terox
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Everything posted by terox
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Getting a server to the Steam server browser?
terox replied to Magirot's topic in ARMA 3 - SERVERS & ADMINISTRATION
Unfortunately, Only if you get a job as a steam dev and do the work for them m8 It does seem to have improved a bit though, 20 seconds aint bad, it used to be a very long time -
4-5 Players disconnected when admin joins
terox replied to spanishsurfer's topic in ARMA 3 - SERVERS & ADMINISTRATION
afaik, you cannot. This had been raised in the admin skype channel at some point as well -
Tutorial: Installation & Configuration of ArmA3 Dedicated Server
terox replied to terox's topic in ARMA 3 - SERVERS & ADMINISTRATION
None, its automatically handled As long as you configured the required ports as per this tutorial, you will be fine. There have been no changes to ports required for many many months -
4-5 Players disconnected when admin joins
terox replied to spanishsurfer's topic in ARMA 3 - SERVERS & ADMINISTRATION
Badly configged xml's, especially the image can crash a server -
Authentic Gameplay Modification
terox replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Would it be possible to build a daily, or a weekly download in full pbo format on the git hub repo ? -
Tutorial: Installation & Configuration of ArmA3 Dedicated Server
terox replied to terox's topic in ARMA 3 - SERVERS & ADMINISTRATION
New section added MODS & ADDONS -
BASIC EXPLANATION mods are basically a collection of addons installed in folders Addons are made by 3rd parties to add content or functionality to the game Typical Structure of a Mod folder A3 root folder .......... \ @XYZMod ....................\ addons .............................. \ xyz.pbo .............................. \ xyz.pbo.tag.bisign The root MOD folder can be called anything you want, there is however an unwritten unofficial protocol that is widely used and that is to precede the folder name with the "@" character The addons folder contains 2 type of files .pbo (This is the actual addon) .bisign (This is the file that the server communicates with to verify the integrity of the corresponding.pbo file Each .pbo is (or should be) paired with its own .bisign When you download an addon, typically the addon maker packs it into his own "named" mod folder, for example @CBA_A3 Apart from the Mod folder, there should also be a "Keys" folder in the download. The .bikey that is contained in the keys folder is for serverside use only, clients don't need or use it. (Some .bikeys come in the addons folder, they dont belong there but cause no harm residing there) INSTALLATION To use addons is basically the same format for both clients and servers, apart from the server ".bikey" Unpack and copy them into your arma3 folder Initialise the addons by defining either a) a "-mod=@CBA_A3" command line in a desktop shortcut that is linked to your arma3.exe\arma3server.exe (Recommended for clients) b) "-mod=@CBA_A3" command in firedeamon (servers only) (recommended for servers) you can get a clan discount for this great tool c) Loading them in a custom launcher tool (Some are good some are not so. d) Using the ingame Mod launcher system (Clients only) [*]SERVER ONLY: Define verifysignatures=2 on your server config file (The same file where you define the admin password) Copy the .bikey in the mod's "keys" folder to the server's A3 root "Keys" folder (The Keys folder white lists the allowed addons on your server. If someone tries to connect to the server with addons, you dont have a bikey installed for, they wont be able to connect. You should allow some clientside addons such as JSRS Mod, shack tac hud etc, do this by adding their .bikey to your keys folder. These are clientside only addons, you dont need to run these addons on the server MISCELLANEOUS You dont have to keep the addons in the mod folders that the addons came in, you can create your own and copy all the files needed into your own mod structure for example, on our addon server we use the following mod folders @ZCBA_A3 @ZAlive @ZIslands @ZCommon @ZClient command line used to launch this is -mod=@ZCBA_A3;@ZAlive;@ZCommon;@ZIslands;@ZClient @ZCommon contains DAR_HWMMV's Chinook AK Weapon pack, M4 Weapon pack AGM Mod Task Force radio and others @ZIslands contains A3MP content + some additional islands like ToraBora We typically pack most things that are easy to update into one common folder which makes management for us easier. If I need to update for example DAR's Humvee pack, all the files start with his tag "DAR_", easy enough to find and then replace The Alive mod however is a different beast, all the tags differ, this is why Alive is kept in its own mod folder DOWNLOADING & ADDON MANAGEMENT http://www.armaholic.com/ is the best source for direct downloads http://play.withsix.com/arma-3 is a download and management application (Steep learning curve) http://www.sonsofexiled.fr/wiki/index.php/ArmA3Sync_Wiki_English is a serverside/clientside content management and launcher application, easier to use and set up. We personally use this, it gives better control and ease of use to our clients
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We now run 2 * Addon Coop nights in addition to our 2 * Public vanilla nights. All the addons are available via our ArmA3sync tool repository All the information required to both set the tool up and use the addons are available ..... HERE ..... A short list of some of the mods/addons included in the repository CBA ALIVE AGM A3MP Task Force Radio Chinook DAR Hmmwv's Zeus-community Custom Takiban units by Hund Bundeswehr M4 Pack AK Pack and of course our custom clientside pack
