havena
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Everything posted by havena
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same here after 2 hours : Total objects: 1951 Statistics objects: 1951 IsLocal: 11 IsMarkedToDelete: 1231 IsDestroyed: 0 IsDamageDestroyed: 0 IsDamageDead: 0 IsSimulated: 1951 IsInvisible: 2 IsAnyPlayer: 18 IsOutsideMap: 0
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can you fix pg eventhandler for a compatibility with cba? https://forums.bistudio.com/topic/168277-cba-community-base-addons-arma-3/page-23#entry2876531 or made an adapter optional pbo
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CBA - Community Base Addons - ARMA 3
havena replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
no, this http://dev.withsix.com/issues/76205 -
CBA - Community Base Addons - ARMA 3
havena replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
can u release rc7 asap (need animals fix ;) ) -
overide class EventHandlers init problem
havena posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
hi, today i try to overide class EventHandlers of SUV & VAN. For remove this part of init "(_this select 0) execVM ""\A3\soft_f_gamma\SUV_01\scripts\clock.sqf"";" Overide look work, if i call "getText (configFile >> "CfgVehicles" >> "C_SUV_01_F" >> "EventHandlers" >> "init")" i get the new init : if (local (_this select 0)) then {[(_this select 0), "", [], false] call bis_fnc_initVehicle;}; But, spawn a SUV or VAN, always call this clock script...... diag_activeSQFScripts say : 16:44:23 "["A3\soft_f_gamma\SUV_01\scripts\clock.sqf","A3\soft_f_gamma\SUV_01\scripts\clock.sqf",true,20]" 16:44:23 "["A3\soft_f_gamma\SUV_01\scripts\clock.sqf","A3\soft_f_gamma\SUV_01\scripts\clock.sqf",true,20]" 16:44:23 "["A3\soft_f_gamma\SUV_01\scripts\clock.sqf","A3\soft_f_gamma\SUV_01\scripts\clock.sqf",true,20]" 16:44:23 "["A3\soft_f_gamma\van_01\scripts\clock.sqf","A3\soft_f_gamma\van_01\scripts\clock.sqf",true,20]" 16:44:23 "["A3\soft_f_gamma\SUV_01\scripts\clock.sqf","A3\soft_f_gamma\SUV_01\scripts\clock.sqf",true,20]" 16:44:23 "["A3\soft_f_gamma\SUV_01\scripts\clock.sqf","A3\soft_f_gamma\SUV_01\scripts\clock.sqf",true,20]" my code : class DefaultEventhandlers; class CfgPatches { class overide { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Data_F","A3_Soft_F","A3_Soft_F_Truck","A3_Soft_F_SUV"}; }; }; class CfgVehicles { class Car; class Car_F: Car { }; class Truck_F: Car_F { class EventHandlers; }; class Van_01_base_F: Truck_F { class EventHandlers: EventHandlers { init = "if (local (_this select 0)) then {[(_this select 0), """", [], false] call bis_fnc_initVehicle;};"; }; }; class Van_01_fuel_base_F: Van_01_base_F {}; class C_Van_01_fuel_F: Van_01_fuel_base_F { class EventHandlers: EventHandlers { init = ""; init = "if (local (_this select 0)) then {[(_this select 0), """", [], false] call bis_fnc_initVehicle;};"; }; }; class SUV_01_base_F: Car_F { class EventHandlers; }; class C_SUV_01_F: SUV_01_base_F { displayName = "SUV TEST"; class EventHandlers: EventHandlers { init = ""; init = "if (local (_this select 0)) then {[(_this select 0), """", [], false] call bis_fnc_initVehicle;};"; }; }; }; thx for ur help -
overide class EventHandlers init problem
havena replied to havena's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
yes, mission : https://mega.co.nz/#!OhJSxSRJ!cnQgPZ9VKERpqx6ou4pBOTKY01fb5AeI-23v4U7H63o RPT debug script : diag_log format["====================diag_activeSQFScripts %1",count diag_activeSQFScripts]; {diag_log str _x} forEach diag_activeSQFScripts; diag_log format["====================diag_activeSQSScripts %1",count diag_activeSQSScripts]; {diag_log str _x} forEach diag_activeSQSScripts; diag_log format["====================diag_activeMissionFSMs %1",count diag_activeMissionFSMs]; {diag_log str _x} forEach diag_activeMissionFSMs; diag_log format["%1",getText (configFile >> "CfgVehicles" >> "C_SUV_01_F" >> "EventHandlers" >> "init")]; the only working way i find is too overide clock.sqf : https://mega.co.nz/#!WpIjUDAR!wI6v3CgKIQawOjiIdNB6C9WbavwsQoUyK5CkqyhWBJM -
overide class EventHandlers init problem
havena replied to havena's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thx, but i dont define twice, its a mistake when i paste here. I try your cfg but clock always running : diag_activeSQFScripts : 21:10:15 "["A3\soft_f_gamma\SUV_01\scripts\clock.sqf","A3\soft_f_gamma\SUV_01\scripts\clock.sqf",true,20]" 21:10:15 "["A3\soft_f_gamma\SUV_01\scripts\clock.sqf","A3\soft_f_gamma\SUV_01\scripts\clock.sqf",true,20]" 21:10:15 "["A3\soft_f_gamma\SUV_01\scripts\clock.sqf","A3\soft_f_gamma\SUV_01\scripts\clock.sqf",true,20]" 21:10:15 "["A3\soft_f_gamma\van_01\scripts\clock.sqf","A3\soft_f_gamma\van_01\scripts\clock.sqf",true,20]" 21:10:15 "["A3\soft_f_gamma\van_01\scripts\clock.sqf","A3\soft_f_gamma\van_01\scripts\clock.sqf",true,20]" 21:10:15 "["A3\soft_f_gamma\van_01\scripts\clock.sqf","A3\soft_f_gamma\van_01\scripts\clock.sqf",true,20]" 21:10:15 "["A3\soft_f_gamma\van_01\scripts\clock.sqf","A3\soft_f_gamma\van_01\scripts\clock.sqf",true,20]" 21:10:15 "["A3\soft_f_gamma\van_01\scripts\clock.sqf","A3\soft_f_gamma\van_01\scripts\clock.sqf",true,20]" -
