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jakeplissken

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About jakeplissken

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  1. Drawline3d. But I have never managed to get this working. But research the Drawline3d function.
  2. As you can see in this line, I am disabling simulation and damage and also naming the building "smallhouse" ["Land_i_House_Small_01_b_pink_F",[-3.79883,-8.10938,0],0,1,0,[0,0],"smallhouse","this enablesimulation false; this allowdamage false",true,false], This is a very useful tip. This way you do not need to iterate over the array afterwards to set these options.
  3. This is how to disable damage and simulation when spawning a composition with the BIS_fnc_objectsMapper function. hq1 = [ ["Land_i_House_Small_01_b_pink_F",[-3.79883,-8.10938,0],0,1,0,[0,0],"smallhouse","this enablesimulation false; this allowdamage false",true,false], ["Land_Cargo_HQ_V2_F",[-9.65234,5.85938,0],179.046,1,0,[0,-0],"cargoHQ","this enablesimulation false; this allowdamage false",true,false], ["Land_i_House_Big_01_b_blue_F",[10.3301,-9.28125,0],0,1,0,[0,0],"bighouse","this enablesimulation false; this allowdamage false",true,false], ["Land_HBarrierBig_F",[0.306641,14.6445,0],181.375,1,0,[0,0],"","this enablesimulation false; this allowdamage false",true,false], ["C_T_supplyCrate_F",[15.8535,-0.0214844,0],0,1,0,[0,0],"","",true,false], ["Land_HBarrierBig_F",[-8.19336,14.5234,0],181.375,1,0,[0,0],"","this enablesimulation false; this allowdamage false",true,false], ["Box_T_East_Wps_F",[-17.1328,-0.998047,0],0,1,0,[0,0],"","",true,false], ["Land_HBarrierBig_F",[8.92969,14.748,0],181.375,1,0,[0,0],"","this enablesimulation false; this allowdamage false",true,false], ["Land_Cargo_Patrol_V4_F",[13,11.3809,0],180,1,0,[0,0],"patrol","this enablesimulation false; this allowdamage false",true,false], ["B_supplyCrate_F",[-17.1035,-5.54297,0],0,1,0,[0,0],"","",true,false], ["Box_East_AmmoOrd_F",[-17.8086,-3.27734,0],0,1,0,[0,0],"","",true,false], ["Land_HBarrierBig_F",[18.4434,2.76758,0],271.054,1,0,[0,0],"","this enablesimulation false; this allowdamage false",true,false], ["Land_HBarrierBig_F",[18.6406,-5.90234,0],270.301,1,0,[0,0],"","this enablesimulation false; this allowdamage false",true,false], ["Land_HBarrierBig_F",[-19.3906,0.541016,0],271.204,1,0,[0,0],"","this enablesimulation false; this allowdamage false",true,false], ["Land_HBarrierBig_F",[4.95117,-19.7207,0],0.792412,1,0,[0,0],"","this enablesimulation false; this allowdamage false",true,false], ["Land_HBarrierBig_F",[-19.3145,-7.86328,0],271.204,1,0,[0,0],"","this enablesimulation false; this allowdamage false",true,false], ["Land_HBarrierBig_F",[15.1641,14.6973,0],181.89,1,0,[0,0],"","this enablesimulation false; this allowdamage false",true,false], ["Land_Cargo_Patrol_V4_F",[-14.4316,-16.3926,0],0,1,0,[0,0],"patrol1","this enablesimulation false; this allowdamage false",true,false], ["Land_HBarrierBig_F",[-19.416,9.06055,0],271.568,1,0,[0,0],"","this enablesimulation false; this allowdamage false",true,false], ["Land_HBarrierBig_F",[18.3926,11.3789,0],271.956,1,0,[0,0],"","this enablesimulation false; this allowdamage false",true,false], ["Land_HBarrierBig_F",[-16.3574,14.3965,0],181.375,1,0,[0,0],"","this enablesimulation false; this allowdamage false",true,false], ["Box_IED_Exp_F",[-15.9961,-17.3223,0],0,1,0,[0,0],"","",true,false], ["Land_HBarrierBig_F",[13.4375,-19.541,0],359.697,1,0,[0,0],"","this enablesimulation false; this allowdamage false",true,false], ["Land_HBarrierBig_F",[18.7344,-14.6699,0],271.956,1,0,[0,0],"","this enablesimulation false; this allowdamage false",true,false], ["Land_HBarrierBig_F",[-13.5625,-19.5781,0],0.792412,1,0,[0,0],"","this enablesimulation false; this allowdamage false",true,false], ["Land_HBarrierBig_F",[-19.0313,-16.4316,0],269.27,1,0,[0,0],"","this enablesimulation false; this allowdamage false",true,false] ]; This is what I managed to come up with, I am working on a mission with randomly spawned assets, and this works very well to create a HQ and disable simulation and damage on certain assets. Just add the init line as shown in your own composition. You can also name each object as well. This still allows a player to open doors, but not to destroy the HQ with a mortar.
