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tvig0r0us

[MP][TVT/COOP] Total Conquest for Arma III

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OK, here's the deal. I'm getting a CTD at intermittent times after the first 10 minutes or so of play. I've looked over every aspect of my code and I cannot find what is causing it. The CTD leaves the following in my log file. If any one can help here I would greatly appreciate it.

=======================================================

-------------------------------------------------------

Exception code: C0000005 ACCESS_VIOLATION at 00000004

graphics: D3D11

resolution: 1600x900x32

Addons:

A3_Air_F_Beta_Heli_Transport_02 in a3\air_f_beta\heli_transport_02\

A3_Animals_F_Dog in a3\animals_f_beta\dog\

A3_Structures_F_Civ_Statues in a3\structures_f\civ\statues\

A3_Structures_F_Naval in a3\structures_f\naval\

A3_Structures_F_Ind_Shed in a3\structures_f\ind\shed\

A3_Weapons_F_Pistols_P07 in a3\weapons_f\pistols\p07\, A3_Armor_F in a3\armor_f\

A3_Armor_F_AMV in a3\armor_f_beta\apc_wheeled_01\, A3_Missions_F in a3\missions_f\

A3_Soft_F in a3\soft_f\, A3_Soft_F_TruckHeavy in a3\soft_f_beta\truck_02\

A3_Structures_F_Civ_Market in a3\structures_f\civ\market\

A3_Weapons_F_Rifles_TRG20 in a3\weapons_f\rifles\trg20\

A3_Weapons_F_beta_Rifles_TRG20 in a3\weapons_f_beta\rifles\trg20\

A3_Weapons_F_beta_Rifles_MX in a3\weapons_f_beta\rifles\mx\

A3_Animals_F_AnimConfig in a3\animals_f\animconfig\

A3_Boat_F_SDV_01 in a3\boat_f_beta\sdv_01\, A3_Map_Data in a3\map_data\

A3_Modules_F_Supports in a3\modules_f\supports\, A3_Signs_F in a3\signs_f\

A3_Structures_F_Civ_Garbage in a3\structures_f\civ\garbage\

A3_Structures_F_Mil in a3\structures_f\mil\

A3_Structures_F_Mil_Bunker in a3\structures_f\mil\bunker\

A3_Weapons_F_Launchers_Titan in a3\weapons_f_beta\launchers\titan\

A3_Boat_F_Boat_Armed_01 in a3\boat_f\boat_armed_01\

A3_Characters_F_Heads in a3\characters_f\heads\

A3_Characters_F_BLUFOR in a3\characters_f\blufor\

A3_Language_F_Beta in a3\language_f_beta\, A3_Music_F in a3\music_f\

A3_Soft_F_Quadbike in a3\soft_f\quadbike_01\, A3_Static_F in a3\static_f\

A3_Structures_F_Civ_Accessories in a3\structures_f\civ\accessories\

A3_Structures_F_Items_Tools in a3\structures_f\items\tools\

A3_Structures_F_Civ_SportsGrounds in a3\structures_f\civ\sportsgrounds\

A3_Structures_F_Ind in a3\structures_f\ind\

A3_Weapons_F_Rifles_SDAR in a3\weapons_f\rifles\sdar\

A3_Weapons_F_Pistols_Rook40 in a3\weapons_f\pistols\rook40\

A3_Weapons_F_Machineguns_M200 in a3\weapons_f\machineguns\m200\

A3_Characters_F_Common in a3\characters_f\common\

A3_Characters_F_INDEP in a3\characters_f_beta\indep\, A3_Data_F in a3\data_f\

A3_Functions_F in a3\functions_f\, A3_Modules_F in a3\modules_f\

A3_Modules_F_Beta in a3\modules_f_beta\, A3_Soft_F_MRAP_01 in a3\soft_f\mrap_01\

A3_Structures_F_Bridges in a3\structures_f\bridges\

A3_Structures_F_Walls in a3\structures_f\walls\

A3_Structures_F_Civ_Dead in a3\structures_f\civ\dead\

A3_Structures_F_Mil_Radar in a3\structures_f\mil\radar\

A3_Structures_F_Mil_BagFence in a3\structures_f\mil\bagfence\

A3_Structures_F_Mil_Offices in a3\structures_f\mil\offices\

