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Found 44 results

  1. Hello guys. As stated in the title, I would like to make a rearm script for MK6 mortars. I know these can be rearmed, when an ammo truck or another similar service vehicle is in vicinity. But I would like to be able to rearm the mortar from an ACE 82 mm ammo crate. These crates contain a limited number of rounds. My idea: Add an action menu entry, where you can rearm the mortar from these crates. Now the mortar is counted as a vehicle, and vehicle magazines cannot be refilled with an exact amount of rounds. So, I thought I would define my own magazines for the mortars in the config. Problem: I cannot reload the mortar with these magazines. So, there must be a flaw inside the config. Here is my config. Can you guys point me where the error might be? class CfgPatches { class NIC_MK6_mortar { units[] = {}; weapons[]= {"NIC_mortar_82mm"}; requiredVersion = 1; requiredAddons[] = {}; magazines[]= { "NIC_2Rnd_82mm_Mo_HE", "NIC_3Rnd_82mm_Mo_HE", "NIC_4Rnd_82mm_Mo_HE", "NIC_5Rnd_82mm_Mo_HE", "NIC_6Rnd_82mm_Mo_HE", "NIC_7Rnd_82mm_Mo_HE", "NIC_2Rnd_82mm_Mo_Smoke", "NIC_3Rnd_82mm_Mo_Smoke", "NIC_4Rnd_82mm_Mo_Smoke", "NIC_5Rnd_82mm_Mo_Smoke", "NIC_6Rnd_82mm_Mo_Smoke", "NIC_7Rnd_82mm_Mo_Smoke", "NIC_2Rnd_82mm_Mo_Illum", "NIC_3Rnd_82mm_Mo_Illum", "NIC_4Rnd_82mm_Mo_Illum", "NIC_5Rnd_82mm_Mo_Illum", "NIC_6Rnd_82mm_Mo_Illum", "NIC_7Rnd_82mm_Mo_Illum" }; }; }; class CfgFunctions { class NIC { class base { class InitFlightHeight { preInit = 1; file="\NIC_rearm_MK6\scripts\init.sqf"; }; }; }; }; class CfgWeapons { class CannonCore; class mortar_82mm: CannonCore {}; class NIC_mortar_82mm: mortar_82mm { author="NIC"; magazines[]= { "ACE_1Rnd_82mm_Mo_HE", "ACE_1Rnd_82mm_Mo_Smoke", "ACE_1Rnd_82mm_Mo_Illum", "NIC_2Rnd_82mm_Mo_HE", "NIC_3Rnd_82mm_Mo_HE", "NIC_4Rnd_82mm_Mo_HE", "NIC_5Rnd_82mm_Mo_HE", "NIC_6Rnd_82mm_Mo_HE", "NIC_7Rnd_82mm_Mo_HE", "NIC_2Rnd_82mm_Mo_Smoke", "NIC_3Rnd_82mm_Mo_Smoke", "NIC_4Rnd_82mm_Mo_Smoke", "NIC_5Rnd_82mm_Mo_Smoke", "NIC_6Rnd_82mm_Mo_Smoke", "NIC_7Rnd_82mm_Mo_Smoke", "NIC_2Rnd_82mm_Mo_Illum", "NIC_3Rnd_82mm_Mo_Illum", "NIC_4Rnd_82mm_Mo_Illum", "NIC_5Rnd_82mm_Mo_Illum", "NIC_6Rnd_82mm_Mo_Illum", "NIC_7Rnd_82mm_Mo_Illum", "8Rnd_82mm_Mo_shells", "8Rnd_82mm_Mo_Smoke_white", "8Rnd_82mm_Mo_Flare_white" }; }; }; class cfgMagazines { class 8Rnd_82mm_Mo_shells; class NIC_2Rnd_82mm_Mo_HE: 8Rnd_82mm_Mo_shells { count=2; author="NIC"; }; class NIC_3Rnd_82mm_Mo_HE: NIC_2Rnd_82mm_Mo_HE { count=3; }; class NIC_4Rnd_82mm_Mo_HE: NIC_2Rnd_82mm_Mo_HE { count=4; }; class NIC_5Rnd_82mm_Mo_HE: NIC_2Rnd_82mm_Mo_HE { count=5; }; class NIC_6Rnd_82mm_Mo_HE: NIC_2Rnd_82mm_Mo_HE { count=6; }; class NIC_7Rnd_82mm_Mo_HE: NIC_2Rnd_82mm_Mo_HE { count=7; }; class 8Rnd_82mm_Mo_Smoke_white; class NIC_2Rnd_82mm_Mo_Smoke: 8Rnd_82mm_Mo_Smoke_white { count=2; author="NIC"; }; class NIC_3Rnd_82mm_Mo_Smoke: NIC_2Rnd_82mm_Mo_Smoke { count=3; }; class NIC_4Rnd_82mm_Mo_Smoke: NIC_2Rnd_82mm_Mo_Smoke { count=4; }; class NIC_5Rnd_82mm_Mo_Smoke: NIC_2Rnd_82mm_Mo_Smoke { count=5; }; class NIC_6Rnd_82mm_Mo_Smoke: NIC_2Rnd_82mm_Mo_Smoke { count=6; }; class NIC_7Rnd_82mm_Mo_Smoke: NIC_2Rnd_82mm_Mo_Smoke { count=7; }; class 8Rnd_82mm_Mo_Flare_white; class NIC_2Rnd_82mm_Mo_Illum: 8Rnd_82mm_Mo_Flare_white { count=2; author="NIC"; }; class NIC_3Rnd_82mm_Mo_Illum: NIC_2Rnd_82mm_Mo_Illum { count=3; }; class NIC_4Rnd_82mm_Mo_Illum: NIC_2Rnd_82mm_Mo_Illum { count=4; }; class NIC_5Rnd_82mm_Mo_Illum: NIC_2Rnd_82mm_Mo_Illum { count=5; }; class NIC_6Rnd_82mm_Mo_Illum: NIC_2Rnd_82mm_Mo_Illum { count=6; }; class NIC_7Rnd_82mm_Mo_Illum: NIC_2Rnd_82mm_Mo_Illum { count=7; }; }; Regards EDIT NVM, Solved the issue. Config is correct. I just interchanged 'weapon' with 'vehicle' I tried to create the weapon, while you have to create the vehicle, then change the weapon ON the vehicle. Sorry for inconvenience.
  2. I'm building a water feature above sea level for my own nefarious purposes (soon to be revealed). I need to be able to create a splash effect when something falls in it. This will be above sea level so I can't use my spawn a bullet to hit water trick. The splash size should be visually nice for when a man-sized object falls into water. I'm guessing it involves the Drop command which will take me forever to figure out how to do. Normally I'm a do-it-yourself guy, but the Drop command has a big learning curve. So I'm hoping there is a Drop command guru out there. Somebody may have already made this for another purpose and can share...? Or maybe there is a way to dig the splash effect out of the configs somehow? I will be eternally grateful and credit you on this project (it will be worth it!) ­čśë
  3. I need to calculate a position in 3d space that is 40 meters from a unit based on eyeDirection. If unit is looking at the sky then the position is 40 meters in the sky. If looking down at ground, then position should be under ground. Input: - eyeDirection unit - meters Output: Position I'm not a math guy, and struggle with vectors. I also googled the crap out of this and couldn't find an answer. Thanks!
  4. Arma 3 is closing a alot of my Apps, Nvidia Control Panel, ShadowPlay, even Razer Synapse, Asus Aura, Samsung Magician and iCue(for Corsair Keyboard), what's happening??? EDIT: Battleye issue EDIT 2: Solution at least for me: Disabling Ultra Low Latency Mode in Nvidia Control Panel - Reboot the Computer - Start the Game and should be fixed.
