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On 3/26/2018 at 3:18 AM, Graphix7 said:

Can we please get an explanation regarding exactly how the Recruitable AI works?  It would seem that at certain times pilots are unable to command AI in the air field and we've simply been unable to recruit AI as Squad leader or otherwise near the ground infantry spawn.

 

- Got to be within 3m

- Got to be leader of a group

- Only aircrew can recruit the aircrew AI

- Only infantry can recruit the infantry AI

 

 

Do you get the Recruit scroll interaction?

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1 hour ago, fn_Quiksilver said:

 

- Got to be within 3m

- Got to be leader of a group

- Only aircrew can recruit the aircrew AI

- Only infantry can recruit the infantry AI

 

 

Do you get the Recruit scroll interaction?

 

Ah! That was the trick!

 

I had a few of my community test it out really quick.  Everyone assumed the "Squad Leader" slot would be the slot for that feature, we never guessed that it would actually be regarding the groups through the group menu accessible with the 'U' key.

 

However, it would also seem, that if you are the first one to connect to the server, you are actually considered Group Leader of the default group that is generated as well.  This is why we had one person able to command the Recruitable AI but nobody else could.

 

I like this system, it encourages the players to maintain multiple groups rather than one massive squad.

 

Thank you for the help!

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9 hours ago, Graphix7 said:

 

Ah! That was the trick!

 

I had a few of my community test it out really quick.  Everyone assumed the "Squad Leader" slot would be the slot for that feature, we never guessed that it would actually be regarding the groups through the group menu accessible with the 'U' key.

 

However, it would also seem, that if you are the first one to connect to the server, you are actually considered Group Leader of the default group that is generated as well.  This is why we had one person able to command the Recruitable AI but nobody else could.

 

I like this system, it encourages the players to maintain multiple groups rather than one massive squad.

 

Thank you for the help!

 

yep,

 

its also important for the AI functionality. they follow their group leader, not necessarily the person who recruited them. so you might recruit and he would run off to regroup with his leader. hence we require that the recruiter also be the group leader.

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noticed the vehicle services - ammo never activates, brought all crates and ammo truck but still offline tested multiple fobs on tanoa and altis.

 

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is there a way a script could be added to sector control to cleanup the remaining hescos, bunkers etc after the mission is ended cause i noticed client fps dropping real quick after first missions.

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11 hours ago, SQHQ said:

is there a way a script could be added to sector control to cleanup the remaining hescos, bunkers etc after the mission is ended cause i noticed client fps dropping real quick after first missions.

 

everything cleans up. you can see this with zeus. once all players have left the area they will disappear within a minute or 2.

 

if you notice client fps dropping, check the logs for any issues. also is it dropping to about 10fps and not recovering?

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Updated to 1.0.7 "Tanks"

This patch is all about the Tanks DLC and plugging in new AI behaviors and mission content

Change Log:

