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Agents not moving to position on Dedicated Server
Majestic Madman posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've made attack dogs. Everything works on local hosts or singleplayer, but the agents won't move to a position when they're being create and directed on a dedicated server. Created a simple script for the sake of test: This runs in the init.sqf for testing so I get 2 dogs, one for the server and one for the client to observe the behaviour. The 3 move commands aren't required, but just showing that the server doesn't work with any of them mm_fnc_SpawnDog = { params ["_pos"]; // Variables ============================================================= _Class = "Alsatian_Random_F"; _Anim = "Dog_Sprint"; // Create Unit ============================================================= private _newDog = createAgent [_Class, _pos , [], 0, "NONE"]; _newDog setVariable ["BIS_fnc_animalBehaviour_disable", true]; _newDog setVariable [ "AgentObj" , _newDog , true ]; // Behaviour ======================================= _newDog playMoveNow _Anim; // Indicator ======================================= _Class = "Sign_Arrow_Green_F"; if ( isServer ) then { _Class = "Sign_Arrow_F" }; _Indicator = createVehicle [ _Class , getPos _NewDog , [] , 0 , "NONE" ]; _Indicator attachTo [ _NewDog , [ 0 , 0 , 2 ] ]; _newDog; }; Sleep 3; _Player = allPlayers select 0; MM_TestDog = [ _Player getRelPos [ 15 , 0 ] ] call mm_fnc_SpawnDog; WHile { True } do { _PlayerPos = getPos _Player; MM_TestDog setDestination [ _PlayerPos , "LEADER PLANNED", true]; MM_TestDog moveTo _PlayerPos; MM_TestDog doMove _PlayerPos; Sleep 5; }; The client dog (Green) starts running north (Expected Behaviour) then turns around and heads straight back to the client. The server dog (Red) keepings running north ( Spawns facing north, and setting the run animation keeps it moving indefeinelty ) but will never turn or re-direct. It also doesn't matter if I use an absolute position [ 0,0,0] , [ 10000 , 10000 , 0 ] etc. Edit: The server logs show that the server isn't actually applying the move commands, rather than it just being desync between client and server Server Side Logs: 11:50:51 Agent Destination Player: B Alpha 1-1:1 (Madman) REMOTE 11:50:51 Agent Spawn Pos: [7212.9,3036.77,0] 11:50:51 Agent Created: Agent 0x2c500180 11:50:51 Initiated Move From | To: [7212.9,3036.77,0] | [7212.9,3021.77,0.00143909] 11:50:51 Agent Position: [7212.9,3036.77,0] | Destination [7212.9,3021.77,0.00143909] | Distance From Destination: 15 11:50:52 Agent Position: [7212.9,3038.36,0.00143862] | Destination [7212.9,3021.77,0.00143909] | Distance From Destination: 16.5959 11:50:53 Agent Position: [7212.9,3041.58,0.00143862] | Destination [7212.9,3021.77,0.00143909] | Distance From Destination: 19.8105 11:50:54 Agent Position: [7212.9,3045.15,0.00143862] | Destination [7212.9,3021.77,0.00143909] | Distance From Destination: 23.3823 11:50:55 Agent Position: [7212.9,3048.72,0.00143862] | Destination [7212.9,3021.77,0.00143909] | Distance From Destination: 26.9541 11:50:56 Agent Position: [7212.9,3052.29,0.00143862] | Destination [7212.9,3021.77,0.00143909] | Distance From Destination: 30.5259 11:50:57 Agent Position: [7212.9,3055.86,0.00143862] | Destination [7212.9,3021.77,0.00143909] | Distance From Destination: 34.0977 11:50:58 Agent Position: [7212.9,3060.15,0.00143862] | Destination [7212.9,3021.77,0.00143909] | Distance From Destination: 38.3838 11:50:59 Agent Position: [7212.9,3063.72,0.00143862] | Destination [7212.9,3021.77,0.00143909] | Distance From Destination: 41.9556 11:51:00 Agent Position: [7212.9,3067.29,0.00143862] | Destination [7212.9,3021.77,0.00143909] | Distance From Destination: 45.5273 11:51:01 Agent Position: [7212.9,3070.87,0.00143862] | Destination [7212.9,3021.77,0.00143909] | Distance From Destination: 49.0991 11:51:02 Agent Position: [7212.9,3074.44,0.00143862] | Destination [7212.9,3021.77,0.00143909] | Distance From Destination: 52.6709 11:51:03 Agent Position: [7212.9,3078.01,0.00143862] | Destination [7212.9,3021.77,0.00143909] | Distance From Destination: 56.2427 11:51:04 Agent Position: [7212.9,3081.58,0.00143862] | Destination [7212.9,3021.77,0.00143909] | Distance From Destination: 59.8145 11:51:05 Agent Position: [7212.9,3085.15,0.00143862] | Destination [7212.9,3021.77,0.00143909] | Distance From Destination: 63.3862 11:51:06 Agent Position: [7212.9,3088.72,0.00143862] | Destination [7212.9,3021.77,0.00143909] | Distance From Destination: 66.958 11:51:07 Agent Position: [7212.9,3092.3,0.00143862] | Destination [7212.9,3021.77,0.00143909] | Distance From Destination: 70.5298 11:51:08 Agent Position: [7212.9,3095.87,0.00143862] | Destination [7212.9,3021.77,0.00143909] | Distance From Destination: 74.1016 11:51:09 Agent Position: [7212.9,3099.44,0.00143862] | Destination [7212.9,3021.77,0.00143909] | Distance From Destination: 77.6733-