  5. I'm working on a script that allows for players to be non-combatants on a belligerent side (i.e. not civilian), however while expanding to nested If statements I have encountered an Error missing ) issue in the else statement, it's perplexed me and I think a rubber duck debug is in order. private ["_noncomState", "_wArray"]; _noncomState = player getVariable "var_lk_noncom"; _wArray = weapons player; if (count _wArray == 0) then { if (_noncomState == false) then { player setCaptive 1.44; hint "You are a non-Combatant!"; player setVariable ["var_lk_noncom", true] } else []; } else { if (_noncomState == true) then ( player setCaptive 0; hint "You are a Combatant!"; player setVariable ["var_lk_noncom", false] ) else []; }; This is the error that's produced: 16:36:46 Error in expression <te == true) then ( player setCaptive 0; hint "You are a Combatant!"; player se> 16:36:46 Error position: <; hint "You are a Combatant!"; player se> 16:36:46 Error Missing ) 16:36:46 File C:\Users\Lynn\Documents\Arma 3 - Other Profiles\Kinch\missions\n..., line 29 16:36:46 Error in expression <te == true) then ( player setCaptive 0; hint "You are a Combatant!"; player se> 16:36:46 Error position: <; hint "You are a Combatant!"; player se> 16:36:46 Error Missing ) 16:36:46 File C:\Users\Lynn\Documents\Arma 3 - Other Profiles\Kinch\missions\n..., line 29 16:36:46 Mission id: 4964a4130cdf29b09d84b46e8d2333956209f5c6 The error points to if (_noncomState == true) as being the culprit, however being formatted identically to the first part is confusing me. The script is initialized from a sequence starting from InitPlayerLocal.sqf, and the intent of the variable var_lk_noncom is to give the script something to check against so that the SetCaptive command isn't spammed every time a player's inventory changes state. Suggestions?
  6. I am currently trying to make it so that when a hold action is preformed on a crate, it will put the crate in the back of a non specific Zamak Truck. This would mean that the seats in the back of the truck would have to be locked and anyone sitting in the truck must be ejected from those seats. This is my script so far, all working fine. [ this, "Load.", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_loaddevice_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_loaddevice_ca.paa", "_this distance _target < 3", "_caller distance _target < 3", {}, {}, { _this call { _ZamakTrans = nearestObjects [ _this select 0, [ "Truck_02_transport_base_F" ], 25 ]; if (count _ZamakTrans > 0) then { target = _ZamakTrans select 0; { target lockCargo [ _x,true ] } forEach [ 2, 3, 4, 5, 6, 7 ]; box attachTo [ target, [ 0, 0.25, -0.15 ] ]; box setVectorDirAndUp [ [ 1, 0, 0], [0, 0, 1 ] ]; }; } }, {}, [], 2, Nil, true, false ] remoteExec [ "BIS_fnc_holdActionAdd", 0, this ]; All I need at the moment is to be able to eject people from the seats 2, 3 4, 5, 6 and 7. (any advice/criticism on my script will be greatly appreciated.)
  7. I found this thread of Arma2 from 2009 which asks the very same question. Now I must say I haven't tried this yet but, I wonder upon the release of Eden update if there are better alternatives given sync seems to have been sort of discontinued (I'm a Mission Editor amateur so I don't know if sync still actually exists.) or if simply there are better methods as of 2016's Arma 3 capabilities unlike A2 from 2009. Assurance of A2's method and possible alternatives are welcome. Thanks in advance.
  8. Anyone had similar issues? OB suddenly stopped loading textures. Bulldozer preview was configured 100% fine and working and then just stopped loading model textures on all models. I tried re-installing , verifying , double checking textures paths , double checking the default texture folder P:\ is set, as it was when it was working and then just this: sometimes this , with some visual artifacts No textures, strange lines instead of smooth gray mesh (if textures are not set). The only things I've noticed in the logs that it has some error logged: Invalid module. Missing link to InitPluginModule function (127) Have no idea if it was there before, never checked since everything was working. That's it. ObjectBuilder.log - https://pastebin.com/i33X5FKQ
  9. Is there any good way to imitate arrays with action on dialogs? I have this right now: action = "player addMagazine ""20Rnd_762x51_Mag"";"; It works 'n' all, but I was trying to make it add more than just one magazine to the player. Is this possible without using execVM to execute a script elsewhere?
  10. SPOILERS INCOMING FOR THE FIRING FROM VEHICLES SCENARIO!!! Is there an easy way to add hostages to your mission in the same way as the firing from vehicles hostages? Where they had the nice animation and you had to use the BIS_fnc_holdActionAdd action to release them? If not, how do I tie the animations together so nicely like they did there? Currently struggling with getting the animations nice n smooth. Thanks!
