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Everything posted by terox

  1. Great Find, thank you Larrow. If you use missioneventhandler oneachframe, this will allow the link to work in the initial briefing, not after the mission has started Am dabbling with this and have success passing an auto start teamspeak and link to my teamspeak button Need to remove the oneachframe EH after succesfully adding the button and some more tweaking EDIT. Now have a working example for easy integration into your missions..
  2. terox

    Server error code

    so at either line 9 or 10 in that script a value is being expected for a variable that has not yet been defined so something like _a = _b; and _b has not been defined so _a has no value You may be better asking the question in the scripting forums or on the exile mission thread
  3. There isn't much of a pvp scene anymore, at least not in the sense of anything like the old cft, c&h leagues that used to be run during OFP times. You will be able to find the odd king of the hill style server but afaik I have none to recommend that I think are run well Even the milsim side of things isn't as strong as it used to be, there is a lot more casual game styles like Altis life and other stuff i never even look at. If you want good coop there are still a lot of decent communities around and the game engine itself is way better that OFP with the exception of the AI not following orders to the letter like they used too. The latest island Livonia that BIS released is by far their best yet, and the previous jungle one Tanoa is also very very good, so I would recommend the DLC's just for that. Teamspeak is still the most popular comms system for milsim, with some communities trying to do it on Discord. Hope that gives you an idea what to expect
  4. Zeu_CfgAIskill LATEST VERSION : v1.00 18th Sept 2013 Download It here This addon redefines the "CfgAIskills" class values in the config and is much more powerful in scope than my previously released Zeu_Serverskill addon which only edited values using Setskill. This addon is designed for Serverside or Single player only. It does not require any other addons It changes the upper and lower values that Setskill or the mission editor unit skill slider can use It is ideal for CooP servers This addon effects Editor placed A,I Respawning A.I A.I Created dynamically via scripts [*]This addon DOES NOT effect Multiplayer AI local to the clients (I could create a clientside version but the values would be non editable and unless I define for example a gamelogic to be placed in the mission, the client would not require it as the mission would not have any addon dependancy Setskill or the mission editor slider can only select an AI skill value between the Minimum and Maximum values defined in CfgAIskills and therefore is much more limited in scope than this addon. Therefore the unit skill slider and setskill functionality is not overwritten by this addon, it just changes the range of values that can be used The actual values can be customised to your liking by editing the userconfig\zeu\zeu_CfgAISkill.hpp Due to the ability to change the skill values without editing the actual addon, no Bikeys will be released. This is to prevent multiplayer clients running "Biased" values. NB>> This does not effect clientside AI We have run the default values defined in this addon for many weeks now and are happy with the AI. We use the following values in our *****.Arma3Profile for all Difficulty classes, e.g Regular, veteran etc How To Install Unzip the pack directly into your root arma3 install This will then give you the folder structure MyArma3\@Zeus MyArma3\userconfig Define a -mod param in your startup line -mod=@zeus or alternatively copy the addon inside @Zeus\addons directly to your root addon folder (This will allow your server icon in the multiplayer server browser to remain green) How To Edit the Values If you wish to edit the values, stop the server and open up the userconfig\zeu\zeu_CfgAISkill.hpp with notepad The following explains what each of the 4 values in the individual attribute arrays do class cfgAIskills { // Attribute[] = {[b][color="#FF0000"]A[/color][/b], [b][color="#0000FF"]B[/color][/b], [b][color="#FF0000"]C[/color][/b], [b][color="#0000FF"]D[/color][/b] }; aimingAccuracy[] = {0, 0, 1, 0.5 }; aimingShake[] = {0, 0, 1, 1 }; aimingSpeed[] = {0, 0.5, 1, 1 }; endurance[] = {0, 0, 1, 1 }; spotDistance[] = {0, 0.2, 1, 0.4 }; spotTime[] = {0, 0, 1, 0.7 }; courage[] = {0, 0, 1, 1 }; reloadSpeed[] = {0, 0, 1, 1 }; commanding[] = {0, 0, 1, 1 }; general[] = {0, 0, 1, 1 }; }; There are 4 elements to each skill set. The value of each element can range between 0 and 1 The elements are paired A&B and C&D 1st element in the pair defines the setskill value or Mission editor slider position 2nd element in the pair defines the actual skill value that will be used when Setskill or Mission editor slider is set to the 1st value A: This defines the skill slider value for the lowest skill setting (Typically this should always be 0) B: This defines the skill value when the slider or setskill value is "A" C: This defines the skill slider value for the highest skill setting (Typically this should always be 1) D: This defines the skill value when the slider or setskill value is "C" so for example MyAttribute[]={0, 0.4, 1, 0.9}; If you set the unit skill of myattribute using unit setskill ["myattribute",1]; The unit will have an actual skill level for "myattribute" of 0.9 if you defined unit setskill ["myattribute",0.5]; The unit will have an actual skill of 0.65 (Halfway between the lower value of 0.4 and the higher value of 0.9) Changelog V1.0 release version
  5. BI official servers tend not to be policed that well. You need to find a community server run by hardened fans with a good reputation. One with good admin cover Like any game out there in the publicly easily accessible environment, this type of behaviour is typical
  6. terox

