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About jakeplissken

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  1. jakeplissken


    There is currently a problem on an EU server, players place static guns under rubble and it cannot be destroyed. This means it is impossible to capture the sector back. Is it possible to fix this? This makes progression impossible if you seeded a lot of sectors this way it would block backcapping for the opposing team. We tried placing a satchel on it and it was not destroyed.
  2. I have made a mission and I have put it on a dedicated server, but I have an issue with the description.ext file. Mission syria_zeus.lythium: Missing 'description.ext::Header' But the description.ext section is there. onLoadName = "ZGM42 Capture Syria."; // Visible when loading mission OnLoadMission = "Destroy enemy vehicles and drive out enemy forces from Syria."; overviewPicture = "a3\missions_f_oldman\Data\img\Screens\CSATNtbDesktop_co.paa"; // Visible when selecting mission loadScreen = __EVAL(["a3\missions_f_oldman\Data\img\Paintings\oldman_painting_v1_co.paa","a3\missions_f_oldman\Data\img\Paintings\oldman_painting_v2_co.paa","a3\missions_f_oldman\Data\img\Paintings\oldman_painting_v3_co.paa","a3\missions_f_oldman\Data\img\Paintings\oldman_painting_v4_co.paa","a3\missions_f_oldman\Data\img\Paintings\oldman_painting_v5_co.paa","a3\missions_f_oldman\Data\img\Screens\MillerNtbScreen01_co.paa","a3\missions_f_oldman\Data\img\Screens\MillerNtbScreen02_co.paa","a3\missions_f_oldman\Data\img\Screens\OldmanNtbDesktop_co.paa","a3\missions_f_oldman\Data\img\Screens\SyndiaktLaptopDesktop_co.paa"] select floor random 9); class Header { gameType = COOP; // Unknown, COOP, DM, TDM, CTF, SC, CTI, RPG, Sandbox, Seize, Defend. minPlayers = 1; // Min # of players the MISSION supports maxPlayers = 42; // Max # of players the MISSION supports, not server slots. Make sure # is greater than server slots. }; allowFunctionsLog = 1; // Log functions to .rpt. disabled with 0 disabledAI = 1; // No AI in playable units aiKills = 0; // disable scorelist for AI players enableItemsDropping = 0; // disabled with 0 joinUnassigned = 1; // 0 = players forced into role on join showUAVFeed = 1; // Enables/Disables the UAV Feed. Zeus-related. So I am not sure what is happening. I cannot play as it says it has 0/0 slots. But I have had other missions work, I am not sure what is going on. I tested the server with a vanilla Master Altis ZGM mission and the lobby worked. I have no idea what to do to fix this. The server configuration allows enough players. // JOINING RULES //checkfiles[] = {}; // Outdated. maxPlayers = 99; // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player. kickDuplicate = 1; // Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing. verifySignatures = 2; // Verifies .pbos against .bisign files. Valid values 0 (disabled), 1 (prefer v2 sigs but accept v1 too) and 2 (only v2 sigs are allowed). equalModRequired = 0; // Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server. allowedFilePatching = 0; // Allow or prevent client using -filePatching to join the server. 0, is disallow, 1 is allow HC, 2 is allow all clients (since Arma 3 1.49+) filePatchingExceptions[] = {"123456789","987654321"}; // Whitelisted Steam IDs allowed to join with -filePatching enabled //requiredBuild = 12345; // Require clients joining to have at least build 12345 of game, preventing obsolete clients to connect // VOTING voteMissionPlayers = 99; // Tells the server how many people must connect so that it displays the mission selection screen. voteThreshold = 0.2; // 33% or more players need to vote for something, for example an admin or a new map, to become effective NVM. It was an issue with the PBO for some reason, I copied all of the files, minus the mission.sqm into a new file and it works now. I had to use the -autoInit parameter on the dedicated server to get my mission running properly.
  3. Here is a nice script snippet that would allow quick revives like invade and annex when using ACE. med = { if ( (typeOf player == "rhsusf_socom_marsoc_sarc") or (typeOf player == "rhsusf_army_ocp_medic") || (_this select 0 distance player) < 3 ) then { ["Administering first aid.", 9, {true}, {}, {}] call CBA_fnc_progressBar; player playMove "AinvPknlMstpSnonWnonDr_medic5"; sleep 13; [player, _this select 0] call ace_medical_treatment_fnc_fullHeal; }; }; myfnc_uncon_special = { params ["_unit", "_isUnconscious"]; if ( (typeOf player == "rhsusf_socom_marsoc_sarc") or (typeOf player == "rhsusf_army_ocp_medic") ) then { private _action = _unit addAction ["Revive", {call med;}]; _unit setUserActionText [_action , "Revive", "<img size='2' image='\A3\Ui_f\data\IGUI\Cfg\Revive\overlayIcons\r75_ca.paa'/>"]; }; if (!_isUnconscious) then { removeAllActions _unit; }; }; ["ace_unconscious", myfnc_uncon_special] call CBA_fnc_addEventHandler; This might be very useful for you as well. Give it a go and see what you think.
  4. With the new scripting command systemTime added in DEV build, it is possible to set the rotation of objects according to the current time. This could show the time that the mission started. private _currentTime = systemTime; private _value1 = _currentTime select 4; private _value2 = _currentTime select 3; log1 setDir _value1; log2 setDir _value2; I used the code above to set the rotation of logs according to the minute and hour. This would show the time the server started the mission. I am not sure how useful this is, but I thought it was pretty interesting. This code starts my mission using the actual server time, this is very useful. if (isServer) then { waitUntil {time > 0}; [missionStart select [0,5]] remoteExec ["setDate"]; };
  5. To run an Arma 3 server on Linux, you need to know a little bit of bash, but only a little bit. The files are case sensitive, so if you have a folder named @MYMOD, then it will need to be specified the same way in your server command line. Below is an example. nohup ./arma3server -name=Gunslinger -mod="@cba;@achilles;@rhsafrf;@rhsgref;@rhsusaf;@CUP Terrains - Core;@CUP Terrains - Maps;@CUP Terrains - CWA;@Reshmaan Province" -config=server.cfg & The example above will start an Arma 3 dedicated server, then return to the command prompt, with it running in the background. Press ENTER twice after executing this command to return to the prompt. Type the tail nohup.out command to see the progress of the server startup. Once it is running, use the ps aux command to find the PID of the Arma 3 server and use the kill PID command to kill the server if required. I am using the default folder names for CUP terrains, but since the mods line is enclosed with double quotes like the below example, it does not matter. -mod="@cba;@achilles;@rhsafrf;@rhsgref;@rhsusaf;@CUP Terrains - Core;@CUP Terrains - Maps;@CUP Terrains - CWA;@Reshmaan Province" This is how you can run a dedicated server on Linux with mods easily. A server admin could rename the mod folders to easier names, and this does work, but the trick with double quotes is easier to manage.
  6. jakeplissken