  11. sbondo1234


    I was searching up how to set up a custom bind that would execute some code. I was able to find code which did exactly what I want it to do with some editing, but I have no idea how any of it works. The code is this: waitUntil {!isNull(findDisplay 46)}; (findDisplay 46) displaySetEventHandler ["KeyDown","_this call keyspressed"]; keyspressed = { _shift =_this select 2; _handled = false; switch (_this select 1) do { case 35: {//H key if (_shift) then { player action ["SwitchWeapon", player, player, 100]; }; }; }; _handled; }; I generally can read this and understand what it is doing. This makes it so that when I click shift+h it executes the player action, I can understand the case 35 is the H key with DIK KeyCodes, but how does this script know that you need to press the shift key as well?
  12. I have created a script an assigned arma 3 weapon classnames to different variables, like this: _sg_mk1 = "srifle_DMR_03_F"; _sg_mk1Mags = "20Rnd_762x51_Mag"; I have then made an addAction and put it on an ammo crate so that when you click mk-I you will get the weapon in the variable above. Like this: _crate = sg_classes; _crate addAction ["MK-I", _sg_mk1, _sg_mk1Mags]; I have made it like this for flexibility, instead of changing everything I can change one classname in a variable to edit the outcome of your option. There is an issue though when I go in-game and scroll down on the crate I see MK-I, but when I click it I get the following error: '|#|srifle_DMR_03_F' Error Undefined Variable in expression: srifle_dmr_03_f So my question is how would I properly go about assigning classnames to variables and then have the variables be put in an addAction to give players the items.
  13. I have set up a dialog with some buttons. With one of the button I have made an Action like this: action = [] execVM "sg_places\sg_og.sqf"; I have checked so many times and that is definitely the correct directory to reach that sqf. Directory: teleport.hpp (the dialog with buttons) >> sg_places (folder) >> sg_og.sqf Is there anything else that can cause this error, because it should find the file it is definitely pointing in the right direction.
  14. Hello, I'm trying to remove vegetation in an area for a composition loaded with the debug console. I can only execute the script from my client since I don't have access to the server files. { _x hideObject true } foreach (nearestTerrainObjects [_newObject,["BUSH"],50]); This code works for my client but the rest of the server can still see the vegetation. Also if I reconnect the vegetation would reappear. { waitUntil {!isNull _newObject}; { _x hideObject true } foreach (nearestTerrainObjects [_newObject,["BUSH"],50]); } remoteExec ["spawn", 0, True]; DarleneWhale on /r/armadev wrote me this which should've executed the code on all clients with JIP set to true. Unfortunately, I've hit a bump since the vegetation still doesn't disappear for the players nor me with this code. Does anybody know how I can execute the HideObject command locally so the vegetation disappears for all players on the server including the players that join/reconnect? Any help would be much appreciated.
  15. Hi guys, I need a little script that makes hat or helmet fly off when unit shot in head. I know I saw a video of this once, so somebody has scripted it. But I just did a search and can't find anything. I can write one, but if one exists already that will save me an hour or so (and I'm putting all my time into polishing up new Razing Cane mission).
  16. Does anyone have the ArmA 2: OA colour corrections? I want to have the same lighting in CUP terrains as you did in Operation Arrowhead with the module. Someone saw the post and sent me a substitue: "colorCorrections"ppEffectEnable true; "colorCorrections"ppEffectAdjust[0.9,1,0,[0.1,0.1,0.1,-0.1],[1,1,0.85,0.4],[1,0.1,0,0]]; "colorCorrections"ppEffectCommit 0;
  17. I'm trying to write a script that involves setting the colour of the praetorian CIWS turret to the "sand" paint-job available in the garage menu. I understand how setObjectTexture works but can't figure out how to use getObjectTextures. I have a sand coloured CIWS placed down in zeus; what command would I use to see what the name of the texture is so I can incorporate it into my script? the example on the wiki runs fins but doesn't return a hint or anything. EDIT: Problem solved. In the eden editor, when changing a vehicles appearance, there is an "export" button which provides a script which spawns a vehicle of the selected colour.
