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Tankbuster

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Everything posted by Tankbuster

  1. Tankbuster

    RHS Escalation (AFRF and USAF)

    It is a lovely thing, that..
  2. Tankbuster

    helicopter throttle/collective problem

    Oh wow. This is a revelation! I'll be trying this later today
  3. Tankbuster

    Authority 20 player coop.

    Mission version 1.18.4699 is released, download links on first page There's now, at long last, a Cam Lao Nam version. Due to limitation in mission design (the mission must have a large transport aircraft, among other things), this version of the mission has players as CTRG BLUFOR fighting the CSAT OPFOR AI. Many of the secondary missions feature Prairie Fire assets such as the VNA and the VC. Other significant updates: The convoy kill mission should now start much quicker. The route choosing system has been greatly improved, also van_02 have been removed from the spawn arrays as their driving is terrible. Fixed various crashes and lockups including the problems in the runway wreck clear secondary mission Music plays during mission set up. Added because clients were sometimes crashing at this stage and the music stopping was a good diagnostic sign the player had crashed. Left the music in. [4600] Removed: Deprecated file and references to it (do_laserdesigasset) [4601] Added: GV values for CLN; civdestinations, infrastructureobjects and interestingobjects [4602] Updated: CLN updates for VIP escort secondary mission [4603] Updated: CLN updates for destroy asset from distance secondary mission [4604] Updated: CLN updates for destroy bridge secondary mission when using road bridge mode [4605] Updated: Some roadbridges on CLN have separate bridge support models, so check them for possible destruction [4606] Removed: Debug from destroy bridge secondary mission [4607] Changed: Bighouses GV has buildings with only 9 positions. Blacklisting for barricade defend secondary mission adds CLN classnames [4609] Changed: SM manager doesn't choose man roadblock secondary mission on CLN [4610] Updated: Blacklists for CLN in destroy cache secondary mission [4611] Updated: CLN handled differently from other lush islands by GV.sqf [4611] Added: CLN classnames to spawn crew and vehicle function, barricade defend SM and counterattack SM [4612] Updated: CLN classnames for bigartyvehicles GV [4613] Updated: CLN classnames for kill 1 man SM [4614] Updated: bighouses GV doesn't include piers (they have building positions) [4615] Updated: CLN classnames for kill 1 man SM [4616] Updated: More destinations for VIP on CLN [4617] Updated: Blacklists for kill1 man SM on CLN [4620] Internal build [4623] Updated CLN classnames for kill 1 man on CLN [4624] Updated: Better group creation for kill 1 man. Can be indi or opfor [4625] Changed: More separation of CLN from other lush terrains. Also removed van_02 from AI driven mission as they are terrible [4626] Updated: PF classnames to opforhelis GV [4627] Internal build [4628] Added: trucktypes to new CLN case in gv.sqf [4630] Improved: Slowed client init because it gets ahead of server on CLN [4631] Internal build [4632] Added. On CLN, music plays during client init (useful to see if client crashes during init) [4634] Updated: Enemies spawn closer in barricade defend SM to improve AI routing and speed the mission up a little [4635] Added: Experimental code to find road routes in server init [4637] Improved: pointisinbox function less crashy and can use alt syntax of boundingboxreal [4638] Removed: remarked out code tat looks for road routes during init [4640] Removed: PT marker changing to pink when last few AI enter stalk mode [4641] Fixed: waypointstatements calling server scripts on clients [4642] Improved: Forward vehicle has more ammo [4643] Fixed: tky_findsafepos should not return position that might be inside large rocks [4644] Improved: Any units that might be inside rocks when stalk starts are deleted [4646] Improved: Overly aggressive vehicle cleanup after first PT [4647] Changed: