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Found 5 results

  1. Hello, I wonder if is there a way of getting out of a waitUntil loop in the case when a script is remoteExec on the server in the init.sqf with player passed as argument and when the player disconnect from the server? I see on my linux server'screen when i disconnect from the server the error " Client: Remote object 4:0 not found " and the diag_log message continuing emmiting each second so the script never end. //init.sqf if (hasInterface) then { waitUntil {!isNull player}; [[player], "test.sqf"] remoteExec ["execVM", 2]; }; // test.sqf params ["_player"]; while {!isNull _player} do { waitUntil { diag_log "!!!!In waitUntil loop!!!!"; sleep 1; /*(condition code)*/ or isNull _player }; if (isNull _player) exitWith {}; //code... // // };
  2. I'm trying to teleport all players in a vehicle at some point in the mission (in MP, on a dedicated server) {_x moveInCargo xplane} forEach allplayers; won't work but I think that's normal because 'player' can't be passed to another machine in MP but what's stranger is that this: [[],{player moveInCargo xplane}] RemoteExec ["Spawn",0,true]; won't work either, it only moves one player inside the plane I've even tried this {[[],{player moveInCargo xplane}] RemoteExec ["Spawn",_x,true];} forEach allPlayers; with the same result. Ive tried giving variable names to playable units eg. allPlayersSpecial = [p1,p2,p3, etc.]; {_x moveInCargo xplane} forEach allPlayerSpecials; same results [[],"introscript\intro.sqf"] RemoteExec ["ExecVM",0,true]; where intro.sqf contains a bunch of stuff and the line player moveInCargo xplane ==> the other stuff will run fine for all other players, but they won't be moved inside the plane... Any ideas, solutions?
  3. Hello, as part of a campaign I've been making for some mates and I, I'd made a scenario involving a small defensive engagement and wanted to give each player the ability to detonate claymores that were laid out in front of the position. The idea was to do something similar to having a firing device linked to a claymore, that anyone could activate. But with the lack of an M57 (firing device) I went for a tablet that was linked to a number of claymores. Anyway, someone saw a short video I did demonstrating it and asked if they could use it, so I turned it from a bodgey, mission specific thing into something easy to use in any mission. Download: MIL_remoteDet - Dropbox / Armaholic Description: Uses addActions on an editor placed "firing device" to detonate editor placed mines. Features: - SP/MP - Detonate mines using an object (firing device) via addActions. - Have multiple mines linked to the firing device. - Customise addAction menu description of mines. - Can be used by multiple players. - Group (text) chat and vanilla sounds to indicate arming, firing and disarming. To use: - Copy the folder MIL_remoteDet to your mission folder. - Place an object to interact with as the clacker/firing device and name it. - Place and name claymore/s. - Run this command anywhere (e.g. initServer.sqf) before the mission starts: nul = [] execVM "MIL_remoteDet\init.sqf"; - To create the addActions, run this command where the mines are local (e.g. server for editor placed firing device and mines): [_firingDevice,[[_mineDescription,_mineName],[_mineDescription,_mineName]]] remoteExec ["MIL_fnc_remoteDet",_players]; _firingDevice - object - name given to your firing device. _mineDescription - string - description of which claymore to fire (e.g Fire Claymore - _mineDescription). _mineName - object - name given to _mineDescription claymore. _players - array - list of all players to be using the firing device. Example: waitUntil {!isNil "MIL_fnc_remoteDet"}; nul = [ clacker, [["Near Left",mine1],["Near Right",mine2],["Far Left",mine3],["Far Right",mine4]] ] remoteExec ["MIL_fnc_remoteDet",call BIS_fnc_listPlayers]; Demo (23s): If anyone finds any problems please let me know. I threw this together fairly quickly over the weekend but I managed to have it working fine when I tested everything this morning. Thank you.
  4. ArmA Remote Admin is a web-based administration tool for server operators looking to manage multiple servers at a time, create automatic restarts, access their RCon from everywhere, handle ban-lists with up to thousends of entries, remove players under certain conditions such as gametime, account age, proxies, VAC-bans and more What is ArmA Remote Admin? ArmA Remote Admin consists of our cloud-based system and your local ARA-client which communicates with our masterserver. Given we have a running application on your machine, ARA benefits from it by allowing you to directly restart your gameserver through the dashboard, track information such as CPU-usage and memory usage and in the future use it to download/install and maintain workshop mods, provide missionfiles for automatic exchange on the gameserver on the next occasion and more. ArmA Remote Admin was written to replace other (sometimes deprecated) systems such as ASM and BEC. Server Setup Tired of installing ArmA 3 servers yourself? ArmA Remote Admin takes care of everything from downloading the latest files over installing all Visual C++ Redistributables to setting up your BattlEye. Server Updates Update your gameserver to the newest ArmA 3 version within seconds by pressing a single button. Scheduler Use the scheduler to create automatic restarts of your gameserver, run any application at specific times and send messages/raw commands via RCon. System Failure Handling Restart your gameserver when it crashes/becomes unavailable to players or execute your own routine application. Steam Workshop Support Use ArmA Remote Admin to install mods from the Steam Workshop directly on your server. (Live-)Metrics View certain metrics such as CPS, FPS, object count and player count live and up to 3 days afterwards. Server Interaction Restart/Start/Stop your gameserver from the webinterface and either directly let ARA restart your gameserver or run custom applications if necessary. Remote Console Access your RCon from the webinterface, view all available data of connected players, view notes/tracing information of players and more. Permission Sharing Add other members to your dashboard, create permission groups and give your staff access to everything they need without handing out passwords for your RCon or dedicated server. Proxy Detection And Account Validation Automatically detect proxies and remove players under certain conditions such as minimum gametime in minutes, minimum amount of games on their Steam account, Steam account creation date and more. Whitelists/Reserved Slots Add whitelists/reserved slots to your gameservers and handle the whitelisted players from the dashboard. No more file editing or restarts required. All changes go live instantly. Web-Logs View everything your administrators do with the dashboard to trace back bans, messages and more. Player Tracing And Notes Create notes for GUIDs to never forget something about a player and view when the player played, for how long, on which server and with what name. Features To Come ArmA Remote Admin will receive updates and new features in the future. Planned is (for example) - Mod support: Download/Update/Maintain mods from the workshop Has been added - Automatic missionfile update deployment: Deploy new missionfiles automatically on the next occasion If you have any wishes as to what ArmA Remote Admin should receive as an update, please don't hesitate to post your suggestion here. Interested? For more information visit our website www.armaremoteadmin.com
  5. As the title says, Is there a mod out there which allow remote control of a squad member? Like in the normal "menu" where you order the AI, i would like an option to remote control them if i want to without zeus. If there isn't a mod out there. Is it hard to make one? Cheers.
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