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Found 604 results

  1. Hello everyone I have done a few smaller mods (mainly retextures) and am looking to get into bringing my own vehicle into the game. Things have been going well so far looking at tutorials and reading up on materials that people have shared in that regard. But I have one thing that i currently can't wrap my head around and could use some advice on. I can't quite figure out where or how the points for entering a certain seat in a vehicle is defined? I am using the Test Tank that is provided in the Arma 3 Samples and the different seats/positions work just fine, but I cannot from let's say the gunner seat switch to the driver. My problem is with the driver seat specifically, if i spawn in it everything is fine, but if i leave the vehicle I can't seem to be able to get back into it. I assume that the positions for entering and exiting certain seats are defined by memory points in the vehicle model. But I'm a little bit unsure what to look for. Anyways, for those curious I have chosen a T-90A model that was free as a sort of first project to see if i could get things working. It drives, it shoots, the turret rotates etc 🙂 so im pretty happy so far. (Obviously no textures yet) I also have a short clip here: https://i.imgur.com/kEfYGRt.mp4 Anyways, all help is greatly appreciated even if you can simply point me in the right direction. I don't mind reading through guides or tutorials, I just can't seem to find one that explains what i'm looking for.
  2. I have with the help of others created a script that spawns and despawns furniture in houses. Download: https://github.com/Tinter/Tinter-Furniture/releases At the moment it currently is more of a tool-suite as I'm not an impressive interior decorator. I would very much like to gather up a library of compositions with the help of the community, although I'm not entirely sure on how to organize this yet. Github: https://github.com/Tinter/Tinter-Furniture Steam workshop (Does only have a test mission): https://steamcommunity.com/sharedfiles/filedetails/?id=1895377640 Showcase of the script: Quick showcase of how to add make and add compositions: It spawns furniture locally as simple objects in nearby houses, despawning it when you're far away. The furniture is defined by compositions that you make in eden and using the scripts provided, organize them into files. The compositions are defined on classnames, but a lot of work has gone into trying to make similar buildings compatible, for example the buildings on Altis and Malden are different, but the script will recognize them as the same. Info on how exactly to do this is in the readme file. Furniture is also spawned on the server so that AI will also (hopefully) consider it. I have no indepth test of performance with this script active, but I have played missions with it active and it didn't slow the mission to a crawl at least. At the moment it currently is more of a tool-suite as I'm not an impressive interior decorator. I would very much like to gather up a library of compositions with the help of the community, although I'm not entirely sure on how to organize this yet. Thanks to Diwako, G4rrus, Tennessee, jonoPorter, Meanwhile
  3. I'm trying to add a button and a filter dialog on map screens (briefing, in game map), but I've got this error message on mission loading : As if these controls were inheriting from RscListNbox class , ignoring the declaration : class lbl1: RscText For some reasons, a few controls display without any problems : Does anyone have any idea ? My config.cpp : class CfgPatches { class gdc_diary { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Functions_F", "A3_Modules_F", "A3_UI_F"}; }; }; #include "base_classes.hpp" // Ecran carte en jeu class RscDisplayMainMap { //IDD 12 // Ajoute le dialogue de filtre des marqueurs class controls { #include "RscMrkFilter.cpp" }; }; // BRIEFING SCREEN class RscDisplayGetReady: RscDisplayMainMap { //IDD 37 // Ajoute le dialogue de filtre des marqueurs class controls { #include "RscMrkFilter.cpp" }; }; class RscDisplayClientGetReady: RscDisplayGetReady { //IDD 53 // Ajoute le dialogue de filtre des marqueurs class controls { #include "RscMrkFilter.cpp" }; }; class RscDisplayServerGetReady: RscDisplayGetReady { //IDD 52 // Ajoute le dialogue de filtre des marqueurs class controls { #include "RscMrkFilter.cpp" }; }; base_classes.hpp class RscText; class RscActiveText; class RscButton; class RscCheckbox; class RscControlsGroup; class ControlsBackground; class HScrollbar; class VScrollbar; class RscListNBox; RscMrkFilter.cpp : class gdc_MrkFilter_button: RscActiveText { idc= -1; style = 48; type = 11; access = 0; default = true; deletable = 0; fade = 0; //font = "PuristaMedium"; //shadow = 2; sizeEx = 0.4; action = "_ctrl = uiNameSpace getVariable 'crtlMrkFilter';if !