in ALPHA and %2 units in BRAVO", count (units ALPHA), count (units BRAVO)]; The trigger was supposed to show how many units each team had SINGLEPLAYER test: As soon as I stepped in the trigger, it showed the following message: "6 units in ALPHA and 6 units in BRAVO". It was working, riiiiiight? Actually, no... MULTIPLAYER test: 1st TRY) I hosted the mission and asked some friends to join. We had 3 players in ALPHA and 2 in BRAVO, AI disabled, so no BOTS in the team As soon as I stepped into the trigger it showed "0 units in ALPHA and 0 units in BRAVO" 2nd TRY) I hosted the mission and my friends joined, we had 2 players in ALPHA and 2 in BRAVO, this time, AI was enabled, so 4 bots in each team As soon as I stepped into the trigger it showed "4 units in ALPHA and 4 units in BRAVO" CONCLUSIONS: Either the command "count (units _Group)" is only counting AI units or the players are not correctly joining their teams (ALPHA and BRAVO). One solution would be to find a command that only counts units controlled by players and not AI. FURTHER TESTING: In the editor I created the following trigger: PRESENT ANYBODY REPEATEDLY CONDITION: ((A1 in BH1) or (!alive A1)) && ((A2 in BH1) or (!alive A2)) && ((A3 in BH1) or (!alive A3)) && ((A4 in BH1) or (!alive A4)) && ((A5 in BH1) or (!alive A5)) && ((A6 in BH1) or (!alive A6)); ON ACT: HINT "ALPHA IS IN THE HELO OR DEAD"; *BH1 is the name of the helicopter It was supposed to show a message if all team members were dead or inside the helo MULTIPLAYER test: 1st TRY) Only players, no BOTS) I shot all the team dead... No message 2nd TRY) 2 players, 4 bots) I Shot all the bots dead, as soon as the last BOT DIED, it displayed the message, despite two players of the team (A1 and A2) still being alive 3rd TRY) 2 players, 3 bots, one vacant slots with no AI) I shot all the bots dead and NO MESSAGE, then I shot the rest of the TEAM and still no message. CONCLUSIONS: A very intriguing result, specially the third TRY, since I shot all the team dead and still no message. My logic points to the supposition that units that ARE NOT spawned are not considered dead, so !alive will not work on them. The other interesting thing about it, is the first and second results. The units controlled by the players seem to be automatically considered dead by the trigger and the only reason the MESSAGE didn't showed up in the first try is because the AI part of the team was not spawned, so A3, A4, A5 and A6 could not be considered !alive (dead) as seen in the 3rd try. FINAL RESULTS: Either I find a command that only counts units controlled by players, or I'm fucked and this wont work...
  20. fernandolvferreira

