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Posts posted by XMortX
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Both infistar anti hack and the standard epoch anti hack include spectate as far as im aware..... Just double click the player name you wish to watch I believe?
XMortX
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Hey guys,
Been having a problem trying to install ACE3 medical system on epoch, basically everything works except when you shoot or hurt someone, the medical system says your fine......?
I added the modules to the mission and configured them for this to work but the problem persists?
Whilst on the subject, is it possible to use the ACE3 Locking system for vehicles over the epoch version?
Any help is very appreciated,
Thanks in advance,
XMortX
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Hey guys, another zombie question, im sure your all sick of them by now but anyway....... iv started using this script http://www.armaholic.com/page.php?id=28741 and iv got a couple questions if someone is able to help?
1. Is there a way to add skins from a mod in place of the _units variable inside the fn_proximity.sqf script?
2. How would i go about increasing the health of the zombies? Currently they are far to easy to kill.
3. Any idea how to add a script to create a hoard as well as using the built in fn_proximity.sqf functions. If i add markers, currently that's the only place they will spawn?
4. How would i add more building the zombies will spawn at?
Cheers guys
Regards
XMortX
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ok iv been figuring stuff out, i need to edit the mission.sqm right? well the damn thing wont derapify using eliteness........ any thoughts?
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Thats the one im using, but what do i need to activate the mod in game, do i need a custom script or does it just work out of the box on all maps?
regards
XMortX
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Hey guys, how would i go about adding the zombies and demons mod to my dedibox for multiplayer? I tried using the script that was for exile but it doesnt seem to work. Someone else said something about using modules, but iv not got a clue what that entails, mission editing maybe, not sure. Any help would be appreciated!
Regards
XMortX
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i think you mean the startup batch right? the part where you tell the server what ip and port to use etc?
in this there should be a tag "-mod=" without the quotes, this is where you add your server side mods, for instance if you wanted to add epoch it would look like this normally "-mod=@Epoch0320"
my entire line reads like this
start "arma3" /min /high /affinity 30 "arma3server.exe" -mod=@Epoch0320;@EpochHive;@AllInArmaTerrainPack;@Bornholm;@masvehicles;@mas19; -config=sc\config.cfg -ip=195.154.133.175 -port=2326 -profiles=sc -malloc=system -cfg=sc\basic.cfg -name=sc -autoInit -loadMissionToMemory
not sure if this is what you were after, my ai missions are called from my init file......
hope this helps
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Im assuming adding these mods to the mission file would be a bad idea?
also how would i convert them to be added in the mission file properly?
regards
XMortX
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I know how to add mods to the server that the client needs to download, but is there a way to add mods so the client doesnt have to download them first?
For instance id like to add these to my epoch server but dont want the client to have to worry about finding the mods:
https://forums.bistudio.com/topic/182412-zombies-demons-also-a-ruger-44-magnum-bolt-action-rifle/
http://www.armaholic.com/page.php?id=27224
http://www.armaholic.com/page.php?id=19547
http://www.armaholic.com/page.php?id=28557
Thanks in advance, and sorry if this is in the wrong place and/or a stupid question
Regards
XMortX
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nope, thats the memory allocator iv always used
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Have you guys tried starting the client (and maybe also the server) with -malloc=system?
Seems more stable for me.
BR
Rob
already using that memory allocator buddy but thanks :)
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From my experience now this will not help at all. Sure every thing the server has to spawn or has to do "to all players" will cause fps drops but i removed all antagonists, tried several memory allocator, removed addons, etc.
Nothing left to try so i really think we have to wait for an update. How is your server fps? I have constant 47 fps with 15 players. 30 let them drop down to round about 20-25 and fully populated with 55 players there are current 14-22 fps.
With 1.46 and 0.3.0.4 (same addons) they where much better.
im not using a server monitor yet as my server is locked so i cant actually tell you the server fps, but id imagine its quite high, from what i gather from other posts iv read, this only affects the client not the server, i wish i had that amount of players lol
1.46 worked flawlessly with all the mods, i didnt see any lag client side.... ever tbh not even when we had an admin fight with a few A-10, tanks and gun emplacements, and shit was blowing up all over the place.... no lag at all lol
i noticed you have no drones, hate those things they are awful, first thing we did was turn those off!
