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Found 4 results

  1. Hello everyone! I've recently started my first very own A2:OA Dayz Epoch server. It's all going well and I'm loving it, so I was trying to make some improvements and learn SQF scripting. I've found this mod on this forum some time ago: https://github.com/FullyGored/Cherno-Train-Service and I decided to implement it on my server. It really worked well. The only thing I didnt like about it, is the fact that the wagon is actually the Ikarius bus, so that the players can actuall get in (because normal wagons are not "proper" vehicles - you can get inside of it by climbing the ladder but you can't sit inside of it like you do in a car). It just looked silly to me and wasn't really immersive, so I decided to do something about it. So if you look at the Train_Start.sqf file, in line 32 it's actually spawning the Ikarius Bus. I replaced it with the wagon and added my custom init script to it. _wf = "Land_wagon_box" createVehicle _pos; _wf setVehicleInit "nul = this execVM ""scripts\Train\InitWagon.sqf"";"; processInitCommands; which contains the following: _this addAction ["<t color='#FF0000'>Get on the train</t>", "scripts\Train\GetOn.sqf", [], 6, true, true, "","alive _target"]; the GetOn.sqf just attaches the player to the wagon: _wagon = _this select 0; _action = _this select 2; player removeAction _action; player attachTo [_wagon, [1, -2, -0.85]]; player setDir 270; player setVariable ["isOnTrain", true, true]; So, here comes my first problem: why does the action menu disappear once the user is attached to an object? That would make the whole thing 10x easier, because I would just add an action to get off the train and the problem would be fixed. I tried many approaches, trying to detect key presses, etc. Basically I've been fighting with this script for 2 weeks time and gotten almost there. User can get on the train but can't get off. I tried doing this: I introduce a public variable on the top of the script after line 4: trainCurrentStation = "Berezino Start"; publicVariable "trainCurrentStation"; Then, on top, under line 19 I added all station names where the train stops (check _stops variable - it holds all rail names which should ) _stopNames = ["Berezino Station", "Berezino", "Nizhnoye", "Solnichiy", "Solnichiy Factory", "Solnichiy Factory 2", "Kamyshovo", "Skalisty", "Elektrozavodsk", "Prigorodki", "Chernogorsk", "Balota", "Komarovo", "Kamenka"]; So then, since the variables are not too descriptive, I figured I can add this piece of code to line 142 - to execute that code every train stop if (_i in _stops) then { [_train] spawn _horn; _currentStop = _stopNames select _b; trainCurrentStation = _currentStop; publicVariable "trainCurrentStation"; }; And then, I added a script for the clients to init.sqf which, I assumed, would listen to the changes in the trainCurrentStation variable and then react to it waitUntil { !(isNil "trainCurrentStation") }; "trainCurrentStation" addPublicVariableEventHandler { _station = _this select 1; _isOnTrain = player getVariable "isOnTrain"; if (!isNil "_isOnTrain") then { _hintText = format ["Thank you for choosing Cherno train services.\n Current station: %1 \n If you'd like to continue your journey, get back on the train.", _station]; titleText [_hintText, "PLAIN DOWN"]; detach player; sleep .3; player setVariable ["isOnTrain", nil, true]; player setVariable ["st_mh6_enhance_ffv_active",false]; }; }; I put into the init.sqf this way: if (!isDedicated) then { // other DayZ init scripts // init train scripts execVM "scripts\Train\clientInit.sqf"; // other DayZ init scripts } But this script does basically nothing. No script errors in the console (I'm connecting with the -showScriptErrors parameter), players are still stuck on the train forever (or unless you abort and re-join the game). The script is getting executed though! I tested that and it runs, but just does nothing for some reason. Any clue what I'm doing wrong? Is there a better way of doing all this stuff? Any clue if I can find another workaround (or just enable the action menu when the player is attached to an object?). I was thinking on attaching the player and then forcing the player to sit down in the train and then wait for the change in his stance (if he gets up, then detach from the train) but I'm not quite sure how to do that. Sorry for the long post, hoping someone can help with it.
