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First off let me say great mod! We use it in our Arma 3 community but have hit a little snag that I'm hoping you can help me out with.
I have created a Taru reskin mod which as far as i can tell mostly works in combination with yours. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2577441772
The problem is when trying to sling and attach the Ammo pod specifically. To give you an idea so you don't have to dig through my config.
Ammo pod config: https://imgur.com/lUV0ced
Repair pod config: https://imgur.com/V7Zsd2z
Where i think the problem occurs from your config: https://imgur.com/4jePZ1C
Here is what happens in-game, repair pod (which works) vs ammo pod (which doesn't).
https://imgur.com/62lStd9
https://imgur.com/nWmdAUi
https://imgur.com/unLpHhF
https://imgur.com/5bhqjqu
Thank you for your assistance!
The Log says:
20:06:36 Scripting function 'xeno_taru_fnc_action_arrimage' is not allowed to be remotely executed
20:06:36 User xxxxxxxxxxxx (xxxxxxxxxxxxxx) tried to remoteExec a disabled function
Did anyone Know the Problem or can help me to fix it ?
Good Greetings
LeSchizooo
I am really unsure if the problems are related. I am running KP_Liberation with this mod installed, or I was trying to. For some reason I don't fully understand yet, having this mod installed makes it so remote execution stops working somehow.
If this is true, this mod makes a large chunk of the workshop incompatible with it in multiplayer.
Take my words with a grain of salt as I have no idea what I am on about. I just know that having the Taru mod installed causes other scripts to be blocked by the same error.
In the case of KP_Liberation,
Scripting function 'kplib_fnc_addactionsfob' is not allowed to be remotely executed
Yeah i am really struggling with the remoteexec thing with server/mission that enforce this verification. It need to be add to a remoteexec whitelist thing that i have a hard time to understand...
Do you run your mission on dedicated ? Could you test the mission without my mod to confirm ?
I'm not a great coder, but it's possible you are using a legacy system somewhere in the code that is no longer supported by current ArmA 3. As I understand, it used to be that the server had to be set to decide if players had the permission to remote execute code. This was needlessly restrictive and created problems where most of the code used by most even moderately complicated mods began to fail, because there was no way for players to execute code given to them by these mods and even by mission scripts.
Current ArmA 3 made it so these restrictions no longer exist.
I suggest maybe reading through this https://community.bistudio.com/wiki/Arma_3:_Remote_Execution and see if it makes more sense to you than it does to me.
Do you play on dedicated ? Are you the pilot ? Are you in the pod ? Do you are the owner of the AI ? Or the owner are another player ?
I have fast re tested on the editor with a group on the bench pod and me on pilot and it seems to work fine and tested on dedicated with me in zeus with a group who have made an assault detaching just fine, so it must be some particular condition.
ACE recently changed a lot of things. Make sure the aircraft even has support for fast roping without the mod first.