

schmoking
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Everything posted by schmoking
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i have installed 3 mods for he editor. i installed them by dragging them into launcher, these are the only mods i have. Dren`s editor upgrade CJTF101 editor composition tool eden editor plugin i spent hours placing objects and buildings into my mission, testing it by hosting off my computer and it worked fine, then i rented a server, uploaded the mission and now it wont work. from server log rpt: 13:00:34 Missing addons detected: 13:00:34 A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 13:00:34 A3_Structures_F_Exp_Walls_Tin 13:00:34 A3_Structures_F_Exp_Walls_Wired 13:00:34 A3_Structures_F_Exp_Walls_Railings 13:00:34 A3_Structures_F_Exp_Walls_Wooden 13:00:34 A3_Structures_F_Exp_Civilian_Accessories 13:00:34 A3_Structures_F_Exp_Cultural_Cathedral_01 13:00:34 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.A3_Structures_F_Exp_Industrial_SugarCaneFactory_01, A3_Structures_F_Exp_Walls_Tin, A3_Structures_F_Exp_Walls_Wired, A3_Structures_F_Exp_Walls_Railings, A3_Structures_F_Exp_Walls_Wooden, A3_Structures_F_Exp_Civilian_Accessories, A3_Structures_F_Exp_Cultural_Cathedral_01 13:00:35 Warning Message: mpmissions\__cur_mp.Stratis\mission.sqm/Mission/Entities/Item105.type: Vehicle class Land_SCF_01_shed_F no longer exists 13:00:35 Warning Message: mpmissions\__cur_mp.Stratis\mission.sqm/Mission/Entities/Item106.type: Vehicle class Land_TinWall_02_l_8m_F no longer exists 13:00:35 Warning Message: mpmissions\__cur_mp.Stratis\mission.sqm/Mission/Entities/Item165.type: Vehicle class Land_WiredFence_01_gate_F no longer exists etc... so... if i go back and delete all these objects from my mission it then works. but i dont really understand what the problem is. why can i host it off my computer and not a rented server? all these editor upgrades are just suposed to unlock buildings for the editor that are allready in the game... no mods or addons needed to join a mission they been used to create. i thought it might have been stupid to install them by dragging them into the launcher so i reinstalled the game, but it installed it again with the mods. thats over 10 hours download :( these objects and buildings are in my editor... how are they missing addons and deleted content? did bohemia remove these from use in edtitor? do i need to reinstall without mods? will i then loose all my work placing buildings? or is it another problem? im considering taking my computer to the range and end its misery...
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Vehicle Respawn Deserted Not Working
schmoking replied to SIlenceFiction's topic in ARMA 3 - MISSION EDITING & SCRIPTING
i use iceman77 vehicle respawn script, and it works for this. you can set destroyed and deserted timer. -
need some help testing connections to my server.
schmoking posted a topic in ARMA 3 - TROUBLESHOOTING
after the 64bit update ive had a massive drop in playernumbers on my server. it went from atleast 500 players connected on a slow day, to 70-80 connected on a good day. i suspect the server doesnt show up in everyones server list. ive had feedback from 3 players, 2 players can see the server, one cant see it anymore. http://www.gametracker.com/server_info/5.9.92.70:7403/ here is the gametracker link, go to historical data and click past 30 days. ive only been tracking the server for two weeks because i had a little break in hosting. but the numbers u see before the patch came out is the same as they wore on my previous server. within these two weeks the server made it to be ranked 227, the previous server made it to under 200. it is a deathmatch server server name: Schmokings server mission name: Gunship_Airport_Stratis direct connect adress: 5.9.92.70:7302 port:2302 so what a i ask is for people to help test if the server show up in you`re server list, and let me know the result? and if it doesnt show, is direct connect possible? also if you have any idea what could be causing this? it is a rented server located in germany, the ip of the server has not changed. -
deleting player placed explosives and chemlight on server?
