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tomhighway

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Posts posted by tomhighway


  1. Hi all,

     

    I was playing with animations for few days and need one clarification. I see animations have connectTo and interpolateTo defined in their respective config entries. I was wondering does that mean that animation can smoothly transition to another listed in connectTo using playMove command? For example:

    _unit switchMove "A";
    _unit playMove "B";

    in config entry for A, move B should be included in connectTo list. Can anyone confirm this?


  2. 19 hours ago, tmynott said:

    I have manged to get a chance to check out the Advanced AI Commander! It has some nice features but has the same fault as the vanilla High Comand! You can see see enemies when they are out of sight, even for some considerable time.

     

    Please see below.

     

    BI, can you let me know if this will ever be fixed?

     

    https://steamuserimages-a.akamaihd.net/ugc/852720134086081430/AD1A29A0FC0C4FC9F73488DE04162AC2233B14DF/

     

    Does Advanced AI commander work in latest release of Arma 3? I kind of seen the author is not working on the mod and it is currently broken.


  3. Basically you wait entire wave length and spawn wave after. If your wave duration is 300 seconds, you will wait 300 seconds and then spawn on next wave which is a number divisive by 300. That is, probably, to prevent players to die in last seconds of the wave (risk more) just to respawn immediately after. 

     

    Of course, dying immediately on respawn means waiting almost two respawn waves. 

     

    Waiting time is therefore a number between respawnDelay and 2*respawnDelay. 

    • Like 1

  4. @Robalo - we've found out that once unit goes to combat mode basically it becomes uncontrollable by Zeus and ASR AI takes complete control of it from now until it dies. People have tried switching combat stance to aware, but that doesn't help. This makes Zeus hosted missions very problematic. Is there a way to say to ASR AI to stop controlling a unit when danger.fsm starts running?

    • Like 1

  5. On 3/18/2017 at 2:39 PM, fn_Quiksilver said:

    I am still a little confused re DynSim.

     

    Does "waking up" an entity wake it up for all clients or just the client who has woken it up?

     

    It is just not clear to me where the server component ends and client component begins.

     

    Simple way to describe:

     

    - Server owns all objects

    - Client A and Client B.

    - Client A approaches object X and "wakes it up"

    - Is Client B getting the new "woke" simulation state?

     

    My 2 cents - it depends on entity type. Props will not be awaken for all clients, but enemy AI will be. Otherwise it would make no sense, there would be inconsistency Client A view of the world and Client B view of the world which is a no go in Arma.


  6. Hi all. Acre2 is crashing my game and I'd appreciate help on this.

     

    Event viewer is explicitly pointing towards acre.dll. Here is the event viewer log entry:

     

    Faulting application name: arma3.exe, version: 1.66.139.586, time stamp: 0x5847dbb3
    Faulting module name: acre.dll, version: 0.0.0.0, time stamp: 0x58443f4b
    Exception code: 0xc0000409
    Fault offset: 0x000ec528
    Faulting process id: 0xf74
    Faulting application start time: 0x01d28a9ea796fa38
    Faulting application path: C:\Program Files (x86)\Steam\steamapps\common\Arma 3\arma3.exe
    Faulting module path: C:\cnto\@acre2\acre.dll
    Report Id: f22d082e-3d06-40e9-8769-e360b1bb60e5
    Faulting package full name: 
    Faulting package-relative application ID: 

    Here is report file.

    https://1drv.ms/u/s!AqgVT4o86VaQlH9K8Qdt3bbFdlQt

     

    What I did is:

     

    1. I was working in Eden editor, clicked preview.

    2. Game showed up ok and I clicked return to Eden.

    3. Done some changes and clicked preview again.

    4. Game crashes.


  7. Ok, something is weird on my PC.

     

    I've opened up the game, opened up cmd prompt as admin (elevated privs on windows 10 home).

    Microsoft Windows [Version 10.0.14393]
    (c) 2016 Microsoft Corporation. All rights reserved.
    
