CouchMonkey
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Help setting up Dedicated server.
CouchMonkey replied to Fighting_steel's topic in ARMA - MULTIPLAYER
Yes, you need the full file structure of ArmA installed on the machine. The Server file is mainly just an executable with some fancy code baked in, but you need the full game installed. Basically once you installed the dedicated server files, just create another shortcut with -server in the executable path. There really is no good documentation anywhere, I had a link to some but they took it off line. Basically if you don't wish to trial and error it, use some of the programs out there. What sort of errors were you getting with ArmATechs program? -
Also make sure your missions are Kosher. When the first person joins up and brings up the mission list, that can result in a server crash if you have any malformed missions.
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You can sustain 70 players for like 30 minutes assuming they arent doing anything and assuming that your mission has no scripts. On normal coop missions you can get around 60 players sustained for around an hour. However if you run missions for over that, you are really limited to <50 players. Our mission is nothing special but after 3 hours is really craps out. I agree with whoever said that when(if?) multi-core compatibility comes out it will increase performance, but they need to tweak the single core version as well. Something is jacked.
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I don't understand what you are saying. What is the cheat doing? How can it be reproduced?
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Could be a number of things. Either your ping to the server was too high or perhaps desync. Perhaps you have modified files that the server doesn't like. Or it could just be that the admin wanted to make room for someone else. It could be a number of reasons.
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I had the pleasure of downloading and playing this today and I must say that it is spectacular. ArmAInteractive is putting it in our mission for next week to replace the craptacular Hokum. Thanks for the time and dedication to get this done. We will continue to review it over this week and I will let you know if we find any bugs. Good work.
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It was a pleasure talking to you Jerry, I look forward to hearing the finished product. Thanks for taking interest in our tournament and welcome back. The radio has been missed.
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MI24 HIND : is it worth starting one ?
CouchMonkey replied to EricM's topic in ARMA - ADDONS & MODS: DISCUSSION
I don't care who does it First one to get it done wins. Also, Shadow, if you need help testing it, let us know. -
MI24 HIND : is it worth starting one ?
CouchMonkey replied to EricM's topic in ARMA - ADDONS & MODS: DISCUSSION
Any update on this? ArmAI is looking forward to the Hind. -
Attack & Defend (team vs team, not coop)
CouchMonkey replied to Tom_Anger's topic in ARMA - MULTIPLAYER
Lots of questions in there. Hopefully I address all of them for you. The goal of ArmAInteractive is to provide a venue for serious gamers to participate in a large scale Team on Team action (we call it CoOp v. CoOp). Essentially there are two teams, the US 82nd Airborne 1st Brigade with AVN and Ranger elements and the Russian 7th Guards with VVS and a 45th Spetsnaz detatchment. Each side is oganized via a chain of cocmmand. Currently during Beta we have weekly battles over the same territory. There are two main based on either end of the islands with objectives in between. The key thing to note, the objectives are nothe BIS instacaps, they require time and resources to be present in a veritable sized radius. The capture times can take 10 to 35 minutes and could take 3-5 guys to capture depending on the objective. In any event CURRENTLY there are 12 objectives on the Southern part of the island. Battledays run for about 5 hours. After the battleday the positions are marked, the objectives tallied, and the mod team goes to work moving the pieces to reflect the previous days battle. the armies work during the week to strategize and practice and the following week, the battle picks up right where left off. As some of our members know there have been some serious technological challenges. Your goal of 64 players is admirable, but for the scale you are planning, it will not work. Some may note that you can definitely put upwards of 85 players on the map but those are with missions that have no substantial scripts. In any event, our goal originally was to provide the largest scale battles for the longest period of time, but the game limitations are preventing us from doing that. So our goal right now is to provide what we can given the current state of the game. To answer your questions specifically: 1. Do we want to trigger the default base to kill the enemy within a timer if they do not leave which will prevent spawn camping. Enough time allowed for a jet to fly by and drop bombs, but not enough time to drive in and camp. We have an instakill bubble around the main bases to prevent base raping. We learned our lesson from BF2. 2. Should there be a size/time ratio to take a base so that the larger the base size, the longer it may take to switch the flags. Or do we keep the time limit the same regardless? Needs to be a consistent setting for all maps. Each of out objectives have certain time and man count restrictions. Each objective must be completely flushed out of enemy presence before it can be capped. This prevents the BF2 style ninja capping that this game is not meant for. 3. Vehicle respawn should exist, but if at all possible limit it so that some tactics will be necessary. Heavier equipment at the default base requiring moving to bases to hold seems nice. We set the field with a certain number of vehicles. When destroyed the commander will have to requisition more via a script. The vehicle will them spawn in on command back at the main base. When we start to use the resource system, that number will be limited and the commander will have to PURCHASE more during the week. 4. Team killing - should a universal script be used in each map to append damage to the killer similar to the player he/she is killing? There is a script out there I believe although I haven't been on a server using it yet so I am not sure how well it works. Team killing is something that is controlled by the community. Accidents happen, however if it is blatent, our UN staff will kick them from the server and they will go on trial to be punished accordingly. 