VulturARG
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VulturARG started following How long is too long for a script to execute?, Arma 3 Linux server and mod updater (workshop), Arma 3 and Reforger Linux server and mod install and updater and and 3 others
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Arma 3 Linux server and mod updater (workshop)
VulturARG replied to marceldev89's topic in ARMA 3 - SERVERS & ADMINISTRATION
I have made some changes to the original script to adapt it to my clan's use. I also added the installation and management of Reforger. GitHub: https://github.com/Clan-ArgA/arga-server-updater Post: -
Arma 3 and Reforger Linux server and mod install and updater
VulturARG posted a topic in ARMA 3 - SERVERS & ADMINISTRATION
Arma 3 and Reforger Linux server and mod install and updater A software in Python, which allows you to install and update an Arma 3 server with its mods, and a Reforger server on Linux. Based on Marcel de Vries' script. (Post, GitHub). Download: https://github.com/Clan-ArgA/arga-server-updater Features Arma 3: Install and update Linux server binaries. Download mods from the Steam Workshop. Update mods from the Steam Workshop. Converts all mod files and folders to lowercase. Creates symbolic links with human-readable names. E.g. 620260972 becomes @alive. Manage keys. Features Reforger: Install and update Linux server binaries. Run the server with separate config files. Install or update the Linux server and run it. Requirements: Python 3 python-dotenv==0.21.1 steamcmd Steam account Arma 3 license. Only required for downloading mods from the workshop. Reforger license. License: MIT -
Reforger and Arma 3 Linux server and mod install and updater
VulturARG posted a topic in Arma Reforger - Servers & Administration
Arma 3 and Reforger Linux server and mod install and updater Python software, which allows you to install and update an Arma 3 server with its mods, and a Reforger server on Linux. Based on Marcel de Vries' script. (Post, GitHub). Download: https://github.com/Clan-ArgA/arga-server-updater Features Arma 3: Install and update Linux server binaries. Download mods from the Steam Workshop. Update mods from the Steam Workshop. Converts all mod files and folders to lowercase. Creates symbolic links with human-readable names. E.g. 620260972 becomes @alive. Manage keys. Features Reforger: Install and update Linux server binaries. Run the server with separate config files. Install or update the Linux server and run it. Requirements: Python 3 python-dotenv==0.21.1 steamcmd Steam account Arma 3 license. Only required for downloading mods from the workshop. Reforger license. License: MIT -
Advanced Combat Radio Environment 2 (ACRE2)
VulturARG replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I use this configuration in the cba_settings_userconfig.pbo of a dedicated server: force acre_sys_signal_signalModel = 1; Looking at the RTP file I read: [ [ACRE] (sys_signal) INFO: Using radio propagation model: LOS Multipath That could be happening?- 896 replies
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extDB (arma3 extension linux/windows)
VulturARG replied to torndeco's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I found this https://github.com/SteezCram/extDB3 -
Advanced Combat Radio Environment 2 (ACRE2)
VulturARG replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi, Using this and this examples from documentation I made two script to manage radio displays and channel setup. I call my script to manage display radio from initServer whith this sentence: [[],"core\scripts\setup_ACRE2_displays.sqf"] remoteExec ["BIS_fnc_execVM", 0, false]; This work ok to all people that are in server when the mission begins. The problems is for the people that go inside later. I'd tried to put this sentence in initPlayerServer whitout success. I coulden't find in documentation from where examples are called. Beacause own conventions in our group we don't use init.sqf Any help will be apreciated- 896 replies
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Arma 3 STABLE Server 2.18 "profiling / performance binary" feedback
VulturARG replied to Dwarden's topic in ARMA 3 - SERVERS & ADMINISTRATION
Thanks for answering me. We are going to hire a dedicated server at NFO servers. We have one of 6 cores and 6 gb with windows and we want to go to 10 cores and 10 gb ram with Debian. We plan to use headless clients. Do you have any links to the documentation you mention from dedmen? -
Arma 3 STABLE Server 2.18 "profiling / performance binary" feedback
VulturARG replied to Dwarden's topic in ARMA 3 - SERVERS & ADMINISTRATION
We have the possibility to choose one of these two options: Ten virtual CPU cores, 10240 MB of RAM or Eight virtual CPU cores, 8192 MB of RAM. We will do cooperative games with between 40 and 60 players normally. Maximum of up to 100 players per game at times. Without Zeus to put enemies. Could you recommend a hardware configuration? Thanks in advance -
Arma 3 STABLE Server 2.18 "profiling / performance binary" feedback
VulturARG replied to Dwarden's topic in ARMA 3 - SERVERS & ADMINISTRATION
Is there any limitation as to how many cores or memory a 64-bit linux dedicated server can run? We plan to use ubuntu 2004 in virtual server -
How long is too long for a script to execute?
VulturARG replied to VulturARG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks to all!!! I run some test and I saw that using for with sleep, have delays in busy servers. I'll try this solution: -
How long is too long for a script to execute?
VulturARG replied to VulturARG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes, I count for a few minutes, to long waits. It's will be used in different situation in parallel -
How long is too long for a script to execute?
VulturARG replied to VulturARG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Some people told me that Arma 3 can kill process if it are in a long waiting loop. I don't know is that is true. This was the reason to my question. -
How long is too long for a script to execute?
VulturARG replied to VulturARG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I need that a process wait 2 hours for start. Meanwhile the mission is running It's possible? With that code that I wrote before, the code never started to run after those lines. -
How long is too long for a script to execute?
VulturARG posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, I tried that an scripts start running 2 hrs after game started. This code is from EOS script if (_pause > 0 and !_initialLaunch) then { for "_counter" from 1 to _pause do { if (_hints) then { hint format ["Attack ETA : %1",(_pause - _counter)]; }; sleep 1; }; }; They code after that never started. Is there any way to wait for long period? Regards -
Prevent vehicle/unit from being destroyed/killed but still take damage
VulturARG replied to Alert23's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I don't know about your script. I used to put the damage to 0.9 in an ambush. The vehicles caught fire and exploded in a short time. Try changing the value 0.9 to 0.8 to see if it solves your problem- 1 reply
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