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Anunnaki

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Everything posted by Anunnaki

  1. Anunnaki

    ArmAlib v1.0

    ... yes i understand, but when you use for that ODBC with DSN, you dont need to manage connection or authentication or anything else like some commands/coding/translating for mysql or etc. Every gameserver admin simple can set all necessary information for connect (server address,login,password and dbf name) to his preffered database (in GUI) which is in "ODBC Data Source Administrator" in "Administrave Tools". ODBC is supported by any DBFs systems. ODBC is multiplatformal (win/linux/unix), is multiplatformal (C++,C#,VB,VB.NET,PHP,ASP.NET and many many else). ODBC is something like "common language" driver for any type of databases. You need to know only ODBC DSN name ( something like pointer to local ODBC mapped database ). Simply you just make connect to ODBC name. Then you send string and read the answer. That can be done synchronous, or asynchronous, so schript can continue and answer appears later, so this dont slow down game. And there is no problem with more connection to ODBC resources/databases from more applications/computers at same time...all handle ODBC. You can use more connection to different servers or databases in one time also (administrators must set more ODBC DSN connection on servers). I dont know how that really works, but must be simpler than implementation whole SQlite. But when you can do that, everyone can be happy . You need some library for C++,C# or VB or VB.NET...i found for C# following commands: (for ODBC with DSN name "myDSN") <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Â { Â Â Â OdbcConnection cn; Â Â Â OdbcCommand cmd; Â Â Â string MyString; Â Â Â MyString="Select * from Customers"; Â Â Â cn= new OdbcConnection "dsn=myDSN;"); Â Â Â cmd=new OdbcCommand(MyString,cn); Â Â Â cn.Open(); Â Â Â MessageBox.Show("Connected"); Â Â Â cn.Close(); } For administrators is not so big problem to setup mysql or mssql dbf server. And when is, there are lots free MySQL/MSSQL web host servers, so admins dont need to know anything about MsSQL or MySQL, they just have server addres, login, password and dbf name. Than they set to ODBC thru GUI and they must put ODBC name which would use your armalib. Anyway, thank you for this tool, and the time function would be great too. So when missions end and start on server, there would be possible set the same time like in real world. And where you can search GAMEID i dont know, but DSTS was able to receive GAMEID from game till 1.05 ( maybe 1.08 too ) http://forums.livecar.net/index.php?showforum=2 , maybe Nutty (autor of dsts) can tell you what to find and where.
  2. Anunnaki

    ArmAlib v1.0

    Well i am not so good in programing to writte own application for moving datas between armalib and mysql or mssql database. But thank you for respond. So you dont think on implement mysql support to your armalib in near future ? And other commands/functions from my previous post ?
  3. Anunnaki

    ArmAlib v1.0

    Here and here OK ... i understand...whole database server is inside armalib application, and is running in memmory (as a part of armalib). Well...when i understand that good, there is no way, how can i store statistics, ranks, or any other informations away from ArmaLib program to another computer ? How can i access to armalib sqllite datas stored inside from PHP (web server) or from other arma servers around world with armalib, so they dont use own sqllite inside armalib but mine sqllite I am working on one mission with special ranking system and storing ability, like "captured flags/camps/cityes" and weapontemplates for any registered players on our forum and many other thinks. In mine case there can be more independent computers=dedicated servers around the world, but they must connect to mine MYSQL or MYSQL server. Can you help me with that ? There was ArmaDLL as attempt but not working anymore. There was arma DSTS but that project looks DEATH and works only with arma 1.08version. Please...help us, and give there normal DATABASE support thru ODBC. We need only that your application send text string (which can contain anything from MySQL or MsSQL to any other commands ) and can receive results from local ODBC driver. http://www.connectionstrings.com/ .. Kegetys, you are great person, your tools and work was everytime perfect. You have mine full respect. I am afraid, than when you dont do(or cant do) that...than NO one else. Â So you are maybe our last chance/hope ...:) So what we need: 1) resultstring = "string" setSql; ...returns string "ok" or <errormessage> resultstring = "string" getSql; ...returns string <resultstring> or <errormessage> 2) resultnum = <object> getGameid; ...returns gameId of given object in which is player connected or null 3) resultdate = getDateTime; ...returns string witch actual date and time stamp of server
  4. Anunnaki

