blckeagls
Member-
Content Count
59 -
Joined
-
Last visited
-
Medals
Everything posted by blckeagls
-
[Guide + Script] Load Balancing Headless Clients
blckeagls posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello All, Was working on this for a while and figured it would be beneficial for others. My use: offloading database queries and load balancing across multiple headless clients. Also allow the server to process database queries when headless clients are not online The idea is to use the Server as a communications broker between clients and headless clients. Script: Performs publicVariableClient to an available headless client.. If one is not available, sends the it to the server. (Script has to be ran from the server, owner command only works on the server) SendToHeadlessClient = { private ["_var","_owner"]; // The variable to be passed _var = _this; //Initializing owner variable _owner = []; //Checks if there are any headless clients if (count (entities "HeadlessClient_F") == 0) then { // If no headless clients send to server publicVariableServer _var; } else { // Gets a list of headless client ClientIDs { //Is an active headless client if (_x in allPlayers) then { //Creates array of clientIDs _owner = _owner + [owner _x]; }; } forEach (entities "HeadlessClient_F"); //If active headless clients are online send to headlessclient, else send to server if (count _owner > 0) then { //Choose a headless client at random and sends (_owner call BIS_fnc_selectRandom) publicVariableClient _var; } else { //Send to server publicVariableServer _var; }; }; }; Example: Server Code: "PlayerSendToServer_AddBuilding" addPublicVariableEventHandler { //Recieves Request from Player SendToDatabase_AddBuilding = _this select 1; //Calls function to send to a headless client if available, else send back to server "SendToDatabase_AddBuilding" call SendToHeadlessClient; }; "SendToDatabase_AddBuilding" addPublicVariableEventHandler { //Processes Request from Player (_this select 1) call BuildingObjectInsertIntoDatabase; }; HeadlessClient(s) Code: "SendToDatabase_AddBuilding" addPublicVariableEventHandler { //Processes Request from Player (_this select 1) call BuildingObjectInsertIntoDatabase; }; Client Code: _object = "I_Truck_02_medical_F" createVehicle [16699.800781,13586.956055,15.927668]; _object setPosWorld [16699.800781,13586.956055,15.927668]; _direction = random 360; _object setDir _direction; //Sends request to server to be processed PlayerSendToServer_AddBuilding = [_object,player]; publicVariableServer "PlayerSendToServer_AddBuilding"; -
ArmA 3 Resource War Announced! (Open Pre-Alpha)
blckeagls posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello All! Today I released my public pre-alpha version of Arma 3 Resource War. This mod has many features such as crafting and base building. It is a persistent world where user data is saved to the database and is an open world sandbox. The idea is to take over "select" resource locations on the map to control. You can then build your base around these resource locations and gather resources. Then you can use these resources to craft just about all items there are in the game. We have a real-world supply/demand economy where players set the price of their items for sale at the traders. The seller gets paid once a buy purchases their items. We are in a pre-alpha to get some people to on to play and help improve this mod. We are a small team of 2 people building this and need the support of people who love out idea to help the improvement and bug fixing. For more information and download, check out http://www.a3resourcewar.com UPDATED RELEASE: 0.2.2 DOWNLOAD LINKS: https://drive.google.com/file/d/0B90Un0wUV4P7WHh6WmdKd3dySG8/view?usp=sharing http://www.zombieville.com/downloads/A3RW_ClientFiles_0.2.2.zip https://s3.amazonaws.com/a3clientfiles/A3RW_ClientFiles_0.2.2.zip Thanks! -
New Multiplayer Mod! Arma 3 Resource War! Try it out now!
