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help Where to set Startup Parameters?!?!?
maaarv posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
So i´ve been seraching for like an hour now but i can´t figure out where to set the startup parameters for a linux dedicated server i just want to enable autoinit so the mission starts when the server is started but where and how ? (i had the same topic like 2 weeks ago but no one replied so i made a new one) -
parameters Where to set Startup Parameters?!?!?
maaarv posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
So i´ve been seraching for like an hour now but i can´t figure out where to set the startup parameters for a linux dedicated server i just want to enable autoinit so the mission starts when the server is started but where and how ? -
I wanted to change the missions params for my official combat patrol missions but ingame in the parameter section where the number should be it is just empty and after i died it shows unlimited respawns. I just wanna set the tickets to 100 and change the objective etc. (NO WORKSHOP OR CREATED MAPS) Someone told me for official missions i can change them in the server.cfg and following this example it should work but maybe i forgot something or i'm just to stupid to get it right. class Missions { class TestMission01 { template = MP_Marksmen_01.Altis; difficulty = "veteran"; class Params {}; That's what i did so far: // MISSIONS CYCLE class Missions { class Mission1 { template = MP_CombatPatrol_02.Stratis; difficulty = "Regular"; class Params { class BIS_CP_tickets { title = $STR_A3_combatpatrol_params_18; values[] = {5, 10, 20, 50, 100}; texts[] = {"5", "10", "20", "50", "100"}; default = 100; }; }; }; class Mission2 { template = MP_CombatPatrol_01.Altis; difficulty = "Regular"; class Params { class BIS_CP_tickets { title = $STR_A3_combatpatrol_params_18; values[] = {5, 10, 20, 50, 100}; texts[] = {"5", "10", "20", "50", "100"}; default = 100; }; }; }; };
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Very strange crash and parameters on launch.
Lyttbacka Farmskins.com posted a topic in ARMA 3 - TROUBLESHOOTING
Hey. So i've been trying to contact support the last couple of days, but it just says "Recaptcha field is required" every time i try to send my message. I am desperate for help, so i'm just gonna write my message here instead. I hope you guys don't mind. Here it goes: Hello. Since a few weeks back i have been having troubles with the game launching from an incorrect file and with unwanted parameters. Normally, the game launch like normal and if you hover over the Arma 3 shortcut it says 'Arma 3'. In my case, it says "Arma 3 "C:\Program Files (x86)\Steam\steamapps\common\Arma 3\Arma3_x64.exe" -skipIntro -noSplash -window -skipIntro -mod= -beservice". I have put on nosplash and skipintro, but that's it. I have uninstalled every single mod on my pc, i have reinstalled the game, i have restarted my pc and i have tried to wipe the parameters, which i can't since it says i have none activated in the first place. I'll try my best to explain the problem. I launch my game, once the exe has opened it shows the 'Arma 3 Apex' loading screen. Normally the game starts and you can start playing after that screen is showed. For me, however, it goes into a black screen and the blue circle logo starts appearing. Basically, my game has crashed. It doesn't matter how long i wait, it still doesn't load. I am absolutely grateful for any help i can get regarding this issue. With regards, Isak. Edit: I'll provide some screenshots to show you what it looks like. https://gyazo.com/6b6cfbe1f4a448da05a0dbac8deac094 https://gyazo.com/250870d9c2cd3a88b94558cabc2d028e https://gyazo.com/d08aef488ff817a2dacb1043369327c1 -
submunition Submunition Parameters Config help
Strike_NOR posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hello community! I am currently doing a lot of config work revolving around submunition parameters. I am getting pretty much all the results I expect, and I am very happy with how its implemented, but there's one thing that I can't find out how to get right. I am trying to create a specific submunition pattern, but have met the wall. What I am looking for is that the submunitions spawn omnidirectionally (in a perfect sphere) with random chance of direction. Basically, if the parent ammo strikes something, the submunitions will spawn from that hitlocation, and can basically go in any theoretical direction afterwards. What I am experiencing, is that no matter what settings I tweak, I am getting a 45 degree cone (off the parent vector) (meaning a total of 90 degree spread). I can't get the submunitions to face a direction greater than 45 degrees. Here is the relevant config code: submunitionAmmo="fragment_medium"; submunitionDirectionType="SubmunitionModelDirection"; submunitionParentSpeedCoef=0; submunitionInitSpeed=1000; submunitionInitialOffset[]={0,0,0}; submunitionConeType[]={"random", 20}; submunitionConeAngle=90; submunitionConeAngleHorizontal=90; Swapping submunitionDirectionType from "SubmunitionModelDirection" to "SubmunitionAutoLeveling" has no effect on the spread angle, it just effects the initial direction (retain parent or align to horizon). Changing submunitionConeType from "random", to "randomcenter" or "poissondisc" etc has little effect on what I'm trying to achieve. Altering submunitionConeAngle and submunitionConeAngleHorizontal within values of 45 degrees has an effect (I can tweak how narrow the spread is within +-45 degrees off center - for a total of 90 degree spread. However, changing this to between 45-359 (Degrees) has no effect. Setting it to 360 causes the "cone" to collapse into "0" spread (all submunitions retain parent vector perfectly). So can anyone please help me? The https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Ammo_changes_on_fly_and_on_hit guidelines do not describe accurately what the various patterns mean, or how the custom one acts. Any help would be greatly appreciated, Thanks Str|ke-
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parameters suggestions for view distance options
lunawolf115 posted a topic in ARMA 3 - SERVERS & ADMINISTRATION
hello. :) ill try to keep this short but i had a few ideas i wanted to share. myself, and allot of my friends, are pilots in arma 3. we have decent computers, so we prefered flying with increased view distance, but since the admin debug has been disabled we no longer can see very far at all since were stuck at 1500 view distance in public zeuses. this has affected our ability to scout ahead, accurately lock with weapons, and engage from greater ranges/heights. with that in mind allow me to suggest three possible fixes for this problem. solution 1: if there was an option to set the default view distance for a server in the parameters, before the mission begins, it would allow players to decide their comfortable distance to balance performance and visual quality, and aleviate the constant fog plagueing pilots in public zeuses. solution 2: if it were somehow possible to code the game to allow a players personal view distance setting in their options menu to decide their client side view distance level, without it adversely affecting other players or destableizeing the engine, it would mean that the guy with a very powerful pc could have maximum view distance without causeing me to crash and vice versa. solution 3: this one is a bit iffy but ment as a last resort if previous two are impossible. perhaps if the zeus had a view distance module that runs the same remote exec script used before debug console was lost, it would allow for editing of view distance mid mission, and the players can kick the zeus in worst case of him refuseing to lower it if they are experienceing issues. if you have read this i thank you for your time and hope you will consider my request. sincerely 501st airborne division (arma 3 unit) -
multiplayer suggestions for view distance options
lunawolf115 posted a topic in ARMA 3 - MULTIPLAYER
hello. :) ill try to keep this short but i had a few ideas i wanted to share. myself, and allot of my friends, are pilots in arma 3. we have decent computers, so we prefered flying with increased view distance, but since the admin debug has been disabled we no longer can see very far at all since were stuck at 1500 view distance in public zeuses. this has affected our ability to scout ahead, accurately lock with weapons, and engage from greater ranges/heights. with that in mind allow me to suggest three possible fixes for this problem. solution 1: if there was an option to set the default view distance for a server in the parameters, before the mission begins, it would allow players to decide their comfortable distance to balance performance and visual quality, and aleviate the constant fog plagueing pilots in public zeuses. solution 2: if it were somehow possible to code the game to allow a players personal view distance setting in their options menu to decide their client side view distance level, without it adversely affecting other players or destableizeing the engine, it would mean that the guy with a very powerful pc could have maximum view distance without causeing me to crash and vice versa. solution 3: this one is a bit iffy but ment as a last resort if previous two are impossible. perhaps if the zeus had a view distance module that runs the same remote exec script used before debug console was lost, it would allow for editing of view distance mid mission, and the players can kick the zeus in worst case of him refuseing to lower it if they are experienceing issues. if you have read this i thank you for your time and hope you will consider my request. sincerely 501st airborne division (arma 3 unit) p.s. this is a reupload because my last one is apparently in the wrong damn category and i couldnt find the delete button. great. -
params Can't make the mission parameters to work properly
hydrobull3t posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello guys! Not long ago I had posted a topic with a problem in my loadout. I have tried long ago to fix it, but I forgot all of the scripting I have learned so there wasn't much to do... Unit today I had tried again as I am currently in a vacation from my military services (got injured). Well, I figured out that the loadout script and everything is ok, but the problem is much more small than I thought it is. I am using Mission Parameters to choose between Night or Day loadout, Add or Remove NVG according to mission time, as well as Silencer and Map Nav Aids. As the updates started to come the code was outdated, But I have tried couple of time to fix it with no luck.. If someone done it or Know how to fix it, Please reply here, As I want to regroup my old friends to start play again in this awesome MilSim. Loadout Description RPT Log fn_processParamsArray Huge Thanks Guys!!! -
Hey, it seems not all startup parameters work on Linux, when I put them on steams set launch options. Is there a way to confirm what launch parameters are working and active? -world=none -nosplash -skipIntro -enableHT -hugepages -noPause -loadMissionToMemory -noLogs https://community.bistudio.com/wiki/Arma_3_Startup_Parameters How do I know they are not working? "skipintro" doesn't do anything
