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Sekra

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Posts posted by Sekra


  1. We have a player in our community that when joining our server after a while gets banned from the server by BE and the only thing in the server logs is:

    19:10:09 Player Anatooli: Signature check timed out

    always at about 2-2min 30 secs after joining the server. He claims everything is installed and working. I will ask him to run the #beclient test thing to get the logfile but if you have any tips on what else to look for please tell. Thank you


  2. Hello

    it work now for @ACE and @ACE_PLA units ?

    it works with any units or addons that are loaded in the server. no config files needed for any addons or units for the mission, it will load all addons and units that are loaded in the server automatically.

    This looks great. Are you adding fog, post-processing presets, and music as well?

    VTS is addicting. :)

    I will add these to my list. :)


  3. WIP only for now

    So, long story short. I started using and quickly "improving" the great VTS mission system made by Gonza and Grimm but it quickly came to me that the code and systems used by it were almost completely archaic and really out-of-date. Also the fact that it was all made in french contributed to the fact that I started building a similar system like VTS from scratch. Now still, VTS is a great tool and I have uttermost respect for them and actually we might even work together on all these stuff but for now I'll be going solo on this.

    The basic concept of the mission is same as with VTS, there is a Game Master who will create missions on the fly for other players. Other key features are:

    -no config files for addons! mission will load all units and addons that are on the server, then send the information to the game master (providing the addon configs are properly made!! NO "SHORTCUTS"!!)

    -spawn single units, empty units, groups

    -planned features for group spawning are:

    • convoys (for all sides)
    • completely random groups
    • semi random groups (like.. "10 infantry, 2 vehicles")
    • ready made group templates
    • spawn group once
    • autospawn group with parameters ("spawn template grp1 every 10 minutes and after spawning they will move to point X")

    -add, remove, edit waypoints for spawned units / groups in a simple "template" mode like in VTS; "Patrol between 2 points" and advanced mode where you can give the orders in great detail

    -hide & show markers related to spawned units and everything made by the script in so many ways that I dont even care to describe here

    -control of weather and time like in VTS

    -creation of minefields

    -control of equipment in crates, vehicles etc (no need to haul hundreds of items from crates to vehicles before starting the mission)

    ---------------------------------------------------------------------------

    What is working in current version on 28.1.2010:

    -no configs (works 100% with addons with proper configs)

    -waypoints advanced mode

    -spawning of single and empty units(men, vehicles, static weapons (also manned!), anything you find in the editor when placing units)

    -teleporting of single player units or all players at once

    -changing time of mission

    Current mission size: about 80kb

    ---------------------------------------------------------------------------

    So now I would ask for your help too! If you have ideas or suggestions for a mission like this, if you have played VTS and thought "I wish they added feature X to this", reply in this thread and gimme your ideas and I will try to implement them if they are good enough!

    ---------- Post added at 01:57 PM ---------- Previous post was at 01:56 PM ----------

    tm1_preview_003.jpg

    tm1_preview_004.jpg

    tm1_preview_005.jpg

    full set of preview screenshots at:

    http://koti.mbnet.fi/sekra/tm1/


  4. I would like to know this also.

    Where can I find them?

    there are a few ways to do this.. one is to download kegetys' armatools to first unpack the pbo and then unpack the config.bin with unrap.exe and then look them up in the config.cpp.. other way without anything else than notepad is to do this:

    open up the arma2 editor, make a new mission.

    place one of the "new" units on the map, give it a name you can easily remember, like.. John Wayne... then place all the units you want the classnames for in a group for that named unit.. save the mission..

    then open up the mission.sqm with notepad and search for "John Wayne".. then all the units in that group are the units you placed, and you can find the classnames too..

    The last way is a bit well.. it needs some manual work to do but on the other hand you dont need any extra tools to do it that way..


  5. Actually... I came to the conclusion that there is little I can do in my script to circumvent this unless the custom addonmaker "fixes" his config to properly introduce the factions his units use. For the record if any of you browsing this post makes attempts on doing addons, declare all the factions your units use under the CfgFactionClasses, even if only to have:

    class EFaction : Faction {
       side = TEast;
    };
    


  6. I am making a "mission" that I want to have a support for any addons used by the server without any manually created configfiles and I noticed that with your addon you just use a very lazy method of declaring the opfor Terrorists with only side = TEast; in the unit cfgs and not making an actual faction for them. Even though Arma2 editor somehow (trying to learn how) manages to make it that they are a Opfor faction, reading the values from CfgFactionClasses doesnt find them at all. So could it be possible to use inheritance to make the factions in CfgFactionClasses too? Your addon is so far the only addon I'm facing this problem with... if nothing else then just make a class ETerrorist : Terrorist { side = TEast; };? same thing with the guerilla mercenaries.. Do not make bad "shortcuts"!! :P