schmoking posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
ive been trying to clean up all placed explosives and chemlights in a loop on my server, but i cant figure it out. this is what i am using to clean up the craters and it works great _list = nearestObjects [(getMarkerPos "base"), ["CraterLong"], 4000]; {deleteVehicle _x} foreach _list; but when i try the same with explosives and chemlights, it doesnt work _list = nearestObjects [(getMarkerPos "base"), ["Chemlight_green","Chemlight_red","Chemlight_yellow","Chemlight_blue","ATMine_Range_Mag","APERSMine_Range_Mag","APERSBoundingMine_Range_Mag","SLAMDirectionalMine_Wire_Mag","APERSTripMine_Wire_Mag","ClaymoreDirectionalMine_Remote_Mag","SatchelCharge_Remote_Mag","DemoCharge_Remote_Mag","IEDUrbanBig_Remote_Mag","IEDLandBig_Remote_Mag","IEDUrbanSmall_Remote_Mag","IEDLandSmall_Remote_Mag"], 4000]; {deleteVehicle _x} foreach _list; i have tried both with the mag and ammo names ATMine_Range_Mag ATMine_Range_Ammo APERSMine_Range_Mag APERSMine_Range_Ammo APERSBoundingMine_Range_Mag APERSBoundingMine_Range_Ammo SLAMDirectionalMine_Wire_Mag SLAMDirectionalMine_Wire_Ammo APERSTripMine_Wire_Mag APERSTripMine_Wire_Ammo ClaymoreDirectionalMine_Remote_Mag ClaymoreDirectionalMine_Remote_Ammo SatchelCharge_Remote_Mag SatchelCharge_Remote_Ammo DemoCharge_Remote_Mag DemoCharge_Remote_Ammo IEDUrbanBig_Remote_Mag IEDUrbanBig_Remote_Ammo IEDLandBig_Remote_Mag IEDLandBig_Remote_Ammo IEDUrbanSmall_Remote_Mag IEDUrbanSmall_Remote_Ammo IEDLandSmall_Remote_Mag IEDLandSmall_Remote_Ammo i was pretty sure this would do it, but no... anyone know whats wrong here? or if there is another way to do it? if not, is it possible to trigger them so they all blow up? -
deleting player placed explosives and chemlight on server?
schmoking replied to schmoking's topic in ARMA 3 - MISSION EDITING & SCRIPTING
that really clear things up, i appreciate everyone`s time... thank you! -
this will give addaction to all seats of any aircraft make a repetable trigger with condition: vehicle player isKindOf "Air" and your code in activation field, i use it for an emergensy eject: ejectinit = player addAction ["<t color='#f80106'>EMERGENCY EJECT</t>", "Para\eject.sqf",[],9]; to remove it on exit make another repetable trigger with condition: vehicle player isKindOf "Land" in my activation field: player removeaction ejectinit;
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deleting player placed explosives and chemlight on server?
schmoking replied to schmoking's topic in ARMA 3 - MISSION EDITING & SCRIPTING
well... that was alot easier to figure out then i thought. this works great!! now i understand other scripts i use much better, and i have more use for this :) so far i only tested in editor, so i have a few questions: as i understand it systemchat is just for debugging and doesnt work for a dedicated server. i like the idea that players would get this message on server, so if i change systemchat to hint, would this hint only be visible to the player that placed the explosives or to everyone? i have a rearm script that runs every respawn, this is where i add this line. is it correct to add this on every respawn? player addEventHandler ["Fired",{_this spawn TAG_fnc_myExplosivesAutoDelete}]; im thinking about how long i would like the explosives to stay before deleting them, and im at 5, 10 or 15 minutes, i think id prefer 10 or 15. does the time affect any performanse? and if a player leaves does the explosives still delete? im also thinking about using the rearm script to give the players some mines at every spawn, would it affect performanse if alot of the players was to use these at the same time? -
massive drop in players on server after latest patch?