blckeagls posted a topic in ARMA 3 - MULTIPLAYER
Hello All, We have released our open alpha mod for Arma 3. This mod is called Resource War, well because it is a war over resources. This is an open sandbox environment with base building, resource gathering, and a complete crafting system. What makes this mod so great: Base Building (Build a base from scratch, walls, floors, storage areas) Crafting System (Everything in the game was crafted by another player) Player Driven Economy (Player set the price of items for sale) Auction House Style Traders (Set price and quantity of items/resources you crafted for sale) Persistent Database (Everything is saved after restarts) Ability to capture resource locations (90+ different resource locations to capture and hold) Hire-able NPC to guard your base (AI units that can guard your base) What we want: We want a fun environment for teamwork and PVP. We have a few features that are being worked on for the BETA version such as a proficiency system. We are open to the communities ideas on how to improve the game and add additional content, so if you have any suggestions we want to hear from you! For more information about this mod or to download, head over to http://www.a3resourcewar.com -
Hello All, Hot do I add footstep sounds to my model? Right now there is just a default model. I want to change the sound that happens when someone walks on the model. Thanks, blckeagls
-
Welcome All! I am working on creating a modular mod that allow players create their own mods by providing the groundwork for a persistent server. There will be four modules that I plan on writing. PersistentPlayer, PersistentVehicles, PersistentBuildings + Crafting, and PersistentVendors + Banking. These will be 4 standalone modules that will make up the entire mod. Each module can be used individually or together. I made a really rough demonstration video of the different modules, not fancy or anything and does not cover all of it. To view it click the link below: Module 1: PersistentPlayer - version 1.0.3 PersistentPlayer allow server owners to enable player saving when players enter and exit the server. It is a standalone mod that has no mod prerequisites and is all encompassing. The scripts can be performed all server-side and require no user side downloads, other than through the mission file. Installation 1. Copy @PersistentPlayer to the root of your arma3server folder. 2. Copy the mpmissions to the root of your arma3server. 3. Configure your config.cfg to configure the server to launch server.Altis. - You do not have to use Altis, just use a map of your choosing with your own descriptions.ext and mission.sqm 4. Install MySQL on the server. 5. Copy "@PersistentPlayer\Databases.txt" to "%AppData%\..\Local\Arma2NETMySQL" 6. Edit "Databases.txt" to look like this: mysql,persistentPlayer,localhost,3306,USER,PASSWOR D *Change USER and PASSWORD* 6. Open a MySQL Editor and create a Database named persistentPlayer. 7. Make the persistentPlayer the default database. 8. Copy the contents of "PersistentPlayer.sql" to the SQLEditor and run the SQL commands. -- This will create the required tables 9. add @PersistentWorld to your -mod= 10. Start server and enjoy Download: https://drive.google.com/file/d/0B90Un0wUV4P7UlN6ZXEzU3ZyTFE/view?usp=sharing Change Log 1.0.2 Improvements to saving and functionalities 1.0.1 Fixed some event handlers Some player side changes to allow PersistentVehicles to work with PersistentPlayer. Module 2: PersistentVehicles - version 1.1.1 PersistentVehicle allow server owners to enable vehicle saving on server restarts. Optional addon to this module is PersistentVehicleKeys. This adds key items that players get upon spawning in vehicles. The holder of the key to the vehicle allows the vehicle to be locked or unlocked. There is a client side download that is required. Edit the init.sqf in the mission file to turn off PersistentVehicleKeys. Installation Instructions: 1. Copy @PersistentVehicles to the root of your arma3server folder. 2. Copy the mpmissions to the root of your arma3server. 3. Configure your config.cfg to configure the server to launch server.Altis. - You do not have to use Altis, just use a map of your choosing with your own descriptions.ext and mission.sqm 4. Install MySQL on the server. 5. Copy @PersistentVehicles\Databases.txt" to "%AppData%\..\Local\Arma2NETMySQL" 6. Edit "Databases.txt" to look like this: mysql,persistentVehicle,localhost,3306,USER,PASSWO RD *Change USER and PASSWORD* 6. Open a MySQL Editor and create a Database named persistentVehicle. 7. Make the persistentVehicle the default database. 