A3_Weapons_F in a3\weapons_f\

a3_weapons_f_rifles_SMG_02 in a3\weapons_f_beta\smgs\smg_02\

A3_Boat_F_Beta_Boat_Armed_01 in a3\boat_f_beta\boat_armed_01\

A3_Modules_F_GroupModifiers in a3\modules_f\groupmodifiers\

A3_Roads_F in a3\roads_f\, A3_Soft_F_MRAP_02 in a3\soft_f\mrap_02\

A3_Structures_F_Civ_BellTowers in a3\structures_f\civ\belltowers\

A3_Structures_F_Civ_Camping in a3\structures_f\civ\camping\

A3_Structures_F_Households_House_Small01 in a3\structures_f\households\house_small01\

A3_UI_F in a3\ui_f\

A3_Weapons_F_Machineguns_Zafir in a3\weapons_f_beta\machineguns\zafir\

A3_Weapons_F_beta_Rifles_Khaybar in a3\weapons_f_beta\rifles\khaybar\

A3_Animals_F_Rabbit in a3\animals_f\rabbit\

A3_Anims_F_Config_Wmn in a3\anims_f\config\wmn\, A3_Editor_F in a3\editor_f\

CALanguage_missions in ca\languagemissions\

A3_Modules_F_Misc in a3\modules_f\misc\

A3_Modules_F_LiveFeed in a3\modules_f\livefeed\

A3_Modules_F_Effects in a3\modules_f\effects\

A3_Modules_F_Intel in a3\modules_f\intel\

A3_Soft_F_MRAP_03 in a3\soft_f_beta\mrap_03\

A3_Static_F_Beta_Mortar_01 in a3\static_f_beta\mortar_01\

A3_Structures_F_Households_House_Small02 in a3\structures_f\households\house_small02\

A3_Structures_F_Ind_DieselPowerPlant in a3\structures_f\ind\dieselpowerplant\

A3_Structures_F_Ind_AirPort in a3\structures_f\ind\airport\

A3_Structures_F_Ind_ReservoirTank in a3\structures_f\ind\reservoirtank\

A3_Weapons_F_Beta_Acc in a3\weapons_f_beta\acc\

A3_Anims_F_Config_Sdr in a3\anims_f\config\sdr\

A3_Boat_F_Beta_Boat_Transport_01 in a3\boat_f_beta\boat_transport_01\

A3_Modules_F_DynO in a3\modules_f\dyno\

A3_Soft_F_HEMTT in a3\soft_f_beta\truck_01\

A3_Soft_F_Beta_Quadbike in a3\soft_f_beta\quadbike_01\

A3_Structures_F_Civ_Lamps in a3\structures_f\civ\lamps\

A3_Structures_F_Training in a3\structures_f\training\

A3_Structures_F_Dominants_Lighthouse in a3\structures_f\dominants\lighthouse\

A3_Structures_F_Items_Electronics in a3\structures_f\items\electronics\

A3_Structures_F_Households in a3\structures_f\households\

A3_Structures_F_Households_House_Small03 in a3\structures_f\households\house_small03\

A3_Structures_F_Ind_PowerLines in a3\structures_f\ind\powerlines\

A3_Structures_F_Ind_SolarPowerPlant in a3\structures_f\ind\solarpowerplant\

A3_Structures_F_Ind_Cargo in a3\structures_f\ind\cargo\

A3_Weapons_F_Rifles_Khaybar in a3\weapons_f\rifles\khaybar\

A3_Weapons_F_Ammoboxes in a3\weapons_f\ammoboxes\

A3_Weapons_F_beta_EBR in a3\weapons_f_beta\longrangerifles\ebr\

A3_Air_F_Beta_Parachute_01 in a3\air_f_beta\parachute_01\

A3_Animals_F_Fishes in a3\animals_f\fishes\

A3_Animals_F_Snakes in a3\animals_f\snakes\

A3_Characters_F_Civil in a3\characters_f\civil\

A3_Map_Stratis_Scenes in a3\map_stratis_scenes_f\, A3_Sounds_F in a3\sounds_f\

A3_Structures_F_Civ_PlayGround in a3\structures_f\civ\playground\

A3_Structures_F in a3\structures_f\

A3_Structures_F_Items_Luggage in a3\structures_f\items\luggage\

A3_Structures_F_Furniture in a3\structures_f\furniture\

A3_Structures_F_Households_Stone_Big in a3\structures_f\households\stone_big\

A3_Structures_F_Households_House_Shop01 in a3\structures_f\households\house_shop01\