launch by arma3battleye.exe dont request battleye license !! and dont launch a3 exe.... client must run arma3launcher 1 time before launch by arma3battleye... boring
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there is a bug with offroad (isuzu) : you can witch to "gunner" but this is no gunner and player disapear (strange view from sky) fixed class (1.42) http://pastebin.com/MZX4EnwY ---------- Post added at 13:06 ---------- Previous post was at 12:47 ---------- ka60 unarmed are armed fixed class : http://pastebin.com/1apKKMBf ---------- Post added at 14:46 ---------- Previous post was at 13:06 ---------- same for Kamaz, class error /Box, fuel, etc. fixed : http://pastebin.com/sBRYsP5E
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Hello Silola, first, thx for this tool. is it possible to import terrain builder object file to xcam ? (i found how to export but not for import) Best regards Havena
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A3 Medium Tactical Vehicle Replacement (MTVR) Mod Release
havena replied to Richards.D's topic in ARMA 3 - ADDONS & MODS: COMPLETE
hello, i'm the only one to find the max wheel "turn" angle too light? i try to change it but i think its on p3d cfg ? Best regards -
ZBE_Cache AI & Vehicle caching script/addon
havena replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
i'm a little confused, i read on armaholic "As a note if ran as an addon on server only, client's won't use empty vehicle caching. If your mission intends to have more then 100 empty vehicles, I strongly recommend using the script version!" and here "Addon and script now work the same as of v4.4b. Run script in mission or use addon on server only." and on mod/script i only see "if (isServer)"... this information is no longer valid? this mod/script is now server side only? best regards havena -
Hum...my request is : have you the same issue? Have you any idea for fix it.
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Hi, my arma3 freeze (screen freeze, sound work, no log) when im near town market. I try with hd /sd. Same issue for some friends. Any idea?
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IgiLoad script - logistical support
havena replied to igi_pl's topic in ARMA 3 - ADDONS & MODS: COMPLETE
hi, someone know how to get the current cargo load of a vehicle? witch variable? thx -
Authentic Gameplay Modification
havena replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
no specific about one commit, but some doc about AGM stuff (each pbo/folder) whats the effect of each mod, wich parameters can be set? ex: AGM_medical (some stuff on wiki, but its light), and on cpp : AGM_Medical_CoefBleeding = 1.0; AGM_Medical_CoefPain = 1.0; AGM_Medical_MaxUnconsciousnessTime = -1; // Boolean Parameters (0/1) AGM_Medical_AllowNonMedics = 0; AGM_Medical_PunishNonMedics = 1; AGM_Medical_RequireDiagnosis = 0; AGM_Medical_PreventInstaDeath = 0; AGM_Medical_PreventDeathWhileUnconscious = 0; AGM_Medical_SingleBandage = 0; how to change it? in ccp? in mission init? etc. which variables for each mod (for add some stuff on mission)? ex: how to disabled "show player name" how to disabled "join/leave/lead group" how to get/set player damage. etc -
Authentic Gameplay Modification
havena replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
hi, is there a documentationthat corresponds to the last github commit? Best regards -
someone know how to reduce the "ground interference" effect? perhaps a variable to change?
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LAxemann's "Climb" - Enables basic climbing in ArmA 3
havena replied to laxemann's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Lexemann, why use server side for L_climb_throw & L_climb_answer ? -
no server-side script, unload the server... (i use HC for this). Which other Edit I forgot?
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LAxemann's "Climb" - Enables basic climbing in ArmA 3
havena replied to laxemann's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I, why use server side for L_climb_throw & L_climb_answer ? can i switch it to HC ? -
Launch teamspeak as administrator ---------- Post added at 11:15 ---------- Previous post was at 09:38 ---------- Nkey, I want to switch TFR server's script to HeadlessClient. i just need to change : TasfkForceArrowheadRadioInit - for load server side on HC, requestradios -> to send request on HC instead of server (change publicvariableserver to HC PV), serverinit for compatibility with HC (switch "owner" to a getvariable i set on client load with clientID). true?
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Its work nice with the last github commit (fix for civilian) & cba 1.07
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looks better with CBA 1.0.7 and without custom tbbmalloc... but always a lot of network use. TS server must be on the same dedicated like arma3server?
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hi, TFR is compatible with CBA 1.0.8 ? and TS3 3.0.15 cause i have issue, after few min server upload reach 120mbps/140mbps then player lost connection when i try TFR with 40 players... another question, TFR is compatible with a lot of civilian player with radio? and a last question, TFR is compatible with Headless Client? Best regards