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bertram

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About bertram

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  1. I was trying to work this out myself and your post basically fulfilled everything I needed and a bit more. In particular giving members of each team gear. I may make changes as I go but at the moment I only made one minor change to line 53. _player setUnitLoadout (getUnitLoadout _leader); This way team members will have the same gear as the leader.
  2. The mission is not persistent it will just have a pool of players at the start that need to be balanced, but to re-iterate, I want the players to be divided three ways randomly. So every player will only be able to slot on the civilian side and once the mission starts the script will randomly assign them their team. I'll look through this thread you linked and see if I can work out my goal when I have some time, but just glancing at it it seems like the OP here wanted a balance on the fly in which the players select their team themselves.
  3. I'm creating a Team vs Team mission where the sides are completely random aside from three players that selected the only Blufor, Opfor, and Independent role respectfully. Every other player will slot a civilian role and then from that pool it will be split evenly 3 ways and the players for each side will be teleported to their leader, assigned to that side and given gear based on their faction. I'm able to accomplish everything except splitting the players evenly three ways. I tried adding all players on the civilian side to an array and then randomly selecting from that and teleporting them however this doesn't ensure even distribution as each instance is random. Is there any MP reliable way to accomplish this? To state it simply, I just want to be able to select a third of players on the civilian side and be able to affect that third with another script and then do the same with the remaining 2/3rds.
  4. I'm trying to create a script that removes a player's weapon but with a switch case for different weapons. if (!(weapons player isEqualTo [])) then { switch (currentWeapon player) do { { case "arifle_Mk20_plain_F": hint "F2000 Removed"; player removeWeapon (primaryWeapon player); }; { case "SMG_05_F": hint "Mp5k removed"; player removeWeapon (primaryWeapon player); }; } else {hint "No weapon equipped"} }; The script checks if the player has a weapon and if they do goes by the classname of the weapon for each case. However, I'm doing something wrong here as the player's weapon never gets removed nor does the hint for no weapon go off. A previous attempt at making this fired the first case every time except for when the player had no weapon which fired the appropriate hint. From this I can say I'm pretty certain my if statement is fine and I'm just not doing the switch case correctly.
  5. I get the same results if I choose one or the other. Edit: I made a work around for just removing weapons from the player when the enter a trigger which works for what I'm doing.
  6. I have a "onPlayerRespawn.sqf" running in my mission, however every command works just fine except removeAllWeapons. player addEventHandler ["Respawn", { removeAllWeapons (_this select 0); removeAllAssignedItems (_this select 0); removebackpack (_this select 0); removeVest (_this select 0); removeUniform (_this select 0); removeHeadGear (_this select 0); removeGoggles (_this select 0); (_this select 0) setVariable ["HG_myCash",600]; }]; If I just use the removeAllWeapons command it will work once then fail on every subsequent respawn where each other command works 100% of the time.
  7. Since the latest update spectator are now dying in my missions with their bodies being deleted upon death. I've configured ACE Spectator and ACE Respawn in the new addon menus and they seem to be working as before with the exception of spectators drowning in the corner of the map. I use respawn at base so players can JIP back in easily however it seems players are being hidden but places in the corner of the terrain (I'm not sure if that always happened in ACE Spectator but nonetheless they drown in the latest update and not previous versions).
  8. bertram

