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  1. This post will cover two projects that are really one in the same. DR Project is a collection of a Mod Framework, DB Extension, Assets, Tools, Plugin Repository, and Terrains. DesolationREDUX is a survival mod using all that, working as a showcase for everything. The mod is currently in pre-alpha testing as we continue to add in the original planned features. Progress has been going very well, and we are pleased enough with how things are working that we decided to post up here. The hope, when completed and released, is that other mod makers will be able to take our work and make their own projects with them. The DR Project is open source, and will be released under APL-SA. Code, assets, terrains, will all be able to be used and edited by the community at large. ArmA Plugin Management System (APMS) The ArmA Plugin Management System (APMS for short) was created to add a plugin framework into ArmA. It allows for server owners to easily add and remove content from their server. Developers can create server-sided "plugins" that can add key binds, add events, add buildings to the map, and add SQF code. It also allows Developers to create a custom .cfg file to add control to the content within their plugin. The APMS system is the core for DesolationREDUX. Everything within the mod runs through the Plugin Manager; all key binds, events, and map edits. The benefits of the APMS are as follows: Customizable keybinds created by the server. All aspects of a plugin can be customized by the server owner via the .cfg file. Managed events for both server and player. Managed Actions. Ability to easily add and remove features from a server. Managed map edits, spawned before the server has finished starting. Installation of plugins is incredibly easy. Simply place the plugin PBO into the Addons folder of @DesolationServer. Place the plugin CFG into the Config folder of @DesolationServer. Add the plugin name into the Plugin managers PluginList.cfg file. Done RedEx: Key features are: - Supports 64Bit and the new CallExtension with Arrayarguments. - Has an builtin mechanism to load additional config whitelisted Modules dynamically, so no need for plugin writers to struggle with the ArmA CallExtension API, you get wonderful objects containing "key -> value" associations, where you simply can call: `extArguments.get<unsigned int>("itemAmount")` or `extArguments.get<std::string>("listName");` and you return ArmA strings. Everything else like handling strings that are to long is done by LibRedex. - Supports sync, async and quiet async calls (calls that do not return any data) - Has a wide range of functionality to make life easier: -- Random lists that connect an chance with an item, like they are used for Loot spawn. -- Random lists of numbers (you request what kind of numbers you want, how many and in which range) -- Getting real world time in different formats like epoch(unix) time, an date array. -- Handling of file input and output on in the config defined files. -- You can define if an file readable, writable or even only readable one, which use useful to hide data. -- An module to call whitelisted urls and the Steam API, for example to get informations about VAC Bans etc. -- An build in client which can connect to an middle ware to allow ArmA to communicate with other tools like an admin web framework, as example we provide an Discord Bot, that does allow the players to request the current Performance and Server Stats. -- And of course an database connector. Database specific features: -- Does support multiple Databases like MySQL(MariaDB) and PostgreSQL, additional support for Stores like Redis are easy to implement. -- All IDs are based on UUIDs, so no longer waiting until data is committed to the Database to get back the identifier of an Object. Just request an UUID, set it as ID for the Object and then tell the System to commit the Object. -- All sql querys are sanitized additional most of them use prepared statements. -- Some function calls like "update objects" are dynamic and don't need all data to be supplied, for example you only want to update the position of the car? fine! only send the position. -- The goal of the design of the database itself was to fulfill all possible needs we could imagine. As Plugin writer perspective this means you should not need to change anything database related, all object and character information are stored automatically. This includes also variables starting with an specific Prefix as well as skins etc. -- In case of objects we provide the "svar_" prefix, so if someone would like to add a coins system, they could store the current coin count of the object ins "svar_coins". -- In case of an Player we provide "svar_" and "pvar_" both work the same as in case of objects, but the difference is "svar_" is bound