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laser50

Issue firing weapons - range

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Hey guys, me and my friend recently bought a server for ArmA 2 OA. And were happy with it.

Until we figured out that there is some kind of bug going on with firing weapons.

Weapons fire just fine, but when we shoot, the range gets fucked up. A sniper for example can't shoot 10 meters ahead, even if you'd point it up extremely high.

I have no idea what the cause is, nor how this happened.

This is our server.cfg file:

// ExecuteGaming.com ArmA 2 OA Server Config

// comments are written with "//" in front of them.

// GLOBAL SETTINGS

hostname="Apollo Realism Gaming (Ace,Acre)"; // The name of the server that shall be displayed in the public server list

password=""; // Password for joining, eg connecting to the server

passwordAdmin="0709762552"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz'

reportingIP="arma2oapc.master.gamespy.com"; // This is the default setting. If you change this, your server might not turn up in the public list. Leave empty for private servers

// WELCOME MESSAGE ("message of the day")

// It can be several lines, separated by comma

// Empty messages "" will not be displayed at all but are only for increasing the interval

motd[]={

"", "", "",

"Welcome to Apollo Gaming's ArmA 2 server!",

"Enjoy your stay!",

"Remember that this is a realism server, teamplay only!",

""

};

motdInterval=300; // Time interval (in seconds) between each message

// JOINING RULES

kickDuplicate=1; // Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing.

verifySignatures=0; // Verifies the players files by checking them with the .bisign signatures. Works properly from 1.08 on

equalModRequired=0; // If set to 1, player has to use exactly the same -mod= startup parameter as the server.

maxPlayers=20;

// VOTING

voteMissionPlayers=3; // Tells the server how many people must connect so that it displays the mission selection screen.

voteThreshold=2; // 200% or more players need to vote for something, for example an admin or a new map, to become effective

// INGAME SETTINGS

disableVoN=1; // If set to 1, Voice over Net will not be available

vonCodecQuality=0; // Quality from 1 to 10

persistent=1; // If 1, missions still run on even after the last player disconnected.

BattlEye = 1;

// SCRIPTING ISSUES

onUserConnected=""; // self-explaining

onUserDisconnected="";

doubleIdDetected="";

regularCheck="";

// some ArmA specific stuff - signature verification

onUnsignedData = "kick (_this select 0)"; // unsigned data detected

onHackedData = "ban (_this select 0)"; // tampering of the signature detected

//onDifferentData=""; // data with a valid signature, but different version than the one present on server detected

//BattlEye=1; //Server to use BattlEye system

// MISSIONS CYCLE (see below)

class Missions

{

class COOP_InsurgencyTaki

{

template="Operation_Cold_Bore_Night_V_1F.namalsk";// omit the .pbo suffix

difficulty="regular";// difficulty: recruit, regular, veteran or mercenary (see CfgDifficulties in the main game config)

};

};

language="English";

adapter=-1;

3D_Performance=8021.000000;

Resolution_W=160;

Resolution_H=120;

Resolution_Bpp=32;

viewDistance=3000;

terrainGrid=10.000000;

MinBandwidth = 15000000;

MaxBandwidth = 100000000;

MaxMsgSend = 1024;

MaxSizeGuaranteed = 1024;

MaxSizeNonguaranteed = 64;

MinErrorToSend = 0.0025;

MaxCustomFileSize=0;

//-----------BIS Suggestions------------

//MinBandwidth = 320000;

//* Bandwidth the server is guaranteed to have (in bps). This value helps server to estimate bandwidth available. Increasing it to too optimistic values can increase lag and CPU load, as too many messages will be sent but discarded. Default: 131072

//MaxBandwidth = 10000000000;

//*Bandwidth the server is guaranteed to never have. This value helps the server to estimate bandwidth available.

//MaxMsgSend = 256;

//* Maximum number of messages that can be sent in one simulation cycle. Increasing this value can decrease lag on high upload bandwidth servers. Default: 128

//MaxSizeGuaranteed = 1024;

//*Maximum size of guaranteed packet in bytes (without headers). Small messages are packed to larger frames. Guaranteed messages are used for non-repetitive events like shooting. Default: 512

//MaxSizeNonguaranteed = 64;

//*Maximum size of non-guaranteed packet in bytes (without headers). Non-guaranteed messages are used for repetitive updates like soldier or vehicle position. Increasing this value may improve bandwidth requirement, but it may increase lag. Default: 256

//MinErrorToSend = 0.005;

//*Minimal error to send updates across network. Using a smaller value can make units observed by binoculars or sniper rifle to move smoother. Default: 0.01

//MaxCustomFileSize = 0;

//*Users with custom face or custom sound larger than this size are kicked when trying to connect.

We'd really appreciate some help on this, since I'm no expert in coding or ArmA 2 (CO) when it comes to these kinds of things.

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Known "bug", usually happens if User ID of 2 players do match. Check your and your friends user ID (can be seen in the ingame profile) and if they are similar, report back and i'll have a solution for you.

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