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[kh]jman

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Everything posted by [kh]jman

  1. [kh]jman

    STALKERGB's British Infantry

    I get the following popup error since v1.4 update No entry 'bin\config.bin/CfgPatches.stkr_l29a1'.
  2. Yes I tried @CUP and @ASDG_JR together from the Six Repo and just @ASDG_JR on it's own. It's worth noting also that I'm using the 1.36 RC branch of A3 for clients and server.
  3. @Kju, if I try to load the server with @asdg_jr the server gets stuck on "Unable to initialize Steam API." every time and will not auth with Steam. I remove it and it runs and auths just fine.
  4. When playing on a dedicated server many of the weapons are glitching and bugging out. I've not seen it happen when testing in the editor or in single player but once on dedicated things go haywire!.
  5. [kh]jman

    RHS Escalation (AFRF and USAF)

    We are getting the exact same issue with clients crashing when playing on our RHS/AIA MP server. I've had no server side crash yet though. We had RHS (testers) before A3 1.34 came out and it was totally stable when used with AIA. I've spend probably the best part of 3 days trying to figure out the cause to no avail. What I can say is we were not getting these client side crashes before the A3 1.34 update. We are getting the same clientside crashes with 1.34 release, and v1-v4 perf binaries. We are currently running version 4 of the client/server performance binaries and still getting client crashes. We also run a vanilla server and are getting an increase in clientside crashes. I think the crashes are due to sound issues... To quote Dwarden. Ref: version v4 perf binary: "The performance client binary might be quite interesting to players who experience sound or crash issues as quite some of that is fixed in it". Client side crashes are worse for us on our RHS/AIA server than the Vanilla server. My guess is that it is sound related but more likely to happen when running RHS/AIA. This is course just a gut feeling and not based on any definitive proof!.
  6. [kh]jman

    Drag Dead Body Script

    Same here. Latest version. Works fine from editor preview but not on dedicated, no actions at all. I'm attaching it to spawned units using the following code depending on the units: (my mission has the script in a scripts folder) _null = allUnits execVM "scripts\H8_dragBody.sqf"; 0 = [_unit] spawn H8_addDrag; "O_Soldier_AA_F" createUnit [_randomPos, _spawnGroup,"0 = [this] spawn H8_addDrag;"]; Also a few things I've noticed after some quick debugging: Client side debug console output after a few hours: Command: diag_log format ["%1: console -> H8_dragUnitArray: %2", missionName, H8_dragUnitArray]; Result: "Co52_AltisTotalWar_1_14: console -> H8_dragUnitArray: [b Alpha 1-1:1 (Headless-Client) REMOTE,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,5371a040# 1813611: invisibleman.p3d REMOTE,<NULL-object>,<NULL-object>,<NULL-object>,B Alpha 3-2:1 REMOTE,B Alpha 3-2:2 REMOTE,B Alpha 3-3:1 REMOTE,B Alpha 3-3:2 REMOTE,B Alpha 4-1:1 REMOTE,B Alpha 4-1:2 REMOTE,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,53664080# 1813621: invisibleman.p3d REMOTE,<NULL-object>,B Bravo 1-2:1 REMOTE,B Bravo 1-3:1 REMOTE,B Bravo 2-1:1 REMOTE,B Bravo 2-2:1 REMOTE,B Bravo 2-3:1 REMOTE,B Bravo 2-3:2 REMOTE,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,O Delta 1-1:1 REMOTE,O Delta 1-1:1 REMOTE,<NULL-object>,<NULL-object>,<NULL-object>,<NULL-object>,<N[/code] Command: [code]diag_log format ["%1: console -> H8_increments: %2", missionName, H8_increments]; Result: "Co52_AltisTotalWar_1_14: console -> H8_increments: 545" So it's not removing any units that get cleaned up (my mission removes bodies after a few hours anyway) i.e <NULL-object> from the PV'd H8_dragUnitArray therefore the array increases in size exponentially over time.
  7. [kh]jman