schmoking replied to schmoking's topic in ARMA 3 - SERVERS & ADMINISTRATION
the server ip is the same.. its never changed as long as ive been running it. its also a deathmatch server, so there is not that many servers in that category... it should be easy to find. the player numbers have been steady for the past 3 or 4 months, thats when it got popular. -
massive drop in players on server after latest patch?
schmoking posted a topic in ARMA 3 - SERVERS & ADMINISTRATION
i have a rented server and after the latest patch the amount of players have dropped alot. when i restart my server (usually once or twice a day) the amount of players that has been on the server is well over 500, on wekends even more. but after the new patch, it is around 70 to 80. here is the gametracker link for it, u can see the stats there: http://www.gametracker.com/server_info/5.9.92.70:7403/ on historical data click past 30 days. is this happening for anyone else? could it be that the server doesnt show up for everyone in the server list? any ideas of what could cause this? i thougt it maybe just the players hadnt updated yet.... but its been few days now. -
deleting player placed explosives and chemlight on server?
schmoking replied to schmoking's topic in ARMA 3 - MISSION EDITING & SCRIPTING
just when i thought i was done, here comes another puzzle... :) this looks interesting, i will try to figure it out. thank you! -
multiplayer [MP/PvP] On player Disconnection = Replaced by AI
schmoking replied to Flash-Ranger's topic in ARMA 3 - MISSION EDITING & SCRIPTING
i think this is a bug related to the new patch. i havent tried this solution yet, but have a look here:- 10 replies
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deleting player placed explosives and chemlight on server?
schmoking replied to schmoking's topic in ARMA 3 - MISSION EDITING & SCRIPTING
well.. this looks pretty fancy to me :) this works, wich i found abit confusing as the wiki entry by Ceeeb said nearestObjects was unable to return nearby placed explosive charges or mines. however it gave quite a stutter when executed, redusing the radius reduced the stutter. _list = nearestObjects [[2284,5458], [], 4000] select {typeOf _x in ["APERSTripMine_Wire_Ammo", "Chemlight_blue"]}; then there is this piece of magic, this works also... but with no stutter at all, even at 4000 radius. i guess it works better because objects dont have to be sorted by distance? anyways i found that 1200 radius will do what i need it to. _list = []; {_list append ([2284,5458] nearObjects [_x, 1200])} forEach ["APERSTripMine_Wire_Ammo", "Chemlight_blue"]; Thank you for this! -
deleting player placed explosives and chemlight on server?
schmoking replied to schmoking's topic in ARMA 3 - MISSION EDITING & SCRIPTING
yep.. youre right, i messed that up :) wiki example: _list = [_xpos,_ypos] nearObjects ["House", 20]; when i do this it works: _list = [2284,5458] nearObjects ["APERSTripMine_Wire_Ammo", 4000]; {deleteVehicle _x} foreach _list; but this gives me the Error 3 elements provided, 2 expected _list = [2284,5458] nearObjects ["APERSTripMine_Wire_Ammo","Chemlight_blue", 4000]; {deleteVehicle _x} foreach _list; anyone got some fancy bracket magic or something that will let me name more objects to remove? i guess i could make a script for each object, but that cant be a good way to do it -
deleting player placed explosives and chemlight on server?
schmoking replied to schmoking's topic in ARMA 3 - MISSION EDITING & SCRIPTING
i did try a few combinations from the 3 examples, but im pretty much just guessing.. i want players to be able to use them, i just wanna clean the map of them every 35 minutes when time resets would that work so that every explosive placed would get its own timer for deleting? and could you give me an example of how that would look? _EHkilledIdx = player addEventHandler ["killed", {_this exec "playerKilled.sqs"}] would it be like this example? to execute a script when explosives are placed? or would the delete and sleep be done without a script? -
deleting player placed explosives and chemlight on server?