[ADDED] Interaction to deploy/retract armored vehicle Camo Nets.
[ADDED] Interaction to mount/remove armored vehicle Cage Armor at vehicle service points.
[ADDED] AI enemy support vehicles & AI support logic (repair, rearm, refuel).
[ADDED] AI increased use of frags & smoke.
[ADDED] Enemy armor appearance randomization.
[ADDED] New enemy vehicle spawn logic.
[ADDED] AI recycler system.
[ADDED] New side mission.
[ADDED] Tanks DLC Repair Depots.
[ADDED] Ambient hostility module.
[ADDED] Commander role (Beta).
[TWEAKED] Overhaul of AA Battery side mission.
[TWEAKED] Added some of the NATO skins for opfor/indep vehicles (varsuk, mora, marid, kuma).
[TWEAKED] Extended use of "Attach explosive charge" ability. (will now work on most map objects + enemy vehicles + flagged entities)
[TWEAKED] Overhaul of how Classic AO objectives system, to support more flexible/dynamic objectives.
[TWEAKED] Enemy infantry patrols at Classic AO now patrol forests better.
[TWEAKED] Many code optimizations in frequently-used functions & procedures.
[TWEAKED] Blufor Tracker overhaul (optimized + teams integration + bug fixes).
[TWEAKED] View Distance delta smoothing.
[TWEAKED] Removed workarounds for Incapacitation arma bugs (player could keep driving and shoot vehicle turrets and could not be unloaded from vehicles normally).
[TWEAKED] Artillery script to add Tropical vehicle variant.
[TWEAKED] Reduced memory footprint of core client scripts.
[TWEAKED] Surrender interaction speed linked to target morale
[TWEAKED] Surrender progress bar will now remain in center of screen
[TWEAKED] Created more performance-efficient versions of some heavily-used BIS functions.w
[TWEAKED] Marid APC upgraded to new Tanks DLC variant (2 crew instead of 3).
[TWEAKED] Gear restriction now uses mostly data from "code\config\QS_data_gearRestrictions.sqf" and "code\config\QS_data_arsenal.sqf"
[TWEAKED] Squad Radar HUD reduced in size by 25%.
[TWEAKED] AA Sites given added force protection.
[TWEAKED] AA Site compositions tweaked.
[TWEAKED] Some enemy groups in AO were using default fireteam composition instead of specialized/randomized composition.
[TWEAKED] AA Sites can spawn closer to center of AO (more protected).
[TWEAKED] Projectile HUD icons (2D and 3D) now spin in flight.
[TWEAKED] Incoming missiles are now visualized on your map.
[TWEAKED] AA Battery missiles are now visualized in 2D and 3D HUD.
[TWEAKED] AO Sub objectives should spawn closer to center of AO.
[TWEAKED] Aircraft Carrier defense turrets will behave properly now.
[TWEAKED] Enemy fixed-wing support now has config option.
[TWEAKED] Removed Zeus camera pitch restriction (it can not look up in vanilla).
[TWEAKED] Vehicles not Blackfish-loadable with Slat armor applied.
[TWEAKED] Enemy CAS/UAV now provide support to AI at side missions and elsewhere.
[TWEAKED] Enemy AI ground vehicles will do more to support their infantry during combat.
[TWEAKED] Crates should now usually keep their custom inventory when reset to base.
[TWEAKED] Enemy AI threat analysis for Commander-controlled adaptive spawning.
[TWEAKED] Rescue-maneuver to 'unstuck' enemy boats.
[TWEAKED] Extra health for enemy artillery vehicles.
[TWEAKED] Towing of larger vehicles like Blackfish/Huron/Xian (with HEMTT Mover) no longer looks so weird.
[TWEAKED] Convoy side mission will spawn stronger enemies if convoy stops.
[TWEAKED] AO minefield will only spawn once players are in the vicinity (reduces chance of AI walking in prematurely).
[TWEAKED] Added failsafe timeout to IDAP side mission incase crate becomes unfinishable.
[TWEAKED] Examine interaction could be hard to get.
[TWEAKED] Adaptive enemy infantry group-type spawning.
[TWEAKED] Carrier jet launch sequence now plays sound for deflectors.
[TWEAKED] Anticheat to 1.82 compatibility.
[FIXED] Bug with Viper Teams on Sector Control mode.
[FIXED] Enemy artillery was using Tropical variant on Desert terrains. (composition is still tropical)
[FIXED] Tropical engineer unit was appearing on desert terrains.
[FIXED] Legacy side mission enemy vehicles didnt have new AI vehicle brains.
[FIXED] Stand interaction could disappear while seated, if Sit/Stand were spammed.
[FIXED] Ruined structures were not being cleaned up.

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7 hours ago, fn_Quiksilver said:

Updated to 1.0.7 "Tanks"

This patch is all about the Tanks DLC and plugging in new AI behaviors and mission content

 

Awesome! Gonna update this as soon as I get home from work and call some friends in to play for tonight.

