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Everything posted by arcanum

  1. arcanum

    Persistent Zeus missions

    I would like to use zeus to create series of missions and to have "server state" saved and loaded next time to continue the campaign. Liberation mission has simillar featuer to just dont care about server restarts. All zeus editable objects will be saved in the .vars.arma3profile and loaded and placed when starting the mission next time. Is there something with simillar functionality ? I will most likely just shave the Liberation mission if not.
  2. Would it be possible to have the Bamse cTab Fix v1.1 on steam workshop as well ? Thx for reply in advance.
  3. Still there,stable 1.64.138762. Pls fix BIS ? PLS.
  4. The mission saves objects every 5 minutes and by switching mission parameter you can load the saved state on mission start. https://github.com/Arcanum417/PersistentCurator Download: https://github.com/Arcanum417/PersistentCurator/releases/download/
  5. arcanum

    Immersion Cigs

    It would be really nice to actually switch model for burned not lighted cig when I put it out.
  6. arcanum

    [MP][CTI-COOP] Liberation (beta)

    Hello, I would like to use my own squadnames and turn off custom squads. I can turn off custom squads, but some script is fighting my other script for renaming groups (setgrupoupid in a loop). Could somebody tell me what to change to turn off any group related stuff for players ? I would like to have unchangable group IDs or manage it with my own script. I use cTab so I would like to have my groups named appropriately. In config I turned off GREUH_allow_mapmarkers = false; but I can still see players as bluforce markers on map. How could I disable that ?
  7. arcanum

    Eden: Zeus mission does not work

    I have the same problem here, just imported fine working mission with 5 zeus virtual entities and mission either will not load on dedicated server or zeus will spawn as a bird.
  8. arcanum

    [WIP] Video Streaming Mod

    I so much regret this is dead. Somebody make this happen pls.
  9. Most recent version to this date, JIP still broken. Zeus mission and only non-JIP players will get initialized.
  10. arcanum

    Arma 3 Units - Feedback thread

    I cannot press the "save" button when editing my unit. (tried to change clantag, but also other changes did not allowed me to press "save") Edit: Fixed
  11. Hello, I really like some functions of this addnon, but it feels kinda overstuffed with features, which is not bad, but I would like to have something more Mission maker only oriented. I like the features which have been added to zeus, I really like them a lot, is there any possibility, you cold strip addon of the player interaction (players will not really now there is an mcc) and leave the zeus functionality ? It would really be awesome. I really like the mission maker features, but some of this stuff interferes with mission making workflow (only ONE zeus, players haveing keybinded stuff, if you already have vanilla zeus you cannot use mcc preoprely, interfering with zeuse's TaskForceRadio interface in zeus entity) PS: I know majority of the things could be turned off, but there is still som stuff present, like support for only ONE zeus and players will always have binded shift+4 for IED touch off.
  12. Hello, I used this script for my GameMaster mission and there seemed to be no issues. Hovewer they resurfaced and whats better they are not consistent. Sometimes when some Zeus returns back from Remote or he reconnects, he will spawn as a brid. Here is a mission file and a modpack we are using on server, clients have aditionals like ST_HUD, TAW_Viewdistance.... https://www.dropbox.com/s/1rkjedmr6qhii2p/ZeusRemastered.Altis.pbo?dl=0 mods="'modssix/@cba_a3;modssix/@ares;modssix/@rhs_usf3;modssix/@rhs_afrf3;modssix/@rds;modssix/@rds_rhs_comp;modssix/@ace3;@aceServer;modssix/@leights_opfor;modssix/@allinarmaterrainpack;modssix/@caplants2;modssix/@acr_a3;modssix/@acr_a3_cup;modssix/@ascz_heads;modssix/@ctab;modssix/@asdg_jr;modssix/@mbg_killhouses_a3;modssix/@task_force_radio;modssix/@tryk;modssix/@hlcmods_core;modssix/@hlcmods_ak;modssix/@hlc_wp_mp5;modssix/@hlc_wp_saw;modssix/@hlcmods_m60e4;modssix/@sma;modssix/@rh_acc;modssix/@rh_m4_a3;modssix/@rh_pistol_a3;modssix/@tf47_launchers;modssix/@3cb_baf_weapons;modssix/@melb;modssix/@rds_civpack;modssix/@3cb_baf_equipment;modssix/@3cb_baf_units;modssix/@cariboufrontier;modssix/@3cb_baf_vehicles;modssix/@usaf'"
  13. arcanum

    United States Air Force( 2015)

    Wrong signature for file D:\Games\a3addons\@usaf\addons\ldl_ac130.pbo Using the NEW .bisgin file. Files are those from PlayWithSix the .bisign replaced on server and client.
  14. arcanum

    United States Air Force( 2015)

    I am happy to see this, unfortunately dropbox does not want to give up file Error (429) This account's public links are generating too much traffic and have been temporarily disabled! Would you mind to reupload it somewhere else ? Thank you a lot keep a good job going.
  15. arcanum

    Zeus Modules break way too much.

    Regular issues with zeus: Can't spawn more units of certain faction after some time (seems like limit or something, we are just laughing "we killed to much of them" zeus wont let us kill moar' Dialogues must by confirmed two times (double click, set what you need, click ok, same thing appears without changed values) Objective modules will just break sometimes ("Recieving data...." in text fields and nothing happens; reconnect of zeus will sometimes help) Remote controll will just stop working randomly (typicly jumping out of zeus interface will help) Sombody encountered these ? How to prevent or fix these ?
  16. arcanum

    United States Air Force( 2015)

    Sorry I don't follow. I have read like 3 pages back and no one mentioned wrong signature. Would you mind to walk me trought the problem ? It is quite a problem to have turned off signature check on a server.
  17. arcanum

    United States Air Force( 2015)

    There is wrong signature for ldl_ac130.pbo. Please fix ASAP
  18. We are small gaming group and running our dedicated server this is our modlist: Everythig except ST addons, JSRS, TAW, FSF, Sway is running on server too. Here is mission file we use for zeus missions :http://417rct.org/FOB_Teapot_v2.Altis.pbo And here is the issue: After some time in mission (possible also some JIP players) some things will just stop working. Ares modules like Add objects to zeus, BIS zeus objectives modules, cTab placing markers, also we experienced some crashes of server and of clients. We mainly play on Altis. Some ideas ?
  19. arcanum

    Custom Face

    Is there some good template ?(links on beginning of thread are not working) Could somebody repost them for me ? Thx
  20. arcanum

    RH Acc pack

    We are having a bit of a problem with the key on this one. All of the RH Weapon mods have common keys ,named RHI.bikey, and the RH Acc mod has a different key but also named RHI.bikey. This is basicly causing our dedicated server to crash when changing name of one of the bikeys and using them together. Any chance the keys could be united for all the RH mods or the RH Acc mod bikey fixed so we won't need to use 2 keys, for your addons ?
  21. In changelog you state "Removed support for dedicated servers to prevent cheaters." Member of my community batallion told me about this and I would like to add it to our collection and on our dedicated server. Honestly this guy has some background around cheating and stuff so, you know I suspect that he might want to use this mod to get himself some advantage.... In case I sign these pbos myslef, is there some way he can do something I might not think of ? We are playing some kind of milsim (or as we like to call it tacticool) and we are upset about hilarious gun sway and recoil, probably will use some parts of this. Thx for statement in advance. Yours faithfully Arcanum, 417. Regimental Combat Team
  22. arcanum


    Broken signature keys. Fix it asap plaease. Unusable without working keys