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About jakeplissken

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  1. jakeplissken

    3DEN editor missing assets

    You can spawn missing assets like this if you know the classname. create3DENEntity ["Object", "Land_Communication_anchor_F", screenToWorld [0.5,0.5]]; This works very well indeed. Then you can move it around and set properties like normal.
  2. jakeplissken

    Zeus Enhanced

    Thank you.
  3. jakeplissken

    Zeus Enhanced

    How do I place an empty vehicle with this mod? I have to place a veh with enemies in it, and press g to get them out and delete them. Thanks.
  4. jakeplissken

    Livonia FPS

    I think Tanoa took a very long time to make. Making a new terrain in a few months may not even be possible. Especially a large one.
  5. jakeplissken

    Vanilla Counter-battery Operations

    AN/TPQ-48 Lightweight Counter Mortar Radar. RHS has a model of this, but it is non-functional.
  6. jakeplissken

    Cartridges models?

    Here is one cool thing you can spawn. An unused anti-ship cruise missile. private _posnewmis = [14620.2,16775.7,0.887077]; _sol28 = createSimpleObject ["a3\weapons_f_sams\Ammo\Bomb_06_F.p3d", _posnewmis]; _sol28 setPos [_posnewmis select 0, _posnewmis select 1, 1.8]; _sol28 setDir 224; This is a glide bomb that has wings that can fold out. This is an unused model from the Jets DLC. This is what it looks like. Use the code above to spawn it on top of a table.
  7. jakeplissken

    New rented server with creator DLC

    You might have to manually upload the GM folder from your machine to the server as a mod and then reference it using this in the server command line. -mod=gm Then it should work. There is a list of all missions here: https://steamcommunity.com/app/107410/discussions/0/1648791520854383938/
  8. jakeplissken

    create many simple Objects

    Use this in the init of all the objects. I have had no problems with this despite what the BIKI says. [this,true] call BIS_fnc_replaceWithSimpleObject; This will set the object as a super-simple object regardless of what it is.
  9. This script will protect your base from trolls. All projectiles fired within the base, and fired into it from outside will be deleted. This will help greatly with reducing trolling and griefing on public servers. player addEventHandler ["FiredMan", { params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle"]; firingman = _unit; weapongun = _weapon; _p = _this select 6; if( _p distance [4290.06,18054.5,0] < 300) then { [WEST,"HQ"] sideChat format ["Damn, %1 is firing a %2 at base. He should stop right now.", name _unit, str((configfile >> "CfgWeapons" >> _weapon >> "displayName") call BIS_fnc_GetCfgData)]; deleteVehicle _p; } else { _p spawn { waitUntil { if( _this distance [4290.06,18054.5,0] < 300 )then { [WEST,"HQ"] sideChat format ["Damn, %1 is firing a %2 into base from outside. He should stop right now.", name firingman, str((configfile >> "CfgWeapons" >> weapongun >> "displayName") call BIS_fnc_GetCfgData)]; deleteVehicle _this; }; if ( isNull _this ) exitWith { true }; false }; }; }; }]; This is the position of the center of your base.: [4290.06,18054.5,0]. Just place an object and right-click, then log position to clipboard. Then edit the parts of the script that define the position to protect. But this really does work very well. It stops bombs, bullets and rockets fired at the base from outside and within. Put this in the initPlayerLocal.sqf and this will stop annoying public server teamkillers at base at least.
  10. Bar gate at this location: ["regero",[7020.85,1048.76,2.88755],243.013,0.75,[-20.0409,0],0,0,864.527,0.245615,0,1,0,1] Needs to be rotated by 90 degrees. It is blocking the road.
  11. That code worked perfectly when I tried it. I executed the code locally in the debug console and it worked fine. Are you running it locally or on the server?
  12. I found this code on the forums and I modified it a bit. I can search and replace all of the walls around the airbase on the Reshmaan map. This replaces them with walls that are indestructible. This could even be used to remove trees and replace them with something else. { _dir= getDir _x; _pos = getPosASL _x; _x hideObjectGlobal TRUE; _new = createVehicle ["Land_ConcreteWall_03_m_6m_F", ASLToAGL _pos,[],0,"can_collide"]; _new setDir _dir; [_new,true] call BIS_fnc_replaceWithSimpleObject; sleep 0.06; } foreach (nearestTerrainObjects [[4266.57,18052.3,0],[],1200] select {getModelInfo _x #0 in ["wall_indcnc_4.p3d","zed_civil.p3d"]}); This is not even that intensive despite a large radius, I am using a sleep statement to give it some time to run, and it runs quite fast. The only hard part is finding wall segments that fit exactly, the previous walls have no type. Typeof CursorObject returns "". This should be very useful. It is cool that you can select by modelinfo value.
  13. 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.
  14. 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.
  15. 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.