    ArmAlib v1.0

    hmm i am sick from SQLlite ... SQLite is for most users not usable... this type of SQL lack any GUI SERVER/CLIENT tools/applications for WINXP32 or WINXP64. Can you add there support for normal/standard/mostused MySQL or MSSQL DBF ? Ideal thru ODBC DNS, so you dont need to "writte support" for connecting to the externals servers and so ... that make ODBC self for you. Something like: $result=<stringCommand> getMyslq; (string witch result) $result=<stringCommand> setMysql; (false/true) - - - To others: Can someone explain me, where can i download SQLlite v3 server for WIN32 or 64bit with graphical GUI in standard installation file ? (setup.exe or setup.msi) ...i can't find that on theyr official sites.
  5. Anunnaki

    ArmAlib v1.0

    a] Can you add there some function, which will return players id of selected player or object ? b] Or new function, which we can use in command on player connected/disconnected function, which will return CORRECT player's id = game id ? This was not working in current arma.
  6. Right...that looks like arma server is very bad wrotted. As is mentioned in first post here. When is some player connecting, arma server start some subprocedure to do send files to the clients (even with very low bandwith) and almoust HANG whole main application (dedicated server) and almoust whole one CPU core ! I can't understand why they dont do that thru another separate thread for JIPing players with low CPU priority, so game can continue withouth problems or lags. And that was tested on dual CPU and 100Mbit FullDuplex Ethernet LAN, betwen 10 playeres on that network. Please, BIS, there is nothing so important than fixing this school bug, which is not fixed longer than one year now from releasing your/our ARMA game ! It is shame !
  7. Anunnaki

    Warfare 1.1.x [ MattR N&S ]

    Sorry  it was too temping you had a lot more towns in the north instead of me manualy adding them copying them was much easyer. Wasnt all the towns though most of the towns come from the origional who ever made them in the 1.0 N&S Just added yours as additions.. But i didnt think it would hurt anyone? Yeah?  Can you port your mission to new SARA.LITE island ? The old SARA is too BIG for few players and lacks some new roads, which are present in new SARA.LITE. THX.
  8. Anunnaki

    Warfare 1.1.x [ MattR N&S ]

    Sorry  it was too temping you had a lot more towns in the north instead of me manualy adding them copying them was much easyer. Wasnt all the towns though most of the towns come from the origional who ever made them in the 1.0 N&S Just added yours as additions.. But i didnt think it would hurt anyone? Yeah?  Can you port your mission to new SARA.LITE island ? The old SARA is too BIG for few players and lacks some new roads, which are present in new SARA.LITE. THX.
  9. Anunnaki

    ArmAlib v1.0

    Thank you very very very much...i was working on my own RANKING system for our server with DTST tool ,but was working only with arma v.1.08. Thank you again.
  10. Arma 1.12 dedicated server (WINXP): is running on private (not public) IP but selected as DMZ host on HW firewall, everything ok, no more problems with connecting to them like was beffore on 1.11 (1.11 was not able to connect thru ingame serverlist ). Server works good with persistant battlefield on, an at this time more than 24hours withouth crash or problems. Arma 1.12 on VISTA SP1 64bit: GraphicsCard 8800GTS 640MB Sound integrated Realtek HD CPU AMD X2 5000+ Works good ! And i think better (faster) like on WInXPSP2! But i have experienced time by time small 0,5s lags. Somethimes is that from every 3seconds to minutes. That all on near full details = very high, only ground details on NORMAL, visible on 1500m. Good work !
  11. Anunnaki