8. Copy the contents of "PersistentVehicle.sql" to the SQLEditor and run the SQL commands. -- This will create the required tables 9. Start server and enjoy Download: https://drive.google.com/file/d/0B90Un0wUV4P7SEpxdXBHeVBzRzA/view?usp=sharing Client Download (optional): https://drive.google.com/file/d/0B90Un0wUV4P7U015VzBobHBPTUk/view?usp=sharing Module 3: PersistentBuilding + Crafting - version 1.0.0 This module will allow players to craft and build structures and will enable saving them for after a server restart. There will be a snapping feature to allow players to precisely connect building pieces together. This is a server-side only mod, unless you want to add user created objects such as walls, weapons, etc. Then it would require the client to have the mod that contains those models. Installation Instructions: 1. Copy @PersistentBuilding to the root of your arma3server folder. 2. Copy the mpmissions to the root of your arma3server. 3. Configure your config.cfg to configure the server to launch server.Altis. - You do not have to use Altis, just use a map of your choosing with your own descriptions.ext and mission.sqm 4. Install MySQL on the server. 5. Copy @PersistentBuilding\Databases.txt" to "%AppData%\..\Local\Arma2NETMySQL" 6. Edit "Databases.txt" to look like this: mysql,persistentVehicle,localhost,3306,USER,PASSWO RD *Change USER and PASSWORD* 6. Open a MySQL Editor and create a Database named persistentBuilding. 7. Make the persistentBuilding the default database. 8. Copy the contents of "PersistentBuilding.sql" to the SQLEditor and run the SQL commands. -- This will create the required tables 9. Start server and enjoy Download: https://drive.google.com/file/d/0B90Un0wUV4P7b2Q3cktfN3l3Tlk/view?usp=sharing Module 4: PersistentVendors + Banking This module will allow for players to create a vendor to sell items at. There will be an graphical interface for other players to purchase items from. The vendor owner (some player) will be required to stock it with the items they find/craft/steal. Additionally, I plan to implement a banking system that will allow players to store money inside a bank as well on their character. MORE INFORMATION TO COME Arma2NET Prerequisites .NET Framework 4 Client Profile: http://www.microsoft.com/download/en/details.aspx?id=24872 Microsoft Visual C++ 2010: http://www.microsoft.com/en-us/download/details.aspx?id=8328 Arma2NET MySQL Prerequisites MySQL Connector for .NET: http://www.mysql.com/downloads/connector/net/
-
PersistentWorld - Development Mod
blckeagls replied to blckeagls's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Should work now -
New Roleplaying Mod Idea. Want to get people's impressions and ideas.
blckeagls replied to blckeagls's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Anything thoughts on this? -
New Roleplaying Mod Idea. Want to get people's impressions and ideas.
blckeagls posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello All, What I am looking for is feedback based upon an idea I have. I want to see what people think about it before I go into the coding of it. Want to get new suggestions to improve, get an idea if anyone would like to play it or not also. I created a mod called Arma 3 Resource War. It did not appear to have gotten a great following. I believe this happened for several reasons, but I am not going to bother with those details. But essentially it was a mod where you gather resources and build a base. What I want to do now is convert this into a new mod that has some role-playing into it. It is kind of like Altis Life's role playing (cops vs criminals) but I believe it would have a player built economy and player run governmental system. Also it allows for people to build houses (not just buy but build) and build shops for people to purchase their crafts. The link below has some of the idea's I want to bring into the mod. https://drive.google.com/file/d/0B90Un0wUV4P7TDJsMnR5TU4zem8/view?usp=sharing Additionally, I wanted to allow players to submit their own models that I can incorporate into the game (on a weekly basis) that will allow them to be the only one to craft such items for a period of 60 days before all players are allowed to craft it. Let me know your thoughts on this. If anyone wants to help produce this, I am looking for additional people. Thanks, blckeagls -
Is there a way to increase preformace in scenarios by using a Module that spawns AI?
blckeagls replied to Neviothr's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Use a headless client... Headless clients will run the AI this will improve the server performance. There is an issue with Arma 3 where you have a 2GB limit on RAM. AI take alot of RAM and CPU performance. By offloading that onto another system or process, you will increase the performance of the server. -
Hello! Is it possible to set an objects texture from a URL(website image) image? I wanted to see if it was possible for people to upload their own textures to billboards and flags. If anyone knows a way that would be awesome! Thanks, blckeagls ---------- Post added at 05:29 ---------- Previous post was at 05:26 ---------- Would this work? obj setObjectTextureGlobal [0,"http://example.com/image.jpg"]