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whats the marker for and who do you want to hide it from if its from a certain side, then create the marker for a given side if(Side Player == WEST)then{Markername = createmarkerLocal .......... setmarkersizelocal [0,0] should allow you to hide it whatever you do, you need to make sure the code that is used to reset the marker doesnt have any delays in and is called directly from say the Init.sqf without any waituntil or sleep delays before it
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Up Armored HMMWV Modification - Release
terox replied to Richards.D's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The .bisign and .bikey don't match No idea which one is at fault They both talk to each other B.I have a tool which you can test these with -
Server not showing when switching fron Gamespy to Steam
terox replied to Hud Dorph's topic in ARMA 3 - SERVERS & ADMINISTRATION
As previously linked too by SnR for those too lazy to click a link :) -
ArmA3Sync - launcher and addons synchronization software for ArmA 3
terox replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Hi m8, thanks for this tool. It was a great shame that Yoma stopped supporting his tool which made addon management and user support so much easier than having to use Play with Six. So i'm very appreciative you took it upon yourself to build this tool for us. I've set up a repo for our community and now hosting the repo from a file host server. There are a few points i'd like to raise which may help you improve your tool. 1) I need to use secure FTP when transferring the files from the Master Host to a file host server. Is there any chance that you could build SFTP into the tool ? 2) File transfer seems to be uncompressed files Is there any chance of implementing a Repo side packer/client side unpacker to reduce bandwidth useage and file transfer times (7Zip ideally) 3) The file checking/integrity/synch seems to be done by file size and date Would it be possible to change this to Md5 4) During a rebuild of the repo, a complete new batch of .zsync files is created Would it be possible to only create these where changes have occured, otherwise when trying to use a 3rd party sync tool between servers all the .zsync files are copied over each build (This may no longer be an issue if your tool can do sftp and I can therefore use the internal system) 5) Repository\Repo Name\"Build or Update repository"\Options >>>> "repository Files Excluded from build" >>>> "repository Folders with excluded extra local content when sync" Dont seem to work as I would expect. I defined the following in "repository Files Excluded from build" "d:\games\a3\a3syncrepo\master_modfolders\serverOnly" and the files in that folder are available to the client. Did I do something wrong? or does it not work like that? -
Making people immune (locally) on certain conditions.
terox replied to Icaruk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
add and remove a handledamage eventhandler -
set marker on group leader of a group
terox replied to thetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
use a groupIcon instead of a marker, they are much smoother in movement than a marker and you can also define if they can be seen in the Gameworld (3d) as well as the 2D map world You also dont need a looping script to track the group leader, the process just runs in the background via a BIS system and keeps track of the group leader position dynamically changing as the group leader changes Furthermore you can also interact with the group icon to get group information etc All you need to do is something like setGroupIconsVisible [TRUE,TRUE]; _VAR = [GROUP, GroupIcon , Icon size, colour, icon text, visible Boolean] call MyTag_MyFunction MyTag_MyFunction // AUTHOR : Terox (terox_@hotmail.com) // MP MACHINE : CLIENTS // Called from : Txu_fset_grps // Called using : _VAR = [GROUP, GroupIcon , Icon size, colour, icon text, visible Boolean] call Txu_UMS_fcreate_GrpIcon // Example : { _m1 = [_grp, [_gLevel] call Txu_CORE_fDefine_string , 0.7, _colourChecked, _txt, TRUE] call Txu_UMS_fcreate_GrpIcon}; // Description : Creates a BIS Group Icon, used to mark the location of the group leader in map view and also in game if 3d option is used // Typically this is called twice per group creating 2 icons that fit into one n other. // Once for the nato group size, eg Platoon, Squad etc // Once for the nato group type, eg Infantry, Recon etc // // COMMENTS : // private ["_grp", "_type", "_colour", "_txt", "_size", "_visible", "_m"]; _grp = _this select 0; _type = _this select 1; // Limited to certain cfgclasses _size = _this select 2; // single number eg 0.7 _colour = _this select 3; // array of type [r,g,b,Alpha] _txt = _this select 4; // Use short string, ideally 1 char _visible = _this select 5; _m = _grp addGroupIcon [_type,[0,0]]; _grp setgroupIconParams [_colour,_txt,_size,_visible]; -
Up Armored HMMWV Modification - Release
terox replied to Richards.D's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The .bikey doesnt work m8, did you test this on a dedicated server with verifysignatures set to 2? There seems to be a lot of issues with addon makers signing keys at the moment -
Gamespy shutdown, what is about Gamespy URL in Server.cfg?
