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mach2infinity

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About mach2infinity

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  1. I'm using TADST again to test some things and I can see the server in my browser but for some reason I can't see the mission nor mods. Is this to do with the fact that "steamProtocolMaxDataSize = xxxx" isn't in the server.cfg? There's no place for me to enter this in the tool and you can't edit the server.cfg as changes will be overwritten.
  2. As the title states. Whenever an AI kills a player I don't see the text in the bottom-left stating so as it would do when a player dies or is killed by another player. What I'd like to have is this: I run my own private dedicated server using a modified KP Liberation mission (0.96.7a - latest). In the arma3profile the 'killed by' setting is enabled with deathMessages = 1. In the role select screen in Parameters, under Debug Messages I have Killed Units enabled in case it did something Having done a search I did find this Reddit post where users suggested using event handlers such as on the BI wiki: However, I found a tutorial video about event handlers and in that one the text only appears in the top-right corner rather than the system chat at the bottom left: Am I missing something? Is it expected behaviour for when AI kills players to be displayed like it does with PvP when death messages is enabled? Or is this something that's only enabled through scripting such as event handlers? Thanks!
  3. Hi. There's a two issues I'd like some help with for a KP Liberation mission I've created for the Chernarus 2020 map: 1) I want to add an oil rig as a factory. I've added the factory marker in the editor as below where I've experimented with changing its height. However, when I play the mission on the server and enter the capture zone, the bar just fills up blue with no AI spawning. I've only managed to spawn AI twice: once in mid-air where one died and the others vanished and another where a BTR-80 was in the water. Would I need a separate script that kicks in just for spawning OpFor AI on the oil rig? In the second screenshot there's respawn positions that came with the composition which I normally delete before saving. Can they be used instead? 2) I'd like to have active/dynamic playermarkers back just like in this thread. If you unPBO the mission, there's a GREUH_playermarkers.sqf file which I gather must be what I'm after. However, in the Parameters screen it's something that's only available under the GREUH player menu not KP Player Menu but GREUH doesn't work. How do I enable it for KP Player Menu? I know this can cause issues but for my mission I'm not using the Steam Workshop version and instead using the mission.sqm and all the folders/files in Missionframework from the GitHub site. I have also asked on the Discord channel (KP DEVELOPMENTS -> # kp-liberation) but unfortunately no one could help. Although someone did suggest because it's a composition rather than a single 'asset' (i.e. a house) I'm using and/or being on the water this might be what's causing the first issue? I have asked on the KP Liberation thread as well as the Discord server but unfortunately no one's being able to help so far. Thanks in advance!
  4. mach2infinity

    [MP][CTI-COOP] Liberation (continued)

    Hi. There's a two issues I'd like some help with for a KP Liberation mission I've created for the Chernarus 2020 map: 1) I want to add an oil rig as a factory. I've added the factory marker in the editor as below where I've experimented with changing its height. However, when I play the mission on the server and enter the capture zone, the bar just fills up blue with no AI spawning. I've only managed to spawn AI twice: once in mid-air where one died and the others vanished and another where a BTR-80 was in the water. Would I need a separate script that kicks in just for spawning OpFor AI on the oil rig? In the second screenshot there's respawn positions that came with the composition which I normally delete before saving. Can they be used instead? . 2) I'd like to have active/dynamic playermarkers back just like in this thread. If you unPBO the mission, there's a GREUH_playermarkers.sqf file which I gather must be what I'm after. However, in the Parameters screen it's something that's only available under the GREUH player menu not KP Player Menu but GREUH doesn't work. How do I enable it for KP Player Menu? I know this can cause issues but for my mission I'm not using the Steam Workshop version and instead using the mission.sqm and all the folders/files in Missionframework from the GitHub site. I have also asked on the Discord channel (KP DEVELOPMENTS -> # kp-liberation) but unfortunately no one could help. Although someone did suggest because it's a composition rather than a single 'asset' (i.e. a house) I'm using and/or being on the water this might be what's causing the first issue? Thanks in advance!
  5. I want to note that whilst I have fixed the issue I'm curious to know what caused the fault and to help anyone else who'd experiencing the problem and looking for solutions. A bit of background information: I've been hosting my own dedicated server for a while and because of the 'integer flow' issues with Fast2 I reverted to TADST as my go-to server tool. The server is hosted locally on my home network. Inexplicably I started to get Battleye query timeout errors on my server despite having made no changes nor had there been an update to ArmA (AFAIK). The first time I just re-installed the server which fixed the issue. However after two weeks or so the issue returned and it took me a while to troubleshoot: 1) created new server profile 2) reinstalled ArmA server 3) disabled firewall 4) double checked ports are open on router 5) rebooted router 6) attempted this Battleye fix: on my client machine I deleted arma3battleye.exe and battleye folder from ArmA folder (Steam -> steamapps -> common -> Arma3), deleted Battleye files from Common Files (Program Files (x86) -> Common Files -> BattlEye) and deleted Battleye folder and missions from MPMissionscache in localappdata then verified game cache on Steