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Grombald

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Everything posted by Grombald

  1. I'm having trouble starting a newly set up Arma 3 server. Erverything works fine with TADST, though as it is outdated, I wanted to use command line options to start the server. Somehow it seems that the whole command line is being ignored. The server starts (and complains about the steam_appid) but it neither has the correct name nor a mission or the mods loaded. It seems like an "empty" server. On the Server, the server as well as the game (to download mods from the workshop) itself are installed in different folders. We're running the current build. I'd like to ask you to check the following for errors. I think I made everything as described in the wiki, but you never know (file locations are relative to the Arma server installation. I tried relative and absolute paths in the command line: Command line (the link is on the desktop): "D:\SteamLibrary\steamapps\common\Arma 3 Server\arma3server_x64.exe" "-profiles=D:\SteamLibrary\steamapps\common\Arma 3 Server\profiles" -name=server -maxMem=13107 -exThreads=7 "-par=D:\SteamLibrary\steamapps\common\Arma 3 Server\command_line.txt" Startup parameter file (.\command_line.txt): -hugepages "-cfg=D:\SteamLibrary\steamapps\common\Arma 3 Server\basic.cfg" "-config=D:\SteamLibrary\steamapps\common\Arma 3 Server\server.cfg" -port=2302 -loadMissionToMemory "-mod=D:\SteamLibrary\steamapps\common\Arma 3 Mods\!Workshop\@CBA_A3;curator;heli;kart;mark" Profile (.\profiles\Users\Server\server.Arma3Profile): I'm not sure where the stuff after the last }; comes from. I'm pretty sure it wasn't there when I created the profile. Also I set the skill to 0.7. Basic config (.\basic.cfg): Server config (.\config.cfg): The mission is in .\mpmissions. Thanks in advance :)
  2. Somehow I managed to solve it. I created a batch file in the server directory with the following content: arma3server_x64.exe -port=2302 -filePatching -maxMem=13107 -exThreads=7 -hugepages -loadMissionToMemory -config=config.cfg -cfg=basic.cfg -profiles=profiles -name=server "-mod=D:\SteamLibrary\steamapps\common\Arma 3 Mods\!Workshop\@CBA_A3;curator;heli;kart;mark" exit I don't know why this works and a link doesn't. Anyway, thanks for your time :)
  3. The file is there, and contains "107410". I know the Notepad++ plugin, I meant this forum. I'm using "Code" inside of "Spoiler" not to bloat this thread. But there's no syntax highlighting option for BIS-code.
  4. Here is the latest RPT with the above configuration: Is there no syntax highlighting for RPTs, SQFs or so?
  5. OMG I even forgott you can set the texture in the attributes... my bad. Thanks for your reply.
  6. I'm experiencing two issues as human commander or driver in a tank full of own AI (didn't try tanks only with AI yet). First, the main-gunner and expecially the hull-gunner seem to be nearly blind. They are only firing their MGs at enemy infantry if these are within approximatelly 150 m or less. The main-gunner often fails to turn the turret at enemy infantry reported by a human or AI-team member, even if there is no other enemy where he is looking at. Second, when being driver, commander or whatever normally you can select target vehicles for the gunner by pressing T. To do so you sometimes not even have to look in the direction of the target, you just press T, a reticle appears and the gunner starts aiming at the target. Now in IFA3Lite-tanks you seem to have to aim at a target to be able to select it, which is quiet difficult without a crosshair and the own vehicle blocking the external view or a limited internal view. I find both extremely inconvenient. Are these intended features or is something wrong? If it is intended, can it be turned off to use normal tank-controls? FYI: Along with IFA3Lite, CSA38 and other mods not affecting vehicles are activated.
  7. It seems like the textures cannot be applied to the tanks in 3den, nor can the script snippet with the texture be exported from the arsenal. I'd like to define the textures in a mission I'm working on though. Does anybody have an idea what I'm doing wrong?
  8. Hi everyone, after the server of my players group was shut down I tried to create a temporary solution with a second PC in my living room, where I run the server on. The problem is, though the server starts up correctly, it cannot be found in the server browser nor can it be connected to directly via IP. The server runs on Windows 10 and has an own Steam-Account. The game version is 1.66. The server window starts and the usual four lines of text apear. According to the RPT-file, the server is "Connected to Steam servers". Some things I tried so far: - Starting with ARMA 3 Launcher - Starting with TADST (Steam on and off) - Starting with Batch-file (the command line is to long for links) - Forwarding the ports 2302-2305, the BE-ports and the steam-ports (270XX) in the router and the windows firewall - Activating UPNP (opens ports 2302, 2303 and 2304) - Deactivating windows firewall - Deactivating port filtering at all Even when launching A3 and hosting a new game with the ingame-server-browser, the server cannot be found. I'm out of ideas. I'd much appreciate if somebody had an idea what else to try. Cheers!
