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Posts posted by HitmanFF
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Almost there!
class Missions { class Domination // name for the mission, can be anything { template = co30_Domination_3_61_West.Sara; cadetMode = 1; // difficulty 0=veteran 1=cadet (not only AI, but radar, map etc) }; };
Location is arbitrary btw. Bottom should do fine (like you have it now).
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You'll need to add two things to your server config file:
To keep a mission running, even without players on the server:
persistent = 1;
To auto (re)start the same mission:
class Missions { class MPCTF_01 // name for the mission, can be anything { template = M02CaptureTheFlag.SaraLite; cadetMode = 1; // difficulty 0=veteran 1=cadet (not only AI, but radar, map etc) }; };
From the biki
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I have voted for option 2, because I will buy ArmA2 and ArmA was the true successor to OFP1 for me.I cant see how the people who haven't tried ArmA2 voted for options 1, 2 and 3 -
Hi kjuI think you are wrong this video has not been discussed.
I just did a search for "T34 Tank" in the ArmA 2 section
It appears in one thread; here in this thread and only in this thread.
Kind regards walker
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From the wiki:
#monitor (interval in sec)
Shows performance information of the server. Interval 0 means to stop monitoring
You'll need to be logged in as server admin to use this command.
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Thanks, much appreciated!As I said, I will add more commands soon. -
Excellent feature indeed!
Being able to see the list of banned IPs and IDs would be nice as well, something like
#beserver iplist / #beserver guidlist
Also being able to remove bans in-game would be quite useful,
#beserver unban ip / #beserver unban guid
Edit: Do you need to have actually started a map to see the players? I tried #beserver players with two people on the server (in the lobby), and the result was
16:48:14 BattlEye Server: Players on server:16:48:14 [#] [Name] [iP Address]:[Port] [GUID]
16:48:14 ----------------------------------------
16:48:14 (0 players in total)
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amazon.co.uk has it listed for £24.99 (also release date of June 26th).Game in the UK has it down for 26th June 49days! wootBUT £39.99 :butbut: pretty much every PC game is usually £25, even so as long as the game is good its worth it!
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I've been running a linux (root) server for OFP and ArmA since 2002, and most all of the server/map management scripting that's running on the server, is partly web based, partly scripted and quite dependent on the underlying OS. A lot of time and effort has gone into developing and fine tuning them, and it would be a significant effort to get everything running under Windows. I have a lot more in-depth knowledge on linux than I would ever hope to gain on windows. So that alone would stop me from switching over to windows, and then I won't even touch on pulling back the server from the colocation, installing windows and everything else needed and bringing it back to the colocation. So it's not simply ordering a windows server and that's that ;). Wine doesn't run the ArmA server unfortunately; it would be the ideal solution for me if it did.Solution: Don't order a Linux server for ArmA, or do not complain that you are behind with Patches. Or run under Wine?
It's a matter of taste really. I've always run linux servers for games, it's what I'm used to. The major issue for me is the fact that we have been waiting for the linux server since last December, when v1.15b was released, with no clue when the linux server will be released. We've installed vmware + windows on our linux server to run the windows ArmA server, which is doable, but it does mean a major performance hit. And all of the aforementioned scripting doesn't work anyway, so we have to manually transfer map updates, stop/start the server etc.I guess this is a bit 'harsh', and probably because i've always ran Windows Servers for Games, I see it this way. -
Thank you for this insight.And preparing linux server itself is really a significant many-months effort.As one of the people anxiously awaiting the linux server, I can at least now understand why - from a business point of view - you choose not to release a linux server with every beta patch brought out.
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You need to use the local IP address of your server to connect, and in the global list you will see (and try to connect to) the global IP address. So you should try the LAN view, see if you can see (and connect) to your server.
