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looter

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Everything posted by looter

  1. I think the best solution would be to make it a server config option that's enforced for connected clients, not to mention real arma cheats do alot more than displaying staggered intel for enemy positions. Another option is to only enable it if the server is running within the correct difficulty setting that enables it for the normal in-game map.
  2. Sorry if this has already been answered, but is there a way to display the in-game "Intel" on enemy positions like the in-game map does? It's the main reason I check my map so often, and if Athena were able to display that information as well I'd have good reason to avoid the in-game map all together.
  3. looter

    3 FPS Bug and Random Crashes

    Getting this issue atleast once every 40 minutes with any combination of mods on any map, using the default memory allocator. The memory leak is located within the base game somewhere, not mods. ArmA 3 1.66 stable. Hardware i7-6700k @ 4.8GHz 16gb 3200MHz RAM Geforce GTX 1070 Samsung 950 Pro M.2
  4. looter

    Werthles' Headless Module

    The module was working great but there is a critical bug that occurs after a group of units is assigned to the HC, a random amount of units in the group will lose their loadout entirely. Edit: Nevermind, this is a bug within the engine that occurs whenever locality is transferred at runtime and not related to this module. A workaround until it's fixed by BIS would be to get the units loadout and set it again after setGroupOwner is called.
  5. Created a couple of addons for Iron Front (using Eliteness and just renaming .ifa -> .pbo and back) and upon attempting to load them get "Wrong signature for <addon>" as if its checking all addons to see if they are signed by the Iron Front devs, so is modding effectively disabled in the engine right now until the devs release their version of the modding tools? after reviewing the code of most of IF, there shouldn't be any problems using the tools already available, but that's just conjecture. Anyone else had any luck loading their .ifa's? or do the developers have any comments, or are we still just waiting for IF-Specific tools?
  6. I would also love to have this feature back, its the main reason our community switched to XLA arsenal.
  7. looter

    Blastcore: Phoenix 2

    Our community has used and loved Blastcore since it's first release, and have been implementing different config edits and patches from people in the ArmA community since OS departed last summer to maintain it's functionality. Since I know that quite a few other communities have been doing the same thing, I began creating a framework to more easily merge the patches together into one public open-source version that everyone can use. I'm attempting to get into contact with OpticalSnare regarding this version, but no luck yet.
  8. So does the SweetFX injector or proxy dll trigger a battleye ban on the latest version of BE? I noticed its proxy dll is blacklisted now.
  9. looter

    Enhanced Movement

    I currently get this error everytime a mission starts with enhanced movement installed, 17:57:48 Error in expression <f (IsNil "_bx") then { profilenamespace setvariable [[_keyinfo, 0], 0]; }; if (> 17:57:48 Error position: <setvariable [[_keyinfo, 0], 0]; }; if (> 17:57:48 Error Type Array, expected String 17:57:48 File babe_core\func\ui\fn_settings.sqf, line 43 17:57:48 Error in expression <e [[_keyinfo, 0], 0]; };
  10. looter