    Arma feedback thread - based on 1.11

    Connections problems maybe identified. That looks to my like wrong implementation of IP gamespy reporting or equal. There is problem with connection to servers, which are running on private ip adress (=no public ip adress). That can be, when you have server behind router (nat router included), and public IP is on your router and private IP is on your server. That problems occurs even you have your private IP adress as DMZ host on your router, or you have forwarded necessary TCP or UDP ports from your router (public IP) to the private IP on your server (=virtual server=port mapping=port forwardint ...). That all looks, like the server send local server IP adress to the gamespy server list, and when you have only private IP adress on your server, nobody can't connect to your server thru in-game server list from gamespy. Only one solution is there, you can connect direct to the IP (bypassing gamespy server list), you must start game with necessary parameters: arma.exe -mod=beta -connect=<ipadressofserver> -port=<port> To our server would be that: arma.exe -mod=beta -connect=88.212.6.233 -port=2302 I was not investigating that to the deep, this is only first shot, because i dont have enought time right now.
  12. Connections problems maybe identified. That looks to my like wrong implementation of IP gamespy reporting or equal. There is problem with connection to servers, which are running on private ip adress (=no public ip adress). That can be, when you have server behind router (nat router included), and public IP is on your router and private IP is on your server. That problems occurs even you have your private IP adress as DMZ host on your router, or you have forwarded necessary TCP or UDP ports from your router (public IP) to the private IP on your server (=virtual server=port mapping=port forwardint ...). That all looks, like the server send local server IP adress to the gamespy server list, and when you have only private IP adress on your server, nobody can't connect to your server thru in-game server list from gamespy. Only one solution is there, you can connect direct to the IP (bypassing gamespy server list), you must start game with necessary parameters: arma.exe -mod=beta -connect=<ipadressofserver> -port=<port> To our server would be that: arma.exe -mod=beta -connect=88.212.6.233 -port=2302 I was not investigating that to the deep, this is only first shot, because i dont have enought time right now.
  13. Anunnaki

    Server-side view distance problem

    I dont know but evolution is writted very bad by someone, which is not good scripter and dont understand many how to writte effective program. Therefore is: a) unable to play this game on view distance higher than cca 1500m. I have very very strong computer. In other missions i have 5000+ and somethimes more view distance and all absolulty withouth laags. I run that on separate dedicated server on 1000Gbit lan withouth other players, but still , more then 1500m and you have laags b) when is new player connecting, laags and big desync appers inmediatly. I am now writting something like evolution but PvP with MYSQL ranking system. which dont have those problems like evo.
  14. Anunnaki

