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Elliot Beckett

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About Elliot Beckett

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  1. Unfortunately, no luck with this, it doesn't seem to add the function. If it is easier, I have uploaded all my code to Gitlab and also included the latest RPT. I couldn't see anything personally, but you may be able to see where I am going wrong? Also, please forgive any janky code 😛 I am still a noob. There is no rush to get a solution as well, so don't spend hours pouring over my code or missing out on the holiday season, I am working on other parts of the mod. This is just a wishlist item really Again, thanks for all of the help so far
  2. Ok, thanks man :) I will give this a try
  3. So as an update, I tried running the code with your updates and got an error. I will list both below _adminUIDs = parseSimpleArray loadFile "\userconfig\BDE\admins.txt" if ((getplayerUID player in _adminUID) && !((typeOf player) in ["1BDE_Infantry_Intel_Officer"])) then { _this call BDE_fnc_AdminTools; player addEventHandler ["Respawn", {_this call BDE_fnc_AdminTools}]; }; The error I get is: _adminUIDs = parseSimpleArray loadFile "\userconfig\B> 12:23:23 Error position: <parseSimpleArray loadFile "\userconfig\B> 12:23:23 Error Generic error in expression 12:23:23 File 1BDE_server\Functions\admin\fn_AdminCheck.sqf [BDE_Server_fnc_AdminCheck]..., line 3 Just in case I didn't mention it, the admin.txt is in the server root folder\userconfig file. I believe that pathing is correct? I haven't adjusted the admin.txt file from what I posted above and I have tried adding a semi-colon at the end of the _adminUIDs = parseSimpleArray loadFile "\userconfig\BDE\admins.txt" and still get the same error
  4. As I said, I am kinda new to all the coding side of things, this was what I stumbled across haha Just trying to throw together some code and see what happens? That's my approach to coding at the moment 😄 What the code is supposed to do, is give the admin tools to the people within the admin whitelist. The reason for this is I want the admins to have those tools no matter what role they are playing in, I know I can make an initPlayer.sqf or something like that, but I want to make it easier for mission makers so they don't have worry about forgetting to add that file etc. I will give your tweaks a whirl and see what happens 🙂 Thanks for the help
  5. Help me BI Forums, you're my only hope <3 Hey peeps, I have searched and searched on the forums, wiki, Reddit and just about everywhere I can to try to find the answers I need, but my code still doesn't work. I have come to the wonderful people here to seek help and answers, I need my guardian Jedi Knight of Coding. So, I am basically setting up a good old whitelist that will run a certain function for the players in the whitelist but not in there are a certain unit type (I will post the code in a bit). I have the UID's of the players stored in an external .txt file, this is because we want to create a web-based API to write new UID's to that file (though that is not what I am dealing with) and we don't want to have to keep updating the mod. The Whitelist function is a server-side mod and the function it is calling is in a separate mod (Again, I will post the code below). I have tried every suggestion that I have found, and none of them seem to work when connecting to the server (works fine when I launch the server mods on my client and set up a game, go figure). On the server, the UID's are stored in the userconfig file in the root directory of the server (not in the mod). I have got filepatching enabled on the server, both in the server.cfg and as a startup parameter, since I know that can be an issue I am hoping that you will be able to help me work through these issues and provide some clarity, again I have tried my best to find answers but no luck. Also, this is kinda stretching my knowledge of coding (I am not that great at it), if someone can help me write the code I'd appreciate it. Sending me wiki pages doesn't help, unfortunately, I can't always wrap my head around them <3 Anyways, the code: Server side Mod So, this is the content of the fn_AdminCheck.Sqf, the code that I want to check the UIDs and make sure players aren't a certain unit (That unit has the code called as part of its config, I don't need it to be loaded twice). I have also tried putting the userconfig file as part of the mod folder and called it using "@1BDE_Server\userconfig\admin.txt"; _adminUID = call compile preprocessFileLineNumbers "\userconfig\BDE\admins.txt"; if ((getplayerUID player in _adminUID) && !((typeOf player) in ["1BDE_Infantry_Intel_Officer"])) then { _this call BDE_fnc_AdminTools; player addEventHandler ["Respawn", {_this call BDE_fnc_AdminTools}]; }; This is the Config.cpp for the server side mod. Now, I am not binarizing this mod (just building it into a .pbo). As you can see, I have tried using the #include "\userconfig\BDE\admins.txt". When I do that, it kicks up an error to do with my admin.txt, saying it encountered a " instead of a ]. From my research, it seems PostInit is my best option, since it is pointless to load this function before the units have been created? Would I need to add #include"<PathToAdminToolsfnc>";? I assume since it is a function, I wouldn't have to? /* Name: 1BDE Mods - Server Files Author: Elliot Beckett Date: 08/12/19 File Name: config.hpp Description: Main config file for the mod, this is an important file as it loads