    Problem with verifySignatures

    Same issue here on our dedicated.
  8. http://alivemod.com/wiki/index.php?title=Weather
  9. The new ForceWeatherChange command applied on server now syncs weatherstate (the current overcast value) from server to clients correctly. However when a player JIPs into a running game the nextWeatherChange value on the server (and client) breaks. If the nextWeatherChange values don't match or change from that specified by setovercast then the rate at which the overcast value changes on clients will differ too resulting in unsynced weather. I have submitted a bugtracker ticket here I'd be very interested for some feedback from the BI developers regarding this and/or some of the community downloading the repro mission and testing my findings themselves. Thanks for your time :)
  10. [kh]jman

    Arma3 - AGGRESSORS

    We (the ALiVE devs) are not doing anything special in the CQB module in ALiVE with CSAT. All the we do is reference the config group name in this case OPF_F Ohally has got some dynamic uniform scripts running in Agressors to vary the uniforms so we're guessing it's something in there.
  11. [kh]jman

    Arma3 - AGGRESSORS

    Has anyone come across this issue before? It would appear that the Aggressors configs override the default Bi CSAT's units uniforms. If I remove Aggressors they appear with default CSAT clothing.
  12. I get the following popup error Warning Message: Addon 'X39_GM_Insurgency' requires addon 'X39_ActionUi_Scripting' X39_ActionUi_Scripting.pbo is missing from the archives.
  13. [kh]jman