    C:\Windows\system32>d:
    
    D:\>set path=%path%;d:\Utilities\Procdump\;d:\Utilities\PSTools\;
    
    D:\>pslist arma3
    
    PsList v1.4 - Process information lister
    Copyright (C) 2000-2016 Mark Russinovich
    Sysinternals - www.sysinternals.com
    
    Process information for ANDROID:
    
    Name                Pid Pri Thd  Hnd   Priv        CPU Time    Elapsed Time
    ArmA3Sync          3484   8  35  533 352180     0:00:04.843     0:16:21.153
    arma3battleye      5232   8   2  134   1800     0:00:00.015     0:15:58.225
    arma3              5168   8  49 2146 2302980     0:02:55.515     0:15:55.620
    
    D:\>procdump 5168
    
    ProcDump v8.2 - Sysinternals process dump utility
    Copyright (C) 2009-2016 Mark Russinovich and Andrew Richards
    Sysinternals - www.sysinternals.com
    
    [08:01:51] Dump 1 initiated: D:\arma3.exe_170218_080151.dmp
    [08:01:51] Dump 1 error: Error writing dump file: 0x80070005
    Access is denied. (0x80070005, -2147024891)
    
    [08:01:51] Dump count not reached.
    
    
    D:\>whoami
    android\miliv
    
    D:\dumps>psexec -s -i cmd.exe
    
    PsExec v2.2 - Execute processes remotely
    Copyright (C) 2001-2016 Mark Russinovich
    Sysinternals - www.sysinternals.com

    Last command opens the cmd as system user. When trying the same procdump as system user I still get the error.

     

    D:\Utilities\Procdump>procdump 5168
    
    ProcDump v8.2 - Sysinternals process dump utility
    Copyright (C) 2009-2016 Mark Russinovich and Andrew Richards
    Sysinternals - www.sysinternals.com
    
    [08:07:56] Dump 1 initiated: D:\Utilities\Procdump\arma3.exe_170218_080756.dmp
    [08:07:56] Dump 1 error: Error writing dump file: 0x80070005
    Access is denied. (0x80070005, -2147024891)
    
    [08:07:56] Dump count not reached.

     

    I've checked security options and both system and me have the privilege to write to that folder. I have no AV except Windows Defender. And the weird thing is this:

     

    D:\Utilities\Procdump>procdump.exe 7560
    
    ProcDump v8.2 - Sysinternals process dump utility
    Copyright (C) 2009-2016 Mark Russinovich and Andrew Richards
    Sysinternals - www.sysinternals.com
    
    [08:13:14] Dump 1 initiated: D:\Utilities\Procdump\Origin.exe_170218_081314.dmp
    [08:13:15] Dump 1 complete: 12 MB written in 1.0 seconds
    [08:13:15] Dump count reached.

     

    So it seems I can dump other processes but not Arma3. Any suggestions?

    • Like 1

  8. Is there a way to prevent ASR AI completely break squad formations and leave them out of hunting for humans? I've made a mission, set several soldiers on strategic positions which then got abandoned because someone spotted enemy infantry 400m from their position. Is there a way to turn it off for some groups? 


  9. It works locally on dedicated server - but not on dedicated server hosted somewhere else. Also, it doesn't work on in-game hosted server (self-hosted) - crashes the game with error mentioned above.

     

    #include in init.sqf functions very well though, on both servers. Who would know...

     

    This is init.sqf

    #include "features\init.sqf"
    #include "\nd\client\sd\initClient.sqf"
    

    So basically description.ext - I had to copy it from addon description.h. Sigh. :(

     

    Thanks for your help. If you manage to create a working mission with description.ext including stuff from other mod, please post a link here.


  10. Thank you for reply. I will try that. But there is something fishy here.

     

    How come does that work on local dedicated server then? I've tried, my friend tried and mission works.

     

    I've tried also this - and it crashes the server. Start the game without mods.

     

    1. create an empty mission - just one soldier (player)

    2. add description.ext like this:
     

    #include "\a3\missions_f_epa\Campaign\Missions\A_m01.Stratis\description.ext"

    It's an asset from first SP campaign Survive.

     

    3. export the mission to mpmissions and host it with local dedicated server (I recommend using TADST). It will work.

    4. now put that thing on any hosted server - boom.

    Dedicated server crashed with:

    ErrorMessage: Include file a3\missions_f_epa\Campaign\Missions\A_m01.Stratis\description.ext not found.

     

    Arma 3 can't find it's own assets?!

    It works in preview. It's arma 3 asset from first campaign.


  11. 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.


  12. I'd like to reuse scripting code and parts of the description.ext between missions with include preprocessor command. I've made a small client side mod called ndClient, started both the game and dedicated server with that mod.

    I've created a mission with description.ext. In description.ext I've put a line like this

    #include "\ndClient\Sd\description.h"

    Hoping that it would go into added addon and fetch description.h file. Unfortunately, rpt log says it can't find that file.

    File is placed in packed pbo @ndclient\addons\ndclient.pbo

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