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tomhighway

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Everything posted by tomhighway

  1. Thank you for replying. I've changed few things but the weird issue - it works on local dedicated server set with TADST. It doesn't work on gameserver hosted dedicated server with mods turned on. Here are the answers to your questions. 1. Directory structure within @ndClient folder PS C:\Private\ND\server\@ndClient> dir Directory: C:\Private\ND\server\@ndClient Mode LastWriteTime Length Name ---- ------------- ------ ---- d---- 25.10.2016. 10:30 addons d---- 25.10.2016. 10:30 keys PS C:\Private\ND\server\@ndClient> cd .\addons PS C:\Private\ND\server\@ndClient\addons> dir Directory: C:\Private\ND\server\@ndClient\addons Mode LastWriteTime Length Name ---- ------------- ------ ---- -a--- 25.10.2016. 8:50 1544977 ndClient.pbo -a--- 25.10.2016. 8:50 555 ndClient.pbo.nd.bisign If I unpack the ndClient.pbo to another folder I have: PS C:\Private\ND\server\ndClient> dir Directory: C:\Private\ND\server\ndClient Mode LastWriteTime Length Name ---- ------------- ------ ---- d---- 25.10.2016. 10:33 sd d---- 25.10.2016. 10:33 sounds -a--- 25.10.2016. 10:33 9 $PREFIX$ -a--- 20.10.2016. 18:30 146 config.cpp 2. config.cpp class CfgPatches { class ndClient { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; 3. $PREFIX$ (I've used that instead of $PBOPREFIX$ - Arma 3 uses it, CBA too). nd\client 4. sd\description.h respawn = 1; // BIRD respawnDialog = 0; disabledAI = 0; debriefing = 1; respawnTemplates[] = {"Spectator"}; disableChannels[] = { {0,false,true}, {1,false,true} }; ReviveMode = 1; //0: disabled, 1: enabled, 2: controlled by player attributes ReviveUnconsciousStateMode = 0; //0: basic, 1: advanced, 2: realistic ReviveRequiredTrait = 1; //0: none, 1: medic trait is required ReviveRequiredItems = 1; //0: none, 1: medkit, 2: medkit or first aid kit ReviveRequiredItemsFakConsumed = 1; //0: first aid kit is not consumed upon revive, 1: first aid kit is consumed ReviveDelay = 30; //time needed to revive someone (in secs) ReviveMedicSpeedMultiplier = 1; //speed multiplier for revive performed by medic ReviveForceRespawnDelay = 5; //time needed to perform force respawn (in secs) ReviveBleedOutDelay = 180; //unconscious state duration (in secs) class Header { gameType = Coop; // DM, Team, Coop, CTI minPlayers = 1; // min # of players the mission supports maxPlayers = 20; // Max # of players the mission supports }; corpseManagerMode = 1; corpseLimit = 50; corpseRemovalMinTime = 300; corpseRemovalMaxTime = 1800; class CfgDebriefing { class End1 { title = "AA destroyed"; description = "Blufor wins."; }; class End2 { title = "Blufor are dead"; description = "Opfor wins."; }; class End3 { title = "Out of time"; description = "Opfor wins."; }; }; class CfgSounds { sounds[] = {}; class SpawnBlufor { name = ""; // filename, volume, pitch sound[] = {"@ndClient\sounds\spawn_blufor.ogg", 0.5, 1}; titles[] = {0,""}; }; class SpawnOpfor { name = ""; // filename, volume, pitch sound[] = {"@ndClient\sounds\spawn_opfor.ogg", 0.5, 1}; titles[] = {0,""}; }; class Suspense { name = ""; // filename, volume, pitch sound[] = {"@ndClient\sounds\suspense.ogg", 0.5, 1}; titles[] = {0,""}; }; class BluforWins { name = ""; // filename, volume, pitch sound[] = {"@ndClient\sounds\blufor_wins.ogg", 1, 1}; titles[] = {0,""}; }; class OpforWins { name = ""; // filename, volume, pitch sound[] = {"@ndClient\sounds\opfor_wins.ogg", 1, 1}; titles[] = {0,""}; }; }; The way I try to include it in the mission is in mission description.ext. I've tried omitting \ on start but then it crashes the local dedicated server. #include "\nd\client\sd\description.h" author = "Highway"; OnLoadName = "Search and destroy"; OnLoadMission = "Search for the enemy vehicles and destroy one of them."; loadScreen = "images\loadScreen.jpg"; overviewPicture = "images\loadScreen.jpg"; overviewText = "Search for the enemy vehicles and destroy one of them."; class CfgFunctions { class A3MT { #include "functions\functions.h" #include "features\functions.h" }; }; It's not logical that it works on my local PC dedicated server but doesn't on gameservers hosted one. Server report file for the mission says: 8:54:10 Initializing Steam server - Game Port: 2302, Steam Query Port: 2303 8:54:10 Steam AppId from steam_appid.txt: 107410 8:54:10 Connected to Steam servers ErrorMessage: Include file nd\client\sd\description.h not found. Once again - thank you for your assistance.
  2. I'm going to reply to myself on this to help others. It seems waitUntil is script done gets on sooner than video ends. To go around, I've added sleep command after Bis_fnc_playVideo and now it works on both hosted and dedicated server. By dedicated server I mean when mission is deployed to the dedicated server.
  3. Hi all. I can't figure out why the video intro I've made is interrupted in middle of playing. It works in preview window but when deployed on dedicated server it jumps out of video in the middle of playing it. This is init.sqf starting line. if (!isDedicated) then { intro_video = [] execVM "intro.sqf"; waitUntil {scriptDone intro_video}; }; intro.sqf is as below. cutText ["","BLACK FADED",2]; 0 fadeSound 0; 0 fadeMusic 0; enableEnvironment false; enableRadio false; intro_done = false; sleep 2; private _video = ["video\treadstone-intro.ogv"] spawn BIS_fnc_playVideo; waitUntil {scriptDone _video}; cutText ["","BLACK FADED",4]; enableEnvironment true; enableRadio true; 12 fadeSound 1; 12 fadeMusic 1; sleep 4; cutText ["","BLACK IN",2]; sleep 4; intro_done = true; The video starts playing but then in the middle it just goes back to player view like waitUntil {scriptDone _video} doesn't stop it from continuing. :(
  4. Hi all, I have a problem with deploying mission as addon. I have created a folder (@a3pro), and addons folder inside it. Then another subfolder in addons (@a3pro\addons\a3pro\) and then config.cpp inside. Then, I've put this in config.cpp class CfgPatches { class A3Pro { units[] = {}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {}; }; }; class CfgMissions { class MPMissions { class CrouchingTiger00 { directory = "a3pro\crouching-tiger-00.Stratis"; }; class CrouchingTiger01 { directory = "a3pro\crouching-tiger-01.Altis"; }; }; }; I've created two missions and deployed them inside the @a3pro\addons\a3pro folder (as folders) named correctly as above crouching-tiger-00.Stratis and crouching-tiger-01.Altis. The issue is, when server is hosted on my machine - I can pick the mission. But when deployed on dedicated server, with addon added to the -mod parameter list, it doesn't show on mission list. Is it a dedicated server limitation? I've double checked mpmissions folder, it doesn't contain any pbo on my local machine.
  5. When you place a vehicle on the map, it would be nice if there was a clear arsenal button inside the arsenal editing screen for the vehicle. Now, designer has to manually remove every item by pressing minus sign multiple times (a lot!). Thanks.
  6. tomhighway

