Jump to content

poweruser

Member
  • Content Count

    247
  • Joined

  • Last visited

  • Medals

Everything posted by poweruser

  1. poweruser

    Enhanced Configuration System

    ECS was designed for coop games, not for PvP. Anyway you still have a few possiblities: 1) Install the ECS_server addon on your dedicated server and edit the configuration file ECS_public.hpp to shut off the dynamic weather. That should stop it from changing the fog. It's not enough when you edit this in your ECS_client alone, because you don't know if you're going to become the ECS_server among clients. The view distance settings is not a part of the public settings, so it can't be forced by the ECS_server. But that doesn't matter here, as you can control the viewdistance by controlling the fog. 2) It should also be possible to control the ECS settings of each client within the mission without having the server version installed on the dedicated server. But: DO NOT experiment with it on your own, as you could cause serious trouble when changing something of the system of ECS by scripting. We're going to review this issue and hope that we can offer you an easy solution for the PvP missions.
  2. poweruser

    Enhanced Configuration System

    Changing the setting ECS_public2 in the configuration file "@ECS\Bin\ECS_public.hpp" to 'false' will shut off the dynamic weather of ECS. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">ECS_public2[] = {false}; The setting ECS_public3 lets you set the average time after which the dymanic weather will change. By default it's set to 45 minutes. If you don't want to completly shut off that feature then set this value lower, so it's not raining for about 45 minutes but changing more frequently. Note, that in a multiplayer game the machine acting as ECS_server is overwriting the ECS_public settings of all other ECS_clients with his own. Also consider, that when the dedicated server is running the server version, and the dynamic weather is enabled on it, then the dynamic weather is forced on ALL clients, even if they are not running ECS.
  3. poweruser

    Enhanced Configuration System

    oh well, that's going to be difficult to find the trouble maker among them... @arma.rpt the more interesting part of that file is the section right above the one that you've posted. Everything above the lines... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">======================================================= Date: 04/13/08 Â Time: 14:31:41 ------------------------------------------------------- Exception code: C0000005 ACCESS_VIOLATION at 0065903A graphics: Â D3D9, Device: Radeon X1650 Series , Driver:ati2dvag.dll 6.14.10.6734 resolution: Â 1024x768x32 ... up to where it says the first time: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">===================================================================== == E:\ArmA\beta\arma.exe ===================================================================== Exe version: Sat Apr 05 16:00:58 2008 Â build 1.12.5252 Post that section as well, please. Or we're not having any information on the actual error and are just guessing what the problem might be. Another thing: Try the same mission, with the same Mods loaded again, but without ECS and see if ArmA is still crashing.
  4. poweruser

    Enhanced Configuration System

    - What ArmA version? - What ECS version? - Are you using the original ECS files, or the modified ECS_core.pbo? - Did you load any other addons with ECS, if yes name those - If you got other addons loaded which use XEH, did you use Themis? - Take a look into your ArmA error report file \Documents and Settings\<username>\local settings\application data\arma\arma.rpt    It should tell you when something is going wrong in your game, and what is causing the trouble.
  5. Don't do this, use the latest version of ECS together with Themis instead. Download link Themis was specially created for making ECS compatible with any addon that uses XEH. We (The ECS Team) wish that sickboy would have never touched our Mod and play havoc with it. The problem is that the modified ECS_Core is messing up the game for all clients that use ECS in multiplayer.
  6. poweruser

    createVehicle questions

    That's what the moveInDriver, moveInGunner, moveInCommander, moveInCargo and moveInTurret commands are for. Once again run them after creating the crew unit.
  7. poweruser

    Problem with hidden selection

    As far as I can see, your hidden selection is working the way it is supposed to work. You're just using the wrong face texture file which does not match the already visible part of the face. I don't think that there's a command to get the texture file which is currently applied to a selection, so you could apply the correct texture to the hidden selection. But you can make the always visible part of the face as a normal selection too and then apply the same texture to it as to the hidden selection. Only problem here: It might look strange when a soldier is "exchanging his head" during a mission.
  8. poweruser

    createVehicle questions

    Congrats! Great command, isnt it? Â simply run a setPos command after creating the object: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _myunit = createVehicle ["M1Abrams", getPos player, [], 0, "NONE"]; _myunit setPos ((getPos _myunit) set [2, 100]); Â Â // second value in the array is the height run a flyInHeight after creating the chopper Btw, check this link: The OFPEC COMREF
  9. poweruser