 

Will be testing on server:  Volition Servers I&A MOD RESTRICTIONS - 64.94.95.36:2302

More info if anyone's interested: https://steamcommunity.com/groups/vsinvadeandannex

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There is a bug causing invincible AI, in version 1.0.7

 

Im unable to edit (out of town), 

 

to self-fix:

 

1. locate the file “code\functions\fn_spawnGroup.sqf”

 

2. locate the line “_unit enableSimulationGlobal true;”

 

3. insert a line below it:

 

”_unit allowDamage true;”

 

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Updated to 1.0.8 Hotfix

Addressing Tanks DLC game & mode-related bugs

- [ADDED] Documentation file for Arsenal + Gear Restrictions.
- [TWEAKED] Arsenal system.
- [TWEAKED] Gear Restrictions system.
- [TWEAKED] 3D HUD icons better integration with Teams + Commanding.
- [TWEAKED] 2D map font reverted from TahomaB to RobotoCondensed
- [TWEAKED] Enemy less likely to spawn T140K at low server population.
- [TWEAKED] Removed AT Offroad from easter egg vehicle spawning, as it was spawning underground (BIS has not configured it for simple object yet).
- [TWEAKED] Datalink system. (Nyx Recon should be more effective).
- [TWEAKED] Ambient hostility tweaks.
- [TWEAKED] AA Battery hulls made slightly less durable.
- [TWEAKED] Min FPS threshold to ambient hostility module.
- [TWEAKED] Ambient Hostility enabled only when Mission type is "Sector Control" or "Classic".
- [TWEAKED] Sector control sites are spawning too close to map structures.
- [FIXED] Recycled AI were invincible.
- [FIXED] Ambient hostility should avoid some areas (base, fob, AO, side mission).
- [FIXED] Some vehicle-related user interactions were not working (arma game change).
- [FIXED] Removed debug line from reinforcement vehicle spawn script.
- [FIXED] Commander could give orders to unrecruited recruitable AI at base.
- [FIXED] Small internal bug with AI recycler.
- [FIXED] Incorrect failure message in Kavala mission.
- [FIXED] small AI-related Script error.
- [FIXED] Player killed while in ambulance causes medical revive glitches.
- [FIXED] Vehicle Service & slat armor can be applied from any distance.
- [FIXED] Commander could control drones owned by UAV operator.
- [FIXED] Enemy indirect fire (mortars,arty) was adversely affected by Dynamic Simulation system.

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Hey Thanks for this awesome Arma 3 addition. I have a small server approx 12 - 16 slots and would like to minimize the wait time for players to get in to some action. I do not see a halo jump, is there a way I could add this feature? Thanks!

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11 hours ago, jandrews said:

Hey Thanks for this awesome Arma 3 addition. I have a small server approx 12 - 16 slots and would like to minimize the wait time for players to get in to some action. I do not see a halo jump, is there a way I could add this feature? Thanks!

 

There is no built in teleport,sorry. There should be a few good scripts/mods out there for it that you could add with a flagpole or something

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Updated to 1.0.8 "Hotfix 3"

Addressing bugs, issues and smoothing out rough edges

 

- [ADDED] Medical drone boxes & Medical drones now revive incapacitated players if within 5m (consumes the box/drone).
- [ADDED] Documentation for creating base speed-limited areas and base vehicle-restricted area.
- [TWEAKED] Friendly respawning UAVs can now be placed in 3D Editor.
- [TWEAKED] Overhaul of friendly UAV operator script.
- [TWEAKED] Attempt to reduce chance of enemy CAS nose-diving after spawn.
- [TWEAKED] AI building usage will check to see if structure is hidden/invisible before trying to use it.
- [TWEAKED] Desert mortar pit composition.
- [TWEAKED] Some enemy at Escort Vehicle side mission now have AA shoulder launchers.
- [TWEAKED] Should be at least 1-2 vehicles in AO even if AO doesnt have enough road segments (Classic & Sector Control).
- [TWEAKED] New AI vehicle selection logic enabled for Sector Control mode.
- [FIXED] Group Management system was not updating changes properly.
- [FIXED] Pilot would sometimes teleport to ocean when ejecting from plane.
- [FIXED] Incapacitation overlay would stay on screen after death.
- [FIXED] Decorative submarine had incorrect "featureType".
- [FIXED] Crew HUD missing icons.
- [FIXED] Medical UAVs can add respawn tickets to FOB.
- [FIXED] GPS jammer task icon would not clean up if Jammer was deleted instead of destroyed.
- [FIXED] Text error in admin/curator "cycle mission" option.
- [FIXED] Small error in AI recycler.
- [FIXED] Hidden a partially submerged terrain structure on Malden.
- [FIXED] UGV Stompers (unarmed) now correctly spawn with Stretchers & logistics system even when created with Zeus.
- [FIXED] Falcon UAV drone would sometimes spawn damaged and partially tipped over on Aircraft Carrier.