A3_Structures_F_Ind_FuelStation in a3\structures_f\ind\fuelstation\

A3_Structures_F_Mil_Helipads in a3\structures_f\mil\helipads\

A3_Weapons_F_Launchers_LAW in a3\weapons_f\launchers\rpg32\

A3_Weapons_F_Rifles_Mk20 in a3\weapons_f_beta\rifles\mk20\, A3_Air_F in a3\air_f\

A3_Air_F_Beta_Parachute_02 in a3\air_f_beta\parachute_02\

A3_Animals_F_Kestrel in a3\animals_f\kestrel\

A3_Characters_F_OPFOR in a3\characters_f\opfor\

A3_Dubbing_Radio_F in a3\dubbing_radio_f\

A3_Modules_F_StrategicMap in a3\modules_f\strategicmap\

A3_Structures_F_Naval_Piers in a3\structures_f\naval\piers\

A3_Structures_F_Naval_RowBoats in a3\structures_f\naval\rowboats\

A3_Structures_F_Dominants in a3\structures_f\dominants\

A3_Structures_F_Households_Addons in a3\structures_f\households\addons\

A3_Structures_F_Households_WIP in a3\structures_f\households\wip\

A3_Structures_F_Households_House_Shop02 in a3\structures_f\households\house_shop02\

A3_Weapons_F_Launchers_NLAW in a3\weapons_f\launchers\nlaw\

A3_Weapons_F_EBR in a3\weapons_f\longrangerifles\ebr\, CAData in a3\

A3_Anims_F in a3\anims_f\, A3_Armor_F_Marid in a3\armor_f_beta\apc_wheeled_02\

A3_Boat_F_Boat_Transport_01 in a3\boat_f\boat_transport_01\

A3_Boat_F in a3\boat_f\, A3_Misc_F in a3\misc_f\

A3_Misc_F_Helpers in a3\misc_f\helpers\

A3_Static_F_Mortar_01 in a3\static_f\mortar_01\

A3_Structures_F_System in a3\structures_f\system\

A3_Structures_F_Civ_Constructions in a3\structures_f\civ\constructions\

A3_Structures_F_Civ_Calvaries in a3\structures_f\civ\calvaries\

A3_Structures_F_Households_House_Big01 in a3\structures_f\households\house_big01\

A3_Structures_F_Ind_Transmitter_Tower in a3\structures_f\ind\transmitter_tower\

A3_Structures_F_Mil_Cargo in a3\structures_f\mil\cargo\

A3_Weapons_F_Items in a3\weapons_f\items\

A3_Weapons_F_Explosives in a3\weapons_f\explosives\

A3_Air_F_Heli_Light_01 in a3\air_f\heli_light_01\

A3_Air_F_Beta_Heli_Attack_01 in a3\air_f_beta\heli_attack_01\

A3_CargoPoses_F in a3\cargoposes_f\, A3_Plants_F_Bush in a3\plants_f\bush\

A3_Rocks_F in a3\rocks_f\

A3_Structures_F_Households_House_Big02 in a3\structures_f\households\house_big02\