  4. The shells can already travel 60KM with the max range, there is no Arma 3 map that is larger than that. I am sure it calculates it from the velocity and the mass of the projectile. You would need to increase the velocity of the round to allow it to go further, so that would be good to experiment with.
  5. Apex Framework

    I am trying to get this running on a Linux server, I am getting this error, even though the path does exist and has the proper permissions. https://i.imgur.com/8L0F4nL.jpg The @Apex_cfg folder is in the proper place, with the @Apex servermod. drwxrwxr-x 2 jason jason 20K May 3 12:18 addons drwxr-xr-x 3 jason jason 4.0K May 3 15:45 @Apex drwxr-xr-x 2 jason jason 4.0K May 3 15:45 Apex_cfg drwxrwxr-x 3 jason jason 4.0K May 3 12:18 argo -rwxrwxr-x 1 jason jason 36M May 3 12:17 arma3server -rw-rw-r-- 1 jason jason 1.1M Apr 28 13:15 arma3server_1524713701.rpt -rwxrwxr-x 1 jason jason 3.9K May 3 14:34 arma3server_readme.txt drwxrwxr-x 3 jason jason 4.0K Apr 24 09:47 battleye -rw-rw-r-- 1 jason jason 41 Apr 28 10:42 beserver.cfg drwxrwxr-x 3 jason jason 4.0K May 3 12:18 curator drwxrwxr-x 2 jason jason 4.0K May 3 12:17 dta drwxrwxr-x 3 jason jason 4.0K May 3 12:18 expansion drwxrwxr-x 3 jason jason 4.0K May 3 12:18 heli drwxrwxr-x 3 jason jason 4.0K May 3 12:18 jets drwxrwxr-x 3 jason jason 4.0K May 3 12:18 kart drwxrwxr-x 2 jason jason 4.0K May 3 12:07 keys -rwxrwxr-x 1 jason jason 2.2M May 3 12:17 libphysx3common_x86.so lrwxrwxrwx 1 jason jason 22 May 3 16:11 libPhysX3Common_x86.so -> libphysx3common_x86.so -rwxrwxr-x 1 jason jason 302K May 3 12:17 libphysx3cooking_x86.so lrwxrwxrwx 1 jason jason 23 May 3 16:11 libPhysX3Cooking_x86.so -> libphysx3cooking_x86.so -rwxrwxr-x 1 jason jason 3.2M May 3 12:17 libphysx3_x86.so lrwxrwxrwx 1 jason jason 16 May 3 16:11 libPhysX3_x86.so -> libphysx3_x86.so -rwxrwxr-x 1 jason jason 74K May 3 12:17 libpxfoundation_x86.so lrwxrwxrwx 1 jason jason 22 May 3 16:11 libPxFoundation_x86.so -> libpxfoundation_x86.so lrwxrwxrwx 1 jason jason 22 May 3 16:11 libPxPvdSDK_x86.so -> libpxfoundation_x86.so -rwxrwxr-x 1 jason jason 357K May 3 12:17 libsteam_api.so -rwxrwxr-x 1 jason jason 4.1M May 3 12:18 libsteam.so -rwxrwxr-x 1 jason jason 194K Apr 21 16:51 libtier0_s.so -rwxrwxr-x 1 jason jason 261K Apr 21 16:51 libvstdlib_s.so drwxrwxr-x 3 jason jason 4.0K May 3 12:18 mark drwxrwxr-x 2 jason jason 4.0K May 3 12:07 mpmissions -rw------- 1 jason jason 33K Apr 21 16:43 nohup.out -rwxrwxr-x 1 jason jason 6.0K Apr 21 16:16 openssl_license.txt drwxrwxr-x 3 jason jason 4.0K May 