    UPSMON Updated to ArmaIII

    Is there any way to disable all the AI Improvements that were added to UPSMON during the conversion from ArmA 2 -> ArmA 3 in 2013? 3 years later it really seems to break the AI more than help it, they run around in circles / spin in circles, engage then break engagement and run away or lay down facing the other direction (post-engagement), etc. ALiVE spawned AI and normally spawned AI do not have these issues, only UPSMON spawned units, and none of these issues occurred in the ArmA 2 version.
  11. Finally got around to making an ace feature request for the sorely missed Mando's Missile Mod features.
  12. Forks are almost always just so people can make a commit and push it upstream, to the main repository. You wouldn't have to worry about separate versions floating around, that's not really an issue that exists anywhere else. If people create unicorn versions via fork and then create their own issues, that's their problem and not yours or the frameworks.
  13. This framework looks and sounds amazing, and I would love to start working with it. Have you considered setting up and using a github repository for the framework, instead of file hosts? This would allow anyone interested to contribute to the development, and you can create a Wiki, deal with issues, and stage releases directly on Github.
  14. I've updated my post on the issue from some more testing. It looks like 3.3.0 and 3.4.0 had some limb / damage updates that may have knocked out most of the weird behavior in the issue.
  15. Looks like the broken damage system still hasn't been fixed. I haven't looked into the issue in depth since last September, any new information on why this is happening? Edit: Updated to 3.4.2, seems to be fixed in SP / Listen server, updated my post in the issue. Could someone test it in a dedicated server?
  16. I was wondering if the Alpha will contain any of the functionality of the planned JVM support mentioned here? Would love to get a head start on developing with it, but I seem to remember it kind of being up in the air a few months ago - any news?
  17. Having the same issue with ACE but this fix doesn't seem to work for us on a dedicated server. Has anyone else tackled this issue? I noticed it is reported now.
  18. I have two feature requests for ArmA3Sync, 1. Incorporate the changes introduced via the new Battleye service implementation into the launcher options area (and enable BE by default), info here. 2. When adding an online server, allow us to choose a mod group we created rather than just mod repositories.
  19. Is there any way to tell SteamCMD to download the development branch version of ArmA 3?
  20. Hi, I run a 40 slot dedicated Combined Operations server, and we keep getting innocent players banned by battleye for "signature check timed out". I have read that this problem is caused by using -maxmem startup parameter, but I have double checked and the server doesn't use that parameter to startup with. Any ideas on how to get this problem solved, or maybe other things that might be making it occur? Example from server console of what occurs: 15:08:30 Player Iuury: Signature check timed out 15:08:30 Player Iuury disconnected. 15:08:30 BattlEye Server: Player #15 Iuury disconnected after that, their ID is added to bans.txt and they cannot join ever again, unless I unban. Server startup sequence: start /wait /REALTIME arma2oaserver.exe "-mod=C:\Program Files (x86)\Steam\steamapps\common\arma 2;EXPANSION;ca" "-mod=Expansion\beta;Expansion\beta\Expansion" -nosplash -cpuCount=8 -noCB -exThreads=1 -port=2314 -config=server\server.cfg -cfg=server\basic.cfg -profiles=server -name=server -gamerTag=server "-BEpath=C:\GameServers\TakRev\server\BattlEye" Also, if you have any suggestions for my startup sequence, that would be appreciated as well. Thanks for reading. Edit: I am going to post some logs, and the config(s) from the server so you guys can help troubleshoot. Just a note, I changed the ban to a kick after reading into the issue some more. server console server RPT arma2.cfg server.cfg The problem seems to have started happening alot more after I changed some bandwith stuff in arma2.cfg, but the server and client performance increased greatly after editing that config following some optimization guides (256kb * playerslots, 512kb * playerslots for min/max bandwith etc.) Server speed test info from testmy.net :::.. Internet Speed Test Results ..::: Download Connection Speed:: 46034 Kbps or 46 Mbps Download Speed Test Size:: 46.3 MB or 47360 kB or 48496640 bytes Download Binary File Transfer Speed:: 5754 kB/s or 5.8 MB/s Upload Connection Speed:: 26244 Kbps or 26.2 Mbps Upload Speed Test Size:: 14 MB or 14336 kB or 14680064 bytes Upload Binary File Transfer Speed:: 3280 kB/s or 3.3 MB/s Tested At:: http://TestMy.net Version 13 Test Time:: 2012-09-29 18:42:48 Local Time Validation:: http://testmy.net/db/uWmhLVe.CBx94eI More Stats:: http://testmy.net/compID/625728166443 Update: Before I forget, I just want to say that this problem was occurring due to incorrect calculations of the servers bandwidth and what we should allocate it, I ended up re-calculating and changing the configs and the problem stopped. I would post the updated configs but I do not have the server right now, sorry. So if anyone else is getting this problem, just be sure to double-check your calculations.
  21. I have an odd issue where I am forcing all my objective and AI modules to force faction to RHS OPFOR/BLUFOR factions, yet sometimes I still see Iranian infantry spawn. Anyone know how to fix this issue?
  22. looter

    A-10C for Arma 3

    Thanks! That fixed the sound issue. I think the starting issue may have been because I had two A-10Cs in the mission? I was having to press switches twice. Also, what is the editor function to disable the interactive cockpit? In-game settings area is disabled, and I haven't seen the function posted anywhere.
  23. looter

    A-10C for Arma 3

    The switches have no sound for me, and following the startup procedure exactly a few times I wasn't able to get it to start, on a listen server.
  24. How would I go about disabling players custom identities when they play as certain units, so that their face/glasses/etc is what the unit has defined rather than what they selected in their profile screen? Do I have to define my own identities (CfgIdentities)?
  25. Just wanted to keep the look of some soldiers for a campaign, I couldn't find any information on this either, so oh well.
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