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jakeplissken

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Everything posted by jakeplissken

  1. jakeplissken

    does this game even work yet?

    it will be fixed in a few years, just need to hire competent devs. Just find someone on Fiver to help out, or use ChatGPT.
  2. jakeplissken

    You mean there's multiplayer

    It might be fixed in a few years...
  3. jakeplissken

    Price of the game....demo

    Still has constant disconnects and session errors long after release. They need to fix this first, maybe in 8 months, they could add more content.
  4. jakeplissken

    Price of the game....demo

    But it is a demo as you said, and they only have 2 people working on it. And it has countless bugs and network errors, plus a ton of lag. Arma 4 will be the same. Bohemia peaked at Arma 2.
  5. jakeplissken

    Slow development and overall dissapointment

    One more patch and it still has connection issues. I swear GPT-4 could write better code than this. The whole networking code needs work, once this is done and working in 12 months, then add more content, but you need to fix the networking first, this if very important. Once there are no more connection timeouts, then the other content may be added, but networking issues are the #1 issue.
  6. jakeplissken

    Slow development and overall dissapointment

    Still has constant internal errors kicks over a year after release. Maybe it will be fixed in 2025. I got a 3fps bug too, opening the map fixed it, but closing the map it went back to 3 fps. Please fix this terrible excuse for a game for once. We need a hotfix now.
  7. jakeplissken

    does this game even work yet?

    The game still crashes and features do not work. Try it again in 8 months. The devs are too lazy to fix anything.
  8. jakeplissken

    Update Feedback 9.8.53

    Vote Kicking still does not work. Players can teamkill over and over. They are not auto-banned anymore. Please fix this for the love of god. This game is far too toxic and unplayable right now.
  9. Maybe like this. Steel Beasts Pro. You can click on a viewport to view out of it and they are always visible even when turning out.
  10. jakeplissken

    Slow development and overall dissapointment

    This is still a thing in 2023, plus poor netcode and poor framerates. This game needs an overhaul very soon. Not a good look for Bohemia to releasing this game in this state. Crash log: https://pastebin.com/B2mc6rc2 You can be in a truck underwater and not drown. You can not swim back to the surface.
  11. jakeplissken

    Slow development and overall dissapointment

    EDEN editor, please.
  12. jakeplissken

    Slow development and overall dissapointment

    The AI can not even hear you coming from behind. They pose no threat at all, you just drive past them and they will not even shoot at you sometimes. An AI with an RPG-7 will not even shoot at a vehicle. And the RPG-7 can not even use the PGO-7 scope which would be very useful to engage at a longer range. There are still not that many extra weapons to choose from. Players are still deleting bases and causing a lot of problems. Vote kicking does not even work, this is a big problem. Players can cause all sorts of problems and not have to worry about being kicked. No flares to see better at night, this would be very useful with the new lighting system. Poor performance with a large convoy of trucks. This is not a good sign if this engine is intended for Arma 4. This engine needs years of work before it is acceptable. Maybe poorly optimized code. You need multithreaded code to take advantage of modern cpu hardware with at least 12 cores. A lot of lag when first joining a server. US Army needs an M113 to compete with the BTR-60 APC that Russia has, although this model in the game is poorly armored. This would be fair. Turrets in the Humvee can not even rotate 360 degrees, this is a joke. Do the devs even know anything about vehicles?
  13. I am using this example to print procedural text on a billboard, but how do I print text from a variable in the middle of the text? It would be convenient to print the player`s name or something? #(rgb,1024,512,3)text(0,0,"rhs_digital_font", 0.1, "#302c64", "#302cff", "Hello and welcome\nto the server.") This would be much more useful this way.
  14. jakeplissken

    Text on billboard print from a variable.

    This works better. _texture = [0, format["#(rgb,512,512,3)text(0, 1, ""PuristaBold"", 0.1, ""#ffffff00"", ""#6aa84f"", Hello %1\nWelcome to\nour server\n)", profileName, "Gear up and get into the action."]]; this setObjectTexture _texture;
  15. jakeplissken

    Script to block mods on the server?