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Requests/Issues: This one will be long, but thank you for your consistent work on this mod.  You're doing amazing work and I'm very happy to be a patron.  I hope you receive more monetary support in the future, you absolutely deserve it!  I do not expect an immediate response, I hope you have a wonderful day!

 

P.S. All of the following is in regards to CLASSIC version.

 

Requests:

1. It would make a world of difference to have a user interface when respawning to choose spawn points instead of having to drive a quad out of the main base, incapacitate yourself then spawn at FOB. I imagine the interface to look something like in the Altis Life servers.

 

2. With the addition of AA placements in 1.0.8, it would be useful to allow 2 different Jet Pilots.  1 would spawn on Aircraft Carrier with a Black Wasp available and other would spawn at Main Base Airport with an A-164 Wipeout.  Idea here being that the Black Wasp is primarily an Air-to-Air vehicle whereas the Wipeout could provide Air-to-ground without re-arming so often.  Using BlackWasp for Air-to-Ground is proving very difficult for inexperienced pilots, most of our players are unable to destroy AA placements without Laser Designation due to the H-Barriers surrounding the Tigris.

 

3. What exactly is the purpose of the "Squad Leader" role?  I think it would be useful if the Squad leaders were the only ones capable of using voice in Side Channel to ensure they could communicate between groups regardless of the Radio Management settings of individual players.

 

4.  The radio system is very handy to use, however many of my players are unaware how to access the settings with the "Home" key in the first place.  My staff is more than willing to teach, but it would help on the management side if the General Channel was subscribed to by default to accommodate communication without first teaching them to join groups in the text chat.  Once they understand the system, unsubscribing from the General Channel will be very easy.

 

5. Example: Delivering Medical Tarupod rewards 8 respawn tickets to FOB and Medical HEMTT rewards 24.  It would be awesome if delivering the Cargo HEMTT would allow armed vehicles to spawn at FOB such as Hunter and Prowlers as a better reward of taking the HEMTT.  Heavier vehicles I think should remain exclusive to main base.

 

6. The Taru that will sometimes spawn would be exceptionally useful if it could properly raise the Taru pods up into the loading space.  If this were a feature, pilots would be able to avoid incoming missiles and fly lower with supplies/players.

 

Issues:

1. Initiating "Clean up Island" will also wipe away any rewards that have been earned by completing side missions.  My players had earned themselves an armed Blackfish but I mistakenly wiped it.

 

2. Escort Truck side mission is almost impossible because it seems that AT Mines that spawn due to mission are not detectable by mine-detector.  We're required to use a Bobcat with the scoop down in front, however sometimes the Bobcat won't survive.

 

3. Recently switched to Altis, but when we were on Tanoa, (Might have been on 1.0.6) helicopter would sometimes receive "This is for Helicopters only, not planes or VTOL"(Or something along those lines) message when trying to service at Heli Service point.

 

4. Experiencing an error similar to "Cannot find Custom Font, using Default Arma 3 font" shortly after connect or attempting to recruit AI.  Easy to select "Ok" and continue playing.

 

5. Players are reporting that the Mohawk is unable to lift Cargo crates larger than the Taru Pods.  This is a problem for players without Helicopter DLC that want to supply the FOB.

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nice post, lots to think about :)

 

Just on the issues first, responses in bold.

 

 

 

1. Initiating "Clean up Island" will also wipe away any rewards that have been earned by completing side missions.  My players had earned themselves an armed Blackfish but I mistakenly wiped it.