  18. hello guys, its with immense happiness, that after YEARS of problems, i can finally mark as solved a problem that was plaguing me (and my unit, my friends, and many other people), the infamous "SESSION LOST" error, and relative disconnection! in years (and i mean YEARS) of research, of asking BIS support (thay tried to help, but without luck) and even Battleye support (they never answered, shame on them), i finally found (for pure luck) what seems to be one of the causes (because there are many causes for the same error, yes), probably the most unknown one. on my server i was using LAN cable, so attached to onboard nework adapter integrated on motherboard, but had also a wifi usb antenna to access server also from wireless... seems that having 2 network systems caused the problems, was not relevant if i used cable or wifi , the simple fact of having 2 was the problem! disabling one of the two (i tried both way) solved the problem!! for future reference , other causes , way more common, are : -mods not matched on server-client -an error in the arma3 cache. so all the working solutions i found (each for its own cause of the problem) are: 1) disabling one of the (more than one) real network adapter cards in the network settings probably problem with win10 is that as of update 1603 the network-order has been removed and you cannot priorize a card anymore you will have to manually disable all of the adapters that are not in use. 2) Reboot your PC, when it boots up, don't open anything copy this into a text file, save, then rename WipeArma3cache.bat rmdir "%userprofile%\AppData\Local\Arma 3\" /s /q ...and run it. 3) match EXACTLY the server mods, so that client and server run ALL the same mod, same versions. hope this saves people years of problems, losing community around servers, and many ARMA3 friends (gone to other games for this problem). this is the maniphest ticket of this problem: https://feedback.bistudio.com/T128085
  19. I am currently in the process of making a GUI that allows you to customize the pylons of a plane. Everything works up until this one part. (This is not the only thing in the GUI, just one function). params["_indexWeapon"]; _weaponToEquip = currentWeapons select (_indexWeapon + 2); _planeToEquip = currentObject; _pylonToEquipIndex = currentPylonNum + 1; systemChat str _pylonToEquipIndex; systemChat str _planeToEquip; systemChat _weaponToEquip; (_planeToEquip) setPylonLoadOut [_pylonToEquipIndex, _weaponToEquip, true, []]; For some reason, in the setPylonLoadOut, the _weaponToEquip does not work. So say it equals "PylonRack_1Rnd_AAA_missiles". I get the error in game, "No entry 'bin\config.bin/CfgMagazines."PylonRack_1Rnd_AAA_missiles"'. But if I change the code to, (_planeToEquip) setPylonLoadOut [_pylonToEquipIndex, "PylonRack_1Rnd_AAA_missiles", true, []]; It works if I use that code. I can't seem to figure out why this is and what a fix for it might be. If anyone has any ideas why this is and what a fix might be, I will be extremely grateful for your input. Thanks in advance!
  20. Hey all, I need some help with creating a trigger which produces an image on the players screen for a few seconds and plays some sound affects. Trying to produce a hallucination or flashback affect. What I think needs to happen is have in the trigger (on activation) null = [] execVM "images\flashback.sqf"; playmusic "example1"; or playsound "example1"; But I am not sure what to put in the flashback.sqf to make the image display. I am new to scripting so any help would be awesome. Peace TPM
  21. I'm trying to count everyplayer that's playing as OPFOR. My counting script does not throw any errors, however the hint script doesn't recognizes _AllPrisoner. Obviously i'm doing something wrong and i hope someone can help me. _allplayers = allPlayers; _allPrisoner = {if (side _x == east) then {_allPrisoner = _allPrisoner + _x};} forEach _allplayers; hint format ["Test%1",_allPrisoner ];
  22. Hello, I am looking for a SIMPLE score system that I could use in my Deathmatch maps. I wan't no "kill streak", no "best player" of what so ever, just a simple score system that could collect the amount of kills that a player is getting and that will stop the game when limit it reached. I guess you can do this with "eventhandlers" but I'm clearly not an expert in Deathmatchs so ... Please help me :)