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This is the version I've made that will show the grid ref for the ACE islands I'm using. Works fine for Nogova, Everon and Trinity. You should be able to include the other islands fairly easily, if need be:
private ["_x","_y","_cfg","_offsetX","_offsetY","_stepX","_stepY","_el","_smallZoom","_fourdigit", "_return"]; _x = (_this select 0 select 0); _y = (_this select 0 select 1); _cfg = configFile>>"CfgWorlds">>worldName>>"Grid"; _offsetX=getNumber(_cfg>>"offsetX"); _smallZoom = "Zoom1"; comment "Zoom1/Zoom2 is default used by BIS/ArmA/Sara - _smallZoom can be Zoom0/Zoom1/Zoom2"; if (isClass (_cfg>>"Zoom0")) then { _smallZoom = "Zoom0" }; comment "if Zoom0 exists, assume it uses Zoom0/Zoom1"; _stepX = getNumber(_cfg>> _smallZoom >>"stepX"); _stepY = getNumber(_cfg>> _smallZoom >>"stepY"); _offsetY = 0; _fourdigit = true; switch toLower(worldName) do { case 'sara': { _offsetY=-480*-1; comment "uses Zoom1 & Zoom2";}; case 'saralite': { _offsetY=-480*5+120; comment "uses Zoom1 & Zoom2"; }; case 'sakakah': { _offsetY=-480*11+160; comment "uses Zoom1 & Zoom2";}; case 'vte_australianao': { _offsetY=-480*30; }; case 'map_ssara': { _offsetY=-480*5+120; comment "uses Zoom1 & Zoom2, offsetX = -4880; offsetY = -7480;";}; case 'intro': { _offsetY=-480*-1; }; case 'porto': { _offsetY=480*10+320; comment "uses Zoom1 & Zoom2"; }; case 'syr_darain': { _offsetY=480*10+320; }; case 'tolafarush': { _offsetY=480*11+320; }; case 'schmalfelden': { _offsetY=480*10+320; _stepX=100; _stepY=100; comment "uses Zoom0 & Zoom1"; }; case 'avgani': { _offsetY=480*10+320; _stepX=100; _stepY=100; comment "uses Zoom0 & Zoom1"; }; case 'map_3demap': { _offsetY=-480*15+0; }; case 'watkins': { _offsetY=-480*11+160; comment "uses Zoom0 & Zoom1"; }; case 'uhao': { _offsetY=480*11+320; comment "uses Zoom1 & Zoom2, offsetY = -15360;"; }; case 'ace_island_eden': { _offsetY=-128*100; _fourdigit = false; comment "uses Zoom1 & Zoom2, offsetX = 0; offsetY = -2560;"; }; case 'ace_island_noe': { _offsetY=-128*100; _fourdigit = false; comment "uses Zoom1 & Zoom2, offsetX = 0; offsetY = -2560;"; }; case 'ace_island_trinity': { _offsetY=-128*100; _fourdigit = false; comment "uses Zoom1 & Zoom2, offsetX = 0; offsetY = -2560;"; }; default { _offsetY=getNumber(_cfg>>"offsetY"); }; }; _x= _x - _offsetX; _y= _y - _offsetY; if (_fourdigit) then { _el= [ ["A","B","C","D","E","F","G","H","I","J","K","L","M","N","O","P","Q","R","S","T","U","V","W","X","Y","Z"], ["a","b","c","d","e","f","g","h","i","j","k","l","m","n","o","p","q","r","s","t","u","v","w","x","y","z"], ["0","1","2","3","4","5","6","7","8","9"], ["0","1","2","3","4","5","6","7","8","9"] ]; _xs = ([1,-1] select (_x<0)); _x = ((abs _x) - ((abs _x)mod _stepX)) / _stepX; _y = 100 * _stepY - _y; _ys = ([1,-1] select (_y<0)); _y = ((abs _y) - ((abs _y) mod _stepY)) / _stepY; _xf = _x mod 10; _xc = (_x-_xf) / 10; if (_xs<0) then { _xf = 9 - _xf; _xc = count(_el select 0) - 1 - _xc }; _xc = _xc mod (count(_el select 0)); _xc = _xc max 0; _yf = _y mod 10; _yc = (_y-_yf) / 10; if (_ys<0) then { _yf = 9 - _yf; _yc = count(_el select 2) - 1 - _yc }; _yc = _yc mod (count(_el select 2)); _yc = _yc max 0; _return = format["%1%2%3%4",_el select 0 select _xc,_el select 1 select _xf,_el select 2 select _yc,_el select 3 select _yf]; } else { _return = format["%1%2%3%4%5%6", floor(_x / 10000) % 10, floor(_x / 1000) % 10, floor(_x / 100) % 10, floor(_y / 10000) % 10, floor(_y / 1000) % 10, floor(_y / 100) % 10]; }; _return
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Zeus have changed domain name (www.zeus-community.net).
The wglcti site still has the zeus CTI v1.3 addons available here.
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Hi Sommerville,
for a vehicle to be noticed on the radar, the engine has to be switched on. With your current script this will not happen:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">.