the other .hpp files. */ #define mag_xx(a,b) class _xx_##a {magazine = a; count = b;} #define weap_xx(a,b) class _xx_##a {weapon = a; count = b;} #define item_xx(a,b) class _xx_##a {name = a; count = b;} #define pack_xx(a,b) class _xx_##a {backpack = a; count = b;} //#include "units\cfgMarkers.hpp" //#include "define_macros.hpp" //#include "\userconfig\BDE\admins.txt"; class CfgPatches { class 1BDE_Server { author="Elliot Beckett"; url="https://1brigade.com/"; units[] ={}; weapons[] = {}; version="v.0.1"; requiredAddons[] = { "a3_characters_F", "a3_characters_F_beta", "A3_Characters_F_Common", "a3_characters_f_beta", "a3_characters_f_gamma", "1BDE_Units" }; }; }; class Markers { units[] = {}; weapons[] = {}; requiredVersion=1.00; }; class CfgFunctions { class BDE_Server_fnc { tag = "BDE_Server"; class init { file = "1BDE_server\Functions\admin"; class AdminCheck {postInit = 1;}; }; }; }; This is how I have the admin.txt filled at the moment (Just added the periods/full stops as a censor, the real file has complete UID's) [ "7656.198076402..." , "7..611980.3722..." ]; If someone can give me a hand, I would really appreciate it. I have searched and searched, but can't seem to figure it out. I can add the code for the AdminTools function and also the way I have defined it in the other mod, but I know that it works as I am able to call the function manually. Thanks all <3 Elliot
  6. Greetings all, To keep you all from having to read a wall of text, I will make my post (kinda) short and sweet. About me 24 Year old, Australian based Male Currently working full time in retail, days off are odd and needs a flexible unit Veteran Arma player - 4600 hours logged I have made missions in the past and am a capable Zeus I have been a Trainer in units before, the main subjects are Medic/Corpsman/CLS and also Basic Infantry Training. I have also helped create and write many training guides, these are some examples Bootcamp Training, Medic Training, Sample Training Structure I have some leadership experience in milsim and I am a manager in RL. I have tried to set up various units, with moderate success. They failed due to time and manpower. I have lead several community departments/teams such as Personal relations, Media, Mission makers etc I can make loadout/faction mods and know how to code some bits and pieces (not a whole lot though) Willing to put in the hard work if I have people to support me and I am not taken for granted. What I am after A flexible unit that will allow me to miss the occasional mission Ideally, an Australian based unit with missions on Saturday and Sunday night around 1900/2000 AEST (Brisbane time). International units will be considered, providing that your missions are on/around that time. I can't do most weekdays due to work, unless it is at night. Somewhere more fun and casual but still with a sense of purpose and structure. This is a hard thing to describe but I want it to be relaxed and Semi-realism but serious when we need to be. Story based, persistent missions that follow on from one and other. I like immersion, role-play and story, if we can do this in missions, I am happy. The ability to mix up roles and placements. While I like a more structured roster, I like playing many other roles. I want to be able to spread my wings so to speak, I would like to try flying and armour as well as infantry. A small amount of training. I understand each unit has some form of training structure for various reasons, but I have done a lot of training over the years, I usually end up knowing more than the trainers. I don't want to have to do a separate training/qualification to be able to change basic roles (such as MG, Grenadier, AT, DMR etc). I don't enjoy that grind so much anymore due to time. Ideally, I would prefer US Army/Marines or a PMC style unit. UK based units are good as well, but please no Star wars/Halo units. I don't mind using Arsenals or having a set loadout. If anyone has any questions for me or offers, please send me a pm Thanks all, Elliot
  7. Greetings all, My name is Elliot, I am 23 years old and I am looking for a new Milsim community to call home, I have been playing Arma for years and have a lot of experience with the game (around 4000 hours both playing and mission building/development). I am looking for a semi-realism/realism group that focuses on the RP/story aspects of the game, while I do love a straight shooter game, I much rather enjoy getting into the story of things. Persistent campaigns and missions that follow each other are a big appeal to me, proper rank structure and rank addressing is another big attraction, I don't mind fixed unit rosters as well. I don't mind the style of unit, I'd prefer US Army/Marines but Im down for PMC/British/Australian units. I don't care if you guys use fixed loadouts or arsenals. My leadership skills are pretty decent but I haven't had a large amount of experience with team leading or squad leading in game (I’m a retail supervisor in real life, if that counts for anything). I would like to continue to develop my leadership skills and try more teamleading, however it's not a major priority for me and I'm content to let it be a slow, ongoing process. I am also interested in trying out some Armour and Air roles, however I would need a large amount of training since I have barely done anything like this (I can kinda fly but I'm not the best). I have experience with ACE medical (both advanced and basic) so I am a good medic, I was even a medic trainer for other communities in the past. I enjoy