to the character, so if the character dies the variable is lost, while "pvar_" is bound to the player profile, so if an character dies these variables are still present on a new character. Last is useful to save for example the skills an player has earned. -- There are also more advanced features, like the database is able to save the connection of two or more objects, so you can attach an box to the roof of an car and after the server restart the box is still attached to the car. -- An encryption library using an PSK set in the config to validate the hash of objects, and encrypt text in general. We created a couple tools along the way for server managers to use. Admin Tools: The DesolationREDUX Web Administration Panel is a plugin to help with server administration via the use of a fully configurable website panel which allows the server owner to define groups and permissions for all the staff. This panel allows the server administrators to be able to start, stop and restart the server. It allows admins to view all the logs on the server to allow them to help catch hackers! Server admins are able to view the chat of all servers on one simple web page. Server owners can use the web panel to setup and configure groups and permissions for a web based RCON tool to allow banning, un banning, kicking, remote chatting and much more. Server Manager: This tool is aimed at server owners who want to make server management easy as it aims to remove the annoying server start bat files. It will be GUI based and allows for easy server configuration. The Administration tool takes up the task of automatically restarting your server via a time picked by the server owner. It allows the installation of plugins via just one click as it works alongside the script Plugin Repository System. It allows server administrators to be able to easily add and remove parameters to their servers without the use of a bat file. Most importantly, it has support for multiple servers so managing more than one server could not be easier. The tool is C# based and currently only set up for Windows platforms. As of quarter 2 2017, C# received Linux support, but we have not done any Linux support for the Server Manager. It is planned. Plugin Repository: The DesolationREDUX Script Repository will be a website hosted on a sub domain of DesolationREDUX which hooks into our forums authentication system. This website will allow users of the community to easily publish plugins/ scripts to our website, push changes and updates to the plugin, and give a detailed description of the plugin. This website will be moderated by our forum moderators and staff to ensure nothing malicious is submitted. This repository will also be included in my Server Administration Tool, and will allow server owners to simply click a plugin on the repository to install it directly to the server. Vehicle and Loot Spawn Location Tool: The Vehicle and Loot Spawn Location Tool is used to get your own custom spawn location. This may be necessary for custom buildings, or to simply add your own touches to your server. These tools are located in Eden Editor, and are very simple to use. Due to the way in which REDUX spawns vehicles, the tool is needed for accurate position locating. Upon finding your locations, simply go to any text editor and "paste". It will paste the appropriate code config information. Server Discord Bot: The discord bot is a simple to install bot that provides easy access to server information such as Server FPS, CPS, Active Threads, Server Uptime, Player Count, Online Players, and has the option for the server owner only to shutdown the server. It is recommended this tool is placed in it's own channel as the players seem to love checking it. All assets we create, or port from the A2/TKOH data packs, will be made available as a separate download once REDUX goes into Beta. These assets will include magazine items, map objects, weapons, structures, characters & gear, and vehicles. All assets will be available unbinarized so they can be edited to suit the users needs. We hope these assets will be taken to supplement the available A3 assets, and used to create more interesting content for the ArmA community. All we ask is that we are credited with providing the source files and any derivatives are shared with the community. As for terrains, that portion of the project is on hold until we complete DesolationREDUX. Once the mod goes into Beta, the modeling team will move over to creating assets for a western themed map. We originally had plans for a map based on the San Juan Islands. This may still happen. Will have to see what the team feels like creating when we get there, but we will be creating a US based terrain and appropriate assets. Some of the project members also have their own side terrain projects that will be released as well most likely using available A2 ported assets and A3 assets. Thanks to past and present dev team members, and those that have contributed content. Present Kegan BigBen Legodev Optix TheKnightTemplar ComatoseBadger Nex ImUnleasheD JMaster Zisb CrazyMike Movinggun SonicSound Ducky Contributors DL++ (Has contributed some assets including journal image as well as shared ideas while he works on his No Cure mod) Argument (his released source files for open A2 buildings have been edited to fix many config issues and AI paths for use with A2 missions) Jonpas (for allowing us to use and edit his Theseus Services assets) Screamer (for our branding images and game icons) Past Dirty Sanchez ANixon David3D Natu StokesMagee Cronicash