    Ability to clear vehicle arsenal

    Thanks @KoalaDSK.
  7. tomhighway

    Ability to clear vehicle arsenal

    Any updates on this one?
  8. Hi, my buddies and me are trying to create a public server multiplayer game type and we've tried to trim the mod list to bare minimum. The problem is that even the tiniest difference in modset creates problem that basically makes people reluctant to join at all and give up early. We've brainstormed about it a lot and figured that the only solution to that is playing vanilla. But unfortunately, vanilla Arma is missing one very important feature - proper radio communications. Current VON in no shape or form satisfies any reasonable community and asking people to write down orders is ridiculous. ACRE2 or TFAR are examples of great radio communication mods that, IMHO, should be built in inside the game because without them, game is not playable, not in a way it was meant to be played.
  9. tomhighway

    Implement better radio system in vanilla - please

    The issue with channels are following: any soldier inside the unit (commander or no commander) can use the side channel. I can disable side channel for all (https://community.bistudio.com/wiki/Description.ext#disableChannels) or none at all. That violates the platoon structure as either squad leaders are unable to talk to each other or anyone on the side is able to talk. EDIT: Sweet Lord, I've been playing the game for few years now and only now I've found out about Command channel (https://community.bistudio.com/wiki/Arma_3_Field_Manual_-_Multiplayer#Channels). That's exactly what we need.
  10. Unfortunately, I was getting excited too early. It seems that createUnit calls the initialization of the module but with default options rendering the following setVariable calls useless in ACE 3 case. There is a telling warning in the .rpt log SetSetting [ace_captives_allowHandcuffOwnSide] Trying to set forced setting I am stuck. I don't know if there is a Bohemia function that is spawning the modules instead of createUnit. Help appreciated.
  11. Ok, I'm going to help out people following me. Here it is - I've dynamically added a ACE 3 sitting module by init.sqf. The essential thing is finding out the function name that has to be spawned (so the wiki says, modules are spawned, not called). You can do that in 3DEN by temporarily placing module in mission - right click on it and select Find in Config Viewer. Then look for value of the function attribute - that is module function name. _center = createCenter sideLogic; _group = createGroup _center; _pos = getPos player; module_sitting = _group createUnit ["ACE_ModuleSitting", _pos, [], 0, ""]; /* * this is where you set the arguments of the module, name can be found out from config viewer * class Arguments */ module_sitting setVariable ["enable", true]; // [name of the module, units that module is affecting, activated] spawn function_name; [module_sitting, [], true] spawn ace_sitting_fnc_moduleInit;
  12. Judging by the example of how to create a module, getVariable and setVariable on module object should be used. See more here (write the module function).
  13. Steps to reproduce : Create a playable unit. Turn on respawn under multiplayer options. Set custom loadout by using Arsenal feature on that unit. Start multiplayer game. Kill your character. After respawn your character defaults to default loadout. This is applicable to Eden editor. Arsenal feature is unusable if loadout doesn't persist after respawn.
  14. tomhighway

    Arsenal loadout not persistent after respawn

    I know there are script solutions for that, I've created one myself, but then, what's the point of having Arsenal option for this? Ok cool, if you're playing one life missions, fine. But others?
  15. tomhighway

    Combat Space Enhancement 0.2

    We are using RHS mod. Specifically the following classes: rhs_g_Soldier_SL_F rhs_g_Soldier_TL_F rhs_g_Soldier_AR_F rhs_g_Soldier_LAT_F rhs_g_Soldier_AA_F ... side = "GUER"
  16. tomhighway

    Tutorial - How to make a Zeus mission

    Is there a way to hide the 3d waypoint markers for Sector Control and Attack/Defend objectives? They are awful distraction. Also, the neutralize the target points exactly at enemy position, that's too easy.
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