-
ArmA 3 Resource War Announced! (Open Pre-Alpha)
blckeagls replied to blckeagls's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Version Upate (0.2.8): https://docs.google.com/uc?id=0B90Un0wUV4P7UG5LLWtlN005M1E&export=download http://www.zombieville.com/downloads/A3RW_ClientFiles_0.2.8.zip https://s3.amazonaws.com/a3clientfiles/A3RW_ClientFiles_0.2.8.zip Change Log: - Fix small issue with new players placing claim markers. -
ArmA 3 Resource War Announced! (Open Pre-Alpha)
blckeagls replied to blckeagls's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ad of right now it's strictly multiplayer with a database backend. There are elements within that I can see being useful for a SP or PVE -
ArmA 3 Resource War Announced! (Open Pre-Alpha)
blckeagls replied to blckeagls's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Version Upate (0.2.7): https://docs.google.com/uc?id=0B90Un0wUV4P7cHRxakIySTJETDQ&export=download http://www.zombieville.com/downloads/A3RW_ClientFiles_0.2.7.zip https://s3.amazonaws.com/a3clientfiles/A3RW_ClientFiles_0.2.7.zip Change Log: - Allowed Group Member to delete your building pieces - Added: Sandbag Walls, H-Barrier Walls, and Razorwire - Fixed Saving of ammo on players and vehicles. Now saves ammo count -
ArmA 3 Resource War Announced! (Open Pre-Alpha)
blckeagls replied to blckeagls's topic in ARMA 3 - ADDONS & MODS: COMPLETE
UPDATED RELEASE: 0.2.2 DOWNLOAD LINKS: https://drive.google.com/file/d/0B90Un0wUV4P7WHh6WmdKd3dySG8/view?usp=sharing http://www.zombieville.com/downloads/A3RW_ClientFiles_0.2.2.zip https://s3.amazonaws.com/a3clientfiles/A3RW_ClientFiles_0.2.2.zip -
ArmA 3 Resource War Announced! (Open Pre-Alpha)
blckeagls replied to blckeagls's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Arma 3 Resource War Update to version 0.1.17: https://docs.google.com/uc?id=0B90Un0wUV4P7SlgwaXo1MWhSMWc&export=download http://www.zombieville.net/downloads/A3RW_ClientFiles_0.1.17.zip https://s3.amazonaws.com/a3clientfiles/A3RW_ClientFiles_0.1.17.zip -
New Multiplayer Mod! Arma 3 Resource War! Try it out now!
blckeagls replied to blckeagls's topic in ARMA 3 - MULTIPLAYER
Arma 3 Resource War Update to version 0.1.16: https://docs.google.com/uc?id=0B90Un0wUV4P7SlgwaXo1MWhSMWc&export=download http://www.zombieville.net/downloads/A3RW_ClientFiles_0.1.17.zip https://s3.amazonaws.com/a3clientfiles/A3RW_ClientFiles_0.1.17.zip -
ArmA 3 Resource War Announced! (Open Pre-Alpha)
blckeagls replied to blckeagls's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sorry about that.. It was just bad timing. We have version 0.1.12 out now. You joined right on an update. -
ArmA 3 Resource War Announced! (Open Pre-Alpha)
blckeagls replied to blckeagls's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello All, We have released our open alpha mod for Arma 3. This mod is called Resource War, well because it is a war over resources. This is an open sandbox environment with base building, resource gathering, and a complete crafting system. What makes this mod so great: Base Building (Build a base from scratch, walls, floors, storage areas) Crafting System (Everything in the game was crafted by another player) Player Driven Economy (Player set the price of items for sale) Auction House Style Traders (Set price and quantity of items/resources you crafted for sale) Persistent Database (Everything is saved after restarts) Ability to capture resource locations (90+ different resource locations to capture and hold) Hire-able NPC to guard your base (AI units that can guard your base) What we want: We want a fun environment for teamwork and PVP. We have a few features that are being worked on for the BETA version such as a proficiency system. We are open to the communities ideas on how to improve the game and add additional content, so if you have any suggestions we want to hear from you! For more information about this mod or to download, head over to http://www.a3resourcewar.com Direct Download Links: http://www.a3resourcewar.com (on homepage) Steps: 1. Download mod from one of the above links. 2. Extract (Unzip) the @A3ResourceWar folder to your Arma 3 Folder (Generally located @ c:\program files\steam\SteamApps\common\Arma 3\) 3. Click the Launch Game link Start client with: -nosplash -skipintro -mod=@A3ResourceWar; -connect=38.130.209.159 -port=2320 Direct Game Launch Link: Launch Game (Must Download mod to join) Server IP: 38.130.209.159:2320 ---------- Post added at 19:11 ---------- Previous post was at 18:00 ---------- Images: flag.jpg floors.jpg sample 1 trader city ---------- Post added at 19:22 ---------- Previous post was at 19:11 ---------- I might be live streaming if you want a preview: http://www.twitch.tv/blckeagls1 -
New Multiplayer Mod! Arma 3 Resource War! Try it out now!