3 12:18 orange -rwxrwxr-x 1 jason jason 1.6K Apr 21 16:16 readme_jemalloc.txt -rw-r--r-- 1 jason jason 23K Apr 27 03:34 real_date_x64.dll drwxrwxr-x 4 jason jason 4.0K May 3 12:18 @rhsafrf drwxrwxr-x 4 jason jason 4.0K May 3 12:18 @rhsgref drwxrwxr-x 4 jason jason 4.0K May 3 12:18 @rhssaf drwxrwxr-x 4 jason jason 4.0K May 3 12:18 @rhsusaf -rw-r--r-- 1 jason jason 5.3K May 3 14:48 server.cfg -rwxrwxr-x 1 jason jason 215 May 3 14:48 start.sh -rwxrwxr-x 1 jason jason 6 May 3 12:17 steam_appid.txt -rwxrwxr-x 1 jason jason 20M May 3 12:18 steamclient.so drwxrwxr-x 3 jason jason 4.0K May 3 12:18 tacops drwxrwxr-x 3 jason jason 4.0K May 3 12:18 tank I am running it thusly. ./arma3server -port=2302 -name=server -config=server.cfg -servermod=@apex -filepatching -mod="@rhsafrf;@rhsgref;@rhssaf;@rhsusaf" -profiles="~/.local/share/Arma 3/Arma 3 - Other Profiles" -name="Custom" Thanks. I feel I am missing something. #EDIT, I got it running, I added servermod as Apex and not @Apex. How do I change the Arsenal to add RHS weapons, it only shows the vanilla weapons. Thanks.
  6. Is it possible to open a settings menu like a custom CBA one from a billboard with the hold space bar action? I have code that can open a field manual with a hold action, but I have a custom menu that allows setting view dist and sound volume, and I would like to be able to have players open it from a billboard or a laptop item. Surely I could modify the code to get this to work, but how would I get the path to a custom menu? Thanks. This is the code to open a field manual, I could possibly use this? BIS_holdActionSFX = (getArray (configFile >> "CfgSounds" >> "Orange_Action_Wheel" >> "sound")) param [0, ""]; BIS_holdActionSFX = BIS_holdActionSFX + ".wss"; BIS_holdActionProgress = { private _progressTick = _this select 4; if ((_progressTick % 2) == 0) exitwith {}; private _coef = _progressTick / 24; playSound3D [BIS_holdActionSFX, player, false, getPosASL player, 1, 0.9 + 0.2 * _coef]; }; [BIS_TV1, localize "STR_A3_Orange_Faction_IDAP_action_FM", "\a3\Missions_F_Orange\Data\Img\Showcase_LawsOfWar\action_access_fm_ca", "\a3\Missions_F_Orange\Data\Img\Showcase_LawsOfWar\action_access_fm_ca", "(_this distance _target < 3) && (isNull (findDisplay 162))", "isNull (findDisplay 162)", {}, BIS_holdActionProgress, {BIS_TV1 say3D "Orange_Access_FM"; ["InternationalHumanitarianLaw", "Overview", findDisplay 46, localize "STR_A3_Orange_Faction_IDAP_FM_filter_LoW"] call BIS_fnc_openFieldManual}, {}, [], 0.5, nil, false] call BIS_fnc_holdActionAdd;
  7. -mod allow no mods!

