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HitmanFF

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Everything posted by HitmanFF

  1. HitmanFF

    Regarding Dedicated Server

    I have the same experience. I can build a multiplayer map, but the dedicated server doesn't seem to read the MPMissions folder containing it.
  2. HitmanFF

    New MP Map server up with respawns

    How did you get the server to show your new map? Edit: Answer provided here :)
  3. Have you tried playing on a battleye enabled server on your home LAN and/or on your own PC? That way you should at least be able to rule out whether it's client or connection related.
  4. You could also consider separating the civilians module from the island's config, making it a separate addon. That way people can choose to just use the island or the island + civilians module + civilians by means of adding the addons to their mod folder.
  5. You could consider using a named pipe (FIFO) to do log rotation without having to restart the server: Create a named pipe log.2302.txt (or whichever is applicable for your server), make a script that will read out the pipe line by line (and closes the written log every time a line is read) so subsequently you can do log rotation.
  6. Is file server set executable, like chmod u+x server ?
  7. Try logging in when you've connected and then type #missions to see if you can select a mission. It's likely that something is wrong with your preselected mission; if that can't load for some reason, you'll get stuck on a black screen with 'Wait for Host' until you select a mission yourself.
  8. HitmanFF

    ArmA 2 OA Beta Build 82604

    Interesting use of the word 'work' :DIf you copy over the activeKeys[] section from your old ArmA2OAProfile to the newly created one, you'll have your missions unlocked again.
  9. I'm experiencing the same problem. I switched our linux server to v2 signature checking when this became available, but when people - including myself - with either BAF, PMC or both DLC got kicked off consistently with a message concerning wrong signatures for PMC of BAF related addons, I had to fall back to v1 signature checking again. I've reinstalled my PC last weekend (for reasons unrelated), installed PMC and BAF before the v1.59 patch, and got kicked off again when I reenabled v2 signature checking on our server. It looks to me like v2 signature verification is not always working reliably with the encrypted BAF/PMC addons.
  10. HitmanFF

    ARMA 2: OA beta build 82448

    Try dropping back to Catalyst 10.4 or 10.5, see if your texture quality improves (since ArmA 2 correctly detects 1 GB VRAM)...
  11. HitmanFF

    ARMA 2: OA beta build 82448

    I did try this, but it didn't work for me, at least not in the long run. According Suma the localVRAM setting is write-only anyway.
  12. HitmanFF

    ARMA 2: OA beta build 82448

    You have a 5970 if I remember correctly? Could you take a look at your ArmaOA.cfg and check what your amount of localVRAM is in there?I have a 5970, and my ArmAOA.cfg is listing 2 GB with any Catalyst version newer than 10.5. It should list only 1 GB (each GPU has 1 GB). I mentioned some time ago that this was the case. If I get 2 GB listed, I also get the poor quality textures and other problems, so I'm sticking to 10.5 currently.
  13. HitmanFF

    CWR² Demo

    I've been testing to use the islands stand alone, and cwr2_config.pbo doesn't look to be necessary. cwr2_cain.pbo and cawr2_cain_data.pbo contain Kolgujev (typo in your list probably), and cwr2_plants.pbo is also needed.Complete list to run just the islands without error messages for me was cwr2_buildings.pbo cwr2_cain.pbo (Kolgujev) cwr2_cain_data.pbo (Kolgujev) cwr2_data.pbo cwr2_eden.pbo (Everon) cwr2_eden_data.pbo (Everon) cwr2_furniture.pbo cwr2_misc.pbo cwr2_plants.pbo cwr2_roads.pbo cwr2_rocks.pbo cwr2_signs.pbo cwr2_sounds.pbo
  14. HitmanFF

    CWA 1.99 Bug reports

    It could also be in the virtualstore: C:\Users\<user>\AppData\Local\VirtualStore\Program Files\Bohemia Interactive\Arma Cold War Assault\Users
  15. HitmanFF

    Arma: Cold War Assault

    Sekmes :D
  16. HitmanFF

    Attachto with classname

    If all you need to do is create the object, attach it to the vehicle and forget about it, then you could add the following to the vehicle's init line: (createvehicle "red_light" [this,[0,0,0]]) attachTo [this]; If you need to store the object for reference later on, you could use the vehicle's name space (using setVariable) to store and later on retrieve it.
  17. HitmanFF

    ARMA 2 beta build 1.10.80665

    Do you have an older beta version still installed possibly? You'll need to remove that before installing the new beta.
  18. You can use function surfaceIsWater to determine whether a unit's position is in the water or not. getPosASL is likely useful to determine whether a vehicle is submerged or not.
  19. Couldn't agree more, thanks!
  20. If you want multiple IDs to lead to the same line of code, you could also use IN: // presets for player Michael Jackson. if ((getPlayerUID _unit) in ["1111111", "2222222", "33333333", "44444444"]) then {
  21. If you don't mind being on the ground all of the time, you could also use the map screen to warp to the location clicked by adding this line to the player's init: onMapSingleClick "player setPos _pos";
  22. HitmanFF

    Visible lasers possible?

    Check expansion\addons\ca_e.pbolaserbeam.p3d is in there ;)
  23. This will instantly set your fuel level to 1%. I expect that the intention was to have _newFuel = _curFuel * 0.99; This will leave 99% of the existing fuel (so decrease by 1%).
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