blckeagls replied to blckeagls's topic in ARMA 3 - MULTIPLAYER
Direct Download Links: http://www.a3resourcewar.com (on homepage) Steps: 1. Download mod from one of the above links. 2. Extract (Unzip) the @A3ResourceWar folder to your Arma 3 Folder (Generally located @ c:\program files\steam\SteamApps\common\Arma 3\) 3. Click the Launch Game link Start client with: -nosplash -skipintro -mod=@A3ResourceWar; -connect=38.130.209.159 -port=2320 Direct Game Launch Link: Launch Game (Must Download mod to join) Server IP: 38.130.209.159:2320 ---------- Post added at 19:08 ---------- Previous post was at 19:03 ---------- Images: flag.jpg floors.jpg sample 1 trader city ---------- Post added at 19:15 ---------- Previous post was at 19:08 ---------- Server is hosted on a dedicated box: 1000 mbps connection. 96 GB RAM 16 Core CPU 3x 128GB SSD Running Headless Clients to process AI and buildings to increase FPS. Running at MAX FPS! Fastest server out there! ---------- Post added at 19:21 ---------- Previous post was at 19:15 ---------- I might be live streaming if you want to check it out: http://www.twitch.tv/blckeagls1 -
ArmA 3 Resource War Announced! (Open Pre-Alpha)
blckeagls replied to blckeagls's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I understand the grind issue.. The grind is more apparent with less players as there are not a lot of players selling stuff for people to buy. Also the design is to encourage players to sell resources (to earn money to buy base defense) which also removes money from the total economy. Also, every one starts off with $1,000,000 dollars. The only way to get more is through selling resources (which just transfers money between players), new players (an additional $1,000,000 to the total economy), and recycling resources (not ideal to do, but can give quick money). But the less players safer it is to gather different resources as many resource locations are open, and less likely players are to attack you. It works like this: players take over resource locations. now that resource is harder to get.. more locations that are taken over the harder it is to mine resources, so you go to the trader to buy it (since it's easier and faster). To build certain items, you will need more than just your own resource, so you will need to sell resources to earn money to buy other peoples resources. and the cycle continues. Or you can be a bandit and raid peoples base and take their resources or set up ambushes to take peoples stuff as they are driving along. The possibilities are up to your imagination. But we would love everyone to come check it out, we think you will like it. We are also open to suggestions to add new content or improve the system. So please come and try it out and give us your opinion and suggestions to improve. We want this to be a mod for everyone. Also, if you like base building, we spent tons of time to make the base building as easy as possible to build and have a good looking base with building snapping and 360º 3-Dimensional building. Hope to see you in there. -
PreInit does not work... PostInit does...
blckeagls posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hello all... I am trying to get objects to spawn in on the map before mission starts.. So I have a script (fn_init.sqf) that does this and is called by: class CfgPatches { class A3ResourceWarServer { units[] = {}; weapons[] = {}; requiredAddons[] = {"CustomItems","DarkCinderBlock","Flooring","GarageDoor","LightCinderBlock","MediumCinderBlock","WoodStairs"}; }; }; class CfgFunctions { class inf1 { class main1 { file = "\resourcewarserver"; class init { preInit = 1; }; }; }; }; My problem is: once the preinit is completed... it restarts the server and reloads it again. The mission never starts just keeps restarting.. Mission starts with postinit.... But it spawns the vehicles after mission start. Here is my server RPT: ---------- Post added at 20:08 ---------- Previous post was at 20:00 ---------- It stops working here in there fn_init.sqf (call compilefinal preprocessfilelinenumbers "\resourcewarserver\StartServer\SpawnVehicles.sqf";) Here in the: SpawnVehicles.sqf: (_x select 0) call ServerCreateObject; ServerCreateObject: private ["_vehicleID","_vehInfo","_className","_ownerID","_position","_damage","_hitPoints","_resources","_veh","_weaponCargo","_magazineCargo","_count","_i","_backpackCargo","_Bldgbank","_Bldgpitch","_Bldgyaw"]; _vehicleID = _this; _vehInfo = _vehicleID call DB_GetObject; ////diag_log format["_vehInfo: %1",_vehInfo]; _className = _vehInfo select 