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D. Patterson

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Everything posted by D. Patterson

  1. Is there is a way to get the type of road a vehicle is on? Asphalt Paved roads show as #GDTSoil, the concrete paved side roads are #GDTConcrete, and dirt roads are #GDTSoil. I've tried different getPos (getPos, getPosASL, getPosATL, getPosATLVisual, etc) I can use isOnRoad to differentiate between road and non-road of same surface, but how do I differentiate between asphalt and dirt roads? Even weirder, that main orange road that travels through Altis (The dark paved one), isn't even considered a road. When using nearRoads it isn't even identified. However it is identified by isOnRoad.
  2. .RPT: https://pastebin.com/VYTk9FPG Server_Config.cfg: https://pastebin.com/PqDUMF4t start.bat: arma3server_x64.exe -port=2302 -config=Server_Config.cfg -profiles=C:\ArmA3\Users -name=Server Server is AWS EC2 Instance (Tried m5.large, m4.large, c4.large, z1d.large) OS is Windows Server 2012 RC2, Hardware is 16gb RAM, 1 core / 2 vcore Intel Xeon Network is 10Gbps So since EC2 is pay per hour, I got my server up and running on a t2.medium (Cheap 1 core/2 vcore 4gb instance). However once it was up and running I swapped the instance to a m5.large which is the same core config (just faster), more RAM, and better network allotment. However, while everything should remain the same, when a player tries to connect they get stuck on the map loading screen. I've already gone through the basic troubleshooting steps (Removed all mods, keys, removed custom mission cycle, verified 2302-2306 UDP were open on host firewall and windows firewall), even tried letting it connect for an hour. Nothing seems to work and there are no obvious errors.
  3. Is it possible to use ZEI with Zeus without loading the modules in Eden?
  4. Any chance we'll get the ability to get rid of name-tags while looking at players, without modifying the addon or key?
  5. D. Patterson

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

    Any chance of getting Liberation for Timbelan?
  6. Is there a way to get the other players to see the tracers without executing the script on every client (Which would create a lot of explosions)
  7. I want to delete all objects on the map with a specific classname (At the start of the mission only), Land_City_8m_F and Land_City_8mD_F, whats the best way to do this?
  8. So if I have it pitch black and foggy and create a light source, the fog remains pitch black despite the ground below it illuminating. Is it possible to have a scripted light source illuminate fog?
  9. Sounds simple but I'm having two issues: 1) I can't get where the player is aiming if they are aiming at anything besides terrain (ScreenToWorld only seems to work with terrain.) 2) I can't get G_40mm_HE to explode without spawning it above ground and giving it velocity. Which won't work if you are shooting into a building (Would just hit the roof)
  10. D. Patterson

    Vcom AI V2.0 - AI Overhaul

    Ai will still go prone, find cover, and engage until they are no longer being shot at. If this happens at 300m out, they never make it to the objective. A quick test I just did: VCOM AI W/ Speed set "FULL", Behaviour AWARE. Opfor initially engaged while 300m from Blufor defensive position. Opfor took defensive position and attempted to engage Blufor. After about 3 minutes, first push from Opfor, about 20m transversed. 1 minute later, another push from Opfor, about 10m transversed. 6 minutes later, a 50m push. 2 minutes later, a 10m push. 6 minutes later, a 20m push. 1 minute later, a 5m resulting in the death of the final opfor Unit. Default AI W/ Speed set "FULL", Behaviour AWARE. Opfor initially engaged while 300m from Blufor defensive position. Opfor continuously approached until eliminated. I want them to run in with absolutely no regard for their own safety until x distance has been reached.
  11. D. Patterson

    Vcom AI V2.0 - AI Overhaul

    My big issue with this mod is getting AI to push up an attack. They take WAY TOO LONG to do anything. As Zeus is there a way to get them to ignore combat and get within x distance before going into combat mode. I set to careless but it overrides almost instantly.
  12. D. Patterson

    Task Force Arrowhead Radio

    So I noticed that Ares Achilles has a "Static Radio" module, but does not seem to work at all.
  13. D. Patterson

    F-15 Eagle Series Standalone

    Is it possible to use CCIP or CCRP?
  14. https://community.bistudio.com/wiki/profileNamespace If you don't want it to save between actual server restarts, use mission name space.
  15. D. Patterson

    Detecting combat pace state?

    Each pace should have it's own distinct speed.
  16. D. Patterson

    Math Issues

    _Shell = "Sh_120mm_HE" createvehicle [((_Pos select 0) - (sin _dir * 900)),((_Pos select 1) - (cos _dir * 900)),(1500 + _Height)]; _Shell setVelocity [(sin _dir * 202.8), (cos _dir * 202.8), -338]; This is the relevant parts of my code. That 900 might need to be fixed to compensate for the fact that the shell bleeds velocity as it travels, but as it stands it should be off by the same amount every time. However depending where I execute it on the map, and what direction I use, I get different results. For example 50m wide right on the East side of the island might end up 50m wide left on West side. 180 degrees might miss by 5m, 270 degrees might miss by 30m.
  17. D. Patterson

    Math Issues

    It's for an achilles module. Basically I want to click on a point on the map and actually see the shells rain down. The sh120he looks like a giant white tracer. It works as of right now, it's just not accurate.
  18. D. Patterson

    [WIP] FFAA V6 (Spanish Army Mod)

    Do you have any plans to release the BAM as stand-alone?
  19. D. Patterson


    Why isn't this working? https://pastebin.com/raw/4UvXh0HL Tried with and without quotes around 0,1,2 for the cases.
  20. D. Patterson


    Well I tried my hand at it, seems to work. https://pastebin.com/B4XwMZzq
  21. So is there a way to get around this and update the count? Edit: This seems to work. https://pastebin.com/NFmpuKA5
  22. So I'm trying to integrate TPW furniture into Ares Achilles So these are my three scripts. https://pastebin.com/w3xTfYVb https://pastebin.com/dKTenVBw https://pastebin.com/WXf6wnbk Here is a screencap of the error. When the script is run, spawning the furniture works great, without errors. But when it comes to deleting when multiple houses are involved, the furniture will be removed partially, but then throw this error and it ceases the deletion. I can keep running the script and a little more furniture will be deleted each time, until eventually it reaches a point where _bld becomes undefined, but some furniture still exists. Edit: So I seemed to narrow down the issue to the tpw_spawned array, which will occasionally have a null object in it. However I can't seem to figure out how to get rid of it.
  23. D. Patterson


    Suggestion: Integrate TPW Furniture into a "Furnish Building" Module that acts like other building modules (Such as destroy building or lock doors). You click somewhere on the map, choose range or nearest building, hit enter and the building is furnished.
  24. D. Patterson


    When I place an "Execute Code Module" does that module have any "this" parameters such as location? Can I do something like this "C_Offroad_01_F" createVehicle position this; where it would place an offroad where I clicked on the screen with the module?