    Helicopter will not land and load troops in multiplayer

    You know... I figured what is wrong with the trigger condition: {_x in _heli} count (units _group) == {alive _x} count (units _group) Whenever it was in the condition for anything, it instantly was fulfilled on mission start The following code is in the INIT.SQF: ALPHA = createGroup west; BRAVO = createGroup west; [A1 ,A2, A3, A4, A5, A6] join ALPHA; [B1 ,B2, B3, B4, B5, B6] join BRAVO; In the editor I placed a trigger PRESENT ANYBODY REPEATEDLY with the following on act: HINT FORMAT ["%1 units in ALPHA and %2 units in BRAVO", count (units ALPHA), count (units BRAVO)]; The trigger was supposed to show how many units each team had SINGLEPLAYER test: As soon as I stepped in the trigger, it showed the following message: "6 units in ALPHA and 6 units in BRAVO". It was working MULTIPLAYER test: 1st TRY) I hosted the mission and asked some friends to join. We had 3 players in ALPHA and 2 in BRAVO, AI disabled, so no BOTS in the team As soon as I stepped into the trigger it showed "0 units in ALPHA and 0 units in BRAVO" 2nd TRY) I hosted the mission and my friends joined, we had 2 players in ALPHA and 2 in BRAVO, this time, AI was enabled, so 4 bots in each team As soon as I stepped into the trigger it showed "4 units in ALPHA and 4 units in BRAVO" CONCLUSIONS: Either the command "count (units _Group)" is only counting AI units or the players are not correctly joining their teams (ALPHA and BRAVO). One solution would be to find a command that only counts units controlled by players and not AI. FURTHER TESTING: In the editor I created the following trigger: PRESENT ANYBODY REPEATEDLY CONDITION: ((A1 in BH1) or (!alive A1)) && ((A2 in BH1) or (!alive A2)) && ((A3 in BH1) or (!alive A3)) && ((A4 in BH1) or (!alive A4)) && ((A5 in BH1) or (!alive A5)) && ((A6 in BH1) or (!alive A6)); ON ACT: HINT "ALPHA IS IN THE HELO OR DEAD"; *BH1 is the name of the helicopter It was supposed to show a message if all team members were dead or inside the helo MULTIPLAYER test: 1st TRY) Only players, no BOTS) I shot all the team dead... No message 2nd TRY) 2 players, 4 bots) I Shot all the bots dead, as soon as the last BOT DIED, it displayed the message, despite two players of the team (A1 and A2) still being alive 3rd TRY) 2 players, 3 bots, one vacant slots with no AI) I shot all the bots dead and NO MESSAGE, then I shot the rest of the TEAM and still no message. CONCLUSIONS: A very intriguing result, specially the third TRY, since I shot all the team dead and still no message. My logic points to the supposition that units that ARE NOT spawned are not considered dead, so !alive will not work on them. The other interesting thing about it, is the first and second results. The units controlled by the players seem to be automatically considered dead by the trigger and the only reason the MESSAGE didn't showed up in the first try is because the AI part of the team was not spawned, so A3, A4, A5 and A6 could not be considered !alive (dead) as seen in the 3rd try. FINAL RESULTS: Either I find a command that only counts units controlled by players, or I'm fucked and this wont work...
  21. fernandolvferreira

    Helicopter will not land and load troops in multiplayer

    This set up works in single player only. If you try to create this set up with two distinct groups and helicopters in a multiplayer scenario, only the heli supposed to pick up the group in which the host is will land properly, the other chopper supposed to pick up the clients, will just hover for some seconds then it'll move on to next waypoint without ever landing. EDIT: I tried a variant of this set up and both the helicopters landed, but one of two things happened: 1) It would touch and go without waiting for the teams to embark 2) With a "DoStop" command, it would land and then turn the engines off without ever moving again. In this situation, the only way to get the chopper to move again would be to kill its pilot. The gunner then would get out and move into the pilot's position and follow the rest of the way points. I tried setting a trigger to "MoveOut" the pilot as soon as it lands, then "SetDamage 1" to the Pilot, "MoveOut" to the Gunner and "MoveInDriver" to the gunner, I got it to work a few times... Now talk about a Red Neck way of doing things...
  22. fernandolvferreira

    Helicopter will not land and load troops in multiplayer

    Well... I guess I'll have to start from scratch... I'll delete all waypoints and control the helicopter exclusively through scripting. Hard code it to land and wait until given units to board it... It'll be a pain in the ass, but since AI helicopter operations are broken, there's not much left for me to do. I'm just amazed such a simple thing isn't working and there are no other topics about it...
  23. fernandolvferreira

    Helicopter will not land and load troops in multiplayer

    I just tried... No luck... =( Now, besides the helos not landing, they wont move on to the next waypoints... It's so weird, because that's such a basic set up and still it wont work... It's so ridiculous that the culinary equivalent would be turning your oven on only to see water squirting out of it... I managed to write scripts that allow you to respawn as a different faction in a NO RESPAWN scenario, but I can't get a damn helo to land. How ridiculous is that? lol
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