    I have my server setup like this. // JOINING RULES //checkfiles[] = {}; // Outdated. maxPlayers = 64; // 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 = 1; // 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+) And I run it with certain mods. ./arma3server -port=2302 -name=server -config=server.cfg -mod=@rhsafrf;@rhsgref;@rhssaf;@rhsusaf And it kicks me if I try to join with mods other than RHS. So just set it up like that, only have the keys on the server for the mods you need.
  8. I have a server running on Linux with RHS BECTI. I tried one of my mission pbo files that was exported to MP from EDEN. But when I try to load it on the server, it just goes back to the mission select screen. But when I loaded RHS Becti, it worked fine with the same mod dependencies. Is this mission packing issue? Mission works perfectly in MP from EDEN, but will not run on a dedicated server machine. I had the same issue with a vanilla mission. This means I cannot make missions to run on a machine. I have no idea what is causing this.
  9. server hosting not working now for no reason??please help

    I have the same issue, I loaded a vanilla server on Linux, and it runs, but when I go to connect to it, it looks like this. And I cannot connect to it with the same game version. I get this in the terminal when I load the server. 9:06:30 InitSound ... 9:06:30 InitSound - complete 9:06:30 Dedicated host created. 9:06:30 PhysX3 SDK Init started ... 9:06:30 PhysX3 SDK Init ended. 9:06:33 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. a3_characters_f 9:06:33 Loading movesType CfgGesturesMale 9:06:33 MovesType CfgGesturesMale load time 134 ms 9:06:33 Loading movesType CfgMovesMaleSdr 9:06:44 MovesType CfgMovesMaleSdr load time 10359 ms 9:06:44 BattlEye Server: Initialized (v1.217) 9:06:44 Host identity created. Setting breakpad minidump AppID = 107410 9:06:45 Game Port: 2302, Steam Query Port: 2303 9:06:45 Initializing Steam server - Game Port: 2302, Steam Query Port: 2303 Arma 3 Console version 1.82.144647 x86 : port 2302 9:06:46 Connected to Steam servers 9:10:57 Corporal Kerry uses modified data file 9:10:57 BattlEye Server: Player #0 Corporal Kerry (192.168.1.2:2304) connected 9:10:57 Player Corporal Kerry connecting. 9:10:58 BattlEye Server: Connected to BE Master 9:10:58 BEServer: registering a new player #520456178 9:10:59 BattlEye Server: Player #0 Corporal Kerry - BE GUID: f15c7958db09c298e56d0f570f567dba 9:11:01 Player Corporal Kerry connected (id=76561198080560664). 9:11:01 BattlEye Server: Verified GUID (f15c7958db09c298e56d0f570f567dba) of player #0 Corporal Kerry 9:11:16 Player Corporal Kerry disconnected. 9:11:16 BattlEye Server: Player #0 Corporal Kerry disconnected
  10. I am sure it is fine. You are just now allowed to extract 3d models and edit them and make a mod with changed models or something like that. A bit of code should be fine.
  11. BI encryption leaves a lot to be desired. A child could break it. BIdecryptor you can find online breaks the encryption instantly. Converts to pbo.