schmoking replied to schmoking's topic in ARMA 3 - MISSION EDITING & SCRIPTING
i should say im not very good at this. i looked at eventhandlers, but thats a whole new can of worms... would that delete them instantly when they are placed? i allready have two loops running on the server, every 3 minutes vehicles and stuff is cleaned and every 35 minutes it resets to morning again. i wanted to run explosives cleanup in the 35 min loop. since the loop is already there, running one more script from it wouldnt be an issue, would it? i found this on wiki from Ceeeb: In Arma 3, nearestObjects is partially broken and is unable to return nearby placed explosive charges or mines when searching by classnames. Use nearObjects, nearestObject or allMines instead. so i tried changing nearestObjects to nearObjects, only difrense i could see is nearObjects doesnt necessarily list closest object first... _list = nearObjects [(getMarkerPos "base"), ["ATMine_Range_Ammo","ATMine_Range_Ammo","APERSBoundingMine_Range_Ammo","SLAMDirectionalMine_Wire_Ammo","APERSTripMine_Wire_Ammo","ClaymoreDirectionalMine_Remote_Ammo","SatchelCharge_Remote_Ammo","DemoCharge_Remote_Ammo","IEDUrbanBig_Remote_Ammo","IEDLandBig_Remote_Ammo","IEDUrbanSmall_Remote_Ammo","IEDLandSmall_Remote_Ammo"], 4000]; {deleteVehicle _x} foreach _list; but that gave me this rpt errors: -
Forced engine ON in heli
schmoking replied to boby91's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you sir! that worked great. -
Forced engine ON in heli
schmoking replied to boby91's topic in ARMA 3 - MISSION EDITING & SCRIPTING
i been trying to figure this out for awhile, with no luck. when i spawn heli in air, it only start engine when its spawned. ?_v1 == "B_Heli_Light_01_armed_F":_Heli SetPos [_ux,_uy,_uz+750]; even at 750 meters it still falls to the ground. entire script i also tried _heli flyInHeight 750; and _Heli forcespeed 300; but i think they may only work on arma2. -
How to use addAction in editor placed Helicopter and Respawn Module
schmoking replied to csk222's topic in ARMA 3 - MISSION EDITING & SCRIPTING
here is an example using a respawn script instead of respawn module. it worked out better for me as the respawn module would stop working after a while. http://www.mediafire.com/file/9ddchv41nbwlgtu/vehicle+respawn.Stratis.rar one vehicle respawn with arsenal as an addction, after respawn its only accesible from inside vehicle. anyways.. not exactly what your looking for but its a working example of respawn with addaction.- 12 replies
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Forced engine ON in heli
schmoking replied to boby91's topic in ARMA 3 - MISSION EDITING & SCRIPTING
sry to ask in this thread.. but its kinda related. i been trying to figure out how to spawn a helikopter with engine on and revved up ready for takeoff? is there any command to rev up the engine? -
issue when loading in to my server
schmoking replied to schmoking's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ok.. so i got some logs, they dont make much sense to me. i get huge rpt files, so im not sure the errors listed is about this issue. it looks like the player is spawned in before the game is ready. i couldnt get server and clien rpt from the same time... some client rpt was deleted. server rpt 04:55- 04 :58 addaction freeze server rpt 19:41 addaction freeze and back to loading screen client rpt 18:35 addaction freeze -
i have a deathmatch server running called Gunship_Airport_Stratis, and in the last 4-5 days it just exploded in popularity. im not sure why this happend, from when i went to bed and woke up today 588 players had been by the server. with this came a new problem, i have a scroll menu for players to spawn stuff. when they use it, it will open up a bigger menu to spawn weapons and vehicles. when the server has been running for a while and players join, the scroll menu wont work right away. clicking the options does nothing, until maybe a minute or so goes by.. then it has like a delayed reaction, the menu then opens, and if uplayers have clicked it several times, they get several menues opened up. also sometimes when i join after its been running a while, it loads in and i can control my charachter, but then it goes back to the loading screen again. and i have to wait awhile for it to come back. these problems are only when players join the server, after the first life it doesnt happen again. any ideas about whats causing this? or how i can fix it?