    Arma 3 Headless Client

    Hey I'm having a problem with setting up a headless client on a server and I'm not really sure how to approach it. The mission is has the HC game logic and is using the ACEX headless client module. The role selection screen lists the headless client slot under Virtual and can not be slotted by actual players. Both the server the HC is attempting to connect to and the HC itself are dedicated servers. In the server.cfg of the server: headlessClients[] = {"142.54.169.114"}; localClients[] = {"142.54.169.114"}; battleyeLicense = 1; I also tried excluding localClients as many of the guides I looked at implied it doesn't need to be used if the HC is on a different network. Command line of the HC: -noSplash ARMAHOSTS -noPause -noSound -maxMem=2047 "-profiles=ARMAHOSTS" -client -connect=160.202.178.22 -port=2332 -password=hello "-mod=@CBA_A3;@ace;@ACEX;" Since its a dedicated server using a control panel the executable for the server itself is already targeted. I don't see an indication in the server logs or the HC logs that there was any attempt by the HC to connect. The logs for both servers are essentially identical except the server shows it has successfully initialized as a Steam server. Because I don't really have any errors to go on I'm not sure if the server is rejecting the HC or the HC is just not properly initializing in the first place to even make a connection.
  9. Thanks swtx, your example seemed to be much more complete than a lot of the examples I was looking at. There's a lot of unnecessary stuff in my config, for example the unit classname doesn't need to be declared twice and the game may have been looking for a side value in that initial classname.
  10. I'm making a custom unit config for my group so that we can use them in DAC however I'm having an issue with the side of the unit in the config. My custom config.cpp. I'm just have one unit in there for now as I wan't to make sure I can get one working before I commit to making many more units. enum { // = 2, DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class JFV_Vietnam_Unit_Mod { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_Common", "A3_Characters_F", "A3_Characters_F_Beta", "A3_Characters_F_BLUFOR"}; }; }; class cfgFactionClasses { class JFV_Viet_Units //Faction Calling Name, this line will be used to define your faction for units { displayName = "JFV Vietnam Units"; //Faction name in-game priority = 2; //How far down it is on the menu side = 0; // 2 Blufor 0 opfor 1 independant I think. }; }; class CfgVehicleClasses { class JFV_Viet_Units //Name of unit group e.g Air, Infantry, Armour (You see this name in the ingame dropdown menu) { displayName = "NVA Infantry"; //In-game name }; }; class CfgVehicles { class B_Soldier_base_F; class JFV_soldier_F; class JFV_soldier_F : B_Soldier_base_F { //You may use anything you want, just make sure it's unique _generalMacro = "B_Soldier_F"; //Don't change this line! scope = 2; //This means whether you'll be able to see the unit in the dropdown menu or not side = 0; //0 Means Opfor faction = "JFV_Vietnam_Units"; //Your Faction vehicleclass = "JFV_Infantry"; //Unit Group displayName = "NVA Rifleman (AKM)"; nakedUniform = "U_BasicBody"; uniformClass = "MNP_CombatUniform_NKR_Sh"; genericnames = "AsianMen"; //Right now your soldiers will have African names, you can get rid of this line identitytypes[] = {"Head_Asian"}; //Right now your soldiers will look African, you can get rid of this line //backpack = "B_Parachute"; //You can use this line to add a backpack to your unit (delete "//" those first) linkedItems[] = {"CUP_V_O_SLA_Carrier_Belt02", "H_LIB_DAK_PithHelmet", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; //Helmets, vests and small items go here respawnLinkedItems[] = {"CUP_V_O_SLA_Carrier_Belt02", "H_LIB_DAK_PithHelmet", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; Weapons[] = {"rhs_weap_akm","Throw","Put"}; // only add rifle & / pistol classname, leave throw and put they are used for explosives and grenades respawnWeapons[] = {"rhs_weap_akm","Throw","Put"}; Magazines[] = {"rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","HandGrenade","SmokeShell"}; //Ammo goes here respawnMagazines[] = {"rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","HandGrenade","SmokeShell"}; }; }; I used this post as a guide, however I looked at unit configs for existing mods and other examples and can't find a discrepancy that would cause my config to have no entry for the unit's side.
  11. In my missions I often put in assistant slots that carry ammo and such for a different weapon than the unit is carrying. I've been making the change to using the arsenal via eden for gear instead of an external gear script but in the arsenal I can only add ammo for weapons the unit is using. Is there anyway to unrestrict the ammo you can give to a unit in the virtual arsenal?
  12. Running no mods, running latest stable version of the game as of today. Just to re-iterate most of the other mission makers in my group are having this issue.
  13. I've been trying to ween myself off the 2d editor but one thing I really can't get past is how long it takes to preview in the 3d editor vs the 2d. In a blank mission in vanilla Arma 3, with just a player it can take 5-10 seconds to preview in the 2d editor. However in the 3d editor it can take a solid 2 minutes. Is anyone else having this issue with the 3d editor taking a ridiculously long time to preview? This time only increases once I start putting more into a mission.
  14. I recently moved my Arma 3 files over to my SSD, as well as having my launch parameters point to my SSD as my new profile location. Every thing is working fine however in multiplayer I can't see the custom faces of players that I know work fine because other players can see them. I also can't see any squad XML images. My new Arma 3 location in my SSD however has the the images of the XMLs and players in the "squads" and "players" folders. Has anyone that moved their Arma profile to an SSD experienced this and found a fix?
  15. I have a completely working mission but I get an annoying script not found error every time it starts. However, instead of indicating a missing script it only says "Script not found". I looked through my rpt and "Warning Message: Script not found" occurs 7 times. To reiterate the mission works flawlessly and all script errors in my mission are non-critical. The message is fairly annoying though and I would like to try and try correcting the error causing it. Full .rpt logs
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