

jakeplissken
Member-
Content Count
271 -
Joined
-
Last visited
-
Medals
Everything posted by jakeplissken
-
Already answered here: Use the search function in future. But this does work very well. You can even preview the light cone objects.
- 1 reply
-
- 1
-
-
Changing bullet velocity without a mod.
jakeplissken posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
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: -
Dedicated server, other people can't connect
jakeplissken replied to BladeBeastHunter's topic in ARMA 3 - SERVERS & ADMINISTRATION
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 81.0.236.111 BattlEye - arma31.battleye.com 2345 TCP 81.0.236.111 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. -
Custom Missile Warheads?
jakeplissken replied to JoMiMi's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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]; }]; -
sqf How to Remove/Add Items from a custom Virtual Arsenal
jakeplissken replied to Prejudice's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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.- 2 replies
-
- antistasi
- virtual arsenal
-
(and 1 more)
Tagged with:
-
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.
- 1 reply
-
- 1
-
-
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.
-
How to change guns on the rearm tables in campaign?
jakeplissken replied to pcc's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Have a look at the description.ext file. It has guns listed under the class Characters:TemplateCharacters section. This might do it for you. -
How can i config onpause menu "save game " button
jakeplissken replied to Dantspa's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
Save loadout when players walk away from arsenal
jakeplissken replied to M. Rust's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Use this, it should work better. [player, [missionNamespace, "inventory_var"]] call BIS_fnc_saveInventory; Then when player respawns, they keep their loadout like this. [player, [missionNamespace, "inventory_var"]] call BIS_fnc_loadInventory; -
Respawning Huron ammo crates in MP mission.
jakeplissken posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am making a scripted MP mission, I have everything else working, but I am trying to respawn Huron crates when they are destroyed. This is very annoying, I am getting close but I could not get the event handler "KILLED" to work. I want a solution that is as simple as possible. I have enough streamlined scripts running, as this is a mission like Invade and Annex. But I just want to get a crate area running. I can only find scripts from 2013, and I am looking for a more modern example. Thanks. -
I have this config for adding new uniforms to my mod. class U_B_soldier_wdl: Uniform_Base { author = "Splendid Modder"; scope = 2; displayName = "Combat Fatigues Woodland."; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_CA.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_soldier.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\a3\characters_f\BLUFOR\Data\clothing_wdl_co.paa"}; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = B_soldier_new; containerClass = Supply40; mass = 40; }; }; class U_B_soldier_grey: Uniform_Base { author = "Splendid Modder"; scope = 2; displayName = "Combat Fatigues Urban."; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_CA.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_soldier.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\a3\characters_f\BLUFOR\Data\clothing_sage_co.paa"}; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = B_soldier_new; containerClass = Supply40; mass = 40; }; }; The woodland camo is available even if I click the Sage uniform. Have I duplicated something somewhere? I have a unit in my config that I have added the uniforms to and it is available in the Virtual Arsenal, but I have a typo somewhere. Can someone peer review this and tell me where I went wrong? Thanks. I have already setup CfgPatches properly.
-
Try adding the classname of the map you have made to the CfgWorldsList class. If it is named MyTerrain, then add it like this. class CfgWorldList { class Altis; class Stratis; class VR; class Tanoa; class Malden; class Myterrain; }; That is what you are missing I think. Put this after your CfgWorlds config.
-
Using functions from Combat Patrol in my own missions.
jakeplissken posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello. I am working on a mission on Lythium and I am wondering about the functions used in Combat Patrol for garrisoning buildings and spawning random objectives. It would be nice if there was a way to use these in any mission by referencing code functions. Is there a way to do this? It would be a cool way to spawn a side mission using the Combat Patrol functions. And as they are BI built-in functions, they would be fast and reliable. Is this possible? Thanks. -
Are there any more turrets coming? I placed the mk45 gun on the front and the VLS, but is there a guide coming as to what other turrets are meant to be placed for authenticity? Thanks.
-
How to create and fill a circle on the ground (not map)
jakeplissken replied to beako's topic in ARMA 3 - DEVELOPMENT BRANCH
Drawline3d. But I have never managed to get this working. But research the Drawline3d function. -
How to spawn a composition with objectmapper and disable simulation.
jakeplissken replied to jakeplissken's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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.- 1 reply
-
- 1
-
-
How to spawn a composition with objectmapper and disable simulation.
jakeplissken posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
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.- 1 reply
-
- 1
-
-
Has anyone here edited the max allowable range (via config edit/inheritance) for heavy artillery when using the vanilla artillery computer?
jakeplissken replied to spanishsurfer's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
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.- 3 replies
-
- artillery computer
- max range
- (and 3 more)
-
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.
- 346 replies
-
Open Custom CBA settings menu from a Billboard in-game.
jakeplissken posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
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; -
Mission pbo files not working on server.
jakeplissken posted a topic in ARMA 3 - SERVERS & ADMINISTRATION
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. -
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.
-
server hosting not working now for no reason??please help
jakeplissken replied to CAPTAINKUKAMUNGA's topic in ARMA 3 - PORTS
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 -
Tank DLC player overhead icons/tags
jakeplissken replied to HazJ's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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.