  23. Hello everyone i'm trying to create a unit that spawns in a vehicle and goes to a random location. But when i spawn the unit with createvehicle it won't move... *I tried waypoints and domove* I've done a lot of trial and error and can't figure it out. It's probably something very stupid since i'm not that familiar with scripTing in general. this is my code that is being called with an addaction: _Location = [] call BIS_fnc_randomPos; _Road = [_Location, 1000, []] call BIS_fnc_nearestRoad; _Destination = getPos _Road; _group = createGroup civilian; _AI = nil; _AI2 = nil; _AI3 = nil; _Pass = selectrandom [1,2,3]; _AIChoose = selectRandom ["C_man_1","C_man_polo_1_F_euro","C_man_polo_6_F_euro","C_Nikos_aged","C_Nikos_aged","C_man_sport_1_F_afro"]; _VEHChoose = selectRandom ["C_Offroad_01_F","C_Offroad_01_repair_F","C_Truck_02_covered_F","C_Truck_02_transport_F","C_Hatchback_01_F","C_Hatchback_01_sport_F","C_SUV_01_F","C_Van_01_transport_F","C_Van_01_box_F","C_Van_01_fuel_F","C_Offroad_02_unarmed_F"]; _veh = createVehicle [_VEHChoose, position Pris1, [], 0,""]; //Add passengers _AI = createVehicle [_AIChoose, position Pris1, [], 0, "CAN_COLLIDE"]; _AI setBehaviour "Aware"; _AI doMove (_Destination); _AI enableSimulation true; if (_Pass > 1) then { _AIChoose = selectRandom ["C_man_1","C_man_polo_1_F_euro","C_man_polo_6_F_euro","C_Nikos_aged","C_Nikos_aged","C_man_sport_1_F_afro"]; _AI2 = createVehicle [_AIChoose, position Pris1, [], 0, "CAN_COLLIDE"]; _AI2 setBehaviour "Aware"; _AI2 enableSimulation true; }; if (_Pass > 2) then { _AIChoose = selectRandom ["C_man_1","C_man_polo_1_F_euro","C_man_polo_6_F_euro","C_Nikos_aged","C_Nikos_aged","C_man_sport_1_F_afro"]; _AI3 = createVehicle [_AIChoose, position Pris1, [], 0, "CAN_COLLIDE"]; _AI3 setBehaviour "Aware"; _AI3 enableSimulation true; }; //Add Movein _AI moveInAny _veh; if (_Pass > 1) then { _AI2 moveInAny _veh; }; if (_Pass > 2) then { _AI3 moveInAny _veh; }; I hope someone can help me with this rookie problem. Draoth
  24. Hey Guys, So im trying to setup a dedicated server also to play on with my group. I use Ubuntu server and get the following problem when i load the mission: Even tho the mods are loaded: I made all files small letters already (removed capitals) and this is my startup line: ./arma3server -mod="mods\@cba_a3;mods\@cupterrainscore;mods\@cupterrainscwa;mods\@cupterrainsmaps;mods\@lingordingorisland;mods\@rhsafrf;mods\@rhsgref;mods\@rhssaf;mods\@rhsusaf;mods\@task_force_radio;" -port=2302 -name="FisherServer" -config="server.cfg" The folders contain the PBO files that are in the error, I tried to fix it for 5 hours already :/ Anyone have an idea where this is going wrong?
  25. Hi all. I am currently trying to make use of the parameters to dynamically add tickets to the Respawn Tickets Module so that players can adjust the number of tickets for their own session to control their overall time-frame. Currently, how the game works is based on sector Bleeding rather than actual respawn. Basically when sectors are taken to a certain percentage, the tickets will start bleeding. So player respawn isn't taken into account for the reduction in tickets. Module is set to 250 each per side, WEST, EAST. I used: // get the number from parameters // somehow get the difference, e.g. 500 - 250 = 250 if (isServer) then { [WEST, _difference] call BIS_fnc_respawnTickets; [EAST, _difference] call BIS_fnc_respawnTickets; }; But it seems that under a dedicated Server, the above command doesn't seem to reflect on all players, and most likely only on the server..... though I thought the command is supposed to work on a global level. And testing it out of the isServer if else statements, it resulted in additional of more tickets every time a player joins..... So I was wondering if anyone is able to explain how that function works or if I have used the wrong combinations... or I should have used either just the module or the function command. Thanks.