    1.09 scripting

    1) correct, i have the same problem, i am unable to test my MP mission because duplicate eventhandler in 1.09 doesn't work. 2) next problem is, that addPublicVariableEventHandler does not work on decicated server 1.09, that works only on clients.
  15. I also call clearVehicleInit afterwards. Perhaps that fixes the JIP issues.<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// GLexec is a Game Logic GLexec setVehicleInit _code; processInitCommands; clearVehicleInit GLexec; Good advice with centralising the logic on the server. well, last time I discussed clearVehicleInit, they told me the example in the biki is wrong. You can not remove the vehicleInits after it was processed (processInitCommands).Well, yes you could run the clearVehicleInit command, but it would still be sent to JIP players There is a possibility that this clearVehicleInit does work as long as you execute it on the server, because he is the one who will send the list with vehicleInits to the JIPpers, not the other clients (Damn I hate this uncertainty, nothing beats testing and figuring out on my own ) I solved basicly all my issues with the v1.09beta function: addPublicVariableEventHandler, boy do I love it Wrote a new Network Engine that uses 1 variable per machine to send commands, with possibility to specify if all clients + server, only server, only clients, or specific clients (due to unique ID) must execute the command. Saves 100's, maybe 1000's, of vehicleInits that got synced at the start. And you only have to worry about the last command sent out being synced to JIP players (all publicVariables are synced to jippers at join) The coolness is now also that you can use arrays and publicvar them, basicly making it possible to send objects like groups and vehicles in one send. The problem with vehicleInit's are that they are strings. You can of course do something with the object you run the vehicleInit on (THIS), but you would have to run an Init per object or use extra publicVariables to work with more than 1 object at once. While using a publicVariable array that contains data used; destination, code to execute, and extra parameters like objects etc, gives you all the possibilities in the world I have maked simmilar way. I use two pulbic variables to send what i need from CLIENT to SERVER or back, from SERVER to ONE/ALL CLIENT. I use two public variales ServerToClient (STC) and ClientToServer (CTS). Clients are receiving STC variable, adn thransmiting thru CTS variable. Server oposit. Server have updated array of connected players (thru onPlayerConnect/Disconnect). Every receive/transmith have unique mID(mesasgeID), and pID(playerID). PID is need when server need to send something to one pc with this pID. mID is random number unique for every one message/connection. Every client first must "reserve" the "line" for him self, and then can send message or command. They send his mIDs to CTS and waiting, for permission received thru variable STC. When they receive thery mID back, they can transmith comand/string to the server. Server receive this string thru CTS variable and send back to the client acknowledge about that. Comunication is ended, server send 0 to the CTS var,, that means is ready to receive another reservation from another client or script which is waiting to send something. Every client and server is cycling on one variable so no "variable" broadcas storm would be there. You can be sure, that message will be transmithed to the server, but somethime that takes more time, because in one momment there can communicate only two PCs other commands wait for line reservation. I use that for starting some other scripts on client. Server and client when receive command, they execute them, or they can investigate what it is, so you can make condition, which command executed, and which is message to display or soo. Its not ready to publish, but i have working version. It is very good for multiplayer servers where are connected many many players and you don't wish to have laags by sending everything thru objectsinit or many public variables.
  16. Hi all, i am searching for some "real" tanks M1Ax, T-9x or T72 and maybe others. There is not needed special graphical model, but i need this: a) all internal views from inside this vehicles, with functional periscopes or lcd displays, so player inside vehicles without view thru key "V" can drive or see something around/outside tank ? That was "normal" for old good OFP but in arma not. From "bugtrucker" they told us, that arma support that same way as OFP, only they dont have in arma finished internal views in their models. b) there can be some special controls for GUNNER or COMMANDER in vehicle, like automatic targeting/locking targets and other functions, like are normaly in real tanks. I find this (NWD_TankFCS v0.2) http://www.flashpoint1985.com/cgi-bin....t=69123
  17. Anunnaki