training new recruits and will probably look at taking that up in the future as well, I have created a few training documents in the past and I have a few ideas on more that I want to make. I would like to develop training for a weapons team (mortars, TOWs and .50 cal MGs) and also maybe a combat diver team, not sure how much the last one would be used but it is a cool concept to me. So if your community is in need of a trainer, then I am good with helping out. In addition to my training skills, I have made several missions for arma 3 over the years and continue to enjoy making them, I have used Zeus extensively and know my way round that very well so I can help with mission development. Again, I have taught people how to use Zeus and build missions in the past, so if you need someone to help with that, then I can do it. I have also created some loadout mods for arma 3 as well, so I can help create custom factions or unit loadouts for communities, this helps add variety to missions and make things easier for a mission maker as well (instead of manually changing each loadout etc). I can't do highly advanced scripting or model making however, I would love to be able to but I can't... for now ;) In the past, I have lead public relations/recruiting teams, so I can help manage a communities PR/Media team as well. When my brain works, I am able to create well worded and structured posts for recruiting (I know I am doing a bad job with this post but I assure you, I can do better). I have some experience with video editing and recording, this is something I would like to continue to develop as well. I do enjoy greeting and inducting new members into a community, I enjoy helping them progress and develop into the community. I would like to develop a system where recruiters stick with the people they recruit, help guide them in the community and act as their ambassadors or guidance counselors. I am open to joining an established community or a community that is just starting, however I will put a note on that. While I am more than happy to work for a community and earn my place in there, I do not want to be left to do all the work. I do have a full time job and other commitments, so I don't want things dumped on me. I will get burnt out and I will lose interest. I do enjoy helping develop communities and watching them grow but as I said, I do not want to be left to do it all. I like to think I have many talents and skills so I can bring a lot to a community, but I want to work as a team. I really do like helping and running a community though. As I briefly mentioned, I do have a job in which I work a rotating and changing roster, so I may not be able to make every single mission but I should be able to attend most. I would prefer missions to take place around 7/8pm AEST, lasting around 2-3 hours. While I am mainly looking for Australian based units, I may consider international units, providing that mission times work out for me (please convert your mission times to AEST) and that my ping is no greater than 250-300ms to your servers, anything higher will cause myself and other players issues. Again, communities that have story based missions that have an impact in what we do take preference, I don't want to do the same shoot-em-up style missions all the time, I am more than happy to spend 2 hours building a FOB and never fire a shot. Anyways, I think I have covered most of everything I need to. If anyone needs more information or has questions, please contact me. I'm a fairly flexible dude and I am willing/wanting to do work for communities, so if you have a need I can help out. Please take time to read through my post, I took the time to type it, if you think I will genuinely fit in your community then comment but please try to avoid generic recruitment post spam. Kind regards Elliot
  8. Greetings all, Just a quick question, I am trying to set up an arsenal but have different loadouts available for different units based off of their class names. I know that I can set up multiple boxes etc but I don't wanna, I just want to have the one box that will give out different options depending on who is using them. I have had a search around and haven't really found anything, I did see this thread but I couldn't get it to work correctly, nor does it do exactly what I want (I don't want to have to put in specific UID's, just classnames) I assume this is possible to do? If it is can someone please write the code for me, as I can't do it myself cause I suck at scripts :D Thanks all, Elliot
  9. Howdy all, Just a quick question about the ACS program, I am really interested in running a version of it on a server of mine, however, I am encountering an issue. I have downloaded the mod from Armaholic, opened up the ACS folder and run the .exe, the ports have all been unblocked in the firewall (28804, TCP) but I still can't connect. In the log file for the ACS, it keeps showing: 5/6/2018 7:56:55 PM: Listener.AcceptCallback, Connection failed during connection acceptance. 5/6/2018 8:11:10 PM: Listener.AcceptCallback, Connection failed during connection acceptance. On the Athena program on my pc, it gets stuck at Connecting, Authenticating.. and sits there until I exit the acs.exe on the server. Some important notes: The server is running Windows Server edition 2016 (Not sure if its an issue) It is a remote server, hosted in America and I am in Australia so there is a ping issue etc. Athena works fine on my desktop and updates fine when I am playing on the server, markers move around and populate correctly etc We are running additional mods, though I doubt they will affect things. I have tried running ACS.exe as an admin and in compatibility mode for Windows 8, I still have the same issues. I have loaded the full Athena mod on the server launch parameters and still have the same issues I have had a hunt around and couldn't find an answer so if anyone has any tips then I'd appreciate it. Thanks Elliot
