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rekkless

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About rekkless

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    First Sergeant

core_pfieldgroups_3

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    ArmA

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  • Youtube
    channel/UCP21fsbt_f0byjkhqc7QUmA
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    groups/FMSA3

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  1. So I've found out that the issue is not actually mod but in our mission framework (initialization scripts and mission settings), I've updated my post with the thought process, however I'm not sure how to proceed with the framework, could you please take a look and see what is in there that could be causing the issue with ACRE 2. Our framework is pretty concise The mission where ACRE worked fine we had all the modules still present, the problem is clearly coming from our scripting. https://github.com/IDI-Systems/acre2/issues/741
  2. I've made a post with as much information as possible for now. I can't seem to enable my own RPT files for some reason even though I do not have -nologs enabled. I'll work on it and get my RPT uploaded.
  3. Ok I'll see what I can do, but all our missions now, when most of the players spawn in they can't hear other players via proximity chat and have to quit back to the lobby to get it to work. And No radios work for anyone. We did some extensive testing yesterday, I can't for the life of me work out if it is our mission framework (which is pretty basic) or it is a conflict with another mod. Either way the previous version of ACRE worked flawlessly. Does anyone know of a location I can download the previous version?
  4. How do I post a RPT on here, everytime I try and put it in either CODE or Spoiler when I hit Submit reply, the browser just craps the bed and nothing happens. Here is the acre_dll.log if it helps from today
  5. Can anyone give me any insight to this. The only variable in this video that has changed is ACRE 2 updating to 2.7 nothing else has changed since ACRE 2 working perfectly fine, we ran this mission two weeks ago with 26 players flawlessly. The issue I'm referring to at the start of the video is this is the second mission we were checking out, the first mission whenever we would spawn in we could not hear each other or operate the radios - this is a similar bug that was present quite a few versions ago, maybe around 2.4 or something like that. We haven't seen this problem in a long time. Anyway although the mission was very bare bones with just some RHS units and a few Arsenals we loaded up "The Brothers Grim" mission we played just 2 weeks ago, it worked perfectly then and our two missions we ran on Friday and Saturday worked perfectly fine then too. Now all of a sudden with 2.7 the radios aren't working at all. https://www.youtube.com/watch?v=ECZzcfNJWk0
  6. Holy Smokes - what an update right out of the blue. Does this new Zeus update mean what I think it means? Zeus will now be able to hear players on the ground? can they communicate via radio as well or just hearing proximity chat for now?
  7. Make sure NONE of your mod names or folders have SPACES in them. For Example: If your server uses GRAD Trenches make sure you rename the mod from @Grad Trenches to either @GradTrenches or @Grad_Trenches
  8. rekkless

    Disabling Lobby Kick Timout

    Thanks Dedmen
  9. Fantastic, its awesome to see some updates. Might I make a request request though? If you're going to support and update this. Could you write it so keys are automatically copied to the servers KEYS folder when a mod is updated or installed for the fist time. This was an amazing feature in FAST that sadly never made it to FAST2. Also allowing the program to update it itself (Settings > Update Faster doesn't seem to work) Also don't forget to update your first Post with the most recent download link. *EDIT^ No links in the Github page are working as a download.
  10. rekkless

    Renting server

    I've been using Streamline Server for as long as I can remember. I've even made youtube videos on how to set up their servers etc. If you use this link you'll get 5% off the server at checkout: https://streamline-servers.com/billing/aff.php?aff=510 I'll post some setup videos Here is a video I made a while ago:
  11. Looks fantastic, I love FAST2, I'll give this a try and see what comes of it. Tell me does FASTER automatically copy the addon keys in the servers keys folder like FAST1 did?
  12. I figured it out Flax, it was because the login details I was using did not own a copy of ArmA, the details could download the ArmA 3 Server files no problem as they are free, but can not download mods.
  13. So it appears in the all seeing wisdom Bohemia added a default timer for people sitting in the lobby. Now for King of the Hill Servers or Altis life, sure I can understand this. But when you are running an actual ArmA server with 20-30 players joining not everyone can join in 300 seconds. So very quickly every player other than the admin starts getting kicked for idling in the lobby for too long, when all they are doing is waiting for all players to join so the Mission Maker can start the mission. Long story short, does anyone know how to disable ALL lobby, briefing or any other timeout kicks for idling for too long. Thanks everyone. BTW Bohemia, this should NOT be a default option, but an option Server owners should turn ON rather than have to turn off.
  14. https://imgur.com/io89l02 Can anyone tell me why I can't download mods? login details are correct, I have downloaded SteamCMD and can log in no problem. But as soon as the mods try to download I just get these errors.
  15. Helice - Steam doesn't let you download mods off the workshop unless the login details you are entering owns a copy of ArmA 3, You can download server files with any login your like but mods must be downloaded with a steam account that owns ArmA 3. All - My FAST 2 keeps crashing also when checking for mod updates, A work around for this which is a bit easier than what Arghbra posted is turn Auto Update FAST on Launch to OFF, then when you know a mod needs to be updated just simply click the Clock icon for each mod - basically you have to manually update the mod, which isn't too much of a pain in the ass as you should know what mods need updating from your own personal PC updating from Steam. Flax - Is there is any interest in getting the Keys automatically copied to the Keys folder after a mod is updated? This was a very useful feature from the original FAST that would be very appreciated for the latest version.
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