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hey guys thought id add my 2 cents :) the ai drivers are terrible lol, they get stuck on everything, corners included, most of the time i find the convoy has stopped somewhere apparently for no reason, also the ai dont always disembark the vehicle if i shoot out the drivers etc, once i was able to walk up to a convoy look in the back of a canvas humv and shoot the ai in their seats....... lastly the ai bomber, shoot him on exit of the car, all the ai are dead, easy win.....
i know this sounds harsh, i really dont intend it like that but im just pointing it out to try and help so i hope you dont take offence as i mean it merely as constructive critisism :) i actually love the idea and so do my players but its currently slightly less than functional :) when it works its great!
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It's arma, see Here
Pointless voting though, it's been acknowledged
ah ok thats cool hopefully there will be a hotfix.....very soon
Cant be because players see it when Antagonists spawn in mainly sappers. The 1st sapper is the worse and for the love of god they need to fix it.
can confirm its definately not just the antagonists, my server has them currently off while im testing the ai missions im adding, mine seems to happen either completely randomly after a few mins or when i look at the infistar menu (still not every time though) and even if i look at the map....... my guess would be that its whenever you render something large.... ie the map, but im a n00b so im only guessing :)
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[12:20:00] David Foltyn: well we just did some testing and clients w/o that update had weird stutter ... no logical explanation
so your saying the update isnt causing it or do you mean the problem is server side?
Global problem But also script overloaded servers make it worser. Search for 1.48 client fps drop here
ah ok thankyou for letting me know, least im not going to spend hours looking through code searching for a bug that i cant fix lol
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Hey guys, i just want to know if this is a problem im having on my server or if its a global thing.....
im running -
A3 1.48
epoch 0.3.0.4
mas weapons
mas vehicles
on bornholm with infistar antihack
after about 3-5 mins of joining the game from my home pc, the textures and shadows start spazzing out and my fps drops from 80+ to 5-11fps
is this something to do with the new update that i cant fix or is it local and i can fix it?
cheers guys and sorry for the seemingly stupid question
p.s this is my own server btw, just in case i confused that lol
XMortX
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Actually, did you just want to add the stuff about the textures to your thread and then we could simply delete this one?
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I used to use call compile, but I was told to use execvm instead:
ah so its a performance thing, ok ill edit the main post, thanks again
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That looks like a pretty clean way to do it! Nice one dude! DirtySanchez helped me find a way yesterday, almost exactly the same but 'call compile' not 'execVM', anyway i already updated the original post yesterday, but thankyou anyway!
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you sir! genius thankyou! thankyou all for your help :) problem solved
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looked in the logs and it doesnt seem to matter where i put the texture file it cant load it? iv tried -
x\addons\a3_epoch_custom\mapcontent\textures\test.jpg
mapcontent\textures\test.jpg
textures\test.jpg
and even putting the texture in the root arma 3 folder.... any clues?
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try this instead:
_object setObjectTextureGlobal [0, "mapcontent\textures\test.jpg"];
haha ok my mistake, binary starts with a 0, rookie mistake my bad. The texture didnt appear but made it transparent, i assume iv got a mistake in the file path somewhere, ill let you know how i get on in about 2 mins
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Ok so this is my code that still isnt working.... does the jpg have any special requirements? It places the billboard in the correct position but no texture?
_pos = [13102.2, 10143.8, 0];_object = createVehicle ["Land_Billboard_F", _pos, [], 0, "CAN_COLLIDE"];_object setDir 185.52;_object setPosATL _pos;_object setObjectTextureGlobal [1, "mapcontent\textures\test.jpg"];
Humanity change
in Scripting
Posted · Edited by XMortX
Hi guys, i have config traders set-up on my server and id like to add a way to change humanity when a player buys something from the hero vendor or the bandit vendor.......
I tried changing this inside "PoliceVehicles.hpp":-
to this :-
with no effect.....
Am i on the complete wrong track? i thought the humanity variable would change the player humanity but i guess not..... any insights?
My goal being to eventually change it to something more like this :-
Thanks in advance for any help offered guys!
Regards,
XMortX