(ctrlShown _ctrl) then {_ctrl ctrlShow true} else {_ctrl ctrlShow false}"; color[] = { 1, 1, 1, 0.6 }; colorText[] = {1, 1, 1, 1}; colorActive[] = { 1, 0.2, 0.2, 1 }; colorDisabled[] = {1,1,1,1}; /* soundEnter[] = { "", 0, 1 }; // no sound soundPush[] = { "", 0, 1 }; soundClick[] = { "", 0, 1 }; soundEscape[] = { "", 0, 1 }; */ x = safeZoneW + safeZoneX - (0.020630 * safezoneW); y = safezoneY; w = 0.020625 * safezoneW; h = 0.033 * safezoneH; text = "\GDC_mrkFilter\data\icon-filter.jpg"; tooltip = "Filtrer les marqueurs"; url = ""; }; //Filter control group class gdc_MrkFilter_grp: RscControlsGroup { idc = -1; onLoad = "uiNamespace setVariable ['crtlMrkFilter', _this select 0];"; text = ""; show = true; x = safeZoneW + safeZoneX - (0.1765 * safezoneW); y = 0.032 * safezoneH + safezoneY; h = 0.206 * safezoneH; w = 0.176 * safezoneW; class controls { class Backgrd: RscText { idc = -1; type = 0; style = 96; //x = 0.5; //y = 0.5; h = 0.206 * safezoneH; w = 0.176 * safezoneW; colorText[] = {1, 1, 1, 1}; colorBackground[]={0,0,0,1}; text = ""; }; class lbl1: RscText { idc = 1001; type = 0; style = 1; text = "Tous les marqueurs MM"; //--- ToDo: Localize; x = 0.04; y = 0.03; w = 0.07 * safezoneW; h = 0.015 * safezoneH; colorText[] = {1,1,1,1}; colorBackground[] = {-1,-1,-1,0}; sizeEx = 0.015 * safezoneH; }; class chkBx1: RscCheckbox { idc = 2001; checked = 1; x = 0.21; y = 0.02; w = 1.2 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1.2 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); }; //box blufor class Bx79: RscText { idc = 2079; x = 0.212; y = 0.08; w = 1 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); colorBackground[] = {0,0.3,0.6,1}; }; //box opfor class Bx89: RscText { idc = 2089; x = 0.262; y = 0.08; w = 1 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); colorBackground[] = {0.5,0,0,1}; }; //box guer class Bx99: RscText { idc = 2099; x = 0.312; y = 0.08; w = 1 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); colorBackground[] = {0,0.5,0,1}; }; //box all class Bx69: RscText { idc = 2069; type = 0; style = 2; text = "Tous"; x = 0.372; y = 0.08; w = 1 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); colorText[] = {1,1,1,1}; colorBackground[] = {-1,-1,-1,0}; sizeEx = 0.015 * safezoneH; }; class lbl2: RscText { idc = 1002; type = 0; style = 1; text = "Marqueurs AAP"; //--- ToDo: Localize; x = 0.04; y = 0.13; w = 0.07 * safezoneW; h = 0.015 * safezoneH; colorText[] = {1,1,1,1}; colorBackground[] = {-1,-1,-1,0}; sizeEx = 0.015 * safezoneH; }; class chkBx2a: RscCheckbox { idc = 2002; checked = 1; x = 0.21; y = 0.12; w = 1.2 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1.2 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); }; class chkBx2b: RscCheckbox { idc = 2012; checked = 1; x = 0.26; y = 0.12; w = 1.2 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1.2 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); }; class chkBx2c: RscCheckbox { idc = 2022; checked = 1; x = 0.31; y = 0.12; w = 1.2 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1.2 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); }; class chkBx2d: RscCheckbox { idc = 2032; checked = 1; x = 0.37; y = 0.12; w = 1.2 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1.2 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); }; class lbl3: RscText { idc = 1003; type = 0; style = 1; text = "Marqueurs de zone"; //--- ToDo: Localize; x = 0.04; y = 0.18; w = 0.07 * safezoneW; h = 0.015 * safezoneH; colorText[] = {1,1,1,1}; colorBackground[] = {-1,-1,-1,0}; sizeEx = 0.015 * safezoneH; }; class chkBx3: RscCheckbox { idc = 2003; checked = 1; x = 0.21; y = 0.17; w = 1.2 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1.2 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); }; class