 

It wipes everything clean, not meant to be used often and we could probably safely disable this admin tool since the cleanup system is fairly tight. We should also put a 'safety' on it to prevent accidental pressing.

 

2. Escort Truck side mission is almost impossible because it seems that AT Mines that spawn due to mission are not detectable by mine-detector.  We're required to use a Bobcat with the scoop down in front, however sometimes the Bobcat won't survive.

 

The task briefing has some useful information for completing the Escort Truck mission:

'Get the vehicle to its destination near %1 (marked on map). It is strongly advised to stay on roads, and not to bring tanks or APCs, as this can disturb buried IEDs. It is suggested to keep moving even during contact, to prevent getting flanked and attacked by more heavily armed insurgents. Good luck, soldier!'

It was meant as a mission for MRAPs and LSVs, so armor is given a hard time. The reason for this is that if we allowed armor to come along, we'd have to spawn enemy armor or enemy AT, and then its not really a logistics convoy mission anymore.

 

3. Recently switched to Altis, but when we were on Tanoa, (Might have been on 1.0.6) helicopter would sometimes receive "This is for Helicopters only, not planes or VTOL"(Or something along those lines) message when trying to service at Heli Service point.

 

This issue is fixed in 1.0.8, at base service should be done from within the vehicle, not on foot.

 

4. Experiencing an error similar to "Cannot find Custom Font, using Default Arma 3 font" shortly after connect or attempting to recruit AI.  Easy to select "Ok" and continue playing.

 

Fixed in 1.0.8 as well

 

5. Players are reporting that the Mohawk is unable to lift Cargo crates larger than the Taru Pods.  This is a problem for players without Helicopter DLC that want to supply the FOB.

 

An interesting dilemma. On Altis all the FOBs are land-connected so driving should be possible (albeit time consuming!), and on Tanoa the Huron containers can be lifted by the Blackfish VTOL. I don't want to spend the time fiddling with weights of the Huron containers to allow Mohawk lifting, as you have to account for different situations (pilot disconnecting while sling loading, etc) for when to reset the mass. Best to find someone with the Helicopters DLC. This represents a wider problem of how to integrate DLCs into a gamemode, and I tend to err on the side of disregarding the DLC status of players and just putting stuff in that seems right (for instance the CAS slot says "Jets DLC required" in the lobby). I dont really have advice here, just agreeing that its a dilemma but not one that I want to solve :) If you want to try fiddling with the mass of the Huron containers to allow Mohawk lifting, let me know i can tell you where to start.

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On 4/21/2018 at 4:52 AM, Graphix7 said:

Requests:

1. It would make a world of difference to have a user interface when respawning to choose spawn points instead of having to drive a quad out of the main base, incapacitate yourself then spawn at FOB. I imagine the interface to look something like in the Altis Life servers.

 

- would be nice, i dont want to spend the time working on it though (would be like a 25hr project, all free time for several weeks)

- there are only 2 spawn points for such a system.

- didnt really want "from base" teleporting in the mission.

 

On 4/21/2018 at 4:52 AM, Graphix7 said:

 

2. With the addition of AA placements in 1.0.8, it would be useful to allow 2 different Jet Pilots.  1 would spawn on Aircraft Carrier with a Black Wasp available and other would spawn at Main Base Airport with an A-164 Wipeout.  Idea here being that the Black Wasp is primarily an Air-to-Air vehicle whereas the Wipeout could provide Air-to-ground without re-arming so often.  Using BlackWasp for Air-to-Ground is proving very difficult for inexperienced pilots, most of our players are unable to destroy AA placements without Laser Designation due to the H-Barriers surrounding the Tigris.

 

- I dont really like CAS in arma, especially against AI. there is no way to balance against it without damaging the infantry experience.

- have you tried making a custom base and just putting a respawning cas jet at base with a second cas slot in the lobby?

 

On 4/21/2018 at 4:52 AM, Graphix7 said:

 

3. What exactly is the purpose of the "Squad Leader" role?  I think it would be useful if the Squad leaders were the only ones capable of using voice in Side Channel to ensure they could communicate between groups regardless of the Radio Management settings of individual players.