  12. Actually, here is the working script, but it will only put markers on the map, that follow each player. But it works. // Show map markers findDisplay 12 displayCtrl 51 ctrlAddEventHandler ["Draw", { { _iconColor = [1,1,1,1]; // Get icon type of units _iconShape = getText (configfile >> "CfgVehicles" >> typeOf (vehicle _x) >> "icon"); // Switch color according a team switch (side group _x) do { case WEST: {_iconColor = [0,0.3,0.6,1]}; case EAST: {_iconColor = [0.5,0,0,1]}; case RESISTANCE: {_iconColor = [0,0.5,0,1]}; }; if (_x getvariable "#leader") then {_iconShape = "a3\Ui_f\data\map\vehicleicons\iconManCommander_ca.paa"}; // _iconShape = "a3\Ui_f\data\GUI\Cfg\Ranks\general_gs.paa //if (group _x == group player) then {_iconColor =[0.55,0.8,0.3,1]};//_iconColor = [1,0.75,0,1]}; _text = ""; private _vehicle = vehicle _x; if (_vehicle != _x && count ((crew _vehicle) select {alive _x}) > 1) then { _text = format ["%1%2%3",name _x," + ",(count ((crew (vehicle _X)) select {alive _X})-1)] } else { _text = format ["%1",name _x] }; if (!isPlayer _x) then { _text = "AI"; _iconColor set [3,0.5]; }; if (_x in BIS_ak_selectedUnits) then { _iconColor = [1,0.75,0.1,1]; }; _this select 0 drawIcon [ _iconShape, _iconColor, visiblePosition vehicle _x, 24, 24, getDir vehicle _x, _text, 1, 0.035, 'PuristaBold', 'right' ] } forEach (allUnits select {side _x == side group player && (vehicle _x == _x || (effectiveCommander (vehicle _X))== _x)}); }]; // Show ranks and nametags if parameter is enabled addMissionEventHandler ["eachFrame",{[] call BIS_fnc_drawPlayerIcons}]; BIS_fnc_drawPlayerIcons = { _alphadistance = 20; { if (freelook) then {_alphadistance = 50}; _dist = (player distance _x) / _alphadistance; _color = [1,1,1,1]; _color2 = [1,0.75,0,1]; _icon = format ["a3\Ui_f\data\GUI\Cfg\Ranks\%1_gs.paa",rank _x]; if (_x getvariable "#leader") then { _color = [1,0.75,0,1]; _color2 = [1,1,1,1]; _icon = "a3\Ui_f\data\GUI\Cfg\Ranks\general_gs.paa"; }; if (_x getvariable "talking") then { _icon = selectrandom ["A3\Ui_f\data\GUI\Rsc\RscDisplayArsenal\voice_ca.paa"]; }; _color set [3, 1 - _dist]; _color2 set [3, 1 - _dist]; drawIcon3D [_icon, _color, [( visiblePosition _x) select 0, ( visiblePosition _x) select 1, 2.2] , 1, 1, 2,"", 1, 0.03, "PuristaMedium"]; drawIcon3D [ "", _color, [( visiblePosition _x) select 0, ( visiblePosition _x) select 1, 2.2], 2, -1.40, 0, name _x, 1, 0.05, "PuristaBold", "Right" ]; drawIcon3D [ "", _color2, [( visiblePosition _x) select 0, ( visiblePosition _x) select 1, 2.2], 2, 0.20, 0, getText (configfile >> "CfgVehicles" >> typeOf (vehicle _x) >> "displayName"), 2, 0.03, "PuristaBold", "Right" ]; } forEach ((allPlayers - [player]) select {alive _x && side group _x == side group player && (vehicle _x == _x || (effectiveCommander (vehicle _X))== _x)}); }; // If leader, draw lines to tasks BIS_ak_drawTaskLines = { if (player getVariable ["#leader",false]) exitWith {}; private _map = findDisplay 12 displayCtrl 51; { private _player = _x; { _map drawLine [getPos _x, [_x] call BIS_fnc_taskDestination, [1,1,1,0.7]]; } forEach [_x] call BIS_fnc_tasksUnit; } forEach (allPlayers select {side group _x == side group player} - [player]); Put this in the initPlayerLocal.sqf file and you can have player markers on the map. Not sure about the 3d markers yet though. I only tested this from EDEN with AI, and it labelled them all on the map as "ai", but if you test it on actual MP, you should get the 3d markers for other players.