lbl4: RscText { idc = 1004; type = 0; style = 1; text = "Marqueurs autres"; //--- ToDo: Localize; x = 0.04; y = 0.23; w = 0.07 * safezoneW; h = 0.015 * safezoneH; colorText[] = {1,1,1,1}; colorBackground[] = {-1,-1,-1,0}; sizeEx = 0.015 * safezoneH; }; class chkBx4: RscCheckbox { idc = 2004; checked = 1; x = 0.21; y = 0.22; w = 1.2 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1.2 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); }; class lbl5: RscText { idc = 1005; type = 0; style = 1; text = "Tous les marqueurs joueurs"; //--- ToDo: Localize; x = 0.04; y = 0.315; w = 0.07 * safezoneW; h = 0.015 * safezoneH; colorText[] = {1,1,1,1}; colorBackground[] = {-1,-1,-1,0}; sizeEx = 0.015 * safezoneH; }; class chkBx5: RscCheckbox { idc = 2005; checked = 1; x = 0.21; y = 0.305; w = 1.2 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1.2 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); }; }; };
  4. Sorry in advance if the answer is available somewhere, but I've scoured google and poured quite a few more hours into this than I'm proud to admit. I'm doing an OPTRE armor retexture for my little group and I've got the Armor all working finally (With proper textures, names, hidden selections for the vest items and all). Before I had the armor working the helmets showed up correctly and as they should, after today (had a call with someone who could help with the armor) the armor is finally working but the helmets have completely disappeared. I don't have any errors when I pack the pbo, launch the game, or anything like that. However the helmets don't show up in the arsenal, they don't show up when I reference them in scripting like "this add headgearItem 'c_helmet_snow'", but also don't show an error (which it would if it wasn't a valid classname.) When I DID do that though, it did at least show the collar to the helmet, but no error regarding the item, class, texture, or anything else that would cause it to be invisible. The config is about 14500 lines long so I'll just post the short bit with the helmets. (90% is just the armor configurations.) This part is under CfgWeapons as well for clarification. Not sure why it's simultaneously working perfectly as a mod with no errors and not showing this code as well. class C_beret_cornstar: H_Beret_Colonel { author="Rod Peckerman"; scope=2; scopeArsenal=2; displayName="Cornstars Beret"; model="\A3\Characters_F_epb\BLUFOR\headgear_beret02.p3d"; hiddenSelectionsTextures[]= { "\cornstar_optre\Data\cornstar_beret_co.paa" }; }; class C_Helmet_Snow: OPTRE_UNSC_CH252_Helmet2_SNO { author="Rod Peckerman"; scope=2; scopeArsenal=2; displayName="CH252 Helmet (Snow, Cornstars)"; model="OPTRE_Units\Army\helmet.p3d"; hiddenSelectionsTextures[] = { "cornstar_optre\Data\c_helmet_snow.paa" }; }; class C_Helmet_Snow_RP: C_Helmet_Snow //didn't work when I had the base set to OPTRE_UNSC_CH252_Helmet2_SNO either. { author="Rod Peckerman"; scope=2; scopeArsenal=2; displayName="CH252 Helmet (Snow, Rod Peckerman)"; model="OPTRE_Units\Army\helmet.p3d"; hiddenSelectionsTextures[] = { "cornstar_optre\Data\c_helmet_snow_rodpeckerman.paa" }; }; Thank y'all in advance for your help. I'm absolutely stumped and I'm brand new to modding as of like 4 days ago.
  5. Hello, I'm very new to Arma 3 scripting. I'm trying to figure out how selections in a dialog work (I'm just using the GUI editor via debug menu), and how pulling certain vehicles to assign to each selection (then spawning at marker) would work. Figured I'd ask since I'm not really sure what to even search for. If my prior knowledge of basic HTML coding is correct I'd need to assign some kind of variable to the selected item(s) then pass that to the spawn script, but I just don't know how that works with Arma's code 😛 What I've got so far is my defines and all the code from the dialog I needed to paste into a file, plus the description.ext. Anything helps! Cheers.
  6. it says addon 'A3_data_f_loadorder' requires addon 'A3_missions_f' then crashes my game it did this before with different addons what do i do can someone help? should i reinstall? also its for my mods.
  7. Hey there, just looking for someone that can explain to me the squad.xml process in Arma 2. Nevermind I figured it out and it's not letting me delete the post.
  8. Teflon_Don

