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Messages - GMG_Monkey

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Technical Support / Re: Disabling admin vote commands?
« on: Aug 14, 2019, 02:12 AM »
in your server config you need to set allowedVoteCmds to this:

Code: [Select]
allowedVoteCmds[] = // Voting commands allowed to players
// {command, preinit, postinit, threshold} - specifying a threshold value will override "voteThreshold" for that command
{"admin", false, false}, // vote admin
{"kick", false, false}, // vote kick
{"missions", false, false}, // mission change
{"mission", false, false}, // mission selection
{"restart", false, false}, // mission restart
{"reassign", false, false} // mission restart with roles unassigned

The above will disable all vote options.

Editing & Coding / Re: Placing Vehicle Flags
« on: Aug 14, 2019, 02:04 AM »
Did you ever get this sorted?

The best thing I can think to change is the is to modify the distances in client\functions\drawPlayerIcons.sqf

It controls how far the friendly markers show up (the blue, red, or green squares)

Editing & Coding / Re: R3F_LOG kind of borken
« on: Aug 14, 2019, 01:57 AM »
Have you made any changes to R3F or anything in persistence\server\world ?

You'd have to do some pretty deep edits in server\missions\missionProcessor.sqf This is what places and deletes the markers

Would have responded to this sooner, but it got lost in all the Russian spam.

General Discussion / Re: Custom path to -mod parameters
« on: Aug 01, 2019, 10:04 AM »
if your mods are in the server root folder then -mod:@mod1;@mod2;@mod3 will work just fine, make sure to enclose any mod folders with spaces in quotes, or just edit the mod folder to remove the spaces

if your mods are in a separate folder then you have to use the absolute path. Same rules apply with spaces.

General Discussion / Re: Custom path to -mod parameters
« on: Jul 31, 2019, 11:08 PM »
Yes. As long as it's an absolute path it works just fine.


you don't want to path to the mod.cfg though. just the mod folder

General Discussion / Re: Contact DLC
« on: Jul 29, 2019, 09:59 AM »
I'm kind of annoyed with BI. All of the Alien content is hidden in a completely separate game mode, which doesn't as of yet have multiplayer.

Nothing jumps out as wrong to me.

What happens when the mission runs and is completed?

Editing & Coding / Re: Placing Vehicle Flags
« on: Jul 06, 2019, 09:57 AM »
Setflagtexture is only for actual flag objects. I assume you're talking about where player unit insignia shows up if they have that set up?

General Discussion / Re: Player factions
« on: Apr 24, 2019, 10:56 PM »
Are you wanting the AI missions and the zombies to attack each other? If not then why not just set the zombies to CIV faction?

General Discussion / Re: Player factions
« on: Apr 24, 2019, 01:05 AM »
I'm interested to know why you want to set indies to side renegade. However, if you put that line in client/functions/playersetupend.sqf it should do what you want.

General Discussion / Re: Cold War Germany DLC
« on: Apr 23, 2019, 09:40 AM »
I'm really dubious about this DLC. On one hand, new stuff, and bigger map, YAY! On the other, Arma's player base has shunk so much, I'm not sure if it can sustain anything that requires the DLC.

Addons & Mods / Re: Rhs and Cup store config
« on: Apr 22, 2019, 05:26 AM »
it goes in the root folder for the mission.

Editing & Coding / Re: Where define hunger and thirst levels?
« on: Mar 30, 2019, 11:02 PM »
No I don't think that's going to work.

Acex puts a variable on the player. A3W appears to put a variable in the mission namespace for the client.

You'll either have to edit initSurvival.sqf to work with Acex's variables.

Editing & Coding / Re: Mission
« on: Mar 26, 2019, 04:38 AM »
I don't know what your setup is on you home computer, but if you have wasteland running it should produce logs.

I wouldn't put it on a live server, but you can easily set up a dev server on the same machine you run you live on.

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