 

- squad leader has superior enemy intel on their map. most soldiers are limited to 300m, while leader roles have 500m. In addition leader roles can create target tasks for CAS/support with their binoculars/designator.

- squad leader also has higher endurance. for instance when climbing hill with backpack on, leaders breath will steady earlier than other soldiers.

 

On 4/21/2018 at 4:52 AM, Graphix7 said:

 

4.  The radio system is very handy to use, however many of my players are unaware how to access the settings with the "Home" key in the first place.  My staff is more than willing to teach, but it would help on the management side if the General Channel was subscribed to by default to accommodate communication without first teaching them to join groups in the text chat.  Once they understand the system, unsubscribing from the General Channel will be very easy.

 

- good idea

 

On 4/21/2018 at 4:52 AM, Graphix7 said:

 

5. Example: Delivering Medical Tarupod rewards 8 respawn tickets to FOB and Medical HEMTT rewards 24.  It would be awesome if delivering the Cargo HEMTT would allow armed vehicles to spawn at FOB such as Hunter and Prowlers as a better reward of taking the HEMTT.  Heavier vehicles I think should remain exclusive to main base.

 

- feel free to edit what spawns at the FOBs

https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework.terrain/code/config/QS_data_vehicles.sqf#L112-L120

https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework.terrain/code/config/QS_data_vehicles.sqf#L207-L215

 

On 4/21/2018 at 4:52 AM, Graphix7 said:

 

6. The Taru that will sometimes spawn would be exceptionally useful if it could properly raise the Taru pods up into the loading space.  If this were a feature, pilots would be able to avoid incoming missiles and fly lower with supplies/players.

 

 

- another 25hr project (all free time for several weeks)

- nice to have, there is a mod out there for something like this, perhaps try adding that

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13 hours ago, fn_Quiksilver said:

important fix published, related to Malden AOs not spawning

 

replace this file (or merge the changes)

 

https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework.terrain/code/functions/fn_core.sqf

 

You're doing awesome, thank you for the response.  I'm having a serious problem now.

 

We just experienced our first hacker.  He was able to teleport around the map and grief.  Traditional griefers are honestly not a problem thanks to all the systems you have in-place in the mod.

 

I'm finding out that although my ID is set correctly as an admin and I can use the Staff Command List, I'm utterly unable to kick/ban/change missions etc.  Perhaps I'm doing something wrong but I won't be able to support a server if this mod keeps me from being able to ban people.  Please advise!

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4 hours ago, Graphix7 said:

 

You're doing awesome, thank you for the response.  I'm having a serious problem now.

 

We just experienced our first hacker.  He was able to teleport around the map and grief.  Traditional griefers are honestly not a problem thanks to all the systems you have in-place in the mod.

 

I'm finding out that although my ID is set correctly as an admin and I can use the Staff Command List, I'm utterly unable to kick/ban/change missions etc.  Perhaps I'm doing something wrong but I won't be able to support a server if this mod keeps me from being able to ban people.  Please advise!

 

are running with the built-in anticheat on or off?

 

Use a 3rd party RCON tool like battlewarden or EPM for admin/server commands, kick/ban/etc. 

 

Also try using some of the provided battleye filters, especially the remoteexec.txt and createvehicle.txt. they work quite well.

 

if you are running a default framework without mods, try enabling the anticheat, its quite effective at resisting and also countering average script kiddies. If running with mods you can still use the anticheat but youll need to keep an eye on the server RPT and make changes to the anticheat to filter out the false positives.

 

also if you log in as admin on the server, in the map player list youll have options to kick/ban.

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On 4/22/2018 at 6:09 PM, fn_Quiksilver said:

 

are running with the built-in anticheat on or off?

 

Use a 3rd party RCON tool like battlewarden or EPM for admin/server commands, kick/ban/etc. 

 

Also try using some of the provided battleye filters, especially the remoteexec.txt and createvehicle.txt. they work quite well.

