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Last active 3 years ago
then my desciption.ext thats missing a header looks like
//Game Mode
class header {
gametype = COOP;
minplayers = 1;
maxplayers = 30;
playerCountMultipleOf = 1;
};
//Author and Loadscreen information
author = "test"; //Author
OnLoadName = "test"; //Mission Name
OnLoadMission = "Test"; //Mission Description
loadScreen = "test.paa"; //Preview picture
//Respawn
respawn = BASE;
respawnDelay = 3;
//AI players
disabledAI = 1;
//Respawn Options
respawnButton = 0;
respawnOnStart = 0;
class Extended_Init_EventHandlers {
class Man {
init = "_this call (compile preprocessFileLineNumbers 'my_script.sqf')";
};
};
Hey guys,
Im super desperate here and at my end with this thing. So my linux server was working fine until I tried adding ips for the HCs to connect and added a custom profile I used on my old server to get custom difficulty working. Now the server won't load mods, I reverted back to the original state as I saved the original copies of the server.cfg and the profile but still broken. Havent touched any mods since its been working and havent touched my launch command but its still wont load mods. I have tried everything I cna think of but still it wont work and I dont know what else to do. Im using
./arma3server -name=server -config=server.cfg -mod="mods/@cba\;mods/@modpack\;mods/@rhsusaf\;mods/@rhsafrf\;mods/@taliban\;mods/@ace3\;mods/@alive\;mods/@jbad\;mods/@lythium\;mods/@projectopfor\;mods/@spyderaddons\;mods/@taskforceradio\;mods/@tfwradios\;mods/@bloodlust\;/@vcomai\;/@aliveserver"
I have mods setup for armasync in the mod folder and the non cleintside ones outside of it, also I havent setup aliveserver for linux yet but It was working fine with that same command yesterday. I keep getting
17:10:48 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.rhsusf_c_troops, ace_compat_rhs_usf3, ARD_Crye_Config, alive_main, alive_sys_data, alive_sys_playeroptions, alive_sys_profile, alive_sys_weather, alive_amb_civ_placement, alive_amb_civ_population, alive_mil_opcom, alive_mil_cqb, alive_mil_ied, alive_civ_placement, alive_mil_placement, alive_mil_logistics, amb_ambiance, civ_calltoprayer, civ_interact, rhsusf_c_weapons, rhsusf_c_mrzr, rhsusf_vehicles, rhsusf_c_HEMTT_A4, rhsusf_c_rg33, alive_sup_combatsupport, alive_sup_transport, alive_sup_cas, ace_advanced_ballistics, ace_advanced_fatigue, ace_advanced_throwing, ace_fastroping, ace_explosives, ace_hearing, ace_interaction, ace_map, ace_map_gestures, ace_microdagr, ace_nightvision, ace_finger, ace_respawn, ace_scopes, ace_tagging, ace_winddeflection, ace_repair, ace_rearm, ace_refuel, ace_medical, ace_medical_menu, tfar_core, po_main, ace_dragging, alive_mil_c2istar, UK3CB_BAF_Vehicles_LandRover,
17:10:48 Mission BadghisTEST1.lythium: Missing 'description.ext::Header'
Does anyone know how to install a HC with linux/ubuntu?