  13. And I found this. DrawPlayerIcons.sqf // Current Honza's version waituntil {!isnil "BIS_rules_ended"}; // wait for transition sleep 2; // Show map markers findDisplay 12 displayCtrl 51 ctrlAddEventHandler ["Draw", { { _iconColor = [1,1,1,1]; // Get icon type of units _iconShape = getText (configfile >> "CfgVehicles" >> typeOf (vehicle _x) >> "icon"); // Switch color according a team switch (side group _x) do { case WEST: {_iconColor = [0,0.3,0.6,1]}; case EAST: {_iconColor = [0.5,0,0,1]}; case RESISTANCE: {_iconColor = [0,0.5,0,1]}; }; if (_x getvariable "#leader") then {_iconShape = "a3\Ui_f\data\map\vehicleicons\iconManCommander_ca.paa"}; // _iconShape = "a3\Ui_f\data\GUI\Cfg\Ranks\general_gs.paa //if (group _x == group player) then {_iconColor =[0.55,0.8,0.3,1]};//_iconColor = [1,0.75,0,1]}; _text = ""; private _vehicle = vehicle _x; if (_vehicle != _x && count ((crew _vehicle) select {alive _x}) > 1) then { _text = format ["%1%2%3",name _x," + ",(count ((crew (vehicle _X)) select {alive _X})-1)] } else { _text = format ["%1",name _x] }; if (!isPlayer _x) then { _text = "AI"; _iconColor set [3,0.5]; }; if (_x in BIS_ak_selectedUnits) then { _iconColor = [1,0.75,0.1,1]; }; _this select 0 drawIcon [ _iconShape, _iconColor, visiblePosition vehicle _x, 24, 24, getDir vehicle _x, _text, 1, 0.035, 'PuristaBold', 'right' ] } forEach (allUnits select {side _x == side group player && (vehicle _x == _x || (effectiveCommander (vehicle _X))== _x)}); }]; // Show ranks and nametags if parameter is enabled if (BIS_AK_useNameTags == 1) then { addMissionEventHandler ["eachFrame",{[] call BIS_fnc_drawPlayerIcons}]; }; BIS_fnc_drawPlayerIcons = { _alphadistance = 20; { if (freelook) then {_alphadistance = 50}; _dist = (player distance _x) / _alphadistance; _color = [1,1,1,1]; _color2 = [1,0.75,0,1]; _icon = format ["a3\Ui_f\data\GUI\Cfg\Ranks\%1_gs.paa",rank _x]; if (_x getvariable "#leader") then { _color = [1,0.75,0,1]; _color2 = [1,1,1,1]; _icon = "a3\Ui_f\data\GUI\Cfg\Ranks\general_gs.paa"; }; if (_x getvariable "talking") then { _icon = selectrandom ["A3\Ui_f\data\GUI\Rsc\RscDisplayArsenal\voice_ca.paa"]; }; _color set [3, 1 - _dist]; _color2 set [3, 1 - _dist]; drawIcon3D [_icon, _color, [( visiblePosition _x) select 0, ( visiblePosition _x) select 1, 2.2] , 1, 1, 2,"", 1, 0.03, "PuristaMedium"]; drawIcon3D [ "", _color, [( visiblePosition _x) select 0, ( visiblePosition _x) select 1, 2.2], 2, -1.40, 0, name _x, 1, 0.05, "PuristaBold", "Right" ]; drawIcon3D [ "", _color2, [( visiblePosition _x) select 0, ( visiblePosition _x) select 1, 2.2], 2, 0.20, 0, getText (configfile >> "CfgVehicles" >> typeOf (vehicle _x) >> "displayName"), 2, 0.03, "PuristaBold", "Right" ]; } forEach ((allPlayers - [player]) select {alive _x && side group _x == side group player && (vehicle _x == _x || (effectiveCommander (vehicle _X))== _x)}); }; // If leader, draw lines to tasks BIS_ak_drawTaskLines = { if (player getVariable ["#leader",false]) exitWith {}; private _map = findDisplay 12 displayCtrl 51; { private _player = _x; { _map drawLine [getPos _x, [_x] call BIS_fnc_taskDestination, [1,1,1,0.7]]; } forEach [_x] call BIS_fnc_tasksUnit; } forEach (allPlayers select {side group _x == side group player} - [player]); }; Give this a go.