    Complete List of ARMA Commands

    several things need to be corrected here. First i'll show you the errors and at the end of this post you'll find proper server setting files the comment is reaching in the next line, without having the // on the extra comment line, this must not happen As [OF]katzenscheisse correctly noticed, remove the comma here Those files that you check here are from OFP, adscititious. Put only ArmA files here or leave it blank. If you enable verifySignatures on your server you don't need to check any files here. This setting here is in the wrong place, it belongs into the "\My Documents\ArmA\arma.cfg" file on the dedicated server Those two are wrong here as well, they belong into the ArmaProfile of the active player profile on the dedicated server This does not work here, the server side scripting does only accept a few scripting commands, listed here: http://community.bistudio.com/wiki/ArmA:_Server_Side_Scripting. It does not accept the mission making specific commands.As you disabled "verifySignatures", this probably won't be loaded. But do me a favor and remove this BS from there to avoid unpredictable behaviour. When you're not using a mission cycle, then remove it Ok, now what the config files should look like: First file, the server.cfg: 2nd file, the ArmaProfile file (<span style='color:red'>it's not complete.</span> I only post here the important part of server configuration, thats the "Difficulties" class): For infos on each setting, see here: http://community.bistudio.com/wiki/server.armaprofile the 3rd file, the ArmA.cfg (<span style='color:red'>not complete</span>, just shows the important settings for a server here). Infos on these settings can be found here: http://community.bistudio.com/wiki/basic.cfg
  10. poweruser

    Enhanced Configuration System

    The setting to enable/disable bleeding is not part of the ECS_local config file. It's in the ECS_public file. Setting number 5 (for the player), and 6 (for the AIs) See here for details: ECS Team Website - ECS Settings Table Everything has been explained already, you just need to read it: ECS Team Website - Singleplayer vs. Multiplayer In short: In a MP game the ECS_public settings are being synchronised among all connected machines. Â - Â When the server is running ECS, then the server overwrites the ECS_public settings of all ECS clients with his own. Â - Â When ECS is not running on the server, then one of the clients running it becomes the ECS server, Â Â Â and overwrites the public settings of all other ECS clients. Â Â Â The ECS server among clients is chosen automaticly, depending on, who got most free resources.
  11. It's using its own event handling. Yes it will. The new ECS component "Themis" is going to take care of it. It crates a new Eventhandler class which is overwriting the one from the ECS_Core and the one from XEH. And combining both in the new one. ECS's ones first and the addons eventhandlers that were collected by XEH second. If you're using other addons together with ECS, then you need "Themis". If not, you don't.
  12. Seems like, this script is run on all clients at the same time. As far as I understood, you want to have this action only on the player that matches the content of variable "p1". You can use this to exit the script on all clients, that don't match to the variable "p1". The pre-defined "player" variable is different on all clients. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if(p1 != player) exitWith{}; Or if you want to have the other commands executed in this script on other clients aswell, then just put a "if" around the addaction command: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if(p1 == player) then {p1placecharge1 = p1 addAction ["Place explosive 1", "Placecharge1.sqs"];}; If possible, move those checks one level higher. It's better to check the correct enviroment before executing the script. That keeps the script itself simple and good readable. Multiplayer scripting is a bit tricky, i know. You have to pay attention to where you execute your scripts, i.e. on all clients, or just on a certain one.
  13. Instead of creating a Landrover, create a game logic. And use "createvehiclelocal" here. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _tmpObject = "Logic" createVehicleLocal _pos; _clearPos = position _tmpObject; deleteVehicle _tmpObject; _object setPos _clearPos; Letting "createvehicle" decide where the best position is works very reliable, but the down part is that the unit is several meters away from the desired position. The following part is a different approach to it. findposition.sqf <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">private["_pos","_radius","_r","_logic","_found","_first","_newpos"]; _pos = _this select 0; _radius = _this select 1; _logic = "Logic" CreateVehicleLocal _pos; _found = false; _first = true; _newpos = _pos; _r = sqrt ((_radius * _radius) / 2); while {!_found} do { if (_first) then { _first = false; _logic setpos _newpos; _newpos = getpos _logic; } else { _logic setpos [(_newpos select 0) + _r - random (2*_r),(_newpos select 1) + _r - random (2*_r), _newpos select 2]; _newpos = getpos _logic; }; private["_house"]; _house = Â nearestObjects [_newpos,["ALLVEHICLES","STATIC","THING"],_radius]; if (!SurfaceIsWater _newpos && count _house == 0) then { _found = true; _pos = _newpos; }; }; deletevehicle _logic; findPosition_safepositiondone = true; _pos it creates a gamelogic at the given position, checks if there are any objects within the given radius. If there's one it checks another random position close to the original position. the calculated random position is based on the given radius. setPosMyObject.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">private["_pos","_goodpos","_obj"]; _obj = _this select 0; _pos = _this select 1; findPosition_safepositiondone = false; _goodpos = [_pos,3] call fFindPosition; @findPosition_safepositiondone _obj setPos _goodpos; exit; this one runs the function, waits for it to finish and then sets the position. you may change the radius (here: 3) depending on the enviroment you put the unit/object in. and put this in your init.sqs: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">fFindPosition = compile loadfile "findposition.sqf"; and run the whole thing with this command: [OBJECT,POSITION] exec "setPosMyObject.sqs"; for example: [soldier1, getPos player] exec "setPosMyObject.sqs" feel free to edit that function in order to get better results.
  14. poweruser