  9. Thanks for your reply. I just found out that my ISP only supports IPv4 adresses via DS-lite tunneling (IPv4 and IPv6 go out but only IPv6 goes in), somebody else will have to host the server in his livingroom... The problem can be considered discontinued.
  10. Hi people, i'm trying to figure out appropiate unit identification markings for my Tropic Vehicle Textures Mod. The US units structure is kind of confusing so i'd like to ask what you tink what unit markings (not the chevron, the ID like 4GP-S-HQ-2) would be appropiate for MRAPS, trucks, APCs, MBTs and artillery deployed to Tanoa. I also don't know how sensitive members of the US army are to improper use of their unit designations... Maybe using currently inactive units like the 10th army that was deployed in the pacific region in WW2 or fictional-units would be better. Who knows what structure the US Army has in 20 years. Most markings would be readable so they should be formally correct according to TB 43-0209 (i would also like to know if the version from the 10/31/1990 of TB 43-0209 is still valid). Cheers, Grombald
  11. @ generalkong: Right, but all troops despite CTRG are wearing uniforms with US flags on them and so can be considered to be US troops. It stands to reason that all their vehicles are also US. What ever BIS had in mind when they called the US forces NATO forces, they didn't tell. Maybe they planned it to be some sort of joint forces and had a reason not to. They also planned to make a RCWS and mortar version of the Marshall... @ jaaxxxxon: I mean the unit marking, should be on the bumper or on the hull in the front and back, often split into a left and right part. Do you know if the army uses the chevron to? In the end it is never mentioned ingame what military branch the US forces belong to (though the forces on Altis belong to the 7th Mechanized Brigade, 111th Infantry Division, both seem to be fictional). The only resources I found about markings on US forces vehicles are from the army. @ Eagle: I know, I'm German. Though the US forces usually don't seem to use tactical symbols on their vehicles.
  12. Description: This mod adds greenish textures to the pacific version of the NATO vehicles. The base content is shown automatically on all Tanoa-vehicles. Mission makers will have to make sure their missions are using the right classnames. The additional content is only useable if included in the mission by the mission maker or somebody able of mission editing. Base Content: Tropic camo (based on FS 34086 "I.R. Dark Green") for the following vehicles and variants: - Slammer - Scorcher - MLRS - Panther - Cheetah - Marshall - Hunter - HEMTT Additional content: Tropic camo (based on FS 34086 "I.R. Dark Green") for the following vehicles and all variants and derivative vehicles, and new variants. Requires scripting to work (see included Readme): - Stomper - Marshall unarmed - Strider - Gorgon - Gorgon unarmed Download: On Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=770918686 Armaholic: http://www.armaholic.com/page.php?id=31711 Requirements: Apex DLC Changelog: - 1.0 inital release Future features: - Quadbike on which the textures are not applied for some reason - Editor preview icons - A better base color - Dirt. All tropic vehicles will get a nice layer of dust and dirt once BIS decrypts the APEX-files, so I can get the average dirt-color. - NATO Markings (the chevron etc) for all NATO vehicles, including the tan variants. - Release of the templates for public use. Known issues: - The hull mounted smoke launchers of the Cheetah are tan, I have no idea why. - Unarmed Marshall and Gorgon are having accessible commander seats. The commander seats seem not to be lockable. - Roof hatch of the unarmed Marshall looks very flat. This is probably not really resolvable (for me). - The Gorgon has some texture issues due to AAF-textures beeing shown in some parts. This is probably not resolvable. There are also NATO-markings from the Czech-Army DLC for ARMA2 from wich the model and texture templates BIS used are originating. - The covered and open HEMTT are having tan beds. This is probably not resolvable. Feedback is highly appreciated :)
  13. ... or release it as beta for those who are tired of Burnes MK10 ...
  14. As xxgetbuck123 said, the base content replaces the textures on the pacific version of the vehicles. The additional content though are new vehicles and need to be added to the mission by the mission maker.
  15. Thanks, I added some pictures. Sorry for the inconvenience.
  16. Maybe not, I changed the description. Thanks for your advise.
  17. Grombald

    Spatial Awareness Improvements

    Is there any way to turn this on and off by mission parameters? We're playing a Domination on Tanoa where the squad radar is turned off, though nobody knows why.
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