Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

RealLocutus

Member
  • Content Count

    22
  • Joined

  • Last visited

  • Medals

Community Reputation

3 Neutral

About RealLocutus

  • Rank
    Private First Class

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Hi, We are currently running a server with a bunch of mods and a KP Liberation Mission. So far it all works as it should - but I am not 100% sure how this Mod Signature Feature works. So I hope for a bit of help :D What have I done? - I set "verifySignatures" to "2". - I copied all bikey files to the root directory / keys folder on the server. Whats the problem? It seemed to be working as intended in the first place. After making the changes I tested with a Mod (Advanced Towing) that is not on the server - but normally required also on the server. I connected - got the message that I am using a mod that is not signed - and got kicked. So I thought OK works as it should, perfect. Yesterday ACRE2 got an update - and it seems like it also got a new key file - I have seen that today. So yesterday we played with the new ACRE2 Version installed (both on the server and the client) but the server only had the key file for the old version. No player got kicked we played without any issue for 3 hours. Second a player activated a new graphics mod (Client side) and also did not get kicked for it. Can anyone tell me what the problem is? Have I misconfigured something? Talking in general: I understand that the bikey files are required for server side mods. But are they also required for clientside mods? Like JSRS Soundmod or graphics mods? Or does the server ignore if the player has loaded such mods and connects? Thanks :)
  2. Hi, Thanks for the answer. I will try the forced Difficulty. Don't know if Antistasi allows changing the settings mid mission - if not we will try it with the next mission :D (if I tell them now that we need to restart, they are going to kill me). We play Antistasi Ultimate - on the map Yulakia. Here the link to the Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3020755032
  3. RealLocutus