  2. FICTIONAL UNEXPLODED ORDNANCE, SYSTEMS, and E.O.D EQUIPMENT by R. Von Quest VERSION: v0.2.1 Beta UPDATED: 26 February 2017 INTRODUCTION: Work-In-Progress. This is the Stand-Alone Module of my Explosives & EOD Addon from my SpookWarCom Project. As most EOD stuff is just a BIP (Blow In Place); I wanted to do something a little closer to the fictional side, and have a system where you have to know what you are doing and solve a step-by-step procedure to disarm the explosive. I will be including my IMS "BombBuddy" Ion-Mobility-Spectrometer to detect both in-game mines & explosives, and all the IEDs included in this amazing mod. I do not like the "I see a mine!" in the game. So what? If you see it, where? When you have all the nonsensical "helpers" turned off, he still shouts out he spots something. This is silly. So I'm building my own detector that will 'sniff' the molecules in the air to detect various chemicals and the additives in explosive materials. It will only display a readout of various indicators and a vague 'strength' signal (parts-per-million). I also have in production several, ok numerous, oh wait... no, over 100+ IEDs coming to put into your missions that all will have unique ways of disarming! I have 10 prototyes each with 10+ levels of disarming procedures with numerous types having a complex muti-step process to disarm. Total of 100-200 Bombs! Memorizing how to disarm will be virtually impossible do to with the sheer vast number of randomly generated IEDs. If you do not go through the training process and do not understand what you are doing, kaboom! No more just clicking the X to disarm. You will need the right tools, and click exactly on the part required. Several types will even have anti-handling devices. Motion sensors, light sensors, etc. complete with random timers and other surprises that I won't reveal here. Explosives will be C4, Mines, Chemical, Radioactive, etc. "Initial Success or Total Failure" FEATURES: I.M.S BombBuddy detects ALL EXPLOSIVES Numerous Tools and Equipment Both Fictional and Realistic Explosives Disarm "Movie-Style" Bombs Disarm In-Game Bombs & Explosives Minefields: APERS Landmines Minefields: Mk6 Watermines Minefields: PDM-1 Amphibious Suicide Bomber Terrorists and Extremists Random Spawns and Variables ...And many more coming SOON!!! NOTES: More Info coming soon. This was just an upgrade into a Stand-alone Project. Many more cool options are right around the corner! *kaboom* REQUIRED: 1. CBA A3 - Community Based Addons A3 DOWNLOAD =VQI= FUSE Explosives & EOD Project Von Quest Industries
  3. So tried almost everything nothing works.... kind of give up on steam workshop right now: No matter what size or what folder or mods it doesnt "find" it and wont simply upload anything.. "Steam Error code: 9" "FileNotFound" weirdly enough its in a folder am i the retard or is it the tools? :P Publisher RPT Logs (some of it):
  4. Arma 3 Publisher Thread for your feature requests, discussion, update announcements, etc. To report bugs please use our feedback tracker: https://feedback.bistudio.com/ - project Arma 3 - category Tools
  5. Hi, Today I launched A3 tools as usual, then I tried to install bull dozer and I get an error code Here is what it says: Error received from: "DoTask" (0x50003003) The parameters source are destination are invalid. undefined c:\users\Robs\Documents\Arma 3 Projects Not sure what is going on, but it it halting me from working on my projects. Any help would be greatly appreciated. I did not change anything before this error occurred and I tried a reinstall but no luck. Thanks. Rob
