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  1. 4

    Arma3 Videos

    Found this old video from 2017 on my hard drive while clearing up space. It's one of the mini-game missions I made back then:
  2. 4

    Zeus stories thread

    Did you play an especially great Zeus mission? Were you Zeusing for a mission that got exceptionally high praise from the people who played it? Share your story here so that the rest of us can get new ideas to try for our own Arma groups! Where was the mission located? What (and where) were the objectives? What equipment did the players have going into it? Were there any good twists or gimmicks involved? Why do you think the players enjoyed it so much?
  3. 4

    Fix High Command?

    I agree that it should be fixed, but I'd place so many other things above it on the priority to-do list.
  4. Sorry if this has been asked before, but won't you still have to re-do this every time you restart your server?
  5. Link: https://github.com/wanderrful/Arma-Server-Tool-Scripts/blob/master/a3ss.sh Like a lot of Linux server admin people, I started out by using that one tutorial that exists: https://medium.com/arma-3-server-administration/installation-and-configuration-of-an-arma-3-linux-dedicated-server-7875c9030b7 Yesterday, I decided that I wanted to make things a little bit easier on myself now that I know how to do Bash Shell Scripting a little bit better than when I started out. So I wrote a script that allows me to start my server with only the specific mods I want! Personally, I have this script symlinked to /usr/local/bin so that I can just say "a3ss" in the Terminal. To make things even easier, I made some aliases in my ~/.bashrc so that I can say "a3ss-config1" to start my server with only CBA and TFR. To add mods to this script, simply add more to the ModDict[] array, using the array keys to represent your mod names. The mod ID numbers correspond to the Steam Workshop IDs of the mods you want. If you aren't using the Steam Workshop for your server/group, all you have to do is change the location of your mod folder in the ModFolder variable near the top of the script and then specify the specific mod folder names that you're using. So if you're using "@cba_a3", just use that instead of the Workshop ID number. You'll also probably want to change the extraneous launch parameters near the bottom of the script so that they're better suited to your server's specific basic.cfg, profileName, and config.cfg file locations. Just edit the actual ./arma3server call near the bottom of the script! Hope this helps somebody else!
  6. @genesis92x Took a screenshot of the VCOM animation "dragging" error. I'm willing to dig into the code and try to debug or help you fix it... but I just need a hint or something of where the problem may be occurring so that I know where to start looking.
  7. Yes, and this is why @dwarden needs to convince the development team to incorporate the most ubiquitous quality of life mod features out there into the master branch of Arma 3 (for example: the ShackTac UI radar, assigning your own color as a group member a la ACE, a towing ability for jets so they can move in reverse and unstick themselves). They have already done this with Zeus, the stamina system, and the End Game revive system. They just need to continue doing it for the other most popular mods so that vanilla Arma is a far more playable experience and so that the community does not continue to be divided into this archipelago that we have here. Also if you're reading this @dwarden -- please incorporate the most useful of the Ares modules into the vanilla Zeus module list! For example, teleporting individual players would be a huge help as a Zeus on the official vanilla servers.
  8. (Requires PBO Manager for packaging!) The most annoying thing thing for me when I make missions is with all of the boilerplate copy-pasting and having to make new sqf files all over again. Plus, when I make one change to my framework or mission templates, I have to distribute those changes into every mission folder and recompile them one by one so that all of the missions are up to date using the same version of my framework or template. I really needed to cut down time on this updating process, so I wrote these shell scripts to take care of it for me! Github Link --> https://github.com/wanderrful/Refresh_and_Package Download Link --> https://github.com/wanderrful/Refresh_and_Package/releases After extracting, simply go inside of the .sh files and replace the folder paths with the appropriate file paths: For the refresh_missions.sh script, you have to provide the file path to your master folder that you want to distribute and your mission folder into each of which the files will be distributed For the package_missions.sh script, you have to provide the file path to your PBO Manager folder, in which you will fine the PBOConsole.exe file! As you can see in the above image, I prefer to use cygwin for running these scripts on Windows but you can use any Bash terminal, pretty much. Just symlink what you need into a PATH directory (I use /usr/local/bin fwiw). I posted asking about how to do something like this in a potentially much easier way but nobody responded... so I made this script! Hope this helps somebody!
  9. 4

    Bad ArmA Trends

    My opinions about bad trends in the overall community are more criticisms of the social aspects of the game. I made an informative chart of them just the other day for my group's forum thread, coincidentally:
  10. Yeah -- do you call BIS_fnc_setTask serverside (initServer.sqf), clientside (initPlayerLocal.sqf), or what?
  11. @jshock, what about the locality of all of this? Because the BIKI page doesn't indicate whether you have to call this clientside or serverside. I know that when I try to do createDiaryLog or whatever the command is, if I do it in the wrong context then it will either not appear or appear twice. I think that you're supposed to do this all clientside only?
  12. Almost a year later here and I'm still wondering how to do this. My band-aid solution has been to write a shell script that distributes all files in various template folders to corresponding mission folders so that a change in the template can be propagated to all relevant mission folders.
  13. FWIW I use vanilla for my Arma group (i.e. no mods), but I allow CBA, STHud, and Enhanced Movement as optionals. Here is an old demonstration mission where it happened most recently (last week): http://www.filedropper.com/demolish12altis1altis I will stream my group's next ops session and post an example clip for you if/when it happens again. Like I said, this error happens seemingly at random so I have no idea how to diagnose it. If you know what the playMove animation name is, I can search for it in your script's files and try to help you diagnose it... but as you know, those animation names are a bunch of spaghetti letters.
  14. Some content updates to the Arma "group" this past week! A team-based, pistols-only Team Deathmatch scenario in one of the slums of Altis! A new hatchback VR course using Trackmania-inspired course design! A fixed wing air support mission with a ground JTAC team to search & destroy a bunch of enemy assets. An oil rig mission! Refer to the OP if you'd like to come play with us sometime! No training, no whitelisting, no ranks, no attendance requirements.
  15. My post a few months ago unfortunately got overlooked, it seems. This is still an issue, sadly, though it seems to only ever happen randomly. I'm using the script rather than the mod, fwiw. @genesis92x, do you know what this "dragging" animation could be a symptom of?
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