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Found 4 results

  1. tacticalchubz

    Workshop problem

    Hello and merry christmas to you all, i moved my arma 3 directory to another larger drive so i could update my mods, but the !workshop file is empty apart from the standard file that is included. all mods work so must be stored on the drive somewhere, i just cant locate them. is there a fix for this?
  2. The game was still on sale this Tuesday evening, so I prepared my credit card, then headed to the Steam store, added Arma 3 to cart and was ready to purchase the game, but since I had some issues with the internet connection or something, I apparently "abused" the Steam money transaction validation by trying to add to cart/purchase the game too frequently while getting this message from Steam: " It looks like you've been attempting a lot of purchases in the last few hours. Please wait a while before trying again. ", so I was forced to wait "a while before trying again". I waited, waited and waited, and finally, after exactly 1 hour, I was able to continue, but by that time, the autumn sale hit the deadline! Looks like no money for you, developers! See you next autumn sale!(Hopefully not few minutes before on its deadline, if being on it at all.)
  3. Server Transfer System v1.0.3 The Server Transfer System (STS for short) is an addon that allows for the transferring of players from one server to another. STS is based off the code KillZone_Kid shared with his final post here. Expanding on KillZone_Kid's work, STS hides the transfer behind an overlay, making a nearly-flawless transition from one server to another. The transfer overlay will eventually allow customization, but currently is simply a black screen with "Please Wait" up top. This addon does not handle the saving, storing, nor transferring of character data. That will need to be handled by the end user. To transfer a client, the server must remoteExec STS_fnc_Transfer. Here is an example: //TIMEOUT = Transfer timeout (time till it gives up on joining the server in seconds) //AUTOJOIN = Automatically load into servers (mission must have joinUnassigned = false; in description.ext) ["IP","PORT",TIMEOUT,"PASSWORD",AUTOJOIN] remoteExec ["STS_fnc_Transfer",-2]; LICENSING + BI Monetization Rights DOWNLOAD AVAILABLE ON STEAM WORKSHOP CHANGE LOG v1.0.3 Now packed and signed with pboProject. Added: Overlay between transfers Bug: You can NOT transfer to the same server you are connected to. Bug: Transfering to a server without -autoinit will lock the game up. v1.0.2 Tweaked: Transfer script broken down into stages Added: Transfer completed script Added: Transfer failed script Fixed: Bug causing players to autoload into all future servers after Transfer is used. Bug: You can NOT transfer to the same server you are connected to. v1.0.1 Added: Autojoin Parameter ( Automatically loads the player into the server ) ( Server Must Have joinUnassigned = false; in description.ext ) Added: CfgSTS Config for managing code that needs to run on display startup ( This is safe to use with other mods ) v1.0.0 - Original Publish
  4. QS_fnc_clientVAS2VA = { /* File: fn_clientVAS2VA.sqf Author: Quiksilver Last modified: 22/12/2015 ArmA 1.54 by Quiksilver Description: Transfer loadouts from Virtual Ammobox System to Virtual Arsenal ________________________________________________________________*/ if (isDedicated) exitWith {}; if (!isNil {profileNamespace getVariable 'QS_VAStoArsenal'}) exitWith {}; profileNamespace setVariable ['QS_VAStoArsenal',TRUE]; saveProfileNamespace; private [ '_index','_vasLoadout','_vasLoadout_title','_vasLoadout_primary','_vasLoadout_launcher','_vasLoadout_handgun','_vasLoadout_magazines', '_vasLoadout_uniform','_vasLoadout_vest','_vasLoadout_backpack','_vasLoadout_items','_vasLoadout_primItems','_vasLoadout_secItems', '_vasLoadout_handgunItems','_vasLoadout_uItems','_vasLoadout_vItems','_vasLoadout_bItems','_headgearTypes','_headgear','_gogglesTypes', '_binocularTypes','_binocular','_export','_data','_newName','_namespace' ]; _index = 0; _headgear = ''; _goggles = ''; _binocularTypes = ['Rangefinder','Binocular','Laserdesignator','Laserdesignator_02','Laserdesignator_03']; _binocular = ''; _namespace = profileNamespace; for '_x' from 0 to 24 step 1 do { _vasLoadout = profileNamespace getVariable [format ['vas_gear_new_%1',_index],[]]; if (!(_vasLoadout isEqualTo [])) then { _vasLoadout params [ '_vasLoadout_title', '_vasLoadout_primary', '_vasLoadout_launcher', '_vasLoadout_handgun', '_vasLoadout_magazines', '_vasLoadout_uniform', '_vasLoadout_vest', '_vasLoadout_backpack', '_vasLoadout_items', '_vasLoadout_primItems', '_vasLoadout_secItems', '_vasLoadout_handgunItems', '_vasLoadout_uItems', '_vasLoadout_vItems', '_vasLoadout_bItems' ]; { if (['H_',_x,FALSE] call (missionNamespace getVariable 'BIS_fnc_inString')) then { _headgear = _x; }; if (_x in _binocularTypes) then { _binocular = _x; }; } forEach _vasLoadout_items; _export = []; _export = [ [_vasLoadout_uniform,_vasLoadout_uItems], [_vasLoadout_vest,_vasLoadout_vItems], [_vasLoadout_backpack,_vasLoadout_bItems], _headgear, _goggles, _binocular, [_vasLoadout_primary,_vasLoadout_primItems,((getArray (configFile >> 'CfgWeapons' >> _vasLoadout_primary >> 'magazines')) select 0)], [_vasLoadout_launcher,_vasLoadout_secItems,((getArray (configFile >> 'CfgWeapons' >> _vasLoadout_launcher >> 'magazines')) select 0)], [_vasLoadout_handgun,_vasLoadout_handgunItems,((getArray (configFile >> 'CfgWeapons' >> _vasLoadout_handgun >> 'magazines')) select 0)], ['ItemMap','ItemCompass','ItemWatch','ItemRadio','ItemGPS'], [(face player),'',''] ]; _newName = format ['%1 (Imported %2)',_vasLoadout_title,_index]; _data = _namespace getVariable ['bis_fnc_saveInventory_data',[]]; _nameID = _data find _newName; if (_nameID < 0) then { _nameID = count _data; _data set [_nameID,_newName]; }; _data set [_nameID + 1,_export]; _namespace setVariable ['bis_fnc_saveInventory_data',_data]; saveProfileNamespace; }; _index = _index + 1; uiSleep 0.1; }; }; Compile(final) that function with the CfgFunctions library (or whatever compiler you use) and call it in player init (such as initPlayerLocal.sqf or init.sqf). Will run only once per profile. I'm not sure if BI changed the ordering of their Virtual Arsenal inventory loadouts regarding magazines, that could be an issue, someone would have to doublecheck how Arsenal saves/loads inventory, as this function may predate those changes. There also may be a new Laser Designator or Rangefinder class with Apex, if anyone knows the new ones, I'll update the post with it. Use like this: comment "Insert the below line into initPlayerLocal.sqf or init.sqf or wherever your client files initialize from"; call QS_fnc_clientVAS2VA;
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