    Difficult level in dedicated server ¿?

    in the username.armaprofile file of your dedicated server: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Difficulties {      class regular      {            class Flags            {                  3rdPersonView=0;                  Armor=0;                  AutoAim=0;                  AutoGuideAT=0;                  AutoSpot=0;                  ClockIndicator=0;                  EnemyTag=0;                  FriendlyTag=0;                  HUD=0;                  HUDPerm=0;                  HUDWp=0;                  HUDWpPerm=0;                  Map=0;                  Tracers=0;                  UltraAI=0;                  UnlimitedSaves=0;                  WeaponCursor=0;            };            skillFriendly=0.700000;            skillEnemy=0.700000;            precisionFriendly=0.600000;            precisionEnemy=0.500000;      };      class veteran      {            class Flags            {                  3rdPersonView=0;                  Armor=0;                  AutoAim=0;                  AutoGuideAT=0;                  AutoSpot=0;                  ClockIndicator=0;                  EnemyTag=0;                  FriendlyTag=0;                  HUD=0;                  HUDPerm=0;                  HUDWp=0;                  HUDWpPerm=0;                  Map=0;                  Tracers=0;                  UltraAI=0;                  UnlimitedSaves=0;                  WeaponCursor=0;            };            skillFriendly=0.850000;            skillEnemy=0.850000;            precisionFriendly=0.700000;            precisionEnemy=0.600000;      }; }; These are the same settings that you can do in the in-game options menu "Difficulty". Each of those settings should be self-explanatory.
  15. poweruser

    Disabling Addons

    correct. but it should block at least 8 out of 10 players who use a not allowed addon, because they don't know about this type of addon-check and even <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">equalModRequired=1;can not hold off a player who really wants to play with mods
  16. poweruser

    Disabling Addons

    This can be done with server side scripting: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">onUnsignedData = "if( (_this select 1) in [""modfolder\addons\addonfile.pbo""] ) then { kick (_this select 0);};"; Bad thing is: As soon as someone changes the modfolder name or the addon file name, this method won't work anymore. It's sad that Arma doesn't support any wildcards in strings, like  *  and  ? If it would you could do something like this: [""*\addons\addonfile.pbo""] gets rid of the problem with the modfolders
  17. poweruser

    Dedicated server crashing

    http://community.bistudio.com/wiki....ommands the one you are looking for is (you have to be logged in as admin): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#kick (name or ID)
  18. poweruser

    Physical memory dump error

    patch your game to v1.46
  19. poweruser

    Dedicated server crashing

    there's an error in the config file: ( a }; is missing) change it to <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Missions { Â class MPCOOP Â Â { Â Â Â template = EvolutionV31+.Sara; Â Â Â cadetMode = 1; Â Â }; };
×