leper
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if you have set a maprotation, the voteMissionPlayers command will not work. however, if you remove the map rotation, it will pop up when voteMissionPlayers is reached. try to sample this below, and see if the server does not autoload the map rotation. if it does, try commenting out the part about class Missions and see if it works the way you want. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// // // // behavior of the server // voteThreshold = 1.1; // at minimum, 110% of players must vote yes to pass vote. Is there a way to disable? =) reportingIP = "armedass.master.gamespy.com"; // report the server to the master server to show up in the server list // voteMissionPlayers = 1; // start voting of missions when this number is reached. not used, since we have a map rotation working. // kickduplicate = 1; // disallow users to have the same id (1 disallow, 0 allow?) not working in the demo? maxPlayers = 15; // maximum players, duh. equalModRequired = 1; // require equal version (of the mod/map/game?) disableVoN = 1; // Enables or disables the Voice over Net. Default = 0 // // // // server map rotation // class Missions { class MPCTF_01 // name for the mission, can be anything { template = M02CaptureTheFlag.SaraLite; cadetMode = 1; // difficulty 0=veteran 1=regular }; class MPCOOP_01 { template = M01Cooperative.SaraLite; cadetMode = 1; }; class Mission03 { template = M03ConquerTheIsland.SaraLite; cadetMode = 1; }; }; oh, and of course you have to uncomment the part about voteMissionPlayers as well, since you want that to work
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What i should do to show the ping in the....
leper replied to Snake'nS's topic in ARMA - MULTIPLAYER
download and install ftp://www.flashpoint1985.com/ArmA/DediServer/ArmADemo103_5116.zip both to your server and your client. then when you browse the servers, you will see the actual ping in numbers. -
anyone know how the internal #monitor works? it says our cti server is overloaded (down to <10 fps), and yet, if i monitor the server itself (through remote desktop) it says that only 50-60% of the cpu is in use. there is a swedish mirror available for the new patch btw, link
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<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Missions { class MPCTF_01 // name for the mission, can be anything { template = M02CaptureTheFlag.SaraLite; cadetMode = 0; // difficulty 0=veteran 1=cadet (not only AI, but radar, map etc) $STR_MP_TIME = 3600; }; this will crash the server, so it is ruled out :P <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Missions { class MPCTF_01 // name for the mission, can be anything { template = M02CaptureTheFlag.SaraLite; cadetMode = 0; // difficulty 0=veteran 1=cadet (not only AI, but radar, map etc) STR_MP_TIME = 3600; }; neither does it work without the $ in the string above. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Missions { class MPCTF_01 // name for the mission, can be anything { template = M02CaptureTheFlag.SaraLite; cadetMode = 1; // difficulty 0=veteran 1=regular defValueParam1 = 1800; // max time in minutes defValueParam2 = 7; // max score }; class MPCOOP_01 { template = M01Cooperative.SaraLite; cadetMode = 1; Param1 = 0; // 8, 0, -4 - noon, morning, night Param2 = 0.38; // 0.22, 0.38, 0.92 - sunny, overcast, rainy }; one of these two ways is how i would assume it to work, but it doesn't. i've looked at the Avon lady's ofp faq (link) to come to this conclusion: either you set the params like how i do it in the coop mission (which seems most likely), or you do it by the defValueParam1, as in the ctf mission. neither works with the demo server though, so maybe it's broken -- or maybe i'm just too slow to get it.
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of course he's complaining about cti. why? because it is broken and cannot be played with the demo server, or the server will crash. it's not the game mode in itself that is bad (maybe it is, we who don't own the game cannot tell, because we cannot play it at all). i understand that you feel a bit let down about something, and want to promote your own modification, but it does not help with an answer to the problem in question. myself, i hope that there will be a new patch for the demo, that will fix the cti mode. not sure how likely this is, since it is only a demo, and the european release isn't that far away now. optimizations for the full version would be more valuable to me then fixing the demo
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question five: kickduplicate = x; is this for userid to be duplicate, or username? or something else? i'm going to answer my own question here (finally got around to registering). this is my thoughts on the subject, i will investigate a bit more tonight. kickduplicate makes sure that new players get new id's. i.e. if you press 'P', you will see that each player has a number in front of their nickname. this is what kickduplicate controls. i have no idea if it sets a particular id per nickname, or what. i suspect that it does prevent id 1 from being reused, when the player who had id 1 disconnects though. in case kickduplicate is set to 1 that is. #userlist still shows all players as id #999 though. was looking for that as well actually. :)