  2. Hi all, Players can't play in server because BattlEye kicks with "BattlEye: Bad Service Version" after few seconds. This occurs since 1.80 update of dedicated server binaries. Of course it has been weeks but actually I didn't want to run the server anymore :) Server is behind NAT and Firewall (IDS/IPS), ports forward as 2302-2306 UDP. Windows Server 2012 R2 and using Steam GUI for Steam purposes. Tried reinstalling and starting vanilla, no luck. Did I miss something that I should do or could I been banned from BattlEye master server? :)
  3. Hello, we have released a major upgrade of our BattlEye integration in a dev branch today. This new version of BattlEye uses a windows service that is started before the game and provides additional security. The service is started and stopped automatically and it's also shared among all our games that support it (currently Arma 3, Operation Arrowhead and DayZ) so the impact on your systems should be minimal. If you want to use BattlEye in an Arma 3 client (there's no change for servers) you have basically three options: Use Arma 3 Launcher Start the launcher, enable BattlEye in the options and start the game -or- If you're using a -noLauncher parameter to skip the Arma 3 Launcher in the game Launch Options, in a shortcut or an URL, you can also add a -useBE parameter. arma3launcher.exe -noLauncher -useBE <params> steam://rungameid/107410// -noLauncher -useBE Let Arma 3 start BE You can simply start the game and join a BE enabled server Arma 3 will show a dialog requesting a game restart If you will confirm it the game will be restarted with BattlEye enabled (restart is required in order to start the BattlEye service) Manual start of BattlEye Start the game by running the BattlEye launcher directly arma3battleye.exe 2 1 <params> The first parameter - 2 means BE should check for updates and then run the game <params> stands for command line parameters that are forwarded to the game Please use this thread to share your feedback and report any issues you may have to our feedback tracker. Thanks! EDIT: A3 launcher option extended with the -useBE parameter EDIT: The first parameter for arma3battleye.exe changed from 0 to 2
  4. Hi, I cannot get ArmA to play music at all. I want to play via a mod. config.cpp inside the pbo has CfgMusic: class Extended_PostInit_EventHandlers { class TORT_playmusic { clientInit = "call compile preprocessFileLineNumbers '\TORT_playmusic\init.sqf'"; disableModuload = true; }; }; class CfgMusic { class test1 { name = "test1"; sound[] = {"\TORT_playmusic\Music\test1.ogg", db+3, 1.0}; }; }; init.sqf has: hint "TESTTEST"; playMusic "test1"; Hint appears, no music. Music is here, example: c:\Program Files (x86)\Steam\SteamApps\common\Arma 3\@tort_playMusic\Music\test1.ogg Ideas? Music format is alright. ---------- Post added at 13:36 ---------- Previous post was at 13:27 ---------- Solved. Argh. Referenced sound file inside pbo, but they are outside. This is correct: sound[] = {"\@TORT_playmusic\Music\test1.ogg", db+3, 1.0}; ---------- Post added at 14:27 ---------- Previous post was at 13:36 ---------- Whats wrong here? Hint appears, music plays, but "Generic error in expression in line 7" - it does not want the sleep here. hint "tort_PlayMusic running"; sleep 5; while {true} do { //playmusic format ["tmusic_%1", ceil(random 37)]; playmusic "tmusic_1"; sleep 5; }; ---------- Post added at 14:38 ---------- Previous post was at 14:27 ---------- OK, it has to be inside a "0 = [] spawn {" ---------- Post added at 14:45 ---------- Previous post was at 14:38 ---------- NEW QUESTION: How do I define the oggs length, I think in cfgmusic? If I know the tracks length, I know how long I have to wait at least. Before next track starts. This is my simple main loop. 0 = [] spawn { sleep 5 + random 30; while {true} do { playmusic format ["tmusic_%1", ceil(random 37)]; sleep 120 + random 120; }; }; ALSO, can I have ArmA count the number of files inside my sound folder? And I wish I could make cfgmusic part somewhat adaptive.
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