0; _ownerID = _vehInfo select 1; _position = call compile (_vehInfo select 2); _damage = parseNumber (_vehInfo select 3); _Direction = call compile (_vehInfo select 4); _VectorDir = call compile (_vehInfo select 5); _VectorUp = call compile (_vehInfo select 6); _resources = call compile (_vehInfo select 7); _veh = _className createVehicle _position; _veh setPosWorld _position; ////diag_log format["_position: %1",_position]; _Bldgpitch = parseNumber (_vehInfo select 8); _Bldgbank = parseNumber (_vehInfo select 9); _Bldgyaw = parseNumber (_vehInfo select 10); _lastDate = _vehInfo select 11; _veh setVariable ["Bldgpitch",_Bldgpitch,true]; _veh setVariable ["Bldgbank",_Bldgbank,true]; _veh setVariable ["Bldgyaw",_Bldgyaw,true]; //_veh setDir _Direction; //_veh setVectorDir _VectorDir; //_veh setVectorUp _VectorUp; [_veh,[_Bldgpitch, _Bldgbank, _Bldgyaw]] call SetPitchBankYaw; ////diag_log format["ServerCreateObject -- Spawned Object %1 located @ %2",_className,_position]; clearMagazineCargoGlobal _veh; clearBackpackCargoGlobal _veh; clearWeaponCargoGlobal _veh; clearItemCargoGlobal _veh; _veh setVariable ["ObjectID",_vehicleID,true]; //diag_log format["ObjectID: %1",_vehicleID]; _veh setVariable ["OwnerID",_ownerID,true]; //diag_log format["_OwnerID: %1",_ownerID]; _veh setDamage _damage; [_veh,_resources] call SetResouceValues; //Add Weap Inv _weaponCargo = _vehicleID call DB_GetObjectWeaponInventory; ////diag_log format["ServerCreateVehicle -- _weaponCargo: %1 -- count: %2",_weaponCargo, (count (_weaponCargo select 0))]; if ((typeName _weaponCargo) == "ARRAY" && (count (_weaponCargo select 0) > 0)) then { _i = 0; _count = _weaponCargo select 1; { _veh addWeaponCargoGlobal [_x,_count select _i]; ////diag_log format["Added: %1 x %2 to vehicle",_x,_count select _i]; _i = _i + 1; } foreach (_weaponCargo select 0); }; //Add Mag Inv _magazineCargo = _vehicleID call DB_GetObjectMagazineInventory; ////diag_log format["ServerCreateVehicle -- _magazineCargo: %1 -- count: %2",_magazineCargo, (count (_magazineCargo select 0))]; if ((typeName _magazineCargo) == "ARRAY" && (count (_magazineCargo select 0) > 0)) then { _i = 0; _count = _magazineCargo select 1; { _veh addMagazineCargoGlobal [_x,_count select _i]; //diag_log format["Added: %1 x %2 to vehicle",_x,_count select _i]; _i = _i + 1; } foreach (_magazineCargo select 0); }; //Add backpack Inv _backpackCargo = _vehicleID call DB_GetObjectBackpackInventory; ////diag_log format["ServerCreateVehicle -- _backpackCargo: %1 -- count: %2",_backpackCargo, (count (_backpackCargo select 0))]; if ((typeName _backpackCargo) == "ARRAY" && (count (_backpackCargo select 0) > 0)) then { _i = 0; _count = _backpackCargo select 1; { _veh addBackpackCargoGlobal [_x,_count select _i]; ////diag_log format["Added: %1 x %2 to vehicle",_x,_count select _i]; _i = _i + 1; } foreach (_backpackCargo select 0); }; //Add Item Inv _itemCargo = _vehicleID call DB_GetObjectItemInventory; ////diag_log format["ServerCreateVehicle -- _itemCargo: %1 -- count: %2",_itemCargo, (count (_itemCargo select 0))]; if ((typeName _itemCargo) == "ARRAY" && (count (_itemCargo select 0) > 0)) then { _i = 0; _count = _itemCargo select 1; { _veh addItemCargoGlobal [_x,_count select _i]; ////diag_log format["Added: %1 x %2 to vehicle",_x,_count select _i]; _i = _i + 1; } foreach (_itemCargo select 0); }; _veh call ObjectAddEventHandlers; _veh setVariable ["LastDate",_lastDate,true]; Note: This works: (_x select 0) spawn ServerCreateObject; This does not work: (_x select 0) call ServerCreateObject; -
Reload Helicopter Weapons? addMagazineTurret does not work
blckeagls posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hello, I am creating magazines for vehicles so players can reload the vehicles with items. I am having an issue with reloading helicopters.. I got land vehicles to reload with: (vehicle player) addMagazineTurret [_removeMag,[0]]; This does not work on helicopters.. I've tried the following: (vehicle player) setAmmo [currentWeapon (vehicle player),100000000]; (vehicle player) addMagazineTurret [_removeMag,[0]]; (vehicle player) addMagazineTurret [_removeMag,[1]]; (vehicle player) addMagazineTurret [_removeMag,[2]]; (vehicle player) addMagazineTurret [_removeMag,[3]]; I just want to reload the current weapon. I don't want to set all weapons to be fully reloaded... Any help is greatly appreciated. ---------- Post added at 16:58 ---------- Previous post was at 16:49 ---------- Figured it out: (vehicle player) addMagazineTurret [_removeMag,[-1]]; -
Change Flag Class Name = Game Crash?