5. Scoring - what form of scoring should be used and how should it be used? We do not do personal scoring, we think it is counterproductive to the goal of the tournament. Instead individual merit is earned by the time and devotion to the tournament. In terms of battledays though. For each objective you hold, you earn resources. Those resources are used to buy man and machinery for the next week's battle. 6. Mods/Addons - I shy away from addons at least for now, but as they get more popular it may be something worth looking into for specific types of events. We are going to focus more on addon packs instead of individual addons. It jsut makes life easier. We will not start to focus on Addons until the tools are available though. However there is a HUGE imbalance to the US right now, causing issues with the Russian side. However relief is coming in the form of Shadow NXs hind as well as other vehicles. I hope that answers your questions. -
Attack & Defend (team vs team, not coop)
CouchMonkey replied to Tom_Anger's topic in ARMA - MULTIPLAYER
Our web guy is moving at the moment . Thanks for the heads up though. Now, back on topic -
Attack & Defend (team vs team, not coop)
CouchMonkey replied to Tom_Anger's topic in ARMA - MULTIPLAYER
ArmAI has been free for the past 2 months and will be free. We made an announcement ages ago. -
Attack & Defend (team vs team, not coop)
CouchMonkey replied to Tom_Anger's topic in ARMA - MULTIPLAYER
We are currently doing this at ArmAInteractive.com -
What kind of tournament is this? ArmaInteractive is the premier tournament for Armed Assault. We focus on a combination Capture and Hold/Capture the Island game style. Two teams are pitted head to head. On one side, the US army is backing the South Sahranians. In opposition, the Russians will be backing the North. There are a total of 25 objectives on the map. Each one represents a territory to hold. Territories can be captured or defended at any time thus making the battlefield very fluid. Finally each territory has a point value assigned to it. These points come in the varieties of Ammo, Manpower, and Fuel. More on this later. When do we battle? Currently, we have scheduled one battleday per week. Each battleday will last approximately 12 hours. Player may come and go throughout the day and are not obliged to stay for any length of time. You are organized by your command staff and ordered around the battlefield by your superior officers. More on this later. At the end of the battleday, your progress is saved and you will pick back up next week on the following battleday. Let me repeat. The mission is perpetual, progress is reported and recorded so that you pick up where you left off the next day, thus making strategy a very important aspect of the tournament. In fact, a majority of the time during the week will be spent training, and planning for the next battleday. What are the objectives worth? Why is it important to take cities over towns? One of the most unique features of ArmAInteractive is its point value system. Every objective has points associated with it. We have a post to better explain it which is located here: http://www.armainteractive.com/forum...read.php?t=398 What do I need to join? 1. A legitimate copy of Armed Assault. 2. A client version of TeamSpeak R2 which can be found here: http://www.goteamspeak.com/index.php?page=downloads 3. If you would like to donate, you will need a method of payment. BattleI accepts both credit cards as well as PayPal (see below for costs). 4. The ability to check these forums on a regular basis. Important information will be shared via these forums. Who is BattleInteractive and what is there relationship to the tournament? BattleInteractive owns the ArmAInteractive tournament. In addition, they have tournaments on other titles as well such as Enemy Territory: Quake Wars. They are a source for information about many games and have some many excellent services to partake. Although subscription is not required, in order for this service continue, It will rely on donators.. More information about donations can be found below or at http://www.battleinteractive.com/for...thread.php?t=1 You can check out what BattleInteractive has to offer at http://www.battleinteractive.com. How to join ArmAI? Just visit the field manual at http://www.armainteractive.com/forum/showthread.php?t=57 and go from there. Does ArmAInteractive cost money and why? ArmAInteractive is COMPLETELY FREE. However, if you wish to donate, we have several options to do so. Members must follow the rules of BattleInteractive laid down in http://www.armainteractive.com/forum...hread.php?t=50. This includes appropriate usage of the forums ( http://www.armainteractive.com/forum ), the Teamspeak-servers and the tournament-servers. The subscriber needs a legal copy of Armed Assault and an internet connection which he has to purchase on his own expenses. If you support what we are doing, feel free to display a banner in your signature:
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Given that ArmAInteractive.com is now free, sign up and we can do it right. Our battledays are 17:00 to 21:00 GMT. Custom CTI mission baseline of 48FPS and an average game time of 2.5 hours. Remember, the first hurdle is actually getting people on the server, the second is making it playable.