    Task Force Arrowhead Radio

    I hope its ok to post my problem here into this topic - I hope someone can help me. We are currently playing Antistasi Ultimate and today we added TFAR to our mods. It seems to work for the most part but I got 2 problems. 1) Unconcious Players can still talk and use their radio? We use the Vanilla Medic System from Arma 3. Everytime when a player gets knocked out he can still talk and use the radio. I already went through the Mod Settings on the Server but could not find a variable which is controlling this. How can I disable this - Unconscious Players should not be able to talk or use the radio :D 2) A problem with the Teamspeak3 Server? The clients can not join the TaskForceRadio Channel. Only when I change their Server Group to one that ignores Channel Passwords they get moved by the Plugin. But I am 100% sure - that the set password for the channel is correct. They get a message like "Wrong Channel password" - posted every few seconds in the TeamSpeak Channel. Any idea why that is so?
  4. So I found out that you have to change the settings in the "gameserver.Arma3profile" - my hoster gives us an option to change it directly in the Web UI. I managed to change the settings - but it seems that the Mission has overwritten at least some of them again. We play Antistasi Ultimate at the moment. Is there a way to change the settings during a running mission? Or is it too late now? How can I prevent - for future missions - that the mission overrides the server settings? And a second problem I have - I wanted to deactivate the map markers for enemy units. I just dont want it and my teammates always say "Uh there is a tank - I have seen it on the map" - that is annoying :D I tried it with this wiki entry - https://community.bistudio.com/wiki/disableMapIndicators - but it is not working as shown there. Either I have put it into the wrong file (gameserver.Arma3profile) or the wiki entry is old. When I enter it like in the example shown the server does not start at all and the server gives the following error message in the log: ErrorMessage: File C:\Gameserver\varserver\1309657\profile\Users\gameserver\gameserver.Arma3Profile, line 45: '/DifficultyPresets/CustomDifficulty/Options.disableMapIndicators': '[' encountered instead of '=' Help is appreciated - Thanks
  5. We are at the moment thinking about a new mission - we want to play Antistasi but this time with custom difficulty settings. I found out that I have to put the settings in the server.cfg file? Correct? How do I do that exactly and what variables can I change? What we want to change is... ... Stamina should be on ... Weapon Sway should also be on - can I change the strength of the weapon sway? ... Enemy Units are not visible on the map ... automated calling of spotted enemy units should be off How can I make sure that the mission does not overwrite the settings I made in the server.cfg? Thanks in advance.
  6. We are currently playing the KP Liberation Mission for the Valtatie 7 map. We play original KP Liberations not the RX version. Now one of us is logged in as admin but can not really use the admin commands via the console. Spawning Ressources work, opening the BI Arsenal works also, but reviving players does not work (via Admin Command). Reviving the normal way as a player/medic works fine. We are NOT using ACE. This is the command we use: player setDamage 0; player setVariable ["incapacitated",false,true] But it does not work. Any ideas why? We used it already in different missions, but it does not work with KP Liberation - and I have no idea why. Further we have a problem with the Zeus - it is activated in the mission but the admin can open Zeus but can not place any units. Ideas?
  7. All of you - thanks for your help. :) It works now as intended.
  8. I have been searching for a while now but did not really find anything helpfull. What do I want? I want to make a trigger that can be activated by any player. But the text that is shown by this trigger should only be visible for the player who just activated this trigger. How can I do that? Its for a MP Mission on a dedicated server. Thanks.
  9. Sry for the late answer - I had finally the time to work on my mission again and tested it. Works perfectly fine. Thanks.
  10. So I guess there is no way to change it?
  11. I hope this is the correct sub forum if not please move. Thanks. We are currently playing on a winter map and on this map the waypoint marker (the one you set with Shift + Leftclick) is hard to see. So my question is there a way to change the color? Maybe with a mod? Thanks.
  12. @JCataclisma - Thanks. Just tested your way and works fine. Only 2 things that are now unclear for me 1) How do I change the rotation of the vehicle - they now spawn heading 0 (north) - I want to adjust it so that it looks like they have stopped a vehicle on the side of the road. I already found out how I can spawn a second vehicle. 2) How can I add a interactable thing that adds a text to the Tasks (or something else) on the map screen? I want that it looks like you can talk to the police driver and ask him something - and he gives you the information as a message to your Tasks or so. (not to the briefing as this is already filled at the start of the mission)
  13. Hi, I am working on my next mission and in this one I would like to do it a bit different. The mission should be a Search & Rescue Mission with AI and found Intel giving hints where the captured soldiers are. What I want to do? I want to set up a pulled over civ car with an Police Patrol car and two officers. But they should not be there when the players get there first - they should spawn as soon as they have reached the crash site. The problem is the players should first drive to the point where the last contact was. There they will find some evidence. To get there they have to drive the main road and somewhere take a turn on to a side path. At this point I don't want the above mentioned situation to be there. After they have searched the crash site they have to drive back to the main road. As soon as they get there they will see the police car and the civ - and my goal is that they think "Oh that was not there before, maybe we can ask the police if they have seen something?". So is there a way to spawn a group of vehicles and civilians through a trigger or somhow else? Thanks.
  14. OK I have found the issue - there was the Option "Acivate AI" activated in the scenario. Works now.
  15. I have another problem with my mission - and I am not sure why it behaves like that. In the Spawn Area I have placed 10 Blufor Soldiers which are set to playable. On Server start you see all those slots - and can choose the one you want. In the beginning the server fills all the slots with AI - the Admin deactivates the AI in every slot before anyone clicks on OK. Two players chose a slot and can join the mission - the problem is the other 8 soldiers are visible. Even when the AI is deactivated and no player has chosen the slot? As said all those solderis are set to "playable". When I start the mission in the Editior as an MP Mission - the slots are also filled with AI - but I also deactivate the AI there and then choose a slot. When I then start the mission there is only my chosen soldier visible. All the others are invisible as it should be. Anyone a hint what the problem could be? Why does it work in the Editor but not on the server? Is there a way to deactivate the AI from beginning (AI only for BLUFOR).
×