    Sounds not playing on dedicated server

    I did something like this myself. I have a sound in CfgSounds defined like this. class CfgSounds { sounds[] = {MissionCompleteStalker}; class MissionCompleteStalker { name = "MissionCompleteStalker"; sound[] = {"media\sounds\mil_mission_complete.ogg", db+10, 1.0}; titles[] = {0,""}; }; }; Then I call it like this. "MissionCompleteStalker" remoteExec ["playSound"]; And it works just fine. So compare what you are using to mine and see if changing the path fixes it at all.
  7. jakeplissken

    Editor Lamps

    Already answered here: Use the search function in future. But this does work very well. You can even preview the light cone objects.
  8. I was experimenting with scripting and I found out how to change the speed of a bullet without using a mod. player addEventHandler ["Fired", { params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_gunner"]; if (!local _unit) exitWith {}; private _position = getPosWorld _projectile; private _dirAndUp = [vectorDir _projectile, vectorUp _projectile]; private _velocity = velocity _projectile; deleteVehicle _projectile; _bullet = typeOf _projectile; _projectile = _bullet createVehicle [0,0,0]; _projectile setPosWorld _position; _projectile setVectorDirAndUp _dirAndUp; _projectile setVelocityModelSpace [0, 5900, 3]; [_projectile, [_unit, _gunner]] remoteExec ["setShotParents", 2]; }]; I was firing an MXM at 2.9 KM range zeroed at 700m and my bullets were dead on the aiming point. So this can can change bullet velocity, but I should try and work out how to add wind to bullets, there should be a simple way. Apparently, this works for simple projectiles, but I need to work out how to do this with my script above and have simple wind deflection without using ACE. _flrObj setVelocity [wind select 0, wind select 1,-10]; But it might require more advanced math than I think. But if you find this useful it is cool, I wonder what else you can do to manipulate a bullet. Could you deflect a bullet if it is aimed at a BLUFOR instead of OPFOR? Or would that script be too intensive on a large COOP mission? Screenshot:
  9. jakeplissken