  6. It’s been a couple of months since Work Drive has been introduced into Arma 3 Tools. This seems like an appropriate moment to give you some fresh information. Project Space, huh?! Don’t panic, you know this since the beginning (ages for the veterans): it’s the “P driveâ€. Like I explained in a previous personal blog, the P drive is a concept. In short, it’s the file structure for the game from the game perspective. To give an example, the file data_f_mark.pbo is physically located in \Mark\Addons in the file tree however, once loaded, the game will set its mounting point to \A3\data_f_mark, which corresponds to the prefix of the PBO file. To sum up, P:\ is a representation of the working directory of the game, from the perspective of the game. What the heck is Work Drive? What’s new here? It is a tool designed to replace the previously scripted systems in order to provide a more reliable way to manage the work drive (P) and its content. Its first iteration was only able to manage the well-known P drive and to install Buldozer. This it did from any location (source/destination). In the recent update, it received the ability to manage any substitute drive, meaning it can mount or dismount any drive from any letter and its core code was also consolidated to prepare for the future… Speaking of future, here we are! With version 0.983.2 of the tools, Work Drive can now extract the entire data of the game to the Project Space, similar to FuturaToP but more efficient. The usage is simple, execute workdrive.exe /extractGameData. By default, Work Drive will select the main install of the game as source and the destination directory will be the same as your project space, as defined from the launcher of the tools (Preferences->Settings (CTRL+E)). However, note that it will deny any attempt to extract the game data directory into the install directory of the tools to avoid any potential conflict with the updates of the tools. But, you can use it as you want or need: Command line: WorkDrive.exe /extractGameData <Source> <Destination> Source: A valid install directory of Arma 3 Destination: An existing folder Command line: WorkDrive.exe /extractGameData <Source> Source: A valid install directory of Arma 3 Destination: Will be the default project space Command line: WorkDrive.exe /extractGameData <Destination> Source: Will be the default install of the game Destination: An existing folder The extracted data can be purged by using the startup parameter /purgeGameData. You can also target a specific project space by adding its path after purgeGameData. The purge is based on the TXT file created during the extraction process, meaning that you can save a folder from the purge by removing the corresponding TXT file. In example, removing someName.txt will save the directory someName from the purge. Finally, you can also combine both parameters to refresh your game data by using work drive as follow. Note: The arguments of the parameter /extractGameData remain as described above. Command line: WorkDrive.exe /purgeGameData /extractGameData Random facts: It takes around 4 minutes to extract the game data from and to a SSD (~12 minutes with a HDD). Work Drive runs multiple tasks in parallel. The faster your hard drive, the faster the process will be. In case of an update of the game, it takes usually between 1 and 2 minutes to update the extracted data. Work Drive won’t update a folder which already is up to date. Reminder: Please carefully observe the licenses of any work you extract before using it elsewhere!
  7. Hi community - Disclaimer - I am not the best when it comes to explaining things to others. So please forgive me. - What is explained here is subject to change (this tutorial will be updated accordingly). - When a tools update is available (on main branch), after having installed the update be sure to verify game cache, extract game datas, and re-install buldozer before trying to do anything else. - The way things are explained here is the way I do it, there are other ways. - Introduction In this "tutorial" I will assume that you already have the tools installed (this step won't be explained here) and your directory mapping is the following: Arma 3 D:\Program Files (x86)\Steam\steamapps\common\Arma 3 Arma 3 Tools D:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools - Step 1 - Work Drive Folder Now we're gonna decide where we want our Work Drive to be located, go to D:\Program Files (x86)\Steam\steamapps\common\ and make a folder here, name it the what you want (mine is Arma 3 Tools [WorkDrive]). Your Work Drive directory is now the following: D:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools [WorkDrive] - Step 2 - Arma 3 Tools Directory Paths Setup Now that your Work Drive folder is setup you can now launch Arma 3 Tools from Steam. Once the window pops up, click on Preferences at the top then click on Options. Here you're going to setup your directory paths. According to what we previously done, the tabs should look like this: *Do not forget to uncheck Use default box as in the picture just above* Now click on Register, and you're done with this step. - Step 3 - Mounting Work Drive *Make sure both Arma 3 Tools (Arma3Tools.exe) & Steam (Steam.exe) executable are NOT run as administrator, otherwise your will be unable to mount your Work Drive* You can now click on Mount the Project Drive to mount your Work Drive, yay. - Step 