blckeagls replied to blckeagls's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Yep.. Anytime I extend any flag it crashes.... I was able to take the p3d and get it to show the pole... But no flag was attached... ---------- Post added at 16:28 ---------- Previous post was at 15:34 ---------- Ok figured out how to get it not to crash... But its indestructible.. Any idea of how to make it take damage? Code to make it spawn and change flag image: class Flag_ARMEX_F; class DestructionEffects; class ClaimMarker: Flag_ARMEX_F { scope = 2; scopeCurator = 2; displayName = "Claim Marker"; hiddenSelectionsMaterials[] = {"\A3\Structures_F\Mil\Flags\Data\Mast_civ.rvmat"}; armor=500; canBeShot = true; passThrough = true; damageResistance = 0.004; secondaryExplosion = 0; destrType = "DestructBuilding"; minTotalDamageTreshold = 0; class EventHandlers { init = "(_this select 0) setFlagTexture '\A3ResourceWarCl\images\flag.paa';(_this select 1) setFlagTexture '\A3ResourceWarCl\images\flag.paa';"; }; class DestructionEffects: DestructionEffects { class DamageAround1 { simulation = "damageAround"; type = "DamageAroundPole"; position = "map1"; intensity = 1; interval = 1; lifeTime = 1; }; }; }; Flag Image -
Change Flag Class Name = Game Crash?
blckeagls posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hello I am trying to change a flag's class name, display name, and it's flags image. Every combinations i have tried just crashes my game. Here is my config.cpp class CfgPatches { class ClaimMarker { units[] = {"ClaimMarker"}; weapons[] = {}; requiredVersion = 1.0; }; }; class CfgVehicles { class FlagCarrierCore; class FlagCarrier: FlagCarrierCore { author = "$STR_A3_Bohemia_Interactive"; scope = 0; scopeCurator = 0; displayName = ""; model = "\a3\Structures_F\Mil\Flags\Mast_F.p3d"; icon = "iconObject_circle"; vehicleClass = "Flag"; cost = 1000; keepHorizontalPlacement = 1; accuracy = 1000; animated = 0; nameSound = "obj_flag"; supplyRadius = 2; hiddenSelections[] = {"Camo_1"}; hiddenSelectionsTextures[] = {"\A3\Structures_F\Mil\Flags\Data\Mast_civ_CO.paa"}; hiddenSelectionsMaterials[] = {"\A3\Structures_F\Mil\Flags\Data\Mast_civ.rvmat"}; }; class ClaimMarker: FlagCarrier { scope = 2; scopeCurator = 2; displayName = "Claim Marker"; class EventHandlers { init = "(_this select 0) setFlagTexture '\A3\Data_F\Flags\Flag_rcrystal_CO.paa'"; //init = "(_this select 0) setFlagTexture '\ClaimMarker\flag.paa'"; }; }; }; I've tried these also: class CfgPatches { class ClaimMarker { units[] = {"ClaimMarker"}; weapons[] = {}; requiredVersion = 1.0; }; }; class CfgVehicles { class FlagCarrierCore; class FlagCarrier: FlagCarrierCore {}; class ClaimMarker: FlagCarrier { scope = 2; scopeCurator = 2; displayName = "Claim Marker"; class EventHandlers { init = "(_this select 0) setFlagTexture '\A3\Data_F\Flags\Flag_rcrystal_CO.paa'"; //init = "(_this select 0) setFlagTexture '\ClaimMarker\flag.paa'"; }; }; }; class CfgPatches { class ClaimMarker { units[] = {"ClaimMarker"}; weapons[] = {}; requiredVersion = 1.0; }; }; class CfgVehicles { class FlagCarrierCore; class ClaimMarker: FlagCarrierCore { scope = 2; scopeCurator = 2; displayName = "Claim Marker"; class EventHandlers { init = "(_this select 0) setFlagTexture '\A3\Data_F\Flags\Flag_rcrystal_CO.paa'"; //init = "(_this select 0) setFlagTexture '\ClaimMarker\flag.paa'"; }; }; }; class CfgPatches { class ClaimMarker { units[] = {"ClaimMarker"}; weapons[] = {}; requiredVersion = 1.0; }; }; class CfgVehicles { class FlagCarrier; class ClaimMarker: FlagCarrier { scope = 2; scopeCurator = 2; displayName = "Claim Marker"; class EventHandlers { init = "(_this select 0) setFlagTexture '\A3\Data_F\Flags\Flag_rcrystal_CO.paa'"; //init = "(_this select 0) setFlagTexture '\ClaimMarker\flag.paa'"; }; }; }; Here is my Error Log: 23:48:21 Time was adjusted to keep it same as on server. 