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[Solved]RespawnDelay in Mission Parameter
kohara_02 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, I'm trying to put the RespawnDelay value in the Mission Parameters so I can change the duration anytime before I start the game. I'm currently trying to use this function BIS_fnc_setRespawnDelay(https://community.bistudio.com/wiki/BIS_fnc_setRespawnDelay) as it says that it can "set" the respawn delay value. This is what I have. description.ext {// 22 title = "Respawn Delay"; values[] = {5, 30, 60}; texts[] = {"5","30", "Default(60)"}; default = 60; } init.sqf(not sure if I should put this in initServer or initLocalPlayer) Also the "Hint" in this code is just a tester seeing if I'm really getting the value coming from the params. _respawnCounter = "respawncounter" call BIS_fnc_getParamValue; hint format ["Respawn Delay %1", _respawnCounter]; [{_respawnCounter < 60}, 30, ""] call BIS_fnc_setRespawnDelay; Huge thanks to whoever helps. Update: Apologies for having multiple threads going up because of me, I didn't know that the other threads will be bumped up the list due to my reply. Anyways after fiddling with my code and tried searching for some related topics to this I found out that adding an event handler would do the trick and by making the Variable into a public instead of a private made it work also I used the setPlayerRespawnTime instead of the BIS_fnc_setRespawnDelay(this seems to be not working for me even though I tried putting my variable into a public). respawnCounter = "respawncounter" call BIS_fnc_getParamValue; hint format ["Respawn Delay %1", respawnCounter]; if (respawnCounter != 60) then { player addEventHandler ["Killed",{setPlayerRespawnTime respawncounter}]; } But if anyone has a shorter or better version with the same concept, feel free to share it here.- 2 replies
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So I'm making a custom version of the Combat Patrol mission for the community I'm with but I've run into a bit of a snag. I grabbed the parameters settings from the description.ext of the sample mission and added it into the description.ext I already have. However they don't seem to actually affect the mission in any way, weather and time doesn't change nor does amount of enemies if garrison size is changed. I don't believe it's my description.ext that caused it as the same thing happens on the sample mission itself with no changes. Here is the parameters from the Combat Patrol sample mission that I used. I'm not real good with code so I can't really tell if anything is wrong with it myself. class Params { class startingDaytime { title = "Starting time of day"; values[] = {-1, 0, 1, 2, 3, 4}; texts[] = {"Random", "Dawn", "Morning", "Afternoon", "Dusk", "Night"}; default = 1; }; class weather { title = "Weather"; values[] = {-1, 0, 1, 2, 3}; texts[] = {"Random", "Clear", "Semi-cloudy", "Cloudy", "Storm"}; default = 1; }; class garrison { title = "Enemy garrison"; values[] = {0, 1}; texts[] = {"Standard", "Reinforced"}; default = 0; }; class reinforcements { title = "Enemy reinforcements"; values[] = {0, 1}; texts[] = {"Standard", "Advanced"}; default = 0; }; class showInsertion { title = "Mark insertion position"; values[] = {1, 0}; texts[] = {"Yes", "No"}; default = 0; }; class tickets { title = "Respawn tickets"; values[] = {5, 10, 20, 50, 100}; texts[] = {"5", "10", "20", "50", "100"}; default = 10; }; class enemyFaction { title = "Enemy faction"; values[] = {0, 1, 2}; texts[] = {"CSAT", "AAF", "Random"}; default = 2; }; class locationSelection { title = "Location selection"; values[] = {0, 1}; texts[] = {"Manual", "Random"}; default = 0; }; };
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When i launch the game i get the following errors Exception Processing Message -xc000007b Parameters 0x7ff90fc41d28 0xc000012f 0x7ff90fc41d28 bad image 0xC000012F - STATUS_INVALID_IMAGE_NOT_MZ I've tried updating directX, i've reinstalled the game, i've also looked at Dependency Walker, which gives about 20 dx files i think not found. Please Help
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Hello there, I have just discoevered, that if I use my arraow keys to navigate though the additional startup parameters section in the launcher, that the text jumps up and down. I recorded the bug with this little gif here: http://i.imgur.com/D25a5Ag.gifv To reproduce: Open the Launcher -> go to parameters -> type somehting into the last input field there, and restart the launcher. Then go right and left with the arrow keys, the text will bump up and down Regards Arkensor
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Using a custom config.hpp to store values
MarkCode82 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
How can I go about creating a custom config file to store values for my script to call onto? And eliminate variable definitions completely from outside the script, instead just plug and play? e e.g could I do this? class RSSysParams { class InitialWeather { title = "Initial weather"; values[] = {0,1,2,3,4,5}; texts[] = {"Clear","Sunny","Cloudy","Foggy","Stormy","Severe"}; default = 2; }; }; _config = configFile "RSSysParams\InitialWeather"; _configEntry = getArray (_config); ? nvm reverse engineering Altis Life showed me how to do it.-
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