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      Latest news from Bohemia Interactive

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      Are you a modder? Take your skills to a whole new level: become a game developer.

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    3. BOHEMIA INTERACTIVE - GENERAL

      Discussion about Bohemia Interactive and its activities (other than OFP / Arma)

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  3. MOBILE GAMES

    1. ARMA MOBILE OPS

      Build your base, put up some mighty defences and lead your military force through epic battles in Arma Mobile Ops, a military strategy game for iOS and Android.

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    3. ARMA TACTICS

      Arma Tactics takes the best from the popular strategy genre... and goes mobile. The finest assets used in the critically acclaimed Armaâ„¢ series on PC now come to life on the Android mobile platform, in one of the best looking mobile games to date.

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    4. ARMA 2 FIRING RANGE

      Arma 2 firing range is the ultimate firing range simulation utilizing accurate high-poly weapon models used in the award winning Arma 2 tactical shooter videogame. Pick a weapon from dozens available.

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    2. TAKE ON MARS

      Take On Mars places you in the seat of a Rover Operator, allowing you to control the various, fully simulated mobile Rovers and stationary Landers. With this scientific arsenal at your disposal, you will work your way through the numerous Science Missions in each location, unlocking the secrets of Mars' distant past.

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  6. OFFTOPIC

    1. OFFTOPIC

      For discussions not strictly related to our games. Topics should ideally still be related in some way, for example: military, politics, science. Note that just because this is for offtopic it's not a case of "anything goes", silly topics and especially topics which don't have any scope for discussion will be closed/deleted.

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  • Posts

    • Hi Folks,

      I run Kronik servers at the moment with Ketanna and we have been trying to optimize certain mods and plugins with Exile. One of the challenges I've been encountering is ExAd.  Been simply told by some to not use it, but it has so many hooks into what we do. So wondered if anyone has optimized this a bit more than MonkeyNutz going in and removing pieces off ExAd's GitHub.

      I was wondering, does anyone have some ExAd optimizations or fixes?

      I have my own and willing to share, but at this moment it's pretty messy.

      In addition, I've been going through and cleaning up things we've been doing over the years (Kronik), and clearing out stuff we just kept pilling in our mission PBO. I've also been trying to track down certain Functions that are not listed in the CfgRemotExec, and finally going to start Exceptions for BattleEye based on some recent BattleEye Query Timeouts we've been getting.

      Before we were disregarding BattlEye kicks and rolling with it, but it's looking more and more like I need to do those dang exceptions.

      Any tips and trick are welcome and very well versed with ArmA and some scripting,  but in no way am I going to promote myself as a professional codie. Yet I'm not *new* to this.

      I'll be glad to share my experiences thus far and some of what I've done and researched with Parameters files, the Max Numbers of mods to registered to steam, Headless Clients, etc etc.

      If you have an interest to check out the server and get an idea of what were seeing performance wise, you can find it on both A3Launcher (promoted), or on the standard Launcher by looking for "kronik".   Let me know if you notice anything stands out. Already today I noticed the IgiLoad reloaded, so interested in updating this part.

      Thanks, Nutz (aka SirSmok@lot from A1 & A2 days)
       
    • I have a problem "cba_jr" after installing the NATO SF and Russian Spetsnaz WEAPONS for A3 mod. Is there a solution to this problem or what are the missing additions, thank you   The error message is titled - "Addon 'asdg jointrails_mas_weapons' requires addon 'cba_jr'"
    • No problems joining servers in reference to Ge Force. Ge Force will not cause this type of problem with ArmA. 

      You might want to look more local or reach out to the server owners.

      Couple things to know:

      Video drivers or things like GeForce Experience don't hinder server joins.  It either crashes the program or not. However a bad overclocking profile that you are setting, like a very aggressive overclock could. This is because the overclocking profile is not working well with ArmA and not related to the server. You can test this by opening the editor and placing a man on the map and running around.  But this is all in reference to video driver stuff.

      Try to join with a newly created player profile. If you can then it's something in your normal Profile causing the issue.