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Hello everyone, Iwant to do some sripting in arma and now I have some time so I wanted to make AI talk in one of my scenarios, more precisely they will give a mission. I followed this tutorial by OnlineCombatBN and the ones giving me quests are talking normaly. I then wanted to add a guard that is closing of an area and when you get near him he will say something but i cant get him to talk i tried many things on my own (adding another class to the description.ext, and stuff like that) but i cant get it to work and i dont know what do do anymore, I know I am probably missing something so easy but again I am new at this stuff and dont know much. Any help would be appreciated. Edit: I also tried to put one convo into a folder. Like Folder Chat1 and the inside all the things I need and but i dont know if it will word and what to type into the trigger
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Attempting to Implement a Drone-Only Faction (ALiVE)
Mr. E Meat posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello! As the title suggests, I'm currently trying to create a faction in ALiVE that uses only drones, primarily UGVs. I've gotten pretty far with this, but I've kinda hit a wall. My apologies if this is not the appropriate place to put this question, I'm just reposting this here since I don't know if I'll find an answer on Reddit. TL;DR: my current process of crewing the vehicles with AI pilots ends up removing the UGVs from their original group. The UGVs losing the appropriate groupings means that they are no longer receiving their orders from OPCOM, and will idle in place. I need a method to either crew the UGVs while maintaining their original grouping, or to resync the newly formed UGV groups with OPCOM. Reprofiling via the admin menu has no effect; I think this is because the units were spawned by OPCOM and thus considered already profiled? Long version with context: I used ALiVE's ORBAT Editor to inherit some drones from other factions and put them into my custom faction, compiled into a PBO, etc. Currently, the faction consists of just one composition, which is 4 armed stomper UGVs. I set up a small test mission on the VR map, with NATO on one side and hostile INDFOR Drones on the other side. I created a script that populates the UGVs with "AI" pilots and gunners. (These AI units are the same type used in vanilla when you set a UAV to fly autonomously, for example.) The problem arises when the UGVs are created; they are spawned as empty vehicles, and empty vehicles cannot be placed in a group by themselves, as far as I can tell. The groups are still being made by ALiVE when it spawns them at the objective; I could gather that much from Zeus, seeing that group callsigns were not being given sequentially, such as the first UGV on the list receiving callsign Alpha 1-5. To make this work, I think I would have to reassign each UGV back to its original group, or at the very least to some group that OPCOM knows about. This would require me to keep track of three things: 1. Each UGV group spawned by OPCOM 2. Each UGV spawned by OPCOM 3. Which UGVs were spawned as part of which groups 1 and 2 are trivial on their own: I can set up initialization handlers on the composition class and on the UGV class, which is how I handled crewing the UGVs. The problem comes with linking the two in a way that avoids mismatches. I would use the units command, but it returns an empty array when used in the initialization handler, likely because empty vehicles aren't being put into the group at all. I am open to any advice on this, since I am extremely unfamiliar with ARMA 3's scripting. If you are here from the far future seeking answers as well, I have little more to offer you. Here are pastebins with the contents of my mission's description.ext and script file that I am using to crew the UGVs: description.ext onTurretUGVSpawn.sqf -
How to keep same particle density after changing radius
bernardo Joukoski jalowski posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Downloaded a CBRN scrypt form the steam workshop. it's size is 50mx50m. i later managed to increase the size of the trigger and the particle area, however, the particles are sparse and can't be seen easily by themselves, they're the only way to know that there is gas in the area. the scrypt is called "CBRN" by QQ 50x50 área (default) 100x100 área (less particles) -
Arma 3 scripting tutorials from gokitty1199/IM SORRY BUFFALO(both me)