    Arma battleye support for 1.09beta

    (PS: sorry, this is only for czech and slovak speaking people, i don't have time right now to translate that to english (maybe later), and what is more important, this is necessary for BI-developers and they i think understand czech language. For english speaking people just simple: BattlEye kick-off players withouth reason.) Zdravim vsechny. BattlEye nefunguje korektne s hrou ARMA. Prosim tedy autory o doreseni tohoto problemu nebo at kontaktuji nejakou jiz zkusenou a leta overenou alternativu jako je napriklad PUNKBUSTER, ktery ma aspon "schopne" webove stranky, porovnejte: 1) BATTLEYE http://www.battleye.com/index.html (sekce download prazdna, support prakticky nic) 2) PUNKBUSTER http://www.evenbalance.com/index.php (funkcny download, support a dalsi). Ale ted k problemum co vlastne je spatne. Provozuji verejny ARMA server 1.09beta s BattlEye ochranou a s aktivovanym Persistand Battlefield ( http://www.arma.extel.sk/index.php viz. sekce HW a sitove pripojeni, takze tam problem nebude ) . Jinak tam provozuji vice map, posledne EVOLUTION BLUE V2. Desync a jine neprijemnosti pri pripojovani hrace jsou zpusobene spatnym programovanim teto mise to uznavam. Ale to by nemel byt duvod proc maji hraci problem s BattlEye (resp. hra by to mela mit osetrene pro pripad spatne laagovaci mise). Postrehy: a) Uplne nahodne kickovani hracu s hlaskou "BattlEye: client not responding". Toto se deje naprosto u VSECH hracu bez vyjimek s pravdepodobnosti 1x az 2x za hodinu, nekdy vyjimecne vice az 4x za hodinu! Tady nepomuze nic, ani restart PC nebo reinstalace hry ci windows nacisto, nezalezi, zda ma hrac verejnou nebo privatnou IP adresu, zda jsou primo na 1GBit LANce s 0ms odezvou nebo pres WIFI s 250ms odezvou. Take nezalezi zda ma WIN VISTA nebo WINXP. Take se to deje i kdyz je server nezatizen (30-40fps) a i kdyz urcite nema klient zadny DESYNC, ani mu to netrha (tedy ma super masinu) tedy ze by hra chvilkama "mrzla" to urcite nebude. Proste zadna spojitost, skratka se to deje nahodne, jakoby nekde battleye na klientech nestihl neco overit/spocitat a nahlasit server (treba prilis kratky time-out). b) Take kickovani hrace pokud se pripoji, a v nastavenich si nastavuje grafiku. Pokud to neprovede velice rychle ale zustane v nastavovani delsi dobu, tak az se vrati spet do hry dostane do par vterin hned kick "BattlEye: client not responding". Pravdepodobost vyskitu pri delsim zotrvani v nastavovacim-grafickem menu 90%. c) Nejhorsi je ale tento bod. Z neznameho duvodu se proste neco stane, a od daneho bodu se jiz na server nepripoji zadny novy hrac. Resp. takto, pripojit se pripoji, ale kdyz se ma realne pripojit do hry (tedy z briefingu s mapou) v case kdy inicializuje hra BattlEye, tak hrac ceka delsi dobu a pak mu jen hra problikne a dostane kick se stejnou hlaskou "BattlEye: client not responding". Bohuzel tento hrac si na servru jiz nezahraje az do nejblizsiho restartu. Proste bude pernamentne v tomto bode kickovan pokazde. Nicmene nasel jsem jeden work-around. Pokud na stejne masine kde bezi dedikovanej gameserver spustim dalsi server (tedy jeho kopii) na jinych portech (2314), tak hrac co je normalne kickovan se muze na tento "duplicitni server pripojit", chvili tam pobudne, a pak uz se MUZE tento dotycny hrac pripojit normalne i na originalni server. Tedy ten duplicitni pak muzu zastavit a tento hrac jiz pak bude normalne fungovat do konce mise/servru a nebude kickovan pri pripojeni jako doposud. Bohuzel ostatni novy hraci jsou kickovani nadale pokud neprojdou stejnym pripojenim na duplicitni server. Hraci ktery byli jiz od startu mise/servru pripojeni se muzou pripojovat i kdyz to nove hrace kickuje. d) pokud se pripojuje na server hrac, ktery nema instalovan BattlEye, nedostane zadnou chybovou hlasku ani on, ani server, a nevidi ji ani ostatni hraci. Je jen proste vykopnut takze nikdo nevi proc vlastne. Je to proto, ze nema instalovan BattlEye. Bez toho, abychom vedeli proc ho kickuje, mu nemuzeme pomoct. e) I kdyz ma hrac vse vporadku a na serveru jiz hral treba den(nekolik hodin) predtim (a ten nebyl restartovan a ani mise nebyla zmenena), tak na 50% bude pri dalsim prvnim pripojeni v nasledujici den kicknut od BattlEye opet stejna hlaska. Mozna je to z duvodu, ze server a mise bezely dal a tak klient musi stahnout a zpracovat vice zmen najednou. Ovsem ihned po kicknuti kdyz to zkusi opet tak se pripoji normalne. Prosim tedy vyvojare hry at to vemou na vedomi a udelaji s tim neco, dnes budeme na nasem serveru tuto ochranu tedy deaktivovat, takhle je proste nepouzitelna. BTW: co se tyce SIGNATURE CHECK, tak to mame zaple se vsim vsudy (v konfigu je nastaveno pomale/delsi overovani). Zatim to vypada ze toto je vporadku, obcas to nekoho kickne ale to muze byt skutecne chybou klienta. ZADOST: Prosim pokud si tohle precte nekdo kompetentny od vyvojaru hry, at mi da vedet bud tady ve foru nebo pres soukromou spravu ve foru. Jinak budu muset tohle psat do emailu a rozesilat po emailovych adresach, aby se tato informace dostala ke kompetentnim osobam, mozna nekto z toho co jsem popsal bude chytrejsi a hned ho napadne co je spatne ve hre nebo v battleye, nebo treba bude mit dalsi dotazy, nebo muzeme nas server dedikovat jako "testovaci" pro vyvojare a nastavovat a testovat ho dle jejich potreb. PS: dodatocne editovan prispevek a doplnen bod e).
  18. Anunnaki