  7. So... I'm making a "mission" that needs the information of all the loaded addons configs, their faction and side also.. I faced a problem when trying to load all the faction information from the configfiles, and that is some lazy addonmaker just added the factoin used as a guerilla faction in CfgFactionClasses, then later just added the same units to Opfor side with inheritance and using only: side == 0; in the unit Cfg.. So naturally when I try to access the "faction" that is in side 0, I cannot access the class and displayname like explained the comments here:

    http://community.bistudio.com/wiki/count_config

    so my question is.. does anyone have a way to circumvent this somehow? obviously BIS does since it works in the editor and it loads the factions in the editor. The code I'm currently using looks like this:

    error in old code, new code under...
    

    basically what it needs is a way to detect if the faction is "inherited" and a way to track down all the way to the parent class to get the class and displayname... right now it adds "","" in the place where that custom addon faction should be that uses inheritance... I will continue to experiment with this but if anyone allready has a solution for this I'm listening :confused:

    ---------- Post added at 01:56 PM ---------- Previous post was at 01:48 PM ----------

    Looks like it allready had a small flaw with the original code with the _faction + 1 thingy.. so the new code looks like this but now it will not even add the empty entry to the opfor side.. But like I've said, BIS is obviously doing this differently in the editor since it will show that "faction" in opfor and guerilla sides even though in the addon it has only a guerilla CfgFactionClasses entry and the units themselves have just a:

    class EUnit : Unit {
       side = 0;
    };
    
    

    SEKRA_spawn_sides = ["Opfor", "Blufor", "Resistance", "Civilian"];
    
    _sides = count SEKRA_spawn_sides;
    _i = 0;
    
    while {_i < _sides} do
    {
    call compile format["SEKRA_spawn_faction_%1 = [];", _i];
    
    _cfg = configFile >> "CfgFactionClasses";
    _factions = count (configFile >> "CfgFactionClasses");
    _j = 1;
    
    while {_j < _factions} do 
    {
    	call compile format["if(getnumber (_cfg select %1 >> ""side"") == %2) then { _index = count SEKRA_spawn_faction_%2; SEKRA_spawn_faction_%2 set [_index, [(getText (_cfg select %1 >> ""displayName"")), (configName(_cfg select %1))]]; };", _j, _i];
    	_j = _j + 1;
    };
    
    _i = _i + 1;
    };
    


  8. hmmmh... This is very strange since the one I've been using (editing it myself) has been working just fine with any ACE2 version and I run on a linux dedicated server.. I do admit I've edited a lot and I think the next version I'm completing will be about 1MB smaller after I've deleted a *beep*load of unnecessary comments and redundant files and also copies of files that are allready used..

    Edit: Now I remember one thing too.. The UH-1Y Venom disappeared from ACE2 after 1.05 ARMA2 and not sure if has been fixed or not but I changed the Venoms in the mission -> MH-60S Knighthawks.. Works just fine then...


  9. Hey! Just wanted to let you know that I've been spending many hours today editing the unit configs in the Quesh Kibrul & ACE version so that all sides have the correct units; Blufor has all arma2 + ace units, opfor same etc.. I have currently completed editing Blufor and Opfor, still left is cleaning the Res. side back to "normal" again :) So if you permit I can release these files for public or if you want them only for yourself for next release, please let me know. VTS has real potential to be a great gamemode.. Just hard to understand all that french in there :D


  10. Thanks man this island is awesome! Allready had some great fun playing in it.. BUT as you asked for suggestions..

    I'd suggest changing the classname from test to something else PLEASE! I think using such a generic name in any place of such modded game is a very, VERY bad idea.

    Also we noticed that all the door actions seem to be reversed, as in "Close door" will open it and "Open door" will close it.. That was very weird and could've been just some crazy twitch too.. I will have to look into this more..

    Other than those things great work man! Great FPS, very good diversity of terrain types, not too big or too small either. Keep up the good work :)


  11. I've updated my first ARMA2 mission, co 30 regroup and retaliate, to work with ACE mod and the new stuff in it. Also I changed the respawn to revive. You can download the new version here:

    http://koti.mbnet.fi/sekra/arma2missions/

    Armaholic mirror:

    - Regroup and retaliate Co-30 (@)

    The original mission thread can be found at:

    http://forums.bistudio.com/showthread.php?t=85839

    Feel free to mirror this mission in any sites and any feedback is always appreciated...


  12. the funny thing is.. PR with 5vs5 is more fun than ArmA2 TvT gamemodes with 20vs20... probably something to do with the fact that all PR maps are developed by the devs of the "game" (mod) compared to arma where there is just a very limited amount of options properly developed by the devs. i'm not saying that all the community made stuff isnt good, there are real gems too.. but they are too few... and usually the replay value is non-existent of those gems..

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