gokitty1199 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Last content update: 6/13/2018 showing how to use the radius for addAction, using params instead of select, adding to arrays with various commands, altering arrays with various commands, get/setUnitLoadout Last content update: 6/10/2018 going through config files and getting details to sort what you want, using radius with addAction, params, and altering arrays with resize, pushBack, pushBackUnique, set, and append and going over to assist with resize count. Last content update: 5/27/2018 added GUI tutorial for how to make a weapon selector using cfgWeapon Last content update: 5/24/2018 added sector control tutorial Last content update: 5/21/2018 This is my arma 3 scripting tutorial series which is aimed to help both people getting into making their own scripts with fairly detailed simple tutorials as well as for the intermediate person looking to create their own features for their missions. The plans for this series is to almost fully cover everything behind the arma 3 missions that people play on a daily basis and have enough content provided in the videos where people can go off and make their own vision for their mission with the knowledge gained. Most of these videos are made on the fly at 1AM-4AM without any pretesting which should give someone the idea of what goes into finding syntax errors and narrowing down a bug that's causing your feature to not function properly. It is also an excuse for you to cut me some slack if you see mistakes :) . A lot of these tutorials are made with multiplayer in mind since I think most people want to play their missions online with their friends(which is why publicVariable has been utilized so much so new people can get a good grasp on the power those commands have). New videos are added to the playlist almost every day so if your stuck with something, maybe it has been covered in a video. If you have any requests on what you would like to see made then please suggest it here. topics covered so far Scripting tutorial playlist Database tutorials with INIDBI2 playlist GUI/Dialog tutorials playlist- 23 replies
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Here's my problem. Last night I installed 'ReShaders' but I did not realise that the link to it was originally for Ready or Not, And when I installed it to the Arma file, on open, it shrinks, not as in like a program with minimise and close, but for a second shrinks then just crashes. The program is still running, yet same thing happens every time I open it. Now I when to C:\Program Files (x86)\Steam\steamapps\common\Arma 3\reshade-shaders and I think there was a shaders file but now im looking its gone, but I deleted everything in it. The same problem persisted. After that, I then reinstalled arma, hoping it would work, but too no surprise it didn't I've looked at youtube tutorials, and cant find something similar to my problem. Can someone help?
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Script Help: Random Generating Phrase With Arrays/Displaying As Hints/Code Phrase
Basicology Major posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am pretty new to doing any sort of SQF/init scripting that isnt just frankensteining code together so I would appreciate any help! Simply put, I want to make a fun little roleplay mission where for that mission, a phrase comprised of multiple randomly selected arrays is generated. The Indfor act as captives that are all assigned ONE word from the phrase at random to keep secret. (This is where multiple arrays work better since you can just call the arrays by "word1", "word2", "word3". (I intend to have 4 words, 1 array for each.) And ontop of that I want the entire code phrase to be displayed in its entirety to the Blufor. For this to work, the result of the generation needs to only be prompted once and then have. TLDR: Server generates a code phrase from several arrays. I cant figure out the init code and they usually return as null no matter what I attempt. And to be exact, I dont want people to generate a phrase/array results every time they call; I simply want it generated, stored, and have players access the results. I dont know how efficiently this could be done whatsoever outside of theory crafting nonsensical code. If there is a better alternative please help me out. Please help, Working backwards I am trying to: I inserted the code into initServer.sqf for simplicity; Can execute it as a script later on? Or is a dedicated SQF necessary? This code is almost certainly full of wrong or incorrect syntax/formatting. This is just an outliner of what I am trying. If my method is wrong then please help me goal wise. 2. Have a way to display either a SINGLE result of that array on individual units, preferably just adding a action into their init boxes to get the array/codephrase. I want 2 UserActions I can insert into unit inits; One that displays the codephrase, and one that displays a single array's result- as hints.- 3 replies
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so lately me and a couple mates have been playing a fun campaign that i was just hosting manually, now i ended up building and using my own server to host a dedicated server so they can play when i'm not around, the first day we had it running we were all able to connect and play no harm no foul, now the next day the server decided it wanted to only show up for my friends and not me, and its confusing me as i cannot seem to find where its disappeared to. ports are fine as my friends can see it and connect. i have sat and waited about 15 minutes to see if it appeared but nothing, it doesn't show up in lan either which it shouldn't as my server isn't connected to my home network. the firewall for the server is disabled at this stage to allow the traffic. but still i cannot see where it is.
