

strider42
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[SOLVED] ACE serverconfig.hpp not read on local dedicated server
strider42 posted a topic in ARMA 3 - SERVERS & ADMINISTRATION
Is anyone else seeing this problem? I run a local dedicated server. i.e. it is a dedicated server running on the same PC that I am using for to run the ArmA 3 client. This has a separate directory for the server files. Until recently when I ran this server it picked up the ACE serverconfig.hpp file from my ArmA 3 main installation directory (not the separate dedicated server directory). However yesterday this stopped (thought I am not sure in fine detail when the problem started). Now it does not appear to pick up the ACE serverconfig.hpp file from anywhere and just gives me the default values (I'm mainly interested in modifying the medical system and I don't want to use modules). Running the dedicated server on a separate box does work but that has its own userconfig\ace\serverconfig.hpp file but at least shows the serverconfig.hpp file is OK. Anyone else seeing this problem? I know there seem to have been some minor updates to ArmA/ACE recently and am wondering if these have introduced a bug/feature or am I doing something wrong? I have tried putting the ace\serverconfg.hpp file in the local dedicated server directory but that had no effect. S Edit: I also tried running as a 'server/client' and that does not seem to pick up the userconfig\ace\serverconfig.hpp file. Starting to wonder if this is more an ACE issue than an ArmA one : / Edit2: OK issue was I was not including aceServer in my list of mods. That solved the problem.-
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Server can't transmit all data (issue with mods/signatures)
strider42 replied to JSD's topic in ARMA 3 - SERVERS & ADMINISTRATION
This I believe is a similar thread that may be of interest: https://forums.bistudio.com/forums/topic/203122-how-to-get-required-addons-to-show-up-in-launcher/ Particularly have a look at page 2. Good luck. S -
Is there any way of disabling the "Suicide Bombers"? I'm guessing they are part of the civilian module so are in or out depending if that is included. S Edit 4 Dec 17 @1820 Zulu: For information: I'm convinced having hand a hunt around in the code that short of hacking the system there is no way of stopping suicide bombers. It may be possible to remove them by removing the dcg_civilian.pbo file but I don't want to loose all the civilian functionality. For those interested in taking a closer look the file is addons\approval\functions\fnc_spawnHostile.sqf.
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Mission Template Stand Alone GAIA - Make missions FAST by using MCC GAIA engine
strider42 replied to spirit6's topic in ARMA 3 - MISSION EDITING & SCRIPTING
+1 on the actively using this. Love the way it works. Like the ability to create a group in the editor and then add it to GAIA or spawn a group and then add it to GAIA. Still thinks it produces the most interesting AI behaviour. My favourite trick is to park a helicopter near by and tell it to "MOVE" and let GAIA call it into the AO as support. S Edit: I also don't want to go down the MCC route. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
strider42 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'd try going to the GitHub website for ACE 3: https://github.com/acemod/ACE3 Then in the top righ enter the config entries you are interested in. Here are the results for CfgVehicles > ace_nightvision_grain https://github.com/acemod/ACE3/search?utf8=✓&q=ace_nightvision_grain&type= S -
How to get "required addons" to show up in launcher
strider42 replied to flexgrip's topic in ARMA 3 - SERVERS & ADMINISTRATION
Interesting. That may well fit with the situation on our server because we tend to keep old keys so that people can still connect. Something for us to look into. Thanks @bofhgr -
How to get "required addons" to show up in launcher
strider42 replied to flexgrip's topic in ARMA 3 - SERVERS & ADMINISTRATION
OK. This is what we have on our public server: language="English"; adapter=-1; MinBandwidth=1000000; MaxBandwidth=5000000; MaxMsgSend=2048; MaxSizeGuaranteed=1024; MaxSizeNonguaranteed=768; MinErrorToSendNear=0.10; MinErrorToSend=0.003; MaxCustomFileSize=0; Windowed=0; serverLongitude=##; // hidden values to protect the guilty. serverLatitude=##; serverLongitudeAuto=##; serverLatitudeAuto=##; And this was my local server box // Basic config file generated 05/09/2017 11:32 with TADST. MaxMsgSend = 128; MaxSizeGuaranteed = 512; MaxSizeNonguaranteed = 256; MinBandwidth = 131072; MaxBandwidth = 2097152000; MinErrorToSend = 0.001; MinErrorToSendNear = 0.01; MaxCustomFileSize = 1310720; class sockets{maxPacketSize = 1400;}; adapter=-1; 3D_Performance=1; Resolution_W=0; Resolution_H=0; Resolution_Bpp=32; terrainGrid=25; viewDistance=2000; Windowed=0; Sadly I'm not the admin for our server and I am about to take a leave of absence so I will be away from all my toys. Having had a quick look at the values I'd like to play with the MaxCustomFileSize (Both the problem servers have it set to 0). Sorry, away till the weekend. Good luck S ; ) -