A3_Structures_F_Ind_Pipes in a3\structures_f\ind\pipes\

A3_Structures_F_Mil_Flags in a3\structures_f\mil\flags\

A3_Weapons_F_LongRangeRifles_M320 in a3\weapons_f\longrangerifles\m320\

A3_Weapons_F_Rifles_Vector in a3\weapons_f_beta\smgs\smg_01\

A3_Air_F_Heli_Light_02 in a3\air_f\heli_light_02\

A3_Air_F_Beta_Heli_Attack_02 in a3\air_f_beta\heli_attack_02\

A3_Air_F_Beta in a3\air_f_beta\, A3_Animals_F in a3\animals_f\

A3_Data_F_ParticleEffects in a3\data_f\particleeffects\

A3_LanguageMissions_F in a3\languagemissions_f\

A3_LanguageMissions_F_Beta in a3\languagemissions_f_beta\

A3_Modules_F_Skirmish in a3\modules_f\skirmish\

A3_Structures_F_Civ in a3\structures_f\civ\

A3_Structures_F_Civ_InfoBoards in a3\structures_f\civ\infoboards\

A3_Structures_F_Items_Cans in a3\structures_f\items\cans\

A3_Structures_F_Mil_TentHangar in a3\structures_f\mil\tenthangar\

A3_Structures_F_Mil_Barracks in a3\structures_f\mil\barracks\

A3_UIFonts_F in a3\uifonts_f\, A3_Weapons_F_Rifles_MX in a3\weapons_f\rifles\mx\

A3_Weapons_F_Beta_Ammoboxes in a3\weapons_f_beta\ammoboxes\

A3_Weapons_F_Pistols_ACPC2 in a3\weapons_f_beta\pistols\acpc2\

A3_Weapons_F_beta in a3\weapons_f_beta\

A3_Animals_F_Seagull in a3\animals_f\seagull\

A3_Animals_F_Goat in a3\animals_f_beta\goat\, A3_BaseConfig_F in a3\baseconfig_f\

A3_Characters_F in a3\characters_f\, A3_Characters_F_Beta in a3\characters_f_beta\

A3_Language_F in a3\language_f\, A3_Map_Stratis in a3\map_stratis\

A3_Missions_F_Beta in a3\missions_f_beta\

A3_Modules_F_ObjectModifiers in a3\modules_f\objectmodifiers\

A3_Modules_F_Events in a3\modules_f\events\

A3_Modules_F_Sites in a3\modules_f\sites\

A3_Soft_F_Offroad_01 in a3\soft_f\offroad_01\

A3_Structures_F_Items_Vessels in a3\structures_f\items\vessels\

A3_Structures_F_Items in a3\structures_f\items\

A3_Structures_F_Households_Stone_Small in a3\structures_f\households\stone_small\

A3_Structures_F_Households_Stone_Shed in a3\structures_f\households\stone_shed\

A3_Structures_F_Mil_Fortification in a3\structures_f\mil\fortification\

A3_Structures_F_Wrecks in a3\structures_f\wrecks\

A3_Air_F_Beta_Heli_Transport_01 in a3\air_f_beta\heli_transport_01\

A3_Animals_F_Turtle in a3\animals_f\turtle\

A3_Animals_F_Sheep in a3\animals_f_beta\sheep\

A3_Animals_F_Chicken in a3\animals_f_beta\chicken\

A3_Characters_F_Proxies in a3\characters_f\proxies\

A3_Modules_F_Beta_FiringDrills in a3\modules_f_beta\firingdrills\

A3_Structures_F_Civ_Pavements in a3\structures_f\civ\pavements\

A3_Structures_F_Civ_Chapels in a3\structures_f\civ\chapels\

A3_Structures_F_Households_Slum in a3\structures_f\households\slum\

A3_Structures_F_Mil_BagBunker in a3\structures_f\mil\bagbunker\

A3_Weapons_F_Acc in a3\weapons_f\acc\

A3_Weapons_F_LongRangeRifles_GM6 in a3\weapons_f\longrangerifles\gm6\

Mods: A3

Distribution: 0

Version 0.71.107360

Fault time: 2013/07/04 13:24:55

Fault address: 00000004 00:00000004 Unknown module

file: UC_v008_A3_Agia_Marina

world: Stratis

Registers:

EAX:00000001 EBX:020CD618

ECX:4AAE8080 EDX:020CD5B8

ESI:4E00C5C0 EDI:020CD5B8

CS:EIP:0023:00000004

SS:ESP:002B:020CD58C EBP:00000002

DS:002B ES:002B FS:0053 GS:002B

Flags:00010216

Thanks for any direction you might be able to give me in advance.

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[/color]I don't know how to read that, but the only thing I see out of place is : A3_Weapons_F_EBR in a3\weapons_f\longrangerifles\ebr\, CAData in a3\

Where the statement ends with " in a3\" , no others end that way.

That may be normal and fine, it's just all I could see without any real knowledge of what I'm reading.