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Run loop in init field with suspension
Heavensrevenger posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I know .sqf is generally better but i would like to save the props as a composition so i can just place it down in different missions. Is there a way to run loops in the init field WITH suspension. Sleep doesnt seem to work. -
I've gotten this crash so many times, and I just want to know why this keeps happening, I'm not doing anything other than just playing the game normally and all of sudden I'll get this crash. I get this crash while playing by myself or on MP servers. Sometimes I get this crash just when Im exiting the game. What is this crash, and why is it happening?
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Need help to find the intented Target of AI
Heavensrevenger posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey I want to make the C-RAM bullets explode if they fly past the target. I know how I'll do the Code but I don't know how to get the object that the C-RAM is currently shooting at. Any help is appreciated! -
How does setVectorDirAndUp work?
Heavensrevenger posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I don't understand how the rotation works. Specifically I made Airburst Mortar rounds and want to increase the kill zone by rotating the claymores: this addEventHandler ["Fired", { params ["_unit","_weapon","_muzzle","_mode","_ammo","_magazine","_projectile","_vehicle"]; nul = [_drone,_unit,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile,_vehicle] spawn { params ["_drone","_unit","_weapon","_muzzle","_mode","_ammo","_magazine","_projectile","_vehicle"]; waitUntil { sleep 1; getPos _projectile select 2 > 50 }; while { alive _projectile } do { waitUntil { getPos _projectile select 2 < 30 }; for "_i" from 0 to 3 do { _tungsten_fragments = createVehicle ["ClaymoreDirectionalMine_Remote_Ammo", [0,0,1000], [], 0]; _tungsten_fragments attachTo [_projectile,[0,0,0]]; _random =round (random 10) / 10; _tungsten_fragments setVectorDirAndUp [[0,0,_random], [0,0,_random]]; _tungsten_fragments setDamage 1; }; deleteVehicle _projectile; sleep 1; }; }; }]; I don't understand which numbers in the setVectorDirAndUp Array I need to change to rotate the claymores and what each number even does .- 6 replies
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- setvectordirandup
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I made a texture now what? ( How do I retexture a Mod Armor/Helm Piece )
Arbor Mancer posted a topic in ARMA 3 - MODELLING - (O2)
I am looking for some help on how I can create a new item with a new texture from ( Steam Workshop::Operation TREBUCHET ) - steamcommunity.com/workshop/filedetails/?id=769440155 I converted the PAAs of Helm ( ODST_ARMOR_EVOLVED_CO.PAA) and the ARMOR ( ODST_Armor_Evolved_CO.PAA ) to a PNG. Recolored the PGN. THen turned my new file into a PAA ...but now I have no idea what to do? or what pg3 files to grab or how to make a config file? Cany anyone please help me figure out what I need to do next to create a new item with the new texture I made? I am looking to make some machinima. https://ibb.co/f8WVvVx < HELM Texture https://ibb.co/WfqM5xD < BODY Texture Thank you. -
Cannot Lock/Target spawned in Vehicles
Heavensrevenger posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
So I want to make Cuise Missile that can be shot down. So far I've made the following code: this addEventHandler ["Fired", { params ["_unit","_weapon","_muzzle","_mode","_ammo","_magazine","_projectile","_vehicle"]; _drone = "O_T_UAV_04_CAS_F" createVehicle (getPosATL _projectile); _drone attachTo [_projectile,[0,0,0]]; _drone setObjectTextureGlobal [_index, ""]; createVehicleCrew _drone; nul = [_drone, _projectile] spawn { params ["_drone","_projectile"]; waitUntil {!alive _drone}; _bomb = "SatchelCharge_Remote_Ammo_Scripted" createVehicle getPos _projectile; _bomb setDamage 1; deleteVehicle _projectile; deleteVehicle _drone; }; }]; I works great (beside that the drones pylons stay visible, which I haven't found a fix for) and you can manually destroy the cruise missile with an autocannon. But you cant lock it for some reason. Even if you turn the engine on the spawned drone on you just get the rectangel but not the sound/diamond with dot in the middle. Anyone know why? (Code is copied from the MK 41 Init Field) -
Cannot lock Lasers from Aircraft
Heavensrevenger posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
So, I used the following code to add cruise misssles to aircraft: this addWeaponTurret ["weapon_VLS_01",[-1]]; this addMagazineTurret ["magazine_Missiles_Cruise_01_x18",[-1]]; If the Code is added to like a rhino MGS or something it works fine, but if added to eg. the Gryphon when trying to lock on to the laser it just has the 4 corners around the laser but doesnt actually lock it. -
Condition to check unit damage
FunnyCookieEver posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, was wondering how to check unit for ACE damage specifically, not for vanilla damage, it doesn't work. There is info everywhere on how to add damage to unit (ace_medical_engine_fnc_damageBodyPart) etc. but not on how to get it. https://github.com/acemod/ACE3/blob/master/addons/medical_engine/functions/fnc_handleDamage.sqf searched here for info, but no luck. As I understand this stuff is stored in those: _unit getVariable [QGVAR($HitLeftArm), [0,0]]; _unit getVariable [QGVAR($HitRightArm), [0,0]]; _unit getVariable [QGVAR($HitLeftLeg), [0,0]]; _unit getVariable [QGVAR($HitRightLeg), [0,0]] _unit getVariable [QGVAR($HitPelvis), [0,0]], _unit getVariable [QGVAR($HitAbdomen), [0,0]], _unit getVariable [QGVAR($HitDiaphragm), [0,0]], _unit getVariable [QGVAR($HitChest), [0,0]] But I have no clue how to get data from those to check if player has healed the unit. In my case I'm making generated task to heal a unit, but how to check if if the unit was succesfully healed? -
Mods getting installed to wrong folder from friends' library
Zyperspace posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I have limited space on my C: drive SSD, so I offload to my E: drive HDD when I can, and ArmA 3 mods is one of those cases. However, recently I got Library Share with a friend to use some software he owns on Steam, and it started downloading 55GB mods he was subscribed to. Which wouldn't be an issue if it wasn't for the fact that it put it on the C: drive instead of the E: drive, which I specifically marked in the launcher. How do I change this? I can't tell him to unsubscribe, that's ridiculous, I had to uninstall another game or I would run out of space on my C: drive... I just checked in-game and the mods aren't even enabled, guessing I can only use my friends' installed mods when I'm logged in as him? Help would be greatly appreciated, thanks and happy holidays! -
help how can i make my helicopter shoot with tedho's unitcapture
John Price57 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, i'm currently trying to make a machinima in arma 3 and i would like to do a AH-6 low pass firing like we can see in movies like black hawk down. But when i record my movements with tedho's unitcapture script, the helicopter will do all the movements i've done but it will not shoot Can anyone help me ? -
Picking Up Bushes and Moving Them
Connall McCarthy posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, basically I'm trying to write a script to pickup and move nearby bushes - right now I've got it to the stage where it removes any bushes from a 10m radius around the player and I have the script for picking up and placing them pretty much ready, however I need a way of grabbing the p3d of the bush to spawn it in with the "pickup" script. (currently this spits out the error: Type Object, Expected Array,String) I also need a way of removing any tree p3ds from the script since some map makers put bushes in the same terrain class (not sure if that's the right terminology) as trees and so simply removing "tree" from the ["tree", "bush"] section of my script wouldn't work. Since all trees are named t_*treename* and all bushes are named b_*bushname* I have tried to stop them from being included in my script however I am completely lost. I would appreciate any help regarding the script - Cheers ! -
help Applying a custom texture to every vehicle of a certain class in mission
Tochka-U posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