4 - Importing Arma 3 Assets Click on Project Drive Management Then Extract Game Data Click on Run. When prompted, verify information and click Yes. Once the process is done, you get this: Now open your Work Drive (Computer -> P:), your drive should look like this now: *Image coming soon* - Step 5 - Installing Buldozer Now you can tick the Install Buldozer box. Click on Run. Once it's done close the little window and go back to Arma 3 Tools then click on Preferences then Buldozer Configurator. Choose the preset you want for both Object Builder and Terrain Builder then click on Apply configuration. Now open your Work Drive (Computer -> P:), your drive should look like this now: *Image coming soon* *While you're at it open steam_appid.txt and verify that its content is 107410* - Step 6 - Enjoy Everything is now set up, you can now begin to work on your project. Thanks for reading. - Related link(s) Work Drive (BIS) Project Space (BIS) Project Directory Migration (BIS) - Update(s) April 28th 2016 - First Iteration May 30th 2016 - Update 0.984 March 17th 2017 - Update 1.08 - /!\ Read last post /!\
  8. http://imgur.com/EV1VXZa So I have recently installed arma 3 tools because I wanted to work on a map but I have followed videos to get it all to work but everytime I get this happen to me which just takes the piss. If anyone has any ideas pls help when you can. http://imgur.com/KaJ5gRn This is another error I get. Thank you Ill re upload the images to somewhere working once I can
  9. Hello, this script has been refactored and proven for 1 year already Current version: 1.0 What is it? This is a cron manager for Arma 3. It is a similar for crontab in Linux or Task Scheduler in Windows. It allows you to execute code at a scheduled time, repetitive or not. Script will help to avoid endless loops and make performance optimized missions with greater flexibility in terms of managing your code execution. This script is designed for server-side execution, but also works in SP What's inside? Script contains of 4 functions: RWT_fnc_cronInit - initializes cron manager, executed on postIinit RWT_fnc_cronJobAdd - adds jobs to cron manager RWT_fnc_cronJobRemove - remove job from cron manager RWT_fnc_cronJobRun - function that runs the code, when its time comes Example use case? Make an explosion in 30 minutes Periodically run garbage clean up code, say every 2 minutes Any other usecase which requires higher time lags (minutes, hours) How to start using it? Script is packaged according to guidelines of Arma 3 Mission Skeleton, so if you are using it, just download it to your mission's addons folder and run build script. If you are more experienced mission maker or scripter - grab the source from github. To add a task: [{hint str time},[],0,20,0] call RWT_fnc_cronJobAdd; // will display time every 20 seconds Please read the comments and description to functions Source - https://github.com/ussrlongbow/rwt_cron Package - https://github.com/ussrlongbow/rwt_cron/releases/download/v1.0/rwt_cron_a3ms.zip
  10. So, like everyone else, my game updated the other day, as well as my tools. I went to install bulldozer again, and I get an error message from windows that says "work Drive has stopped working". My p drive is mounted, and all worked fine before the latest update. It stinks to have to pack the plane every time I want to trail and error something I did, just makes you lose motivation in your project. So, has anyone else had this error? Any solutions? Also, I have tried uninstalling and reinstalling many times, does the same thing after a fresh install.
  11. What is it? Introduction... Some of you may already know I was working on such project. It was delayed, postponed because of lack of time, it has required more analysis and conception than planned... but, today, here we are. First, if you're wondering if it's the same tool released yesterday in the dev branch of Poseidon Tools: Yes, it is! The Community Tools Updater is a very simple application able to check if the supported tools need to be updated/installed. If an update is needed, it downloads the new version from a depot maintained by the tool author(s) and install the newer version without asking a single question. The main purpose is to provide to the modding community a simple method to install/update the tools they need without being forced to hunt news on all over the web and take the risk to download an outdated version (I saw this many times with Poseidon Tools). More, the risk of installing an outdated version is avoided by a simple fact: It's the tool maker that update the depot with his work, not a random person. You may recognize some tools made by the community veteran Mikero and some other made by me. For users... Usage is very simple, just download it, extract where you want and use it :) In short-term, the updater will update itself when