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S. Phoenix

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About S. Phoenix

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  1. Our group went through a bit of an upheaval. Those who used to be in charge were demanding certain mods be loaded. We had left as a majority, after ownership of pertinent servers had been transferred, we were in the middle of a campaign that used this 'old list'. That error has been noticed and the server is running a heavily revised and cut down 'New list'. I will definitely look into getting this rectified, might spur on some motivation for some server "spring cleaning". Thank you
  2. I HAVE FOUND THE FIX! After numerous tests i began looking at items that may interfere with the mine detector that is usually in my loadout. I started by stripping down to my uniform(mine detector being in my back pack) with every thing in it. I would then one by one remove items, checking the mine detector overlay to see if something was hijacking it. Turns out cTab's helmet camera item was doing just that. After some searching on google i found this (https://github.com/Riouken/cTab). The last bullet point in the known issues list: "When helmet cam item is added to the inventory prior to a mine detector, the mine detector will not work." Thank you guys So much for your assistance.
  3. That appears to only be about half of the actual mods loaded I hosted the multiplayer mission on my machine and the issue still persisted so i think its tied to the mission file itself. I even dropped the mission difficulty to recruit before launching it and the issue still reared its ugly head. No dice, issue still persists. Even when adding compat mods or even re-installing ace, rhs, cup, and cwa. How would I look for such things in the mission. Let alone get into the mission editor? Shouldn't be an issue, other players who do not meet those extra requirements, outside of having the detector in their pack have no issue what so ever. no tool kit or EOD/Explosive Specialist slot. Edit: I got a hold of the latest server .rpt Found these few lines in a cursory glance 4:06:13 C:\TCAFiles\Users\drewm\78338\@ace\addons\ace_minedetector.pbo - 434b0b9a 4:06:53 Warning Message: No entry 'bin\config.bin/CfgVehicles/VCB_Pinz.mineAlertIconRange'. 4:06:53 Warning Message: No entry 'bin\config.bin/CfgVehicles/VCB_Pinz_OCimport_01.mineAlertIconRange'. 4:06:53 Warning Message: No entry 'bin\config.bin/CfgVehicles/VCB_Pinz_OCimport_02.mineAlertIconRange'.
  4. Here You go. Hopefully I did it correctly. FYI 6k lines in that file. Unfortunately, I saw this too late but oh well. That's what is baffling to me as i seem to be the only one affected by this issue. no one else has mentioned an issue like this yet. I've triple checked my triple check to see if I'm using a wrong mine detector or if I'm using itwrong but haven't seen anything yet. 1. They are built by a handfull of friends I know. 2. These two different mission files built by separate people demonstrating this issue, linked below. 3. No hand built and then loaded onto the server. 4. Rented server running linux. From what I've heard from those who work with it regularly it is quite easy to break it when loading in new mission files. Typically resulting bizarre alterations to A3 server profile config line oders to run properly. 5. For the most part yes, there are a few client side mods that we run on our own at times. In my it would be Salmon ButtStroke, A3 Thermal Improvement, White_Phosphor (nvg color tweak mod). Everything else is required to be loaded by everyone. 6. Only in name as far as the server should be concerned. As mentioned before everyone has the highest level medical, engie, and EOD perms possible. However I have noticed that, especially spawning in that the loadouts given seem to a random unit kit as if when building the map units were placed down then turned into spawn points. (I have little to no knowledge of map making in arma). IE. I select the Platoon medic slot in the lobby and load into the server with an AT Riflemen kit. But that happens to everyone who isn't experiencing the issue. 7. I have access to admin on the sever in game and just recently the server from the host site. I have looked through server and client side settings, mission and client settings will be overridden by the server set ones, and found nothing that would inherently disable mine detector functionality. The same can be said for the server management window. The A3 profile config only has the minedetect=x function available which we have set to 0. that only pertains to using the 'lock target' to mark detected mines. Edit: So currently some functionality has returned. The Mine detector UI will so mines that I mark and seemingly at random ones i just look near or are near to. However i do not get the audible tone or big red dot indicators i have seen in SP editor tests.
  5. When playing on a modded server with some friends, I had noticed that my mine detector was not working at all. My friends had no issues with theirs at all. I scoured the game, addon, and difficulty settings on the server to try to find something that might be a cause to no avail. In addition, the server gives engineer and EOD perms to everyone. The mine detector works perfectly in single player editor in tests. I am absolutely stumped as to what would cause this at all. I will try to do a reinstall of arma and associated mods and look at the mission file tomorrow. Any help would be much appreciated. Copy of current modlist with symptoms
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