    co10 Escape

    Bug report v1.9 File: Units\UnitClasses.sqf Line: 475 Var name should be a3e_arr_ComCenDefence_lightArmorClasses not a3e_arr_ComCenDefence_heavyArmorClasses This is the var for the next DLC if then statement so getting undefined var error and no marshalls spawning etc a3e_arr_ComCenDefence_heavyArmorClasses = [ "B_MRAP_01_gmg_F" ,"B_MRAP_01_hmg_F" ,"B_APC_Wheeled_01_cannon_F" ,"B_APC_Tracked_01_AA_F"]; if(Param_UseDLCTanks==1) then { a3e_arr_ComCenDefence_lightArmorClasses pushback "B_AFV_Wheeled_01_cannon_F"; };
  7. @FacialFuzz This is not a server issue this is a mission scripting issue . Addon requirements for a mission are listed in the mission.sqm. Placing the units in the map in the 3d editor will add these addons to the relative section of the mission.sqm automatically. You may want to ask this question in the scripting, mission making forums
  8. If you have the GM Mod and are looking for some multiplayer, we are running a port of Roy 86's Patrol ops 3.1 tonight at 18:30 hrs UK time The server is run by a well established milsim coop community and is well adminned, so sensible players only Details are teamspeak.zeus-community.net Game Server Direct connection or search for zeus on the server browser
  9. terox

    Server Issue

    sounds like a network issue caused by too many packets only way to debug this is start with vanilla and slowly add mods until you find the culprit. Also use a known stable mission, could also be a mission script if you run the same mission all of the time Just because a mod is pretty doesn't mean it is good, there is a ton of crap out there, most of which do not bring anything to the game so might as well strip it down to brass tacks. We run an addon server and we are very finnicky about which addons we run and each of them gets tested quite a bit before they are added to our pack
  10. terox

    Server admin commands issues

    agreed with Tankbuster, you are probably expecting immediate results, dont know why #missions is so slow but it really is. Also sounds like your having network issues so maybe config/bandwidth not set up right although restart for me works in certain circumstances
  11. according to your rpt file your server is up and running. There is a tutorial at the top of this forum to help you solve issues with your server. There is also a set up guide that if you work through will get your server up and running. Baby steps is the way to go. Nowhere does it suggest installing a server, adding a load of mods and then try it. Start with vanilla and go from there. Take 1 step at a time, prove it before moving onto the next If you had done that then you would have proved a vanilla server and then after adding mods realised it was a mod issue The rpt lines "18:45:56 Initializing Steam server - Game Port: 2302, Steam Query Port: 2303 18:45:56 Steam AppId in current environment: 107410 18:45:57 Connected to Steam servers" tells you your server is running This is your actual start up parameter (Launching with 6 addons) that the server is reading (Found at top of the rpt file == "C:\Program Files (x86)\Steam\SteamApps\common\Arma 3 Server\arma3server_x64.exe" "-profiles=C:\Program Files (x86)\Steam\SteamApps\common\Arma 3 Server" "mods=C:\Program Files (x86)\Steam\SteamApps\common\Arma 3 Server\@CBA_A3;@9TH ODST PACK;@Madrigal Terrain - Operation Trebuchet;@Operation- TREBUCHET;@Operation- TREBUCHET First Contact;@Pandora;" -config=CONFIG_server.cfg -ex?thread?s=?1 -port=2302 -world=empty mods param should be -mods= not mods= if you look at all your other command line arguments they all start with a "-" what the hell is -ex?thread?s=?1 🙂
  12. So for your GM Mod inclusion on your server if you grab all your files automated via a batch file. You need to use the following for the branch variable 233780 -beta creatordlc eg +app_update 233780 -beta creatordlc " validate +quit
  13. not sure what the score is this morning but last night the server files were still not available on the above steam branch. Steam issue not BIS issue
  14. This is an assumption, I may be wrong.... Having problems with high numbers of players (50-60) which comes about on free weekends. Server itself is not overloaded, missions being run have been proved before in the past with more than these player numbers....seems to be a battleye server issue not coping with the players. Been happening on and off over the weekend. My thoughts. If possible Can you increase the BE server capacity whilst these free weekends are running yplease.
  15. terox