    Real M136 v1.0

    to: Inkompetent (or all other which have tested that). 1) My english is not good (czech slovak no problem), so be patient with me. 2) When i take your M136 (not used) where is loaded rocket ? a) is the rocket inside TUBE so there is no more "external" rocket needed in the gear ? (saving space) or option b) is there need to have one rocket in gear as was that beffore ? I think option a) would be perfect like in real life ... 3) Is there option to have two (not used) M136 launchers ? One on back as "second weapon" and other one (second M136 launcher) packed into gear (taking some space maybe 6-8boxes in gear). Or are you planing to make that to the addon too ? 4) When you fire M136 out: a) is the empty M136 tube throwed out inmediatly or wait to the change weapon from player ? b) afther throwing empty M136 tube is player withouth weapon in hands or is changed automaticaly to the primary weapon ? c) Is speeded throwing there or that take normal time like in original game ? Thank you for respond, i like real games/mods/addons and maybe i wish to implement your addon to our gameserver (www.arma.extel.sk).
  19. Anunnaki

    Arma feedback thread - based on 1.09

    1) For VON radio and very important for direct speaking: We need to music option the following think: a) HW microphone input volume (direct connected(handling) with/from windows record mixer) b) or maybe better sollution, SW auto volume normalizer, when is player microphone to loud or to silent, game will automaticaly (by SW recoding) increase or decrease volume (pre-amp). 2) For VON radio. Right now is kind out of use, because you can speak with some you frends trhu radio withouth anyone can hear all what you say, and fot others is hearing how someone fight on another side of map because the mission does not allowe to chreate squads. So we need to add there new/more channels (and posibly remove or not "SQUAD/TEAM channel") some like this: All radios ( global channel ) All channels ( side channel ) Channel 1 Channel 2 Channel 3 Channel 4 Channel 5 Squad/Team channel ( squad/team channel ) Vehicle channel ( vehicle channnel ) Direc Speaking ( direct speaking )
  20. Anunnaki

    Arma feedback thread - based on 1.09

    Advertising a server has nothing to do with 1.09 feedback.
  21. Anunnaki

    Use verifySignatures now!

    You right, something like "addon hash check" would be probally better, server simply chceck own addons folder and make for every pbo file detailed hash, that same make client too beffore he connect to the arma server. So they only hash can be compared. Of course, it is need to test that thru the game on clients in memmory too, but hash can prevent people to connect when they have wrong od errored addon to the server.
  22. Anunnaki

    Use verifySignatures now!