    Dedicated server, other people can't connect

    Read the guide here: https://community.bistudio.com/wiki/Arma_3_Dedicated_Server#Port_Forwarding You need to open a further port to allow the server to work properly. DST Port Protocol Destination Comment 2344 TCP + UDP BattlEye - arma31.battleye.com 2345 TCP BattlEye - arma31.battleye.com 2302-2306 UDP anyArma Server to Client Traffic 2303 UDP anyArma Server STEAM query port 2304 UDP anyArma Server to STEAM master traffic So open ports 2303 -2306 UDP. Then port 2344 TCP+UDP and 2345 TCP. Then it should allow you to connect from the Internet.
  10. jakeplissken

    Custom Missile Warheads?

    use this code to replace a fired projectile with a GBU. This could be substituted for a smoke shell. player addEventHandler ["Fired", { params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_gunner"]; if (!local _unit) exitWith {}; private _position = getPosWorld _projectile; private _dirAndUp = [vectorDir _projectile, vectorUp _projectile]; private _velocity = velocity _projectile; deleteVehicle _projectile; _projectile = "Bomb_04_F" createVehicle [0,0,0]; _projectile setPosWorld _position; _projectile setVectorDirAndUp _dirAndUp; _projectile setVelocity _velocity; [_projectile, [_unit, _gunner]] remoteExec ["setShotParents", 2]; }]; This will transfer ownership of the projectile to the smoke shell or whatever you fired. This is for a smoke bullet. player addEventHandler ["Fired", { params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_gunner"]; if (!local _unit) exitWith {}; private _position = getPosWorld _projectile; private _dirAndUp = [vectorDir _projectile, vectorUp _projectile]; private _velocity = velocity _projectile; deleteVehicle _projectile; _projectile = "G_40mm_SmokeOrange" createVehicle [0,0,0]; _projectile setPosWorld _position; _projectile setVectorDirAndUp _dirAndUp; _projectile setVelocity _velocity; [_projectile, [_unit, _gunner]] remoteExec ["setShotParents", 2]; }];
  11. Try putting this in the description.ext to blacklist unwanted items. arsenalRestrictedItems[] = {"arifle_MXM_F","arifle_MX_F"}; Just create an array of unwanted items and it should blacklist them. If it is using the Arma 3 arsenal function.
  12. jakeplissken

    LOD on Marshall terrible !

    I have seen that too, following it on the road about 100m back, it is strange the wheels vanish. Just needs a tweak on the model.
  13. jakeplissken

    In game images

    Convert the image to PAA format from PNG using TexView 2 in Arma 3 tools, and size it to exactly 512x256 pixels. Then it will display properly. Or 256x128. it must be the proper dimensions and PAA format. This will ensure it will display properly.
  14. Have a look at the description.ext file. It has guns listed under the class Characters:TemplateCharacters section. This might do it for you.
  15. Using the save button does not work if it is greyed out. It is best to script the continue button in multiplayer. This example will change the Continue button and make it blue, as well as run your function when it is clicked. h = [] spawn { while {true} do { waitUntil {! isNull (findDisplay 49)}; _btn = ((findDisplay 49) displayCtrl 2) ctrlSetText "Save progress."; _btnclr = ((findDisplay 49) displayCtrl 2) ctrlSetBackgroundColor [0, 0, 0.9, 1]; _CEH = ((findDisplay 49) displayCtrl 2) ctrlAddEventHandler ["MouseButtonDown",{(findDisplay 49) closeDisplay 0; [] call UN_savedata;}]; waitUntil {isNull (findDisplay 49)}; }; }; This should do what you want. I used this for my own mission to load a dialog of options when it is clicked. Put this in the initPlayerLocal.sqf and give it a shot.