How to get "required addons" to show up in launcher
strider42 replied to flexgrip's topic in ARMA 3 - SERVERS & ADMINISTRATION
I like your approach, you can join the engineers any time. If it is any consolation we still get a few people on our server even with the launcher errors. I guess most know that the launcher is not that reliable. We even tell them in the title that they need ACE and TFAR. However is does mean that you look like a bunch of idiots who can't set a server up. I use an identical setup to our problem game server on a locally hosted box and the is fine. That was the same for me but thanks for the confirmation. I do wonder if the issue is something to do with the performance setup (i.e. the basic.cfg file) or maybe a host issue. Who are you using for your host. I think we are on Gaming Deluxe. S -
Simple GAIA interface
strider42 replied to strider42's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm going to reply to my own topic because this more of a side note than anything directly to do with my 2 functions. miss_fnc_gaia_addGroupToGaia Accepts 4 parameters: Group: The group you want to add to GAIA. String: The GAIA zone ("0", "1",... "n"). Integer: Command. This is an integer number for which the only valid values are 0, 1 or 2. To make it easier to understand when you are looking at the code I '#define#': STRI_GAIA_FORTIFY is 0; STRI_GAIA_DEFEND is 1; STRI_GAIA_PATROL is 2 and these correspond to the GAIA commands: "FORTIFY", "NOFOLLOW" and "MOVE". Sorry about that I just could not overcome the software engineering pedant/arrogance in me - I'm convinced it is a better way of doing things. Boolean: (Optional; default: true) Flag to tell us weather or not to use GAIA caching. true - Caching enabled; false- Caching disabled. This means that you can write a piece of code like: // Setup enemy AI. _enemyGroups = [ [ ENEMY_AA_1, "5", STRI_GAIA_FORTIFY, true], [ ENEMY_AA_2, "6", STRI_GAIA_FORTIFY, true], [ ENEMY_LEADER, "1", STRI_GAIA_FORTIFY, true], [ ENEMY_DEFEND_1, "2", STRI_GAIA_FORTIFY, true], [ ENEMY_PATROL_1, "0", STRI_GAIA_PATROL, true], [ ENEMY_AT, "4", STRI_GAIA_FORTIFY, true], [ ENEMY_PATROL_2, "0", STRI_GAIA_PATROL, true] ]; // Loop through '_enemyGroups' array: { _x call miss_fnc_gaia_addGroupToGaia; } forEach _enemyGroups; This is fine but when I started testing this mission I started to see error messages appear in the bottom left of my screen telling me a group variable was undefined (though nothing appears in the report file). After much work convincing myself that I had not spelt the name of a group wrong in Eden; scipt or there was some fundamental flaw in my code. I turns out that when there are too many groups being defined GAIA will display this error. The cure is to put a short delay. It got down to 0.01 second. i.e. // Loop through '_enemyGroups' array: { _x call miss_fnc_gaia_addGroupToGaia; sleep 0.01; } forEach _enemyGroups; This will be a nice solution if this is the only way you are going to add groups is using the above style code but I want to allow groups to be added to GAIA by adding them in init field or a group or unit. So I guess that putting the delay at the end of the miss_fnc_gaia_addGroupToGaia is clunky but not likely to run when the server is under a lot of load. So yes I'll be updating my example mission... ...sometime. S -
How to get "required addons" to show up in launcher
strider42 replied to flexgrip's topic in ARMA 3 - SERVERS & ADMINISTRATION
Start with the basics. Put a vanilla mission on the server with no mods and prove that is OK. Then start adding the mods. If there are not too many, add them singly. If you have a lot put half of them on and keep halving the number of mods until it works. Good luck S -
Mission Template Stand Alone GAIA - Make missions FAST by using MCC GAIA engine
strider42 replied to spirit6's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I't part of an interface I created for my missions which you are welcome to. However if you want to add a group to GAIA you need to do the following: // Add group to GAIA. _group setVariable [ "GAIA_ZONE_INTEND", [ _zoneName, _gaiaCmd ], false ]; // Enable group caching if specified. if ( _enableCache ) then { _group setVariable [ "mcc_gaia_cache", true, true ]; }; Where: _group - Is the group you want to add to GAIA. _zoneName - Is the marker name ( "0", "1",,,,"n") of the zone the group will operate in/from. _gaiaCmd - Is one of: FORTIFY", "NOFOLLOW", "MOVE". _enableCache - Is a boolean flag to say weather you want GAIA to handle the caching or not. My mini-lib was created for a semi-automatic map population system I created. I also changed the GAIA commands to Fortify, Defend and Patrol because I think they better describe what they do (and I am a pedant). When I next get some time I'll open a new post and put a link to it from here with the library details. Enjoy S Link to GAIA interface: https://forums.bistudio.com/forums/topic/211291-simple-gaia-interface/?do=findComment&comment=3243442 -
printed map ArmA 3 Printed Maps - Any good?