 

if you are running a default framework without mods, try enabling the anticheat, its quite effective at resisting and also countering average script kiddies. If running with mods you can still use the anticheat but youll need to keep an eye on the server RPT and make changes to the anticheat to filter out the false positives.

 

also if you log in as admin on the server, in the map player list youll have options to kick/ban.

 

Finally got a chance to do some work on this one, first up here's just some more info.

 

Server is not running any additional mods

Anticheat is enabled and working properly for the most part

The hack/mod in question is being reported as "3D Teleport" and the user claims it's from the workshop but I'm unable to find it.

 

So, I spent only an hour on this, therefore I must do a little more work.  However, EPM doesn't seem to be working.  My suspicion is in the way my BE Rcon settings are defined.  Important note on the RCon, my server is running x64 as instructed.

 

The issue with traditional commands in game is that, whenever I begin to type #login or a few other commands, the text box suddenly disappears.  It seems that this happens as soon as a command such as #login has been typed, as if scripted to avoid exploit.  Note on that, I had connected with a few mods client side.  Again, Framework recognizes me as an admin through the whitelist.txt .

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2 hours ago, Graphix7 said:

 

Finally got a chance to do some work on this one, first up here's just some more info.

 

Server is not running any additional mods

Anticheat is enabled and working properly for the most part

The hack/mod in question is being reported as "3D Teleport" and the user claims it's from the workshop but I'm unable to find it.

 

So, I spent only an hour on this, therefore I must do a little more work.  However, EPM doesn't seem to be working.  My suspicion is in the way my BE Rcon settings are defined.  Important note on the RCon, my server is running x64 as instructed.

 

The issue with traditional commands in game is that, whenever I begin to type #login or a few other commands, the text box suddenly disappears.  It seems that this happens as soon as a command such as #login has been typed, as if scripted to avoid exploit.  Note on that, I had connected with a few mods client side.  Again, Framework recognizes me as an admin through the whitelist.txt .

 

it doesnt want anyone using the ingame server commands, but you can change that.

 

simply delete the lines here

 

https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework.terrain/code/functions/fn_ahScanString.sqf#L26-L30

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I'm experiencing an issue where the server is trying to restart, displays warning message and plays audible que, but then fails to restart.  Also, Anticheat is turned on and mods are detected and Robocop claims to kick the player but then I check the player menu and they are still connected.  I have to manually boot them.  Any thoughts?

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1 hour ago, Graphix7 said:

I'm experiencing an issue where the server is trying to restart, displays warning message and plays audible que, but then fails to restart.  Also, Anticheat is turned on and mods are detected and Robocop claims to kick the player but then I check the player menu and they are still connected.  I have to manually boot them.  Any thoughts?

 

check that your “serverCommandPassword” in server.cfg matches the servercommandpassword in @Apex_cfg\parameters.sqf, read the comment beside it about “ and ‘ as well.

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I am trying to get this running on a Linux server, I am getting this error, even though the path does exist and has the proper permissions.

 

https://i.imgur.com/8L0F4nL.jpg

 

The @Apex_cfg folder is in the proper place, with the @Apex servermod.

 