    You have right, but Signatures was not working all time. They works now only on latest BETA server v1.08.5169. On standard v1.08.5163 (from official patch 1.08) was most players kicked for "signature verify timeout". 90% new connecting players was kicked, sometimes they was connecting 10-15 times to server to pass signature. And that all was making big desync. So signature checking was not possible on servers with many people. But now, its look working, but only on latest betaserver v1.08.5163.
  23. When you have PUBLIC dedicated server, there is no way to do next things: 1) allow/denny voting for admin independent on voting mission or voting kick. That need brand new variable/command to server.cfg something like vote_admin=0/1; // 0=deny 1=allow for voting admin. There is oportunity to add there few more new commands like vote_mission=0/1, vote_kick=0/1, vote_reassign=0/1, vote_restart=0/1...and others. 2) there is problem for advanced arma players, which wish to play missions only on servers, where is set CUSTOM VETERAN difficulty (with all helping stuff OFF, like crosshairs, external views and others). But now, in the server list, it's not possible to recognize, which server is for arcade players (external views, crosshairs ...) and for real advanced/hardcore players, which wish play on maximum like reality simulation. But in server list you don't see, which server have helping stuff ON and which OFF, both are shown like "VETERAN". So, i thing we need new difficulty class, we can call it "SIMULATOR" difficulty (or ADVANCED, VERY HARD, REAL ...as you wish), where would be VETERAN difficulty with all helping stuff OFF. 3) global preset DIFFICULTY for all player voted, server changed and admin changed missions ! I have my own public dedicated server for non-arcade players (advanced arma players), which have CUSTOM VETERAN settings (VETERAN with all helping parameters OFF). I have in "<user>.ArmAProfile" file command "difficultyMP="veteran";. Partially, that works only on client server, when i am selecting mission, VETERAN difficulty is preset. But on dedicated server, when players try voting for other mission (thu #vote missions command), they have on mission voting screen "CADET" mode preset, not VETERAN as that slould be. And still, that is not good way, because they can still change difficulty thru missions voting screen or thru voted admin. There is need something to lock difficulty for dedicated server. And difficultyMP="veteran"; from "<user>.ArmAProfile" is not good way. Best way for dedicated server is to add new commands/variables for that to server.cfg, something like: default_difficulty=0; // 0=cadet, 1=veteran lock_difficulty=0; // 0=not locked, locked So when "lock_difficulty=0", players have preset difficulty from "default_difficulty" but they can still change that (voting/admin). However, when "lock_difficulty=1", users have preset difficulty from "default_difficulty" too, but now they can't change that. 4) new autokick function for players with high average ping in defined time limit. That can be do with two new commands/variables in server.cfg, like: average_kick_ping=200; // kick all players whitch have more than 200ms time_limit_ping=15; // players ping would be monitored for last 15 seconds for calculating average ping. That is need, because everyone can have higher average ping for short time when something happends on internet connection, but not for long time.
  24. Check the DS-Admin.rtf that's accompaying the arma_server.exe (including the latest 1.08.5169 build). It shows the following for the server config:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Missions { class Mission01 { template = <mission_name>; cadetMode = <cadet_mode>; param1 = <value>; param2 = <value>; }; class Mission02 { … see above … }; …. class Mission<N> { … see above … }; Right, i hope that they fix that in next beta or final dedicated server.
  25. Next BUG: on dedicated server in server.cfg is possible to set variables param1 and param2 for every mission in mission list. But server IGNORE this setings completly! Dedicates server version: 1.08.5169 beta (and all older) for win. Example of server.cfg: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">... { class Missions { class MPBERZERK_01 { template=ch64_berzerk_v1.23_arcadia.sara; cadetMode=0; param1=20; param2=13; }; class MPBERZERK_02 { template=ch64_berzerk_v1.23_desert.sara; cadetMode=0; param1=20; param2=13; }; class MPBERZERK_03 { template=ch64_berzerk_v1.23_obregan.sara; cadetMode=0; param1=20; param2=13; }; }; ... But when server start, the first mission is selected, but not with defined variables param1 and param2 from server.cfg, but default values preset inside in mission. The same problem is, when the mission is changed from any reason (admin change, voting change ...). I have reported that in czech section of this forum too (look topic here: http://www.flashpoint1985.com/cgi-bin....t=69131 ). Maybe that have something to do with other BUG: user command "#vote mission <name>" not work ! (Look topic here: http://www.flashpoint1985.com/cgi-bin....1170263 ).
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