  10. As always, the 160th is still actively recruiting new members to come join us. If you want to join one of Australia's best Milsim groups then check us out. We have a few exciting changes happening soon, a large overhaul of our training structure is being released soon, as well as a few new trainings. We have just switched over to a new training map with some new features . Currently, we need new Pilots and Armor crew so if you have a passion for flying or want to know what it's like to operate a tank, come give us a look. Thanks all Elliot
  11. Greetings once again Arma fans, The 160th is off to a great start in 2017 and we are only in February. New recruits have been joining us daily and our numbers have been steadily growing over the past few weeks, but we always have room for more. As always, we are accepting all recruits that meet our requirements but we are looking to fill out our Air Regiment and our Armour Regiment. So if you have a passion for flying or like to use big guns to kill enemy tanks then we need you. For details on what we do, take a look at some of the links above. We have a number of posts on facebook and videos on youtube so you can see what we are all about. If you have any questions or if you want to join up, jump on our TeamSpeak at ts.160th.net and speak to one of the recruitment team today Thank you all Elliot Beckett Head of Public Relations 160th SOR
  12. The 160th is still looking for members to join, we are about to restart our official missions on the 4th January after the Christmas break. With Arma 3 and the Apex DLC (which is a requirement to join the 160th) on sale, now is the best time to join us. If you want to see what we do during missions and how we play, feel free to check out some of the video links down below. 160th Recruitment Video Narce6's Youtube channel Bean7861 Youtube Channel We hope to see you all soon, let's make 2017 the best year yet. Signed Elliot Beckett 160th SOR
  13. The 160th SOR is currently open for recruitment in all regiments, read below for more information on who we are and what we do, as well as how to join Australia's best MilSim unit. Who are we? The 160th SOR is one of Oceania’s largest, Arma 3 MilSim unit that prides itself on our sense of community and dedication to the game and each other. We have 3 main regiments that recruits can join they are; 28th Infantry Regiment, 69th Armored Regiment and finally the 101st Air regiment. Each regiment has a team of dedicated leaders and trainers to help ensure that everyone gets the best experience and advice as possible. What do we do? Every week, the 160th run two major operations. The official operations are held on a Wednesday and on a Sunday, both at 18:30 Sydney time (AEST/AEDT depending) with an average turnout of over 40 players. The 160th use a wide range of mods, including assets from ArmA 3 Apex, to enhance the gameplay experience. Favorite mods such as RHS, ACE3 and TFAR are in our pack, as well as some custom mods. To help grow and improve our members, weekly training is held to teach various in-game skills that help players to become a more effective member of the 160th, as well as growing their potential. Each training is lead by hand-picked and highly skilled trainers that have run their specific training course multiple times. In between major Operations and training sessions, various community members run their own unofficial operations, as well as play other games such as Steep, Space Engineers etc. The 160th isn't just a MilSim unit, we are a gaming community. Requirements to join. The 160th does have a few requirements for new members to join, these are: - All applicants must be 17 years or older to be successfully accepted. - You must have prior experience with the ArmA series. - Arma 3 Apex DLC is needed to play on the 160th - Applicants need to be able to take part in Official ops when possible - Applicants can not have a ping of 285 ms or higher - You must have a clear microphone. - You must have TeamSpeak 3. - You must read the rules before applying. - You will require ArmA3 Sync in order to download the modset. Still interested? If you are still interested in joining one of Oceania's best MilSim units, come visit our website at www.160th.net for more information and the join application. Alternatively, join our teamspeak at ts.160th.net and speak to one of the recruitment team today. Thank you for reading our recruitment information, if you have any questions or feedback come onto our teamspeak or email pr.160thSOR@gmail.com Signed Elliot Beckett 160th SOR
  14. Squad name: 160th SOR Timezone/location : AEST/AEDT - Oceania Gamemode preference (eg coop or pvp): Co-Op Contact email: pr.160thsor@gmail.com Website address: 160th.net Short description: Semi-realism Arma 3 Milsim, one of Australia's largest Language: English
  15. Elliot Beckett

    Map editing help needed, multiple issues

    So I have started making a new map and everything is mostly working correctly. However, I am still having issues with the surface not found error, anyone got any ideas?
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