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Running scripts on dedicated server and vehicle respawn
schmoking replied to Tobur's topic in ARMA 3 - MISSION EDITING & SCRIPTING
for me the respawn module is not very good, it stops working after awhile. i much prefer a respawn script, that lets me set init of respawned vehicles. il give you an example mission so you can see if this works for you. i set vehicles to respawn after a few seconds if moved or destroyed http://www.mediafire.com/file/9ddchv41nbwlgtu/vehicle+respawn.Stratis.rar the unarmed hunter respawns with virtual arsenal in an addaction. after respawn the addaction vil only show up inside vehicle. to add addaction u need to name the respawned vehicle the armed one i added some xtra weapons to... this is not needed to be named but u can look at the files to see how it works.- 7 replies
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server rent is coming up and there wasnt much players, so i had decided to let the server go. but a couple days ago it just went crazy overnight... over 500 players had visited the server in 24 hours. not sure what happend there but im gonna pay some more rent and see. the nuke scripts i use are old and sqs, i think some of it from arma1.. i used it for a similar arma2 server i had way back. and that is my only experiense with any scripts or code. but there always was a problem in the arma3 server. when the nuke is dropped at an area of elevation it most likely wont go off, after a while sometimes the fallout effects happen, but no explosion. on and around the stratis airfield on level ground it works everytime. here is how it works, as far as i can understand it. i know this is a horrible way to do things, but my scripting knowlegde is very poor. NukeInit.sqs runs from an addaction to a plane, it creates a barrel dropped from the plane and executes NukeDrop.sqs NukeDrop.sqs creates a loop that check the barrels altitude, and creates a publicvariable named helipad where it hits the ground. it also makes public variable trig1, wich sets of trigger1, trigger1 then sets of trigger2 that then runs NukeActivate.sqs just to make sure everyone gets the variable. now everyone runs NukeActivate.sqs this runs the rest of the nuke scripts, and also again turns makes trigger conditons false just to make trig1 and 2 publicvariable again. seems very exessive when i look at it now :) but i think i had some problems with not everyone seeing the bomb. there looks to be a problem with how the barrels altitude is reading over mountains. i used to have it set up so that the plane carrying the nuke wouldnt give the addaction to drop it before plane rached 100 meters. this caused similar problems, it would work fine over the airstrip, but when u fly over mountains the addaction would start to flicker on and off. even with way more than 100 meters altitude. ive seen the barrel dropped in area with elevation, it doesnt register that it has hit the ground to be deleted, it just keeps rolling down the hill. after a while it deletes and the fallout effects happen. but no explosion. Soo.. in NukeDrop.sqs is where the problem is. the loop wont detect the barrel hitting the ground in an elevated area. anyone know a fix here? NukeDrop.sqs _veh = _this select 0; _balt =0; DETACH bomb1; bomb1 setdamage 0; #there _init = getpos bomb1; _height = _init select 2; if (_height >_balt) then {goto "there"} _nukepos = "Land_HelipadEmpty_F" createvehicle ( getpos bomb1); _nukepos setVehicleVarName "nukestartpos"; _nukepos Call Compile Format ["%1=_This ; PublicVariable ""%1""","nukestartpos"]; ~ 0.2 deleteVehicle bomb1; trig1 = True; publicVariable "trig1"; ~ 0.5 exit other scripts NukeInit.sqs NukeActivate.sqs nuke.sqs radzone.sqs damage.sqs
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some questions about a nuke...
schmoking replied to schmoking's topic in ARMA 3 - MISSION EDITING & SCRIPTING
first one was for the barrel to inherit the velocity of the plane, second to give it another push. barrels doesnt fall like bombs, this makes trajectory much better when dropped from between 300 and 500 kmph -
Anybody have a nice explosion particle effect?
schmoking replied to theend3r's topic in ARMA 3 - MISSION EDITING & SCRIPTING
this is from a nukescript i use on my server... it has some similarities, probly have to tweak alot tho.