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Everything posted by HitmanFF
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ARMA 2: OA Linux Server beta 1.60.86912
HitmanFF replied to Dwarden's topic in ARMA 2 & OA - Servers & Administration
We've been running linux v1.60.86912 for some time, but I haven't experienced this myself nor had any complaints from other people, running v1.60 betas aswell as RC2. So it's not just the linux server itself as the root cause. -
Your memory does serve you right.Flashpoint Combat Missions (FCM) was a coop league, with a mission played every few weeks. As I remember it, there were objectives to be met (rescue pilot from search party, rescue hostages, defuse bombs, ...) within a certain time frame; faster would mean more points. You'd get penalised for every team member that got killed, and the team with the highest score would win that week's round. Each team would play during a reserved time slot on the FCM server to ensure no early exposure to the mission.
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Failing BAF / PMC signatures - feedback needed
HitmanFF replied to suma's topic in ARMA 2 & OA - BETA PATCH TESTING
I'm getting kicked for invalid signatures. Results of -checkSignatures (v1.60RC installed): -
PowerShow Event: Opening Ceremony for Lingor Island
HitmanFF replied to icebreakr's topic in ARMA 2 & OA - MULTIPLAYER
Looking good :) -
ARMA 2: OA Linux Server beta 1.60.86521
HitmanFF replied to Dwarden's topic in ARMA 2 & OA - Servers & Administration
No, players will need also v1.60 to connect to the v1.60 server. -
ARMA 2: OA beta build 86434 (1.60 MP build)
HitmanFF replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
All betas get installed in a separate folder (called beta), which will prevent them from messing up your system. If you want to get rid of the beta patch, you delete the one folder and you're good to go. The best way to thank them is still by play testing the betas yourself :D -
I'm using the fix with A2+OA (no ACE), and it's working fine for me ;)
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Do you mean this one?
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Linux dedicated server and squad xml problem
HitmanFF replied to rimhead's topic in ARMA 2 & OA - Servers & Administration
Glad you got it working, rimhead :) sekmes ;-) -
Linux dedicated server and squad xml problem
HitmanFF replied to rimhead's topic in ARMA 2 & OA - Servers & Administration
For the storage of at least squad logos, a directory tmp<port number> (e.g. tmp2302) is made in the arma2 folder. Possibly if the server executable is run with insufficient rights to create this directory, you don't get to see the squad.xml.I'm not sure how these rights could have changed from Ubuntu 11.04 to 11.10 though. -
I wasn't very clear either. I tried to refer to the following statement on the CIT ticket: -malloc is possibly one of those low level parameters that will not work from the .par file.
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If I move -nosplash to the first line of the parameter file, it doesn't work for me either. Moving it to 2nd position or beyond makes -nosplash work as expected Possibly that's one of the limitations (as discussed in the CIT ticket)
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Linux dedicated server and squad xml problem
HitmanFF replied to rimhead's topic in ARMA 2 & OA - Servers & Administration
Usually this kind of issue relates to firewall or DNS problems. Can you open their squad.xml from the server's command line, e.g. with wget or lynx? -
Downloading the Full game - Sprocket
HitmanFF replied to dale0404's topic in TAKE ON HELICOPTERS - GENERAL
It's available from Sprocket :)Ninja'd big time... -
Armored_Sheep commented as follows on the ability to lean further in the community preview:
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For Take On Helicopters, a 4 vs 4 TDM map with two teams (OPFOR vs BLUFOR). You have to land on a specific spot to change the flag's color and meanwhile prevent the other team from taking it. You get twin M134 miniguns to shoot down the enemy helicopters. One team gets the white light helis, the other teams gets the black ones. You'll get an explanation how the scoring system works in the mission notes. The actual area you'll need to land at to capture the area (trees and buildings around, so be careful): For orientation the flag is in an area with three large masts, and the flag is also marked on the map: Download link Have fun :)
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You most definitely do. The whole purpose is to host it and reuse whatever you find useful in the mission ;)
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There are several problems with home made missions. One is that the MPMissions folder isn't read properly (ticket in CIT here, work around described here), and there seems to be an issue with functions not always working as expected (I've experienced it late last night when I tried this map on a dedicated server, and there's another report here). I've made a very basic map before which did work as expected (intro running for all players), and I haven't had time yet to determine what preconditions are to make it work. Won't be able to test things until mid next week...
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The idea is that you (re)spawn flying in a helicopter, without the option to get out (since walking in and out of the capture area would defeat the map's idea of needing to have flying skills to actually capture the area). Did you host the map or run it on a dedicated server?
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You have an option to set it to TDM, so then only kills count. Default is 1 flag C&H though.
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Thanks, makes good sense.
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It seems also like the 6DOF have been limited. I was able to go up and through the roof in the community preview, but that doesn't seem possible anymore. Leaning out of the helicopter is also more difficult with the pre order beta (using the same TIR4 and TrackIR profile).
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Regarding Dedicated Server
HitmanFF replied to tommytoad2's topic in TAKE ON HELICOPTERS - PRE ORDER BETA
I've found a work around for now to be able to run your own missions on a dedicated server: 1. Edit your mission. Action needed to create a MP mission is described here 2. Create an MPMissions folder in your TKOH game folder, e.g. C:\Program Files\Bohemia Interactive\Take On Helicopters\MPMissions 3. Place the complete unpacked mission in the game folder's MPMissions, e.g. C:\Program Files\Bohemia Interactive\Take On Helicopters\MPMissions\Multiplayer_test_map.United_States_H (the unpacked mission should at least contain a mission.sqm or mission.biedi). 4. Create a server config file in your game's folder (e.g. C:\Program Files\Bohemia Interactive\Take On Helicopters\server.cfg) which contains at least a class Missions part as follows: class Missions { class Testmap { template = Multiplayer_test_map.United_States_H; cadetmode = 0; }; }; 5. Fire up your dedicated server with a shortcut containing the command line option to use the server.cfg you've just made, e.g. "C:\Program Files\Bohemia Interactive\Take On Helicopters\TakeOnH.exe" -server -config=server.cfg 6. Connect and enjoy your self made mission on the dedicated server :) Add more missions to the class Missions to rotate through them. Example found here. -
Multiplayer maps
HitmanFF replied to MD500Enthusiast's topic in TAKE ON HELICOPTERS - PRE ORDER BETA
You can use the respawnvehicle command in the vehicle's init line to make them respawn. -
Regarding Dedicated Server
HitmanFF replied to tommytoad2's topic in TAKE ON HELICOPTERS - PRE ORDER BETA
I've used processmonitor from sysinternals to trace file access, and no access to any MPMissions folder is showing, regardless of -profiles usage. It's being accessed when you host a game yourself, showing the map or maps made.