Yea I've been having a really tough time getting any custom stuff working, editing the composition in the AlIVE github version just broke the whole file and no matter what I do with the description it doesn't seem to work :(
Yup my whole file looks like
if (!isServer) exitWith {}; waitUntil {!isNil "ALiVE_STATIC_DATA_LOADED"}; ALIVE_factionDefaultTransport = [] call ALIVE_fnc_hashCreate; [ALIVE_factionDefaultTransport, "LOP_AA", ["LOP_AA_BMP1","LOP_AA_BMP1_C","LOP_AA_BMP2","LOP_AA_BMP2_C","LOP_AA_M1117_D","LOP_AA_M113_C","LOP_AA_M113_D","LOP_AA_M113_W","LOP_AA_Offroad","LOP_AA_Offroad_Police","LOP_AA_M1025_W_M2","LOP_AA_M1025_W_Mk19","LOP_AA_M1025_D","LOP_AA_M998_D_4DR","LOP_AA_Truck","LOP_AA_Ural","LOP_AA_Ural_Open"]] call ALIVE_fnc_hashSet; [ALIVE_factionDefaultTransport, "INDEP_Taliban", ["I_INDEPTaliban_Land_Rover_01","INDEPTaliban_Hatchback_01","INDEPTaliban_Jeep_01","INDEPTaliban_KamaZ_Transport_01","INDEPTaliban_KamaZ_Transport_Covered_01","INDEPTaliban_Offroad_01","INDEPTaliban_SUV_01","INDEPTaliban_Truck_Cargo_01","INDEPTaliban_Land_Rover_01","INDEPTaliban_UAZ_01","INDEPTaliban_UAZ_Open","INDEPTaliban_BMP_2_01"]] call ALIVE_fnc_hashSet; ALIVE_factionDefaultAirTransport = [] call ALIVE_fnc_hashCreate; [ALIVE_factionDefaultAirTransport, "LOP_AA", ["LOP_AA_Mi24V_AT","LOP_AA_Mi24V_FAB","LOP_AA_Mi24V_UPK23","LOP_AA_Mi8MT_Cargo","LOP_AA_Mi8MTV3_FAB","LOP_AA_Mi8MTV3_UPK23"]] call ALIVE_fnc_hashSet; ALIVE_factionDefaultSupports = [] call ALIVE_fnc_hashCreate; [ALIVE_factionDefaultSupports, "LOP_AA", ["LOP_AA_BM21"]] call ALIVE_fnc_hashSet; [ALIVE_factionDefaultSupports, "INDEP_Taliban", ["INDEPTaliban_KamaZ_Fuel_01","INDEPTaliban_KamaZ_Repair_01"]] call ALIVE_fnc_hashSet; ALIVE_factionDefaultSupplies = [] call ALIVE_fnc_hashCreate; [ALIVE_factionDefaultSupplies, "LOP_AA", ["rhs_3Ya40_1_single","rhs_7ya37_1_single","rhs_gear_crate","rhs_mags_crate","rhs_weapon_crate","rhs_launcher_crate","rhs_spec_weapons_crate","rhsusf_mags_crate","rhsusf_gear_crate","rhsusf_launcher_crate","rhsusf_weapon_crate"]] call ALIVE_fnc_hashSet; [ALIVE_factionDefaultSupplies, "INDEP_Taliban", ["rhs_3Ya40_1_single","rhs_7ya37_1_single","rhs_gear_crate","rhs_mags_crate","rhs_weapon_crate","rhs_launcher_crate","rhs_spec_weapons_crate"]] call ALIVE_fnc_hashSet; ALIVE_civilianWeapons = [] call ALIVE_fnc_hashCreate; [ALIVE_civilianWeapons, "LOP_TAK_Civ", [["rhs_weap_aks74","rhs_30Rnd_545x39_AK"],["rhs_weap_aks74u","rhs_30Rnd_545x39_AK"],["rhs_weap_akm","rhs_30Rnd_762x39mm"],["rhs_weap_akms","rhs_30Rnd_762x39mm"],["rhs_weap_svd","rhs_10Rnd_762x54mmR_7N1"],["rhs_weap_pkm","rhs_100Rnd_762x54mmR"],["rhs_weap_makarov_pm","rhs_mag_9x18_8_57N181S"],["rhs_weap_rpg7","rhs_rpg7_PG7V_mag"]]] call ALIVE_fnc_hashSet;
Awesome thanks! Im just using this as a test
private "_this";
_this = _this select 0;
if ((side _this == Civilian) and (!isPlayer _this)) then {
removeallweapons _this;
removeAllAssignedItems _this;
};
if ((side _this == GUER) and (!isPlayer _this)) then {;
removeAllAssignedItems _this;
};
which should remove their maps/compasses but it doesnt seem to be working
Thanks! Basically I just dont want them spawning with maps, compasses and morphine but still ahve everything else so I was wondering if I would do something like (I know it doesnt have the whole map, compasses and morphine to be removed in the entry hahaha)
private "_this";
_this = _this select 0;
if ((side _this == Civilian) and (!isPlayer _this)) then {
removeallweapons _this;
removeAllAssignedItems _this;
};
private "_this";
_this = _this select 0;
if ((side _this == GUER) and (!isPlayer _this)) then {
removeallweapons _this;
removeAllAssignedItems _this;
};
or would I need to combine them somehow or run two different scripts?
Works perfectly thanks! I was wondering how could I add an independent faction to it?
Im using
private "_this";
_this = _this select 0;
if ((side _this == Civilian) and (!isPlayer _this)) then {
removeallweapons _this;
removeAllAssignedItems _this;
};
but obv I dont want to remove weapons and I want them to have bandages still.
Thanks!