needed, but for the moment, you just need to take a look at this topic or the depot. It downloads the depot manifest at startup, then checks for updates. Once it's started, you can: Explore the local depot (place where all downloads are stored, including installers and zip tools) Clear local depot (delete the entire depot, just to be sure to do not have unnecessary files) Populate local depot (this synchronizes your local depot with the server depot) Update / Install (obviously, install or update the tools that need it and are checked) * yes, pretty basic UI for now but it's working like a charm! For tools developers... For now, only Poseidon Tools and Mikero tools "packages" are included, but I'm looking for more developers to join us. If you're interested, just let me a message here or a PM! In the best case, your tools need an installer that can take one of the following startup parameters: /s -silent -noUI And one of the following if there are some configuration to do during the installation: /d -default or way to define the configuration in command line If your tool supports this kind of options but not these ones, it's just a matter of exception, not a big deal here. By the way, if you don't have an installer, note that NSIS does the job perfectly (used by Mikero Tools) and is very user friendly. If you have questions What tools are supported? ArmA3p (1) Rapify (1) SteamToolCheck (2) MoveFolder (1) IsRap (1) DeWss (1) ExtractPbo (1) DeWrp (1) DeRtm (1) MoveObject (1) GetDePboVersion (1) DePew (1) DeRap (1) DeTex (1) LintCheckRapV (2) DeP3d (1) texConverters (2) Poseidon Tools (*) TM4 Indenter (*) MakePbo (1) SetVersion (1) DePbo (1) QueryAddons (1) pboProject (1) Eliteness (1) ConvertWrp (1) DeKey (1) DeOgg (1) DePac (1) (1) Fully supported (check version, install/update) (2) Partial support (check version, tool available in the local depot when populated) (*) Will be supported soon (this tool is supported by the updater but the tool is not yet ready to be used with it) How it works? The concept is simple, the updater retrieve a XML file live generated from a depot including what is inside the depot, compares local installations and what's in the depot, then, update if needed. Note that it can install if the tool is missing from your workstation. Advanced and curious users can have a look at the application parameters in the registry: "HKEY_CURRENT_USER\Software\bohemia interactive\Poseidon Tools\Updater" Get the Community Tools Updater: Community updater Beta 0.14.10.0 Note: I developed this tool to allow the modding community to get tools in the simplest way as possible, it was firstly designed for Poseidon Tools, then, Mikero tools have arrived and there are more to come! This is an unofficial tool and provided as it is; you bear the risk!
  12. First: all credits belong to Snake2200 the author of the big and excellent XAM1.06b-modifikation for ArmA1. you can download the hole addon for ArmA1 here: http://www.armaholic.com/page.php?id=1756 -this mod is not from me, it is only a part of the Xam1.06b-mod from Snake2200 -I have only edited the mod a little bit (logic,sound balancing)that it works with ArmA3. Thanks to kju for pushing me into the right direction and also to (Snake2200 wherever he is)! -This addon gives you: -excellent nature ambient-sounds -churchbells with different distances -different windsounds on hills ..etc. -mornigbirds (excellent for europe) -at night wulfs, owls ..beware ..sometimes scary ! -on the field sparrows, larks, robins..etc. -multiplayer not tested -no bi-signs included and i am not able to create some -first shot error included ! ...and not yet repairable for me Installation: -note: CBA is needed for this. 1.copy "@xam_environment.pbo" to your ArmA3 root directoy 2.edit your shortcut for ArmA3 or use a Launcher you like to start. ps:enjoy it or leave it... for me me its a musthave... at least the file http://www.file-upload.net/download-9091901/Xam.rar.html
  13. In this thread we'll try to describe updates happening in the Development Branch of Arma 3 Tools. This changelog is not complete, nor confirmed to be working as advertised. Again, Development branch does not pass internal QA before publication. Stick with main branch if you do not want to deal with the (big) potential issues and frequent data transfers. Feel free to discuss the updates to this branch in the relevant thread. The changes are not going to be done daily like the Arma 3 development branch does, but rather in irregular intervals according to needs and additions by our team. 20-06-2014 Fixed: Broken Addon Builder UI Fixed: Copying of files to the target destination in Addon Builder Fixed: "External" feature of Tools Launcher was disabled by error
  14. The TECHREPs will contain the changelogs for updates to the Arma 3 Tools suite on Steam. Keep checking the Dev Hub for all details.