strider42 posted a topic in ARMA 3 - QUESTIONS & ANSWERS
Are the ArmA 3 Printed Maps any good? As in this delightful ^^ offer: https://store.bistudio.com/products/arma3-map Are they folded? I'm guessing they are not going to be UK Ordinance Survey quality but then I was not planing on taking them out of the house. S -
Mission Template Stand Alone GAIA - Make missions FAST by using MCC GAIA engine
strider42 replied to spirit6's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Tuskegee_99th what like this? [ ALPHA_1_1, "1", STRI_GAIA_FORTIFY, true] call miss_fnc_gaia_addGroupToGaia; [ ALPHA_1_2, "2", STRI_GAIA_FORTIFY, true] call miss_fnc_gaia_addGroupToGaia; [ ALPHA_1_3, "4", STRI_GAIA_FORTIFY, true] call miss_fnc_gaia_addGroupToGaia; [ ALPHA_1_4, "3", STRI_GAIA_PATROL, true] call miss_fnc_gaia_addGroupToGaia; [ ALPHA_1_5, "3", STRI_GAIA_PATROL, true] call miss_fnc_gaia_addGroupToGaia; [ ALPHA_1_6, "3", STRI_GAIA_PATROL, true] call miss_fnc_gaia_addGroupToGaia; S I'll dig the rest of the min-library I have to do something useful with the above if that is what you want -
[SOLVED] Make dead body to lie on its back
strider42 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I want a dead enemies body to lie straight, on its back. This is to indicate the body had been searched and there will be no intel on the body. After some time playing around I came up with the following code: _enemy switchMove "AidlPpneMstpSnonWnonDnon_SleepA_death"; This does have its quirks, the body stands up and then lies down and stays down. Not a bad trick for a dead unit. I did try: _enemy playMove "AinjPpneMstpSnonWrflDnon_rolltofront"; _enemy playMove "AinjPpneMstpSnonWrflDnon"; This starts off looking really promising but at the end the enemy units flips himself back onto his front, though he does then act dead. It also technically does not work on dead enemy units. Anyone got a better way of doing this. S Edit: (Just for information) Think I have a solution. I must have been so close originally: _enemy switchMove "AinjPpneMstpSnonWrflDnon"; I'm not sure why playMove does not work. - And as I say that I'm thinking the maybe the dead animation ragdoll keeps running and playMove is waitingfor it to finish before running - . I have to thanks the team at =BTC= as I looked at the code in their script to find the solution S -
ACE3 - A collaborative merger between AGM, CSE, and ACE
strider42 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
With our advanced set up it seems like it happens all the time. I never noticed it with the basic setup but then we allowed the use of PAKs everywhere. Maybe it is intended behaviour I just think the medical display should say something to indicate the patient needs to be given a PAK. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
strider42 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Oh... So it sounds like an issue. I'll try and track when the issue occurs. S -
ACE3 - A collaborative merger between AGM, CSE, and ACE
strider42 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just to confirm. Once you got the patient stable, injecting epinephrine would not bring the patient out of the unconscious state? S -
ACE3 - A collaborative merger between AGM, CSE, and ACE
strider42 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
We are using the advance medical system set by the serverconfig.hpp file. We have advanced bandages so we have to use the different types of bandage but have disabled Airway and Fractures. If a player is hit resulting in a large wound to the leg. It is possible to remove all injuries by treating the wounds with bandages, use a Surgical Kit to stitch the player up and sort out his blood levels so that the medical display says the player has no injuries but the player still limps. The only way to resolve this is to use a PAK (Personal Aid Kit). Is this intended behaviour? S Edit: I have been told that setting the value of ace_medical_healHitPointAfterAdvBandage to 1 will solve the limping issue. Now off for some testing. -
steam Stop Steam Workshop - Auto-update
strider42 replied to strider42's topic in ARMA 3 - QUESTIONS & ANSWERS
Strider is sad -
