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Everything posted by tomhighway

  1. I want to create a module (any module) dynamically in a script and change it's attributes on certain events. I've read that modules can be created like any other LOGIC object (example https://community.bistudio.com/wiki/Artillery_Module#Frequently_Asked_Questions for artillery module) using createUnit, synchronizeObjectsAdd, synchronizeObjectsRemove. But is there a way to: set the module attributes upon creation change them later during course of the mission Thank you.
  2. 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?
  3. tomhighway

    Zeus as High Command setup

    You could try hide enemy units with hideObject just for Zeus client. That command is local and you could only hide the enemy for Zeus. Or you could setup a loop which checks every 30 seconds if enemy unit is seen by blufor (or check something like knowsAbout/nearTargets for all blufor groups) and then hide/unhide the enemy.
  4. Have the same issue with A-10, could be that RHS model is not complete enough?
  5. tomhighway


    I have the same issue with A-10 from RHS. I can record the movement data but firing data just stays an empty array. My 2 cents it is the issue with the model.
  6. tomhighway

    High Command Module - MP

    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.
  7. tomhighway

    High Command Module - MP

    I can indeed confirm that this module is broken in multiplayer to a degree that it breaks the mission, kicks players out giving some error messages about server not having some mods.
  8. tomhighway

    Wave respawn confusion

    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.
  9. tomhighway

    ASR AI 3

    Issue that doesn't happen in vanilla. AI leader goes hundred(s) of meter(s) in front of other soldiers in his group. Why?
  10. tomhighway

    ASR AI 3

    @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?
  11. tomhighway

    Dynamic Simulation Feedback

    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.
  12. There is no indication if this is working in multiplayer at all. Wiki doesn't list those commands as MP/SP, local/global. Please update wiki.
  13. tomhighway

    Dynamic Simulation Feedback

    Does that mean Dynamic Simulation is not working in the main branch?
  14. tomhighway

    Dynamic Simulation Feedback

    I can't find the global attribute setting under preferences. I am on the main branch. Am I missing something?
  15. 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:, time stamp: 0x5847dbb3 Faulting module name: acre.dll, version:, 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.
  16. tomhighway

    "3FPS Issue" - Call for Help

    I can confirm - disabling battleye is the solution.
  17. tomhighway

    "3FPS Issue" - Call for Help

    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?
  18. tomhighway

    Possible fix for the "3 FPS Drop" Issue

    So, after years of playing Arma, years of development, after paying for 3 expansions and they come out with a bug like this... Well done Bohemia Interactive.
  19. tomhighway

    ASR AI 3

    @Robalo- is there a wiki/documentation somewhere on settings, possible configuration or API? I've seen you mention _x setVariable ["asr_ai_exclude", true]; as one example of how ASR AI can be turned off. Are there any other options? Thank you very much.
  20. tomhighway

    Pooter's enhanced ASR AI

    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?
  21. 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
  22. 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.
  23. I've tried the suggestion above, added mod.cpp and CfgMods in config.cpp - didn't help. Changed the $PREFIX$ to $PBOPREFIX$ (though cpbo just renames it to $PREFIX inside). EDIT: Is it possible that you can't include .h (or any other file) from addon if you're trying to do that in mission file (description.ext).
  24. 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.