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About wifye

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  1. wifye

    [MP] =BTC= Hearts and Minds

    Thanks, checking into it all Update- had a variable error further up which made the whole mission.sqf file mess up, the bit i posted is correct though and works fine
  2. wifye

    [MP] =BTC= Hearts and Minds

    Works, thank you I recently tried to switch up to being AAF against NATO and did the following but now I get a variable error for player side and enemies won't spawn in either I set my units in editor to Independent(green) faction as well *edits to =BTC=co@30_Hearts_and_Minds.Altis\core\def\mission.sqm Lastly, how do you restrict what items can be gained at "btc_gear_object" container?
  3. wifye

    [MP] =BTC= Hearts and Minds

    Didn't have it high enough, my error. Thanks, it's working somewhat for me. It keeps spawning the planes about 20 meters higher than originally place so they're falling down and exploding. Edit: I messed with it more just moving the vehicles around a bit and it stopped doing it, no clue what happened there but fixed now at least. ----- So is there a way to change of the respawn mechanic to have more than one that forces certain units to spawn at certain ones? Currently I'm set up with just respawn_west. This is so I can have only pilots spawning on the carrier while the rest of the players spawn on land.
  4. wifye

    [MP] =BTC= Hearts and Minds

    So I started messing with the new Jets DLC and found an issue. I was trying to take advantage of the aircraft carrier but noticed that respawning*** vehicles and players do not respawn at the elevation they're placed at if ontop of a editor placed object. They're correctly placed at the initial loading of the map but when they respawn, they will place at static map elevation, in this case the top of the water rather than on the deck of the aircraft carrier ***the planes and helos set on the btc_helo_# scheme in order to have them respawn. I tested this with other objects such as piers and buildings in which the respawning vehicles and players fall through them as well. Any tips or advice on how to not have them not respawn on the water/terrain level and rather actually on the aircraft carrier or other placed objects? Temp fix- if you lower the aircraft carrier deck to just above the water, things can respawn on the deck but it looks pretty silly having the whole thing almost underwater
  5. wifye

    [MP] =BTC= Hearts and Minds

    So here's how I fixed the issue for now, concerning players who joined in progress but could not access the interpreter's or officer's ability: This was done in the init_player file(red text is what's added) with the addition of switching the interpreter into a rifleman lite(in the mission editor .sqm) in order to have it as a separate class. [] execVM "core\doc.sqf"; [] spawn { waitUntil {!isNull player}; player addRating 9999; player addEventHandler ["Respawn", btc_fnc_eh_player_respawn]; call btc_fnc_int_add_actions; //Side if (btc_side_assigned) then { [] spawn { btc_int_ask_data = nil; [[5,nil,player],"btc_fnc_int_ask_var",false] spawn BIS_fnc_MP; waitUntil {!(isNil "btc_int_ask_data")}; btc_int_ask_data spawn btc_fnc_task_create; }; }; if(typeOf player == 'B_Soldier_lite_F' ) then { player setVariable["interpreter", true]; }; if(typeOf player == 'B_Officer_F' ) then { player setVariable["side_mission", true]; }; {[_x] spawn btc_fnc_task_create} foreach [0,1]; if (player getVariable ["interpreter", false]) then {player createDiarySubject ["Diary log","Diary log"];}; removeAllWeapons player; btc_gear_object addAction ["<t color='#ff1111'>Arsenal</t>", "['Open',true] spawn BIS_fnc_arsenal;"]; }; if (btc_debug) then { onMapSingleClick "if (vehicle player == player) then {player setpos _pos} else {vehicle player setpos _pos}"; player allowDamage false; btc_marker_debug_cond = true; [] spawn btc_fnc_marker_debug; };
  6. wifye

    [MP] =BTC= Hearts and Minds

    Having an issue with both The Officer and Interpreter roles not fully transferring to a new player while the mission is ongoing. If a player(s) is in one(or both slots) at the "start of the mission" the side mission option in interact(ace) works flawlessly as well as the interpreter with understanding civs/captured enemies. Once a player leaves the slot/disconnects (or nobody fills it from the start) the next joining player to take that role can't get it to work, this applies to both Officer and Interpreter. I think the issues may be something with the variable not transferring to the new player or something. I've tested this with both the "dev" version and pbo version, both giving the same issue. I've reinstalled ACE and CBA to be sure they were up to date and not corrupted yet I still have the same issue. Is there anyone else having issues like this?
  7. Went ahead and tried all of that, still no luck. Deleted everything and started from scratch, still having the same issue. The first time I did it all, it worked in the testing/install phase but nothing after that. I'm thinking it's something with The VPS itself or something. Appreciate the help and I'll try to come up something if there's no other suggestions. Update: Thanks everyone for the help, turns out The VPS used not only windows firewall (which i forwarded ports on) the individual router ports (which I forwarded) but also had another device unknown to me that they ended up having to configure for me. Apparently after I tested it the first time and it worked, one of their admins configured the device to block it as he didn't recognize it or google it.....
  8. According to the rtf, it was able to load everything it's supposed to (from what I can tell) from the path I have set up. I mimiced the tutorial having both a ArmA3\A3Master and ArmA3\A3ServerNo1 Even with switching it all around, I still have the same issue of not being able to remote into the server or find it
  9. I did as you suggested and followed along with it but I still can't seem to find the server or even remotely connect to it. Firedaemon: Executable: C:\ArmaA3\A3ServerNo1\arma3server.exe Working Directory: C:\ArmA3\A3ServerNo1 Parameters: "-profiles=C:\ArmA3\A3ServerNo1" -port=2302 "-config=Config_Resistance.cfg" -world=empty // GLOBAL SETTINGS hostname = "Beardforce Resistance"; // The name of the server that shall be displayed in the public server list // password = "ServerAccessPassword"; // Password for joining, eg connecting to the server passwordAdmin = "xxxxxxxxxxx"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz' // reportingIP = ""; // This is the default setting. If you change this, your server might not turn up in the public list. Leave empty for private servers logFile = "No1_Server.log"; verifySignatures = 2; /* // MISSIONS CYCLE (see below) class Missions { class Mission1 { template="co36_resistance.altis"; difficulty="Regular"; }; }; */ I even checked using this: http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr= { "response": { "success": true, "servers": [ { "addr": "", "gmsindex": 65534, "appid": 107410, "gamedir": "Arma3", "region": -1, "secure": false, "lan": false, "gameport": 2302, "specport": 0 } ] } }
  10. I am a new user and couldn't make a thread(or URLs), if this post is an issue, please delete it and I apologize before hand but I'm having a weird server issue that I can't figure out how to resolve The server I'm trying to run is through FireDaemon for starters,(according to their howto along with others, that seems to be fine). Here's the rtf I have: pastebin/ r98PdFKd As you can see at the end: 1:43:35 Initializing Steam server - Game Port: 2302, Steam Query Port: 2303 1:43:36 Connected to Steam servers The problem is, I can't find the server or connect to it remotely. VPS server IP is As for the config file: pastebin/ bDrvNtyn hostname = "USBeardforce Resistance"; //password = "ServerAccessPassword"; passwordAdmin = "xxxxxxxxxxx"; reportingIP = ""; logFile = "No1_Server.log"; verifySignatures = 2; Basically, from what I can tell the server should be working but I as mentioned above, I can't find it or connect to it. Any help is greatly appreciated and sorry for posting in this thread.