    Squad . XML Help

    Just looking for someone that can explain to me the squad.xml process in Arma 2. Nevermind figured it out and it's not letting me delete post.
  9. Bingo-66d21d294c551e45

    Help with car noise

    I'm trying to make a good intro to my mission but you can't hear the voices of the people in the car, you can only hear the car. The issue is that the car is too loud. Would there be a way to lower the volume of the car for an amount of time? Cheers
  10. Hello, For context, I have no previous experience with modelling or any ArmA editors (except EDEN). An interesting idea striked me to create a hand-held HMG (Most likely Soviet DShK or Russian KORD) for infantry use. I tried to find a model ( possibly from the RHS or 3CB mods) to port it into object editor that I would use but no dice. Creating a model from scratch might be too big of a project for me but if there are any ways to do it (somewhat) easily, I will gladly listen. To sum it up with a few questions: How do I create a weapon? Will it be possible to find the models for these weapons somewhere? How does the process of weapon creation go and how can I create one? Will anyone give me a hand with this small project?
  11. Bingo-66d21d294c551e45

    Help with sleep command

    Hello I'm trying to create a battle royal zone type thing. I've been trying to use the sleep command and it does not seem to be working, Any pointers? the error is '...= [1,2,3,4] call BIS_fnc_selectRandom; sleep 1; if (_random == 1) then {...' Error Generic error in expression. Thanks
  12. I have a computer for running dedicated servers, everything works fine on LAN connection. But when i try to connect thru IP on direct connect it just gives me "BattlEye initialization failed". When i check the logs it says "BattlEye Server: Initialized (v1.218)" and when trying to connect "BattlEye Server: Connected to BE Master". The rpt logs are saying "BEServer: cannot find channel #578315203, users.card=0" I have forwared the ports "2302-2306" and "2402-2406". Anyone had this issue before? Others cant join either
  13. Hey, I would like some help in creating a custom unit voice pack (as in adding another language for a unit). I am green at programming in SQF/Arma 3, but I do have coding experience elsewhere. Unfortunately, I am unable to find any guides on how to do this, and the information that does relate to creating a unit voice pack is scattered and not elaborated well. If there is a good samaritan out there who would be willing to take the time out of their day to help me either by DM or by providing me with a list of resources that can help me learn how to do this would be much appreciated. If, however, you don't want to help, that's fine, but don't ridicule me for being new to making Arma 3 mods -- at least I am trying to learn it instead of begging someone to make it for me. Anyways I appreciate you guys (and gals) for taking the time to read this. Thanks
  14. Hi, i am fairly new to coding and i am wondering is there a way to detect if a player inside of a zone designated by a trigger has a weapon out or equipped and if so change the relation between indie and blufore, so far I am using this; this && !(currentWeapon player isEqualTo "AssaultRifle"); resistance setFriend [west, 0]; west setFriend [resistance,
  15. GaryTheNoTrashCougar

    Help - getVariable (ACE)

    Trying to make a displayCtrl for blood loss when using ace. Problem I'm having is trying to get blood level value: player getVariable "ace_medical_bloodVolume"; This works in debug console but is not recognised in my script. I'm not familiar with returning variables from mods, do I have to define something in order to pass the variable through to my script?
  16. Quite new to the editor and I want to make a trigger that activates their pathing (enableAI "Path") when the units enter a compound so they come out from behind buildings and stuff like that. If anyone who knows how to use a trigger like that or another way to achive that "ambush" effect a reply would be appreciated.
  17. so i have just started making a SCP Mod pack but when i tried to launch it it failed and popped up an error like team leader class undefined and vehicle error and that stuff need help because i really wanna make this
  18. I have a problem, where only in Armia 3 I had 120 hz monitor graphics card 2070 rtx The problem is that the game looks normal when I want to move suddenly the gamma jumps and there is a streak of such white something behind the characters, it can be seen in the recording than in the photos but I can't upload the video here could anyone help? I realy dont know what to do. I am also sending a photo of 2 normal soldiers where I did not move and I took the photo. Other photos 2 with these problem are down on post.
  19. Is it possible to detect if a player has damaged a unit but another unit has killed that unit (kill assist)? I am using a Killed event handler for the unit that is killed & trying to combine that with a HitPart event handler but I can't get my head around the logic. in HitPart EH: playerShooting = (player isEqualTo _shooter); unitShot = _target; in Killed EH: if (playerShooting) //Obviously player is not the shooter when the unit is killed then { if ((_killed isEqualTo unitShot) && !(vehicle player isEqualTo _killer)) then {....blah blah Kill Assist}; }; also tried to use ((damage _target) < 1), but this is not true when _target is killed. Is there a way to check if the player dealt the damage?
  20. Got a Vanilla Server Working great, but when I attempt to add mod files into the server and try to join through the launcher the server is reading it differently. (E.g. (The server has: CBA_A3 V1.23.4)( I Have: CBA_A3) ) I realise the issue is that the mods are different due to the file names, but how can I rectify this issue on the server.
  21. Can anyone help me? 11:37:42 Dedicated host created. 11:38:27 Game Port: 2314, Steam Query Port: 2303 11:38:30 UPNP initialized 11:38:30 Mission CT.Malden read from bank. 11:38:30 Host identity created. 11:38:30 Roles assigned. 11:38:30 Reading mission ... 11:38:49 No entry 'bin\config.bin/CfgVehicles/Car_F/HitPoints/HitWheel_1_1.name'. 11:38:49 Mission CT.Malden read from bank. 11:38:50 Roles assigned. 11:38:50 Reading mission ... 11:39:01 No entry 'bin\config.bin/CfgPatches.jas-39 gripen'. 11:39:01 Mission CT.Malden read from bank. 11:39:02 Roles assigned. 11:39:02 Reading mission ... RPT
  22. 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)
  23. Has anyone figured out how to make it so you NEVER enter that 100m halo animation???
  24. 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 ?
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