    Just set up the server like this. Have a password on Admin and verifySignatures = 2; enabled in the server.cfg. // // server.cfg // // comments are written with "//" in front of them. // GLOBAL SETTINGS hostname = "Afghan Insurgency."; // The name of the server that shall be displayed in the public server list password = ""; // Password for joining, eg connecting to the server passwordAdmin = "6ff1209daFFG"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz' serverCommandPassword = "586748564868fgrhg"; // Password required by alternate syntax of [[serverCommand]] server-side scripting. admins[] = {"76561198080560664"}; //reportingIP = "armedass.master.gamespy.com"; // For ArmA1 publicly list your server on GameSpy. Leave empty for private servers //reportingIP = "arma2pc.master.gamespy.com"; // For ArmA2 publicly list your server on GameSpy. Leave empty for private servers //reportingIP = "arma2oapc.master.gamespy.com"; // For Arma2: Operation Arrowhead //this option is deprecated since A2: OA version 1.63 //reportingIP = "arma3" //not used at all logFile = "server_console.log"; // Tells ArmA-server where the logfile should go and what it should be called // WELCOME MESSAGE ("message of the day") // It can be several lines, separated by comma // Empty messages "" will not be displayed at all but are only for increasing the interval motd[] = { "", "", "Welcome to Altis.", "", "", "Battle against AAF forces and other players..", "", "", "Look out for campers...", "", "", "Get a loadout and get into battle.", "", "", "Keep your ears open for enemy sign..", "", "", "Watch where you step...." }; motdInterval = 5; // Time interval (in seconds) between each message // 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 allowedVoteCmds[] = {}; Then you may add the server keys for allowed mods and those allowed mods only. Having this option set with your Steam ID allows a person to log in as an admin without a password, but only people with IDs in the list. admins[] = {"76561198080560665","76561198080560009"}; The motd section allows you to add very useful server messages.
  16. I am working on this event handler to block non-pilots from helis, but this will block players from getting in the passenger spot, and it blocks the scroll menu options when using a drone. inGameUISetEventHandler ["Action", " if (((toUpper typeOf player find toUpper 'Pilot') < 2) && (_this # 0 iskindof 'helicopter') || (_this # 0 iskindof 'plane') && (_this select 3) in ['GetInDriver','GetInPilot','GetInGunner','GetInCommander','GetInCargo']) then { true } else {false}; "]; Am I missing something simple? Player can still get in a ground vehicle, but not helis.
  17. jakeplissken

    Selection of a unit in a group

    I used this in a script. This selects the group leader and performs scripting actions on him. _offguy = [_housepos, EAST, ["I_officer_F"],[],[],[],[],[],232] call BIS_fnc_spawnGroup; ((units _offguy) select 0) setVehicleVarName "commandant"; commandant = ((units _offguy) select 0); ((units _offguy) select 0) disableAI 'PATH'; ((units _offguy) select 0) setUnitPos "AUTO"; ((units _offguy select 0) selects the group leader.
  18. Put it in initPlayerLocal.sqf. Then it will work for all players.
  19. jakeplissken

    Hope.

    Arma 4 should be like this. In-depth civilian behaviour and an easy editor.
  20. jakeplissken

    how to change out of bloody uniform?

    No. Just leave the server and come back.
  21. jakeplissken

    AI dynamic cover system?

    AI cant even drive yet, give it another few months.
  22. I have found another way, this blocks the pilot seat in Ghosthawk but allows the CoPilot seat, and blocks the "Take Controls" action. But it also stops ground vehicles. How can I restrict it to air vehicles? inGameUISetEventHandler ["Action", " if (!((_this select 0) getVariable ['disableGetIn',false]) && (_this select 3) in ['GetInDriver','GetInPilot','GetInGunner','GetInCommander','TakeVehicleControl','UnlockVehicleControl']) then { true } "]; It does allow the use of the Miniguns in the helicopter though. So nearly there. This is a finished version. I did not realize that _this select 0 was the vehicle. inGameUISetEventHandler ["Action", " if (!((_this select 0) getVariable ['disableGetIn',false]) && ((_this select 0) isKindOf 'Air') && (_this select 3) in ['GetInDriver','GetInPilot','GetInGunner','GetInCommander','TakeVehicleControl','UnlockVehicleControl']) then { true } "]; This works just fine. You can get in ground vehicles and not helis as a non-pilot. Now it is finished.
  23. Running this in PreInit is instant, this is a better approach. class KER { tag = "KER"; class functions { file = "functions"; class replace{ PreInit = 1; }; class teim{}; class icons{}; class welcome{}; }; }; Set up the CfgFunctions like this and put the code in the replace() function. {{hideObject _x} count nearestTerrainObjects [_x,["TREE","SMALL TREE","BUSH","HIDE"],30] } forEach (([worldSize/2,worldSize/2] nearRoads (worldSize/1.4)) select {getRoadInfo _x#1 < 7}) Then the code will run extremely fast before the main mission loads. Even this is very fast. {{hideObject _x} count nearestTerrainObjects [_x,["TREE","SMALL TREE","BUSH","HIDE"],90] } forEach (([worldSize/2,worldSize/2] nearRoads (worldSize/1.4)) select {getRoadInfo _x#1 < 7})
  24. Here is a good solution though, this will block all non-pilots from Pilot and Copilot seats. player addEventhandler ["GetInMan", { params ["_unit", "", "_vehicle"]; if (_vehicle isKindOf "Air" && { !(_vehicle isKindOf "ParachuteBase") && { !((vehicle _unit getCargoIndex _unit)>=0) && { !((toUpper typeOf _unit find toUpper "Pilot") > -1)} } }) then { _unit moveOut _vehicle; }; }]; player addEventhandler ["SeatSwitchedMan", { params ["_unit", "", "_vehicle"]; if (_vehicle isKindOf "Air" && { !(_vehicle isKindOf "ParachuteBase") && { !((vehicle _unit getCargoIndex _unit)>=0) && { !((toUpper typeOf _unit find toUpper "Pilot") > -1)} } }) then { _unit moveOut _vehicle; }; }];
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