terox replied to memphisbelle's topic in ARMA 3 - MULTIPLAYER
this has been asked many times in the server admin forums there is nothing to do, no IP to define to report to Steam, its done automatically on your defined steam query port you just wont see your server in the ingame steam browser, because its very very slow and basically useless at this time. You will be able to seen your server reporting in the STEAM client browser -
i have 2/3 fps charge serveur
terox replied to clanrising's topic in ARMA 3 - SERVERS & ADMINISTRATION
try reducing the Min error and minerrortosendnear to their default values of MinErrorToSendNear=0.01; MinErrorToSend=0.001; and if that's good try increasing their values slowly until you start seeing ai and vehicles "warping" eg MinErrorToSendNear=0.015; MinErrorToSend=0.0015; MinErrorToSendNear=0.02; MinErrorToSend=0.002; MinErrorToSendNear=0.025; MinErrorToSend=0.0025; MinErrorToSendNear=0.03; MinErrorToSend=0.003; etc etc -
i have 2/3 fps charge serveur
terox replied to clanrising's topic in ARMA 3 - SERVERS & ADMINISTRATION
Maxpacketsize needs to be 1400 don't edit that Maxsize guaranteed is too big try 1024 or 512 MinErrorToSendNear=0.04; MinErrorToSend=0.004; -
everytime you start steam it updates so?
terox replied to dr death jm's topic in ARMA 3 - SERVERS & ADMINISTRATION
running the dedicated server package instead of the full client install can cause this when running a pure vanilla server Fix:Run the full client install package Other than that if you are running any server side addons in mod folders, this will also cause it Fix: Move these addons into your root addons folder -
4-5 Players disconnected when admin joins
terox replied to spanishsurfer's topic in ARMA 3 - SERVERS & ADMINISTRATION
I suspect they are having some form of bandwidth issues while downloading data caused by the admin joining -
Thanks, found 2 installations of TS on my client, all good now
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I am unable to get the plugin to show in my Teamspeak\settings\plugin window. Teamspeak version is 3.014 On Windows 8-64 bit I have the following files/folder installed e:\Apps\Teamspeak\plugins\radio-sounds\ e:\Apps\Teamspeak\plugins\task_force_radio_win32.dll e:\Apps\Teamspeak\plugins\task_force_radio_win64.dll Restarted teamspeak several times Reload All several times Running teamspeak with full admin priviliges Downloaded/ reinstalled the plugins several times tried running without the 32 bit dll Also tried with the pre .014 pack removed all other plugins incase they we causing issues Nobody else in the community has this issue on our TS server, so this is a clientside issue, i just cant fathom out what the problem is. I am running under full TS admin rights Does anyone have any suggestions ?
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Up Armored HMMWV Modification - Release
terox replied to Richards.D's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello mate, I am unable to run this addon on our server until there is a .Bikey made available, could you either send it me in a PM or link it for download please -
currentcommand value/argument?
terox replied to giovafr's topic in ARMA 3 - MISSION EDITING & SCRIPTING
player sidechat format ["Current Command value is : %1",currentCommand boy ]; Basic debugging technique returns in a sidechat message what the current command is for the boy. See this thread for more details on debugging techniques http://forums.bistudio.com/showthread.php?176096-Zeu-Debugging-Tutorial-amp-Foundation-Template Debugging is the one ability you need to polish up on to create any code and solve most coding issues -
Questions about Player in a Dedicated Enviroment
terox replied to Daemios's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The player value is different on every client machine, so if you want to run code for a specific player, lets say the leader of Group Alpha, you would have to check for that by doing something like _unit = leader Alpha; if((Isplayer _unit))&&(local _unit))then{............. do some code .............}; There are some things you can do remotely to the player from the server, but that depends on the command and its effect , eg where the command has to be called and what effect the command has over the network For example _unit setpos _position; can be called on any machine as setpos does not have to be run where the object is local and it's effect is seen globally whereas adduniform is currently (afaik, v1.20) a local command and has to be run where the object _unit is local too.