    Mission load path

    you could create a symbolic link to your user folder, only downside to that is server will only load missions from there.
  16. terox

    Mission load path

    If this is a dedicated server then........ server runs missions from "***arma3 root***/mpmissions folder They have to be either 1) Manually selected by a logged in admin 2) Automatically loaded in a cycle using the " class Missions { }; " listing in your ******.cfg file found in your arma3 root folder You can run a mission from here that has not been pbo'd ie still in an unpacked folder which you can copy over from your user folder No Idea if TADST does this differently as i have never used it
  17. terox


    Their server. If your not happy the way they run things, you have 3 choices Use another server Run your own server Stop playing The one thing that wont help you is complaining on a forum that is specifically for Server admins and server administration expecting sympathy from the very people that give you a free gaming platform using their own time and efforts and often at their own expense.
  18. you should post your rpt into pastebin, not have a downloadable linbk for it. Have you tried debugging your issue as described in this thread ? https://forums.bohemia.net/forums/topic/172834-tutorial-debugging-server-issues-eg-not-loading-correctly/
  19. terox

    Mission name standard

    this was initially attempted in OFP, there was never an agreement because of Linux capitalisation issues and spaces. The general concensus was mission type tag ..... co, ad add an @ if it uses addons player numbers ..... 03, 99 (precede numbers less than 10 with a 0) mission name ..... whatever version v01 example co 03 mymission v01 co@ 03 mymission v01 and to keep the field empty in the mission.sqm/editor that overides the filename This way the overall decision making of which mission to load eg Mission type Minimum number of player slots required was easy to navigate for the admin when selecting a mission and tidied everthing up ideally this should have been implemented in the mission editor so a template filename system, could be automated it never happened Mission devs would create the following filename in the mission editor co_03_mymission_v01...... to save that ridiculous anbd still existing c0%2003%20mymission%20 etc etc then the server dev could quickly remove all the underscores with a mass file rename tool and jobs done
  20. well the mission you loaded requires an addon the server is not running whether you think it is or not. It isn't. So go through your -mod line looking for syntax issues etc with the mod line, the mod folder etc maybe -mod=@mod1;@mod2;mod3;mod4;@zombies -servermod=@inidb2 . should be -mod=@mod1;@mod2;@mod3;@mod4;@zombies -servermod=@inidb2 . if you used the non official but commonly followed mod folder naming convention, eg each mod folder starts with an "@"
  21. it is defined in the mission file in the description.ext
  22. Need all the rpt file not just the bit you think is important. Forget the steam hasnt initialised bit, thats normal So can do nothing but guess.... If you can find a similar line in your rpt file.. Then your server has fully loaded it is just not been seen by the outside world, most likely 1) Firewall/port issue 2) It isnt reading the .cfg you think it is and is showing to the outside world but not with the server name from the cfg that didnt load Please follow this guide and if you still cannot get your server to show up then add the requested information at the end of that thread
  23. Follow this especially the mod section If still stuck follow this If still stuck do as the debugging tutorial asks and paste that info here..
  24. terox

    Server name robbed

    Speak to those running the servers