    =BTC= Revive

    in =BTC=_revive\=BTC=_functions.sqf Insert after line 350 which is: _injured setVariable ["BTC_need_revive",0,true]; if (group player == group _injured) then { addToScore = [player, 1]; publicVariable "addToScore"; ["ScoreBonus", ["Revived a fellow soldier.", "1"]] call bis_fnc_showNotification; } else { addToScore = [player, 2]; publicVariable "addToScore"; ["ScoreBonus", ["Revived a squad member.", "2"]] call bis_fnc_showNotification; }; description.ext Insert class ScoreBonus in class CfgNotifications or create as below: class CfgNotifications { class ScoreBonus { title = "SCORE BONUS"; description = "%1"; iconPicture = "notificons\score_bonus.paa"; iconText = "+%2"; color[] = {0.38, 0.81, 0.16, 1}; priority = 5; }; } init.sqf Add the following to the bottom of init.sqf: if (isDedicated) exitWith { "addToScore" addPublicVariableEventHandler { ((_this select 1) select 0) addScore ((_this select 1) select 1); }; }; Finally, download score_bonus.paa, create a directory in your mission called notificons and copy to it. ---------- Post added at 23:39 ---------- Previous post was at 22:59 ---------- in =BTC=_revive\=BTC=_revive_init.sqf Line 40. Insert before: if (isServer) then BTC_mobile_name_west = "mobile respawn west"; // this will be displayed to the player in revive dialogs and the map marker BTC_mobile_name_east = "mobile respawn east"; BTC_mobile_name_guer = "mobile respawn guerilla"; BTC_mobile_name_civ = "mobile respawn civilian"; in =BTC=_revive\=BTC=_revive_init.sqf Line 55. Replace: BTC_vehs_mobile_west_str = [];BTC_vehs_mobile_east_str = [];BTC_vehs_mobile_guer_str = [];BTC_vehs_mobile_civ_str = []; if (BTC_active_mobile == 1 && count BTC_vehs_mobile_west != 0) then {for "_i" from 0 to ((count BTC_vehs_mobile_west) - 1) do {_veh = (BTC_vehs_mobile_west select _i);_var = str (_veh);BTC_vehs_mobile_west_str = BTC_vehs_mobile_west_str + [_var];_veh setVariable ["BTC_mobile_west",_var,true];if (BTC_mobile_respawn == 1) then {_resp = [_veh,_var,"BTC_mobile_west"] spawn BTC_vehicle_mobile_respawn;};};} else {{deleteVehicle _x} foreach BTC_vehs_mobile_west;}; if (BTC_active_mobile == 1 && count BTC_vehs_mobile_east != 0) then {for "_i" from 0 to ((count BTC_vehs_mobile_east) - 1) do {_veh = (BTC_vehs_mobile_east select _i);_var = str (_veh);BTC_vehs_mobile_east_str = BTC_vehs_mobile_east_str + [_var];_veh setVariable ["BTC_mobile_east",_var,true];if (BTC_mobile_respawn == 1) then {_resp = [_veh,_var,"BTC_mobile_east"] spawn BTC_vehicle_mobile_respawn;};};} else {{deleteVehicle _x} foreach BTC_vehs_mobile_east;}; if (BTC_active_mobile == 1 && count BTC_vehs_mobile_guer != 0) then {for "_i" from 0 to ((count BTC_vehs_mobile_guer) - 1) do {_veh = (BTC_vehs_mobile_guer select _i);_var = str (_veh);BTC_vehs_mobile_guer_str = BTC_vehs_mobile_guer_str + [_var];_veh setVariable ["BTC_mobile_guer",_var,true];if (BTC_mobile_respawn == 1) then {_resp = [_veh,_var,"BTC_mobile_guer"] spawn BTC_vehicle_mobile_respawn;};};} else {{deleteVehicle _x} foreach BTC_vehs_mobile_guer;}; if (BTC_active_mobile == 1 && count BTC_vehs_mobile_civ != 0) then {for "_i" from 0 to ((count BTC_vehs_mobile_civ) - 1) do {_veh = (BTC_vehs_mobile_civ select _i);_var = str (_veh);BTC_vehs_mobile_civ_str = BTC_vehs_mobile_civ_str + [_var];_veh setVariable ["BTC_mobile_civ",_var,true];if (BTC_mobile_respawn == 1) then {_resp = [_veh,_var,"BTC_mobile_civ"] spawn BTC_vehicle_mobile_respawn;};};} else {{deleteVehicle _x} foreach BTC_vehs_mobile_civ;}; if (BTC_active_mobile == 1) then {publicVariable "BTC_vehs_mobile_west_str";publicVariable "BTC_vehs_mobile_east_str";publicVariable "BTC_vehs_mobile_guer_str";publicVariable "BTC_vehs_mobile_civ_str";}; With: BTC_vehs_mobile_west_str = [];BTC_vehs_mobile_east_str = [];BTC_vehs_mobile_guer_str = [];BTC_vehs_mobile_civ_str = []; if (BTC_active_mobile == 1 && count BTC_vehs_mobile_west != 0) then {for "_i" from 0 to ((count BTC_vehs_mobile_west) - 1) do {_veh = (BTC_vehs_mobile_west select _i); _var = BTC_mobile_name_west; BTC_vehs_mobile_west_str = BTC_vehs_mobile_west_str + [_var];_veh setVariable ["BTC_mobile_west",_var,true];if (BTC_mobile_respawn == 1) then {_resp = [_veh,_var,"BTC_mobile_west"] spawn BTC_vehicle_mobile_respawn;};};} else {{deleteVehicle _x} foreach BTC_vehs_mobile_west;}; if (BTC_active_mobile == 1 && count BTC_vehs_mobile_east != 0) then {for "_i" from 0 to ((count BTC_vehs_mobile_east) - 1) do {_veh = (BTC_vehs_mobile_east select _i); _var = BTC_mobile_name_east; BTC_vehs_mobile_east_str = BTC_vehs_mobile_east_str + [_var];_veh setVariable ["BTC_mobile_east",_var,true];if (BTC_mobile_respawn == 1) then {_resp = [_veh,_var,"BTC_mobile_east"] spawn BTC_vehicle_mobile_respawn;};};} else {{deleteVehicle _x} foreach BTC_vehs_mobile_east;}; if (BTC_active_mobile == 1 && count BTC_vehs_mobile_guer != 0) then {for "_i" from 0 to ((count BTC_vehs_mobile_guer) - 1) do {_veh = (BTC_vehs_mobile_guer select _i); _var = BTC_mobile_name_guer; BTC_vehs_mobile_guer_str = BTC_vehs_mobile_guer_str + [_var];_veh setVariable ["BTC_mobile_guer",_var,true];if (BTC_mobile_respawn == 1) then {_resp = [_veh,_var,"BTC_mobile_guer"] spawn BTC_vehicle_mobile_respawn;};};} else {{deleteVehicle _x} foreach BTC_vehs_mobile_guer;}; if (BTC_active_mobile == 1 && count BTC_vehs_mobile_civ != 0) then {for "_i" from 0 to ((count BTC_vehs_mobile_civ) - 1) do {_veh = (BTC_vehs_mobile_civ select _i); _var = BTC_mobile_name_civ; BTC_vehs_mobile_civ_str = BTC_vehs_mobile_civ_str + [_var];_veh setVariable ["BTC_mobile_civ",_var,true];if (BTC_mobile_respawn == 1) then {_resp = [_veh,_var,"BTC_mobile_civ"] spawn BTC_vehicle_mobile_respawn;};};} else {{deleteVehicle _x} foreach BTC_vehs_mobile_civ;}; if (BTC_active_mobile == 1) then {publicVariable "BTC_vehs_mobile_west_str";publicVariable "BTC_vehs_mobile_east_str";publicVariable "BTC_vehs_mobile_guer_str";publicVariable "BTC_vehs_mobile_civ_str";}; in =BTC=_revive\=BTC=_revive_init.sqf Line 107. Replace: switch (true) do { case (BTC_side == west) : {{private ["_veh"];_veh = _x;_spawn = [_x] spawn BTC_mobile_marker;{_x addAction [("<t color=""#ED2744"">") + ("Move to mobile " + _veh) + "</t>","=BTC=_revive\=BTC=_addAction.sqf",[[_veh],BTC_move_to_mobile], 8, true, true, "", format ["[""%1""] call BTC_mobile_check",_veh]];} foreach BTC_objects_actions_west;} foreach BTC_vehs_mobile_west_str;}; case (BTC_side == east) : {{private ["_veh"];_veh = _x;_spawn = [_x] spawn BTC_mobile_marker;{_x addAction [("<t color=""#ED2744"">") + ("Move to mobile " + _veh) + "</t>","=BTC=_revive\=BTC=_addAction.sqf",[[_veh],BTC_move_to_mobile], 8, true, true, "", format ["[""%1""] call BTC_mobile_check",_veh]];} foreach BTC_objects_actions_east;} foreach BTC_vehs_mobile_east_str;}; case (str (BTC_side) == "guer") : {{private ["_veh"];_veh = _x;_spawn = [_x] spawn BTC_mobile_marker;{_x addAction [("<t color=""#ED2744"">") + ("Move