drwxrwxr-x  2 jason jason  20K May  3 12:18 addons
drwxr-xr-x  3 jason jason 4.0K May  3 15:45 @Apex
drwxr-xr-x  2 jason jason 4.0K May  3 15:45 Apex_cfg
drwxrwxr-x  3 jason jason 4.0K May  3 12:18 argo
-rwxrwxr-x  1 jason jason  36M May  3 12:17 arma3server
-rw-rw-r--  1 jason jason 1.1M Apr 28 13:15 arma3server_1524713701.rpt
-rwxrwxr-x  1 jason jason 3.9K May  3 14:34 arma3server_readme.txt
drwxrwxr-x  3 jason jason 4.0K Apr 24 09:47 battleye
-rw-rw-r--  1 jason jason   41 Apr 28 10:42 beserver.cfg
drwxrwxr-x  3 jason jason 4.0K May  3 12:18 curator
drwxrwxr-x  2 jason jason 4.0K May  3 12:17 dta
drwxrwxr-x  3 jason jason 4.0K May  3 12:18 expansion
drwxrwxr-x  3 jason jason 4.0K May  3 12:18 heli
drwxrwxr-x  3 jason jason 4.0K May  3 12:18 jets
drwxrwxr-x  3 jason jason 4.0K May  3 12:18 kart
drwxrwxr-x  2 jason jason 4.0K May  3 12:07 keys
-rwxrwxr-x  1 jason jason 2.2M May  3 12:17 libphysx3common_x86.so
lrwxrwxrwx  1 jason jason   22 May  3 16:11 libPhysX3Common_x86.so -> libphysx3common_x86.so
-rwxrwxr-x  1 jason jason 302K May  3 12:17 libphysx3cooking_x86.so
lrwxrwxrwx  1 jason jason   23 May  3 16:11 libPhysX3Cooking_x86.so -> libphysx3cooking_x86.so
-rwxrwxr-x  1 jason jason 3.2M May  3 12:17 libphysx3_x86.so
lrwxrwxrwx  1 jason jason   16 May  3 16:11 libPhysX3_x86.so -> libphysx3_x86.so
-rwxrwxr-x  1 jason jason  74K May  3 12:17 libpxfoundation_x86.so
lrwxrwxrwx  1 jason jason   22 May  3 16:11 libPxFoundation_x86.so -> libpxfoundation_x86.so
lrwxrwxrwx  1 jason jason   22 May  3 16:11 libPxPvdSDK_x86.so -> libpxfoundation_x86.so
-rwxrwxr-x  1 jason jason 357K May  3 12:17 libsteam_api.so
-rwxrwxr-x  1 jason jason 4.1M May  3 12:18 libsteam.so
-rwxrwxr-x  1 jason jason 194K Apr 21 16:51 libtier0_s.so
-rwxrwxr-x  1 jason jason 261K Apr 21 16:51 libvstdlib_s.so
drwxrwxr-x  3 jason jason 4.0K May  3 12:18 mark
drwxrwxr-x  2 jason jason 4.0K May  3 12:07 mpmissions
-rw-------  1 jason jason  33K Apr 21 16:43 nohup.out
-rwxrwxr-x  1 jason jason 6.0K Apr 21 16:16 openssl_license.txt
drwxrwxr-x  3 jason jason 4.0K May  3 12:18 orange
-rwxrwxr-x  1 jason jason 1.6K Apr 21 16:16 readme_jemalloc.txt
-rw-r--r--  1 jason jason  23K Apr 27 03:34 real_date_x64.dll
drwxrwxr-x  4 jason jason 4.0K May  3 12:18 @rhsafrf
drwxrwxr-x  4 jason jason 4.0K May  3 12:18 @rhsgref
drwxrwxr-x  4 jason jason 4.0K May  3 12:18 @rhssaf
drwxrwxr-x  4 jason jason 4.0K May  3 12:18 @rhsusaf
-rw-r--r--  1 jason jason 5.3K May  3 14:48 server.cfg
-rwxrwxr-x  1 jason jason  215 May  3 14:48 start.sh
-rwxrwxr-x  1 jason jason    6 May  3 12:17 steam_appid.txt
-rwxrwxr-x  1 jason jason  20M May  3 12:18 steamclient.so
drwxrwxr-x  3 jason jason 4.0K May  3 12:18 tacops
drwxrwxr-x  3 jason jason 4.0K May  3 12:18 tank

I am running it thusly.

 

./arma3server -port=2302 -name=server -config=server.cfg -servermod=@apex -filepatching -mod="@rhsafrf;@rhsgref;@rhssaf;@rhsusaf" -profiles="~/.local/share/Arma 3/Arma 3 - Other Profiles" -name="Custom"

 

Thanks. I feel I am missing something.

 

#EDIT, I got it running, I added servermod as Apex and not @Apex.

 

How do I change the Arsenal to add RHS weapons, it only shows the vanilla weapons. Thanks.

Edited by jakeplissken
Fixed.

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