  14. There is this in the common description.ext shared by all Vangaurd missions. class Params { //#define WEATHER_DEFAULT 25 //#define TIMEACCELERATION_DEFAULT 1 #define DAYTIMEHOUR_DEFAULT 9 #define DEBUGCONSOLE_DEFAULT 0 #include "\a3\functions_f\Params\paramDaytimeHour.inc" #include "\a3\functions_f\Params\paramDebugConsole.inc" #include "\a3\functions_f\Params\paramWeather.inc" class WarmupTime { title = $STR_A3_TA_TanksMpFob_Description_BriefingTime; values[] = {-1,30,60,120,180,300}; texts[] = {$STR_A3_missionDefault,"30","60","120","180","300"}; default = -1; }; class ZoneTime { title = $STR_A3_TA_TanksMpFob_Description_ZoneIntervalTime; values[] = {-1,60,120,180,240,300,360,420,480,540,600,660,720,780,840,900}; texts[] = {$STR_A3_missionDefault,"1","2","3","4","5","6","7","8","9","10","11","12","13","14","15"}; default = -1; }; class EndTime { title = $STR_A3_ta_tanksmpfob_description_endgametimer; values[] = {-1, 60,600, 720, 900, 1500,1800, 10e10}; texts[] = {$STR_A3_missionDefault,"1","10","12","15","20","30",$STR_A3_TA_Vanguard_Unlimited}; default = -1; }; class respawnOptions { title = $STR_A3_cfgvehicleclasses_respawn; values[] = {-1, 0, 1, 2}; texts[] = {$STR_A3_missionDefault,$STR_A3_Param_Fog_0,$STR_A3_revive,$STR_A3_TA_Vanguard_RespawnIntoAI}; default = -1; }; class aiPerSide { title = $STR_A3_TA_Vanguard_useAI; values[] = {0, 2, 5, 10, 12, 15, 20}; default = 10; }; class fobRandomization { title = $STR_A3_TA_Vanguard_randomizeFob; values[] = {0, 1}; texts[] = {$STR_A3_mp_groundsupport_modulemptypegroundsupport_disabled,$STR_A3_mp_groundsupport_modulemptypegroundsupport_enabled}; default = 0; }; class useNameTags { title = $STR_A3_TA_Vanguard_useNameTags; values[] = {0, 1}; texts[] = {$STR_A3_mp_groundsupport_modulemptypegroundsupport_disabled,$STR_A3_mp_groundsupport_modulemptypegroundsupport_enabled}; default = 1; }; }; I am pretty sure the useNameTags option is what you need.
  15. CfgWorlds and CfgMissions

    I have used this config to change the vanilla cutscenes for Altis,Tanoa etc. class CfgMissions { class Cutscenes { class Altis_intro1 { directory = "va\ui\intro1.Altis"; }; class Stratis_intro1 { directory = "va\ui\intro.Stratis"; }; class Map_VR_anim01 { directory = "a3\map_VR_scenes_f\scenes\intro1.VR"; }; class Tanoa_intro1 { directory = "va\ui\intro1.Tanoa"; }; class Malden_intro { directory = "va\ui\intro1.Malden"; }; }; }; That is all I needed to have a custom menu cutscene. And this to remove the main menu boxes. class RscDisplayLoadmission; class RscText; class RscPicture; class RscVignette; class RscPictureKeepAspect; class RscDisplayMain: RscStandardDisplay { enableDisplay = 0; class Spotlight{}; class controls { class Spotlight1{}; class Spotlight2{}; class Spotlight3{}; class BackgroundSpotlightRight{}; class BackgroundSpotlightLeft{}; class BackgroundSpotlight{}; }; };
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