Rob

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After a bit of struggle, a good working version of Agia Marina featuring a new layout using the base feature has been posted on the Opening Post of this thread. I'll put up more, but the conversions are a bit more involved than I had anticipated. Enjoy!!

Cheers :D

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Hey Tvig0r0us, thanks for the update. Played a few times (just me an AI) and no issues.. lots of fun! keep up the great work :)

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Forgive me for bringing this up here, but the friggen AI difficulty is so badly screwed up in this game these days that I simply can't tell if this is a mission problem or just the neglect of BIS. My problem now with playing this mission is that I'm constantly getting 1-shotted around every corner. It's playing as if the difficulty setting is at 1.0, but in fact it is set at 0.1 (both in the mission params AND the in-game menu.

Anyone else having this issue?

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To be honest, I haven't had a chance to play it but twice since I posted the new version of Agia Marina. I'll have to check it out, but I did notice another post about the AI in general being just rediculous.

Cheers :D

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thanks tvig...lemme know what you think after trying it next time around. At 0.1 I would think you'd be able to run around alot and get some easy shots in...but as I said, its playing out as if it's set alot higher for me.

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Oh dear god. I just tried to run it and whatever they changed has it throwing out errors all over the place. This is futile.

edit - I looked through the error logs and inspected some of my code. There are things going on that I don't fully understand as some of the commands have changed. Frankly I just don't have the time or desire to go through all 60 something scripts every time they update the game and change things that have been the same since day one. To make a long story short, this is probably the end for this mission. I'm so disgusted right now that I don't feel like devoting any more of my time to it. Sorry all, I'm done.

Edited by tvig0r0us
Worst fears

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Yeah tvig0r0us, just hold off mate. There have (AND WILL BE) huge changed in coding that will break things. What we don't want is for you to disappear! Keep the faith, play on the editor and wait for stability :)

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tvig0r0us , I completely understand your frustration. Just wanted to say thanks for the work you put into this.

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Yeah tvig0r0us, just hold off mate. There have (AND WILL BE) huge changed in coding that will break things. What we don't want is for you to disappear! Keep the faith, play on the editor and wait for stability :)

What Krem said !!

It's the disadvantage of giving us such early access, but im glad they have!

Will/should make for a better (hopefully) release :cool:

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I would just hold off til RTM and that way there is no problem with whatever build you do. We can play the ArmA 2 version for now. Thanks TVig. It has caused me to not make anything as well and I am holding off until its gold. NOT that I am making ANYTHING on this scale but it is still frustrating having it break.

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Yeah tvig0r0us, just hold off mate. There have (AND WILL BE) huge changed in coding that will break things. What we don't want is for you to disappear! Keep the faith, play on the editor and wait for stability :)

+1 here

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Why in the name of god did BIS decide it would be a good idea to throw a scripting error when a nil variable is detected?? Half of my code logic is centered around testing for a nil variable. Nil is a value in and of itself if you understand how to use it. If this remains in the game, Urban conquest is going to be scrapped for sure because of the amount of scripts that will need to be entirely rewritten to avoid this blunder. It's not at all that the scripts are failing, but you can't play the game with a damn script error message on the screen the whole time. This is absolutely ridiculous. Please remove this crap!!

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TVig, don't give up on this mission. Why not just wait till the game is released. At that point they won't be making large changes to stuff like this.

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Why in the name of god did BIS decide it would be a good idea to throw a scripting error when a nil variable is detected?? Half of my code logic is centered around testing for a nil variable. Nil is a value in and of itself if you understand how to use it. If this remains in the game, Urban conquest is going to be scrapped for sure because of the amount of scripts that will need to be entirely rewritten to avoid this blunder. It's not at all that the scripts are failing, but you can't play the game with a damn script error message on the screen the whole time. This is absolutely ridiculous. Please remove this crap!!

Those aren't nil variable errors, they're undefined variable errors :) There's an important distinction!