Choosenextprimary always chooses a civ town as the 2nd PT so SM manager can choose runway wreck clear SM [4649] Fixed: SM manager sending istowncoastal function a position instead of a logic [4650] Improved: When a server become non empty, all vehicles are refueled in case they've been idling for days in an empty server [4651] Added: Music plays on client during setup [4652] Fixed: Keying errors on CLN data file [4656] Removed: Remarked out route finding code that runs during mission init. It's far too slow [4660] Added: datagen folder and dev tool makeroutes script that grabs routes outside of runtime [4662] Added: staticdata.sqf file that will contain, among other things, ai road routes [4668] Improved: Backstory for blueconvoy SM. Spawn some dead drivers and some craters [4670] Changed: convoykill and destroybridge on run when targetlandmassid is 1 on all terrains [4672] Added: RHS classnames for bluconvoy SM [4674] Changed: If an engineer is playing some vecs are damaged in bluconvoy SM [4676] Improved: logics now have a vehiclevarname the same as their logic name [4677] Changed: convoy kill mission takes string from logic vehiclevarname and gets the logic actual name from it [4681] Improved: Beachhead pefers to spawn on flatter ground [4682] Improved: Makeroutes disables lots of stuff in mission so it can run faster [4683] Improved: showlogics outputs more data [4685] Improved: Solved double exec bug in calculatepath by waiting for a route that is at least 100 long before returning [4686] Improved: Better blacklisting in findroute and removed all sleeps. runs much faster [4693] Fixed: Building misplaced in Son Tay hidden because it blocks a road (reported to dev) [4694] Improved: Spawn loop fir PT is now max 5 times (a 450 town previously was 6 and was lagging clients) [4695] Changed: Lo Vien is now an orientation logic, not a town as it's empty [4696] Improved: Dev tool show logics better output [4698] Improved: San Bay airbase made smaller and some helicopters removed from composition so they fit within the new radius [4699] Build and Publish
  4. All my shownhud returns are true - my theory is that it's more related to server difficulty. Yes, positioncameratoworld and lineintersects are going to do the heavy lifting, I'm sure. I'd want it to work on both map and world GUI, so a TP on the map will also render on the world GUI, and vice versa. Not sure if that's practical yet.. still working through it in my mind.
  5. It depends on the simulation and ruin type of the building. In the config "DestructionEffects" >> "Ruin1" >> "type" shows how the building's destruction will be handled. If this isn't empty string, then you can do as that comment describes. What actually happens is the building is moved 100m under the terrain and replaced by a ruin model. When you want to effect a repair, delete the ruin and setdamage 0 to the sunken building and it automatically leaps to the surface. Many buildings do nothing when you damage them, so mission makers need to be careful which they choose
  6. Guys, Not exactly sure if this is the right place - does this forum cover Linux dedi server issues? Anyway, my mission runs just fine on a Windows server with Windows clients. But a couple of guys run a Linux dedicated server and they report the mission doesn't work properly. As I don't have access to their box, I can't be completely sure what's going on, but I do have a relatively verbose RPT to look over. First off, it seems the waitUntil command doesn't work quite right in initServer.sqf. _handle2 = [] execVM "server\missionsetup.sqf"; waitUntil {scriptDone _handle2}; Works fine on Windows dedi, but on Linux, the waitUntil never releases. (yes, missionsetup does complete, I've observed that) I changed it to _handle2 = [] execVM "server\missionsetup.sqf"; waitUntil {missionrunning}; Where missionrunning is a publicvariable set by missionsetup.sqf and it works fine on both servers. So, the above notwithstanding, is there anything special I need to be aware of when authoring a mission that will be run on a Linux dedi?
  7. Tankbuster