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_spawndrive = "SquadLeaderE" createUnit [position _target, _grp1,"spawndrive = this",1,"PRIVATE"]
spawndrive moveInDriver _target
_target setSide OPFOR
_driver disableAI "MOVE"
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You have mixed _spawndrive and spawndrive (without underscore). So the unit is never moved into the vehicle. Als the variable _driver is not defined anywhere, and thus the disableAI command will not work.
I can't check right now, but creating the vehicle and then switching on the engine with<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_spawndrive action ["engineOn", _target]might work. Otherwise creating the vehicle and assigning the AI unit as commander would be an option, as the commander will not drive away and the turret will activate the engine.
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I've stumbled across the same issue when porting an OFP mission to ArmA. RespawnDialog seems to be a predefined dialog in ArmA. I had to to rename it in in the mission's description.ext and subsequent script's call to get it to work.
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Is it a major bug, or it's a compatibility problem with Debian based linuxes? ÂI'm using Ubuntu 6.06.2 LTS (Dapper Drake), and I'm not having any problems with the dedicated server.
So it's not a generic Debian based issue.
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Where can I read the Classnames?<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">vil_jeep
VILAS_BRADLEY
VILAS_BRADLEY_06
VILAS_BRADLEY06_vilcrew
VILAS_BRADLEY85_vilcrew
VIL_bmp1
vil_bmp1_lwp_res
VIL_bmp1p
vil_bmp1p_russ
VIL_t72M_nsv
VIL_t72M_nsv_russ
VIL_t72M_nsv_lwpp
VIL_t72_ERA
VIL_t72_era_russ
VIL_gvozd_russ
VIL_2s7
VIL_pion_static
vil_v150
VIL_v150_usa
vil_v150_cannon
VIL_v150_cannon_racs
vil_skot
vil_skot_lwpres
vil_skot_wp_west
vil_scud
vil_uaz451
vil_jeep
vil_willys
vil_willys_wph
vil_mutt
vil_mutt_wph
vil_tarpan
vil_tarpan_wp_west
vil_nysa
vil_zuk
lwp_vil_nysa
lwp_vil_zuk
vil_lublin
vil_lublin_bus
vil_lublin_b
vil_pold
vil_fiat
vil_w353
vil_trabi
vil_bus
vil_bbus
vil_jawa
vil_star266_e
vil_star266_lwp_res
vil_star266_wp_west
VIL_bmp2d
VIL_m113_wph
VIL_bmp2_wph
VIL_bmp2d_wph
vil_M1A1Abrams
vil_M1A1Abrams_wph
vil_M1Abrams
vil_M1Abrams_wph
vil_P95_lav
VIL_v25_usa_25mm
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"C:\Program Files\Codemasters\Operation Flashpoint\FlashpointResistance.exe -mod=llaumax"Any reason why this isnt working?
The quotes are placed incorrectly. This should work:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"C:\Program Files\Codemasters\Operation Flashpoint\FlashpointResistance.exe" -mod=llaumax
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You should probably also check the showGPS command, as that will enable/disable the mini map (as well as the GPS).
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After "upgrading" a dedicated server that me and my friends are running to version 1.11, we also have the same problem that some have here in which no-one can connect to the server!When someone connects to the server he always get the messenge "Connection Failed".
When reverting to version 1.09, everything goes ok and everyone can connect.
I managed to connect to some servers running version 1.11 but not to our server.
So I also ask here if there are any solutions to this problem?
Thanks in advance for replies...
The only solution for now seems to be to connect to the server directly with a specific shortcut like this:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"C:\Program Files\Bohemia Interactive\ArmA\beta\arma.exe" -nosplash -noland -world=empty -connect=<IP address> -port=2302 -password=<password> -mod=beta
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so TD what should i do?I've been able to connect to a v1.11 server that was unapproachable by creating a shortcut that will open a connection straight away, e.g.<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"C:\Program Files\Bohemia Interactive\ArmA\beta\arma.exe" -nosplash -noland -world=empty -connect=<IP address> -port=2302 -mod=betaYou could try and see if that works for you.
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Q had made a OFP ArmA conversion tool (link used to be here, but is disfunctional currently. I haven't come across any other tools for conversion of missions from OFP to ArmA.
Arma and Windows 7
in ARMA - GENERAL
Posted
ArmA works just fine with Windows 7. I've started to try out ArmA with Windows 7 beta, currently the RC. I have no issues with BattlEye either.