      Usually when it gets to this point (referencing screenshot) it's trying to pull your profile or player data. High Pings, playing on wifi, server overtaxed (bad server FPS), or even high network activity on server can delay it. Just let it sit for a minute. If you did let it sit, then contact server admins and ask for advice and be ready to supply your local logs.   Here's  where local logs can be found:
      %localappdata%\ArmA 3\
      (should be able to copy and paste this in the search box next to the windows flag to get to your local logs)
    • Not Sure From Config but from script there's a few command; addItemToVest , addItemToUniform , addItemToBackpack. I think you can define Init into the EH of the unit will check my old eods EOD suit to send you the basic setup to call script from init. class DefaultEventhandlers; class CfgPatches { class EOD_SUIT { units[]={}; author="Mr Ewok, NorX Aengell,Burnes15th"; weapons[]={"EOD9_HELMET","EOD_Uniform","EOD_SUIT_vest","EOD9_HELMET_Tan","EOD_Uniform_Tan","EOD_SUIT_vest_Tan", "EOD9_HELMET_Dark","EOD_Uniform_Dark","EOD_SUIT_vest_Dark","EOD_Bag"}; requiredVersion=0.1; requiredAddons[] = {"A3_Characters_F", "A3_Characters_F_Heads", "A3_Data_F", "A3_Weapons_F"}; }; }; class Extended_PostInit_EventHandlers { EOD_SUIT_Init="if (hasInterface) then {[] execVM '\EOD_SUIT\XENO_Init_Script_EOD_SUIT.sqf'}"; }; class EODS_SoundRegulation_settings { #include "\userconfig\EODS\EODS_config.hpp" }; class CfgVehicleClasses { class EWK_veh_class { displayName = "$STR_EODS_EOD_units"; }; }; class UniformSlotInfo; class CfgVehicles { class Man; class B_AssaultPack_Base; class NATO_Box_Base; class CAManBase: Man { class HitPoints { class HitHead; class HitBody; class HitHands; class HitLegs; }; }; class SoldierWB: CAManBase { threat[] = {1, 0.1, 0.1}; }; class B_Soldier_base_F: SoldierWB { }; class B_engineer_F: B_Soldier_base_F { }; class EOD_engineer: B_engineer_F { scope= 2; author = "MrEwok"; displayName= "$STR_EOD_engineer"; vehicleClass= "EWK_veh_class"; engineer = 1; attendant = 0; uniformAccessories[]= {}; nakedUniform = "U_BasicBody"; uniformClass= "EOD_Uniform"; model= "\EOD_SUIT\Models\EOD_Uniform.p3d"; hiddenSelections[]={"camo", "camo2", "insignia" }; hiddenSelectionsTextures[] = {"\EOD_SUIT\TexturesWIP\suitGreen_co.paa", "\EOD_SUIT\TexturesWIP\Green_Tex_co2.paa"}; weapons[]= {"Throw","Put"}; respawnWeapons[]= {"Throw","Put"}; Items[]= {"FirstAidKit"}; RespawnItems[]= {"FirstAidKit"}; magazines[]= {}; respawnMagazines[]= {}; linkedItems[] = {"EOD9_HELMET","EOD_SUIT_vest","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"EOD9_HELMET","EOD_SUIT_vest","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; backpack = ""; // class Eventhandlers // { // init= "_this call EOD_Suit_fnc_Check_Helmet"; // }; class Wounds { tex[] = {}; mat[] = { "eod_suit\textureswip\green_tex2.rvmat", /// what material is changed "eod_suit\textureswip\Green_Tex_wound.rvmat", /// how does the material look like in damage 0.5 and more "eod_suit\textureswip\Green_Tex_wound.rvmat", /// how does the material look like while the part has damage 1 "A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat", /// next materials are used through personality of the soldier "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat" }; }; }; }; // I've closed the bracket but you probably want to define other things... Also keep in mind it's a really old config so some stuff may have changed...  
    • There's one caveat to this, if you are using 16AA Building replacements, they will not detect new building classes. Also the map and some buildings were updated since SuperJ and I did this long ago (2018). I'll be remapping soon as there's been some minor shifting of building positions and centers I noticed.
      Been wanting to circle back around to this and polish it up.
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