to mobile " + _veh) + "</t>","=BTC=_revive\=BTC=_addAction.sqf",[[_veh],BTC_move_to_mobile], 8, true, true, "", format ["[""%1""] call BTC_mobile_check",_veh]];} foreach BTC_objects_actions_guer;} foreach BTC_vehs_mobile_guer_str;}; case (BTC_side == civilian) : {{private ["_veh"];_veh = _x;_spawn = [_x] spawn BTC_mobile_marker;{_x addAction [("<t color=""#ED2744"">") + ("Move to mobile " + _veh) + "</t>","=BTC=_revive\=BTC=_addAction.sqf",[[_veh],BTC_move_to_mobile], 8, true, true, "", format ["[""%1""] call BTC_mobile_check",_veh]];} foreach BTC_objects_actions_civ;} foreach BTC_vehs_mobile_civ_str;}; }; With: switch (true) do { case (playerSide == west) : { { private ["_veh"]; _veh = _x; diag_log format["_x: %1, typename _x: %2",_x, typename _x]; _spawn = [_x] spawn BTC_mobile_marker; { diag_log format["_x: %1, typename _x: %2",_x, typename _x]; _x addAction [("<t color=""#0099FF"">") + ("Move to " + _veh) + "</t>","=BTC=_revive\=BTC=_addAction.sqf",[[_veh],BTC_move_to_mobile], 8, true, true, "", format ["[""%1""] call BTC_mobile_check",_veh]]; } foreach BTC_objects_actions_west; } foreach BTC_vehs_mobile_west_str; }; case (playerSide == east) : { { private ["_veh"]; _veh = _x; _spawn = [_x] spawn BTC_mobile_marker; { _x addAction [("<t color=""#ED2744"">") + ("Move to " + _veh) + "</t>","=BTC=_revive\=BTC=_addAction.sqf",[[_veh],BTC_move_to_mobile], 8, true, true, "", format ["[""%1""] call BTC_mobile_check",_veh]]; } foreach BTC_objects_actions_east; } foreach BTC_vehs_mobile_east_str; }; case (playerSide == resistance) : { { private ["_veh"]; _veh = _x; diag_log format["_x: %1, typename _x: %2",_x, typename _x]; _spawn = [_x] spawn BTC_mobile_marker; { diag_log format["_x: %1, typename _x: %2",_x, typename _x]; _x addAction [("<t color=""#22ad2c"">") + ("Move to " + _veh) + "</t>","=BTC=_revive\=BTC=_addAction.sqf",[[_veh],BTC_move_to_mobile], 8, true, true, "", format ["[""%1""] call BTC_mobile_check",_veh]]; } foreach BTC_objects_actions_guer; } foreach BTC_vehs_mobile_guer_str; }; case (playerSide == civilian) : { { private ["_veh"]; _veh = _x; _spawn = [_x] spawn BTC_mobile_marker; {_x addAction [("<t color=""#FFFF22"">") + ("Move to " + _veh) + "</t>","=BTC=_revive\=BTC=_addAction.sqf",[[_veh],BTC_move_to_mobile], 8, true, true, "", format ["[""%1""] call BTC_mobile_check",_veh]]; } foreach BTC_objects_actions_civ; } foreach BTC_vehs_mobile_civ_str; }; }; in =BTC=_revive\=BTC=_functions.sqf Line 759. BTC_move_to_mobile Replace: switch (true) do { case (BTC_side == west) : {_side = "BTC_mobile_west";}; case (BTC_side == east) : {_side = "BTC_mobile_east";}; case (str(BTC_side) == "guer") : {_side = "BTC_mobile_guer";}; case (str(BTC_side) == "civ") : {_side = "BTC_mobile_civ";}; }; With: switch (true) do { case (playerSide == west) : {_side = "BTC_mobile_west";}; case (playerSide == east) : {_side = "BTC_mobile_east";}; case (playerSide == resistance) : {_side = "BTC_mobile_guer";}; case (playerSide == civilian) : {_side = "BTC_mobile_civ";}; }; in =BTC=_revive\=BTC=_functions.sqf Line 787. BTC_mobile_marker Replace: switch (true) do { case (BTC_side == west) : {_side = "BTC_mobile_west";}; case (BTC_side == east) : {_side = "BTC_mobile_east";}; case (str(BTC_side) == "guer") : {_side = "BTC_mobile_guer";}; case (str(BTC_side) == "civ") : {_side = "BTC_mobile_civ";}; }; With: switch (true) do { case (playerSide == west) : {_side = "BTC_mobile_west";}; case (playerSide == east) : {_side = "BTC_mobile_east";}; case (playerSide == resistance) : {_side = "BTC_mobile_guer";}; case (playerSide == civilian) : {_side = "BTC_mobile_civ";}; }; in =BTC=_revive\=BTC=_functions.sqf Line 827. BTC_mobile_check Replace: switch (true) do { case (BTC_side == west) : {_side = "BTC_mobile_west";}; case (BTC_side == east) : {_side = "BTC_mobile_east";}; case (str(BTC_side) == "guer") : {_side = "BTC_mobile_guer";}; case (str(BTC_side) == "civ") : {_side = "BTC_mobile_civ";}; }; With: switch (true) do { case (playerSide == west) : {_side = "BTC_mobile_west";}; case (playerSide == east) : {_side = "BTC_mobile_east";}; case (playerSide == resistance) : {_side = "BTC_mobile_guer";}; case (playerSide == civilian) : {_side = "BTC_mobile_civ";}; }; in =BTC=_revive\=BTC=_functions.sqf Line 929. BTC_r_get_list Replace: switch (true) do { case (BTC_side == west) : {_side = "BTC_mobile_west";_array = BTC_vehs_mobile_west_str;}; case (BTC_side == east) : {_side = "BTC_mobile_east";_array = BTC_vehs_mobile_east_str;}; case (str(BTC_side) == "guer") : {_side = "BTC_mobile_guer";_array = BTC_vehs_mobile_guer_str;}; case (str(BTC_side) == "civ") : {_side = "BTC_mobile_civ";_array = BTC_vehs_mobile_civ_str;}; }; With: switch (true) do { case (playerSide == west) : {_side = "BTC_mobile_west";_array = BTC_vehs_mobile_west_str;}; case (playerSide == east) : {_side = "BTC_mobile_east";_array = BTC_vehs_mobile_east_str;}; case (playerSide == resistance) : {_side = "BTC_mobile_guer";_array = BTC_vehs_mobile_guer_str;}; case (playerSide == civilian) : {_side = "BTC_mobile_civ";_array = BTC_vehs_mobile_civ_str;}; }; in =BTC=_revive\=BTC=_functions.sqf Line 970. BTC_r_load Replace: switch (true) do { case (BTC_side == west) : {_side = "BTC_mobile_west";_array = BTC_vehs_mobile_west_str;}; case (BTC_side == east) : {_side = "BTC_mobile_east";_array = BTC_vehs_mobile_east_str;}; case (str(BTC_side) == "guer") : {_side = "BTC_mobile_guer";_array = BTC_vehs_mobile_guer_str;}; case (str(BTC_side) == "civ") : {_side = "BTC_mobile_civ";_array = BTC_vehs_mobile_civ_str;}; }; With: switch (true) do { case (playerSide == west) : {_side = "BTC_mobile_west";_array = BTC_vehs_mobile_west_str;}; case (playerSide == east) : {_side = "BTC_mobile_east";_array = BTC_vehs_mobile_east_str;}; case (playerSide == resistance) : {_side = "BTC_mobile_guer";_array = BTC_vehs_mobile_guer_str;}; case (playerSide == civilian) : {_side = "BTC_mobile_civ";_array = BTC_vehs_mobile_civ_str;}; }; in =BTC=_revive\=BTC=_functions.sqf Line 1078. BTC_r_change_target Replace: switch (true) do { case (BTC_side == west) : {_side = "BTC_mobile_west";_array = BTC_vehs_mobile_west_str;}; case (BTC_side == east) : {_side = "BTC_mobile_east";_array = BTC_vehs_mobile_east_str;}; case (str(BTC_side) == "guer") : {_side = "BTC_mobile_guer";_array = BTC_vehs_mobile_guer_str;}; case (str(BTC_side) == "civ") : {_side = "BTC_mobile_civ";_array = BTC_vehs_mobile_civ_str;}; }; With: switch (true) do { case (playerSide == west) : {_side = "BTC_mobile_west";_array = BTC_vehs_mobile_west_str;}; case (playerSide == east) : {_side = "BTC_mobile_east";_array = BTC_vehs_mobile_east_str;}; case (playerSide == resistance) : {_side = "BTC_mobile_guer";_array = BTC_vehs_mobile_guer_str;}; case (playerSide == civilian) : {_side = "BTC_mobile_civ";_array = BTC_vehs_mobile_civ_str;}; };
  14. You can run with either but I recommend you use the latest (5).
  15. [kh]jman