I'm looking to stop the Workshop content auto-update. The particular issue: A friend comes round an uses a spare PC I have (used for my dev work). At home she* uses Steam Workshop content on her setup where as I like to do everything with downloads in an attempt to keep away from the Steam auto-update system (Who wants to be stopped joining a game because the Workshop content has been updated but the server still has the old version - and hey! I'm a hacking-fu black belt** ). She uses her account while she plays here. The problem is when she tries to start ArmA it wants to download all her Workshop content she uses on her own PC. Up until now we have been dealing with by nu-subscribing her from her content but that leaves her having to re-download it when she gets home! I'm sure there is some sort of thing you can do by setting the update system to only run at a time when you do not have the computer on. Not actually tried this yet but hoping someone will know if it works or if there is a better solution. S * If only : ( ** Really, if only : P
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Virtual Vehicle Spawner (VVS)
strider42 replied to tonic-_-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've found a solution to the vehicle icons appearing in black. In the VVS\resource.h file search for the class VVS_RscListNBox { (~line 52) and insert 3 lines between the following 2 lines: colorSelectBackground2[] = {1,1,1,0.5}; soundSelect[] = {"",0.1,1}; Insert the 3 lines so they end up looking like: colorSelectBackground2[] = {1,1,1,0.5}; colorPicture[] = {1,1,1,1}; colorPictureSelected[] = {1,1,1,1}; colorPictureDisabled[] = {1,1,1,1}; soundSelect[] = {"",0.1,1}; Similarly, search for the class VVS_RscListBox { (~line 455) and insert the same 3 lines between: colorScrollbar[] = {0.2, 0.2, 0.2, 1}; arrowFull = "\A3\ui_f\data\gui\cfg\scrollbar\arrowFull_ca.paa"; Insert the 3 lines so they end up looking like: colorScrollbar[] = {0.2, 0.2, 0.2, 1}; colorPicture[] = {1,1,1,1}; colorPictureSelected[] = {1,1,1,1}; colorPictureDisabled[] = {1,1,1,1}; arrowFull = "\A3\ui_f\data\gui\cfg\scrollbar\arrowFull_ca.paa"; Worked a treat for me. Good luck S -
Thanks for the video Nick. I managed to go back and get the laser guided missiles to work. still don't know what I was doing wrong, but still seem to be struggling with the 114Ns. I'll have another look at the video after a nights rest and another go and see where that gets me. Thanks again S
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The quick response as I boot my PC up is AGM-114K and L (My recolection from my Apache/Havok days is the K's were laser guided and the L's were thermal guided), and intimately I'd like to use them with ACE but could not get them to work with or without ace. S Edit: Update. With some more time for research I see there is a similar question that was asked earlier, though that never seemed to reach a resolution https://forums.bistudio.com/forums/topic/174743-3cb-baf-vehicles/?do=findComment&comment=2970780 I have also found information on the ACE Hellfire: https://ace3mod.com/wiki/feature/missileguidance.html I did manage to get a Blackfoot from the vanilla game to lock targets and hit them, without ACE. Back off for more testing. S
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I've had a bit of a frustrating morning sitting with my number 2 trying to engage enemy vehicles with the Apache. We got the guns to work but cant get any of the Hellfires to hit a 'locked' target. What are we doing wrong? Running in a Virtual Environment with a single Apache and a load of empty CSAT vehicles as targets. The gunner can lock the target but the missiles just fly straight. Not that we seem to get the lock tone I was expecting. Is it possible to 'lase' a target and launch a laser guided missile? S
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I'm trying to set a windows 7 box as a local dedicated server. I have been using this guild to setup the dedicated server: https://community.bistudio.com/wiki/Arma_3_Dedicated_Server I got a vcomp120.dll missing error. I used @SpartanSix link: https://www.microsoft.com/en-us/download/details.aspx?id=40784 That took me to a download page. When I clicked on the Download button I was give the choice of 3 file: vcredist_arm.exe - This will not be an use for ArmA as I am sure it is for ARM Processors. vcredist_x64.exe - This is for 64 bit systems and was the one I used. vcredist_x86.exe - This is for 32 bit systems. That solved my problem. Good luck S