The compiler is telling you that you're referring to a variable which it does not yet know about. The fix is simple: tell the compiler about the variable before you use it! Take this error from v008, for example:

IM8JEwh.png

It's telling you that you're referencing an undefined variable _unit (not a variable whose value is nil) in this code:

{
   if (((faction _x == resistance_fac_1) or (faction _x == resistance_fac_2) or (!(faction _x in resistanceFactions)
   && (resistance_fac_1 == "NONE")))) then {
       _unitType = typeOf _x;
       _unitDisplay = faction _x + " " + getText (configFile >> "CfgVehicles" >> _unitType >> "displayname");
       diag_log (_unitDisplay);
       _magazines = magazines _unit;
       _weapons = weapons _unit;
       _unitEntry = [_unitType, _unitDisplay, _magazines, _weapons];
       resistanceUnits = resistanceUnits + [_unitEntry];
   };
   deleteVehicle _x;
} forEach _resistanceMen;

The fix is simply to declare _unit (set it to some value) before you use it:

{
   if (((faction _x == resistance_fac_1) or (faction _x == resistance_fac_2) or (!(faction _x in resistanceFactions)
   && (resistance_fac_1 == "NONE")))) then {
       _unit = _x;
       _unitType = typeOf _unit;
       _unitDisplay = faction _x + " " + getText (configFile >> "CfgVehicles" >> _unitType >> "displayname");
       diag_log (_unitDisplay);
       _magazines = magazines _unit;
       _weapons = weapons _unit;
       _unitEntry = [_unitType, _unitDisplay, _magazines, _weapons];
       resistanceUnits = resistanceUnits + [_unitEntry];
   };
   deleteVehicle _x;
} forEach _resistanceMen;

The compiler just needs to know that you're planning on using a variable, so you need to set it to some value, even if that value is nil:

_unit = nil;

if (isNil "_unit") then {
   // ...
};

Note that using private does not declare a variable. It simply informs the compiler that if a variable with that name is declared within the current context, it should be private in scope.

This is actually a very basic compiler warning which is used in many programming languages. BIS have likely excluded it from the SQS/SQF compilers for so long to make beginning scripters' lives easier, at the expense of code quality and the ability to perform some compile-time optimizations. Enabling the warning, frustrating though it may seem at first, is a good thing for all of us ;)

So by all means, take a breather from working on this mission -- it's a lot of work to keep abreast of pre-release changes. Please don't give up on it entirely, though! :D

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Those aren't nil variable errors, they're undefined variable errors :) There's an important distinction!

This was a good post.

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Enabling that warning destroys my work. The hell with it.

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FYI those errors only show on DEV branch I switched back to STABLE myself as I got sick of seeing on-screen errors. Really this is a good thing just poorly implemented - they should have given us the option to not show script errors.

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Does anyone know if this whole thing with reporting nil variable as a script error is going to be permanent??

@Raws

You are failing to understand what nil means. An undefined variable is nil. You don't define a variable by giving it a nil value. Trust me, I've been working this principle in scripts for quite a while. What BIS has done would be similar to having the engine throw a debugging error if you declared an empty string. They've taken a valid coding concept and turned it into a scripting error.

I've examined my code and there is no way I'm going to be able to fix this. It will require me to rewrite half of the scripts. I'm very disappointed in the entire development because they've taken a concept from scripting 101 and turned it into an error, it's not like they just changed the way one of the commands work. I truly hope this is a temporary issue.

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TVig, I think all you need to do is define your vars at the top of your scripts like so:

private ["_yourvarname", "_anothervar"]

I believe you can still test them for nil values unless you actually assign a value to them.

Should be easy enough to prove with a very simple script and then a simple fix for your scripts. I think I've seen mention of some program that will run through your scripts and do this automated for you but not sure. You'll have to search for it.

I highly doubt it is temporary. I believe it is an anti-hacking measure of some sorts.

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Found solution, will update soon

Cheers

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Hey TVig NFMZ1 here, picking up a 16 man server so I am looking to run a few variations of UC for it. Hit me up on Teamspeak if you get the chance.

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Hey TVig NFMZ1 here, picking up a 16 man server so I am looking to run a few variations of UC for it. Hit me up on Teamspeak if you get the chance.

Will do. Code is fixed enough to work well. Have 2 versions on Altis and need to update Stratis layouts.

Cheers

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Will do. Code is fixed enough to work well. Have 2 versions on Altis and need to update Stratis layouts.

Cheers

Great I have the server purchased and up and running just need to get it all set. I will add you as an admin for it and add you to FTP to update as you see fit. Once I can edit the server info I will update the name to reflect UC Dedicated server as well.

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