    Arma3 - AGGRESSORS

    ALiVE. I've tried them with and without ASR and bcombat AI scripts too on dedicated and the Aggressors act very differently from vanilla OPF_F and even the Russians addon in all my tests using the same AISkill settings for said factions, they don't seem to want to engage, fire back at ranges above 100 metres and their aim and reactions are slowed. They seem to have no issues throwing grenades at any opportunity however.
  16. [kh]jman

    Arma3 - AGGRESSORS

    No the hotfix did not.
  17. [kh]jman

    Arma3 - AGGRESSORS

    I can confirm this. We killed 90+ Aggressor Taliban (caf_ag_me_t) with no deaths last night (10+ players) , the Ai will throw grenades but will not fire at you, at least not unless you are 5 metres from them. This was on the latest A3 stable 115915 and 1.5 Aggressors. I might point out that Gunny's video was made pre A3 stable 115915 release.
  18. KH Arma3 Weekly Tactical ALiVE Event Nights - Week 5 Wednesday 12th February 2014 Mission: ALiVE Battlegrounds Island: Sahrani A short video by [KH]Dr.Crow
  19. UPDATE: 7th Feburary 2013 There are many issues and bugs in the current PDB standalone version. Development of the standalone PDB scripts has ceased and I have moved development be to exclusively for MSO where PDB development has really moved on massively in MSO 4.6. Myself and the MSO dev team will also be working on a new MSO PDB version for Arma3 when it's released which will be in addon form. I am no longer offering support for this old standalone version of PDB. You can get support for the new PDB integrated into MSO on our dev-heaven site here MSO support is here and here The latest development files can be found here UPDATE: 22nd June 2012 Over the last month or so I have been working on a set of scripts that can be integrated into any ArmA2 missions that will allow for persistent player and game/mission data to be stored in a serverside database and retrieved on command. No clientside addons are required and it is compatible with Windows dedicated servers. All that is required is that both CBA and Arma2NET addons be loaded serverside together with a MYSQL database. This only works on dedicated servers. There are potentially many applications for this so I'd very much welcome your suggestions whilst I'm still in the development stage. Many thanks to Sickboy for his help and expert advice! Direct link to PDBReadme.html Latest PDB Version: PDB Dev-heaven repo Direct downloads: Arma2NETMySQLPlugin.7z PersistentDB PDB in MSO: Dev-heaven repository branch Changelog: 07/09/2012 - Arma2NETMySQL.dll compiled against Arma2Net 2.2 - Arma2NETMySQL.dll added sqlite support - Arma2NETMySQL.dll The socket connection would stay open once started. This caused problems (aka crashing). Now, it will close down the connection after 30 minutes of inactivity. - Arma2NETMySQL.dll logs save to AppData/Local/Arma2NETMySQL - Arma2NETMySQL.dll Databases.txt now loads from AppData/Local/Arma2NETMySQL - Arma2NETMySQL.dll New Databases.txt format. Added type, mysql and sqlite 10/08/2012 - PersistentDB Core rewrite - New MYSQL DB Schema - New example missions - Arma2NETMySQL.dll compiled against Arma2Net 2.11.1 - Arma2NETMySQL.dll logs now save to AppData/Local/Arma2NETMySQL 22/06/2012 - compiled Arma2NETMySQLPlugin.dll against the 6.5.4 MySQL.Data Reference 16/06/2012 - fixed printing of messages in valid format 14/06/2012 - Shows version number of Arma2NET that it is compiled with. - Fixed so it works with the latest version of the MySQL Connector (6.5.4). - Works with latest Arma2NET (1.10).
  20. I'm sorry to rain on your parade (excuse the pun) but your script will not sync on clients. You are not taking into account the nextWeatherChange variable which at present cannot be set by any script you might make. The skiptime trick only draws the clouds locally and will not enable syncing on jip clients. A 15 minute weather creation will do nothing since nextWeatherChange is hard coded to the engine for 60 minutes in the first instance (independent on all clients) and 30 minutes thereafter. On a side note, furthermore your script does not take into account the setWaves, setGusts, setWindForce, setWindDir and setLightnings commands. Please don't take this as a personal attack on your script, it's a nice try, believe me we have spent a lot of time researching the internal weather functionality and no amount of scripting will fix this issue until the BI address the internal commands first. We would all love to see synced weather functionality!. Please read the following ticket for further information and please vote it up.
  21. ALiVE Convoy Hell "We'll find out 'cause one of his legs will land on the bonnet" ALiVE events every Wednesday at 19:00 GMT on Kellys 6:46 "We should check out that wheel barrow..."
  22. I can confirm that ALiVE works fine with the latest performance binary.
  23. [kh]jman

    @A3MP - ArmA 3 Map Pack

    @KombatMilc If you want to run on dedicated please read my notes regarding missing .p3d issues here and Alwarren is correct Alduric they are missing from the warfare structures.
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