So I want to make a script that checks the mission every set amount of time (30 seconds??) for new vehicles of a certain class and then applies a custom texture to those specific vehicles. I'm at beginner level and I really want to make this work. this what I've managed to make so far: { while {true} do { private _VicData = []; //Array made of all vehicles in the mission by class _VicData resize (count vehicles); for "_i" from 0 to (count vehicles) -1 do { _VicData set [_i, typeof (vehicles select _i)]; }; switch (true) do { case (_x iskindof "BWA3_Leopard2_Fleck") : { _x setObjectTextureGlobal [0, "files\FinTex\FDF_MBT.paa"]; }; case (_x iskindof "BWA3_Puma_Fleck") : { _x setObjectTextureGlobal [0, "files\FinTex\FDF_IFV.paa"]; }; case (_x iskindof "B_T_APC_Wheeled_01_cannon_F") : { _x setObjectTextureGlobal [0, "files\FinTex\FDF_APC.paa"]; }; case (_x iskindof "Fennek_Flektarn") : { _x setObjectTextureGlobal [0, "files\FinTex\FDF_MRAP.paa"]; }; case (_x iskindof "Fennek_Flektarn_HMG") : { _x setObjectTextureGlobal [0, "files\FinTex\FDF_MRAP.paa"]; }; case (_x iskindof "Fennek_Flektarn_GMG") : { _x setObjectTextureGlobal [0, "files\FinTex\FDF_MRAP.paa"]; }; case (_x iskindof "O_Truck_02_covered_F") : { _x setObjectTextureGlobal [0, "files\FinTex\FDF_Truck_01.paa"]; _x setObjectTextureGlobal [1, "files\FinTex\FDF_Truck_02.paa"]; }; case (_x iskindof "UK3CB_AAF_B_Gripen_G") : { _x setObjectTextureGlobal [0, "files\FinTex\FDF_Jet.paa"]; }; case (_x iskindof "ffaa_ea_ef18m") : { _x setObjectTextureGlobal [0, "files\FinTex\FDF_F18_01.paa"]; _x setObjectTextureGlobal [1, "files\FinTex\FDF_F18_02.paa"]; }; case (_x iskindof "BWA3_NH90_TTH_Fleck") : { _x setObjectTextureGlobal [0, "files\FinTex\FDF_Heli_01.paa"]; _x setObjectTextureGlobal [1, "files\FinTex\FDF_Heli_02.paa"]; }; case (_x iskindof "BWA3_NH90_TTH_M3M_Fleck") : { _x setObjectTextureGlobal [0, "files\FinTex\FDF_Heli_01.paa"]; _x setObjectTextureGlobal [1, "files\FinTex\FDF_Heli_02.paa"]; }; } foreach _VicData; sleep 30; } }; //didnt work for me -
Hi, I'm having an issue inside the Helicopter VR Training, whenever I crash or die, I'm taken to an End of Mission SITREP screen with a replay of my last seconds and a menu that will take me to the VR Training selection or the game's Main Menu instead of restarting from the checkpoint. This is becoming really frustrating and I don't know why it's happening. I tried reloading the game and it is still happening. I am trying to add a screenshot but I'm not being successful so if you need one let me know how. Thanks!
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After launching arma 3 through the launcher it get stuck on the loading screen (splash screen) and stays there, I uninstalled every mod and reinstalled the game with no luck, I need help fixing it
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making my own server and looking for someone to create a mission cycle/ building a home base for a vietnam server i already have a map that i want to use for the server if anyone can do this please contact me on here or steam WalmartFleshlight need to see your steam account to see what you have created already and we can go from there or if you know someone who can do this please send them a message to contact me as well all other stuff will be discussed when in a call
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looking for somone to script and code mission/buildings
walmartfleshlight posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
making my own server and looking for someone to create a mission cycle/ building a home base for a vietnam server i already have a map that i want to use for the server if anyone can do this please contact me on here or steam WalmartFleshlight need to see your steam account to see what you have created already and we can go from there or if you know someone who can do this please send them a message to contact me as well all other stuff will be discussed when in a call -
My internet is not the best, 7mbps up 0.6 mbps down. Now I normally only have issues when a large file is being downloaded and devices are also on the network. The whole network will crash and I have to reset my router. I’ve played countless games Warthunder, Arma 3, Squad, HLL, etc. They have never caused any stress on my network like Reforger does. Reforger will run fine for about 5-10 minutes. Then my ping will jump up too 999ms. It will either cause a hiccup in my connection and as soon as I quit Reforger my internet comes back and runs fine. Today this happened, while no one else was using my network and I went to play Warthunder afterwards and my ping was 60-70ms. Most of the time it will just crash my whole network and I need to restart my router. I’m doubtful there is a quick fix for this, I just want to know why Reforger utilizes so much of my network and that the devs are working on fixing this. I just want to play the game, I really enjoy it when it works, which is very rare.