    The A3 universe?

    Guys, Ive never played campaigns, so I've missed out on a lot, if not all, of what the Armaverse has to offer. Does anyone have a summary of the background of the A3 lore? I don't know if it ties together Altis and Tanoa, but I want to learn. Thanks
  8. Tankbuster

    Banned by Game Developer

    Oh, I see now, yes you're absolutely right. I thought this was simply about you allowing your account to be compromised, when all along, it's someone else's fault.
  9. Tankbuster

    Banned by Game Developer

    I admire your tenacity, if not your grip on reality.
  10. Tankbuster

    RHS Escalation (AFRF and USAF)

    Count me out too. I've got 3 accounts, all of which are subscribed to Blastcore, but none of them actually use it.
  11. Tankbuster

    Authority 20 player coop.

    Another release fixing a potential stall of the runway wreck clear secondary mission that breaks the mission Praire Fire version is still a work in progress. The configuration of Cam Lao Nam's airports was a particular problem and required a major rewrite of both the runway wreck clear and runway crater clear secondary mission. The convoy kill mission also needed lots of work as the road network on CLN has problems for AI drivers, particularly on bridges, and CLN has a lot of bridges. It is coming soon, but life, work and parenting take up a LOT of time, though my tests of the mission on CLN are really looking amazing, it's a wonderful terrain and I have high hopes for the mission on it. Updated download links in the first page and full changelog in the spoiler below.
  12. Tankbuster

    Windows client on linux server, odd behaviour

    Note this was something from 3 and a bit years ago and although the user who reported it is still active, I don't know if he still plays the mission and uses a Linux server. It ma have been fixed meantime too. Don't know. 🙂 PS and OT, while you're here.. are you likely to be doing dep_worldname data for Cam Lao Nam?
  13. Tankbuster

    Stuttering in multiplayer

    Nothing in the specs of this machine are noticeably weak. The RAM seems a little slow but it's the default speed for DDR4. Overheating would seem to be the first thing to rule out. Are you in the UK, or somewhere else it's been unseasonably warm recently?
  14. Tankbuster

    Windows client on linux server, odd behaviour

    Hi mate. I'm following your ticket on github and was about to chip in. A Linux server had a similar problem and it was related to scripts not handling the script handle reliably. As I said above,the only way I could unbreak this was for the called script to set a global variable flag on completion and have the calling script wait for that.
  15. Tankbuster

    Cannot Play/Edit this Mission

    The server hasn't loaded the addons. I know you are convinced it has, but it hasn't.
  16. Tankbuster

    The A3 universe?

    That's excellent, thank you. Arma 3s wikipedia page has another overview. https://en.wikipedia.org/wiki/ARMA_3
  17. Tankbuster

    The A3 universe?

    Now that the beer has worn off, I can ask the question in a sensible way.. What is the Arma 3 backstory?
  18. https://community.bistudio.com/wiki/apply
  19. Tankbuster

    Authority 20 player coop.

    Bug fix update taking the mission to 1.16.4555 The Pairie Fire version is coming, but a lot of parts of the CDLC are unlike BI standards and so bringing the mission to Cam Lao Nam is taking longer than expected. First versions will use the terrain only - the units and vehicles will be Apex units, mostly CTRG vs CSAT. This is because there aren't enough assets in Prairie Fire for Authority to work. It must have a large fixed wing transport aircraft on BLUFOR for example. Updated download links in the first page and full changelog in the spoiler below.
  20. Throw your system in the bin and with an empty credit card, spend lots on a new one. And then spend some more.
  21. Tankbuster

    Authority 20 player coop.

    Another minor update, primarily fixing an issue caused by me having a variable identical to a newly created command. There's another bug that is kicking my arse and I'm not sure if this build fixes it (the runway wreck clearance mission stalls and I don't know why) so expect anther build soon. MIssion is now 1.16.4514 Download links in the first post as usual
  22. Tankbuster

    Authority 20 player coop.

    A quick update to the mission taking it to 1.16.4507. Download links in first post Added new classnames from recent RHS update
  23. Tankbuster

    Authority 20 player coop.

    MIssion updated to 1.16.450. Downlods links in first post 2 new secondary missions; Players are tasked with eliminating a HVT, but when they get eyes on, he bolts. The chase is on - he runs to a car and from there drives to a helicopter or boat. Kill him before he gets away A simplified rework of an existing mission, players have to fly to the nearby destroyer, collect some supplies using sling load and return safely to their airbase. 3 different patrol scripts now in use for greater variation. (Thanks to @dreadpirate) for his help in using UPS correctly) More foot soldiers in primary targets Better cleanups while server is empty Group indicator runs by default on players Improved playability for final stages of Primary Target. Last few AI don't have to be searched for, they come after nearby players Full changelog in spoiler below
  24. Tankbuster

    Urban Patrol Script

    Yes, that works - and it's given me some insight into how he works with passed parameters. Thank you.
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