23:48:21 Object id Veh-1504959439 is not static ======================================================= ------------------------------------------------------- Exception code: C0000005 ACCESS_VIOLATION at 0133D3A6 graphics: D3D11 resolution: 1920x1080x32 Addons: A3_Map_Altis_Scenes in a3\map_altis_scenes_f\ A3_Weapons_F_DummyWeapons in a3\weapons_f\dummyweapons\ A3_Data_F_Curator_Intel in a3\data_f_curator\intel\ ...... A3_Weapons_F_Acc in a3\weapons_f\acc\, CustomItems in A3ResourceWarCl\ A3_Modules_F_UAV in a3\modules_f\uav\, A3_Plants_F_Bush in a3\plants_f\bush\ Mods: @A3ResourceWar Extensions: Distribution: 0 Version 1.38.128937 Fault time: 2015/02/06 23:48:21 Fault address: 0133D3A6 01:0020C3A6 E:\Games\SteamApps\common\Arma 3\arma3.exe file: __cur_mp (__CUR_MP) world: Altis Prev. code bytes: 74 24 0C 8B 08 8B 16 85 C9 74 09 B8 01 00 00 00 Fault code bytes: F0 0F C1 01 89 0E 85 D2 74 16 83 C8 FF F0 0F C1 Registers: EAX:00000001 EBX:59A84B80 ECX:0241088C EDX:00000000 ESI:0327B538 EDI:59EFEB0C CS:EIP:0023:0133D3A6 SS:ESP:002B:0327B50C EBP:59EFEFF4 DS:002B ES:002B FS:0053 GS:002B Flags:00010202 ======================================================= They all just crash the game right before I enter the server... Can anyone help? -
Scroll on multiple diaglog controls?
blckeagls posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Is there a way to scroll across multiple diaglog boxes? I looked into onMouseZChanged I have 5 diaglog boxes: 1501,1502,1503,1504,1505 using this on the idc 1505. onMouseZChanged = "_this call TraderScroll"; with TraderScroll doing: diag_log format["_this: %1",_this]; there is no output when scrolling. and onMouseZChanged isnt documented very well. Anyone have any idea how I can get all 5 diaglogs to scroll at the same time? I stand corrected... I get this: 15:51:52 "_this: [Control #1505,-1.2]" 15:51:52 "_this: [Control #1505,-1.2]" 15:51:53 "_this: [Control #1505,1.2]" 15:51:53 "_this: [Control #1505,1.2]" 15:51:53 "_this: [Control #1505,1.2]" 15:51:53 "_this: [Control #1505,1.2]" 15:51:53 "_this: [Control #1505,1.2]" 15:51:53 "_this: [Control #1505,1.2]" 15:51:53 "_this: [Control #1505,-1.2]" 15:51:53 "_this: [Control #1505,-1.2]" 15:51:53 "_this: [Control #1505,-1.2]" 15:51:53 "_this: [Control #1505,-1.2]" 15:51:53 "_this: [Control #1505,-1.2]" 15:51:53 "_this: [Control #1505,1.2]" 15:51:53 "_this: [Control #1505,1.2]" 15:51:53 "_this: [Control #1505,1.2]" 15:51:53 "_this: [Control #1505,2.4]" 15:52:02 "_this: [Control #1505,-1.2]" 15:52:02 "_this: [Control #1505,-1.2]" 15:52:02 "_this: [Control #1505,-1.2]" 15:52:02 "_this: [Control #1505,-1.2]" 15:52:03 "_this: [Control #1505,-1.2]" 15:52:03 "_this: [Control #1505,-1.2]" 15:52:03 "_this: [Control #1505,1.2]" 15:52:03 "_this: [Control #1505,1.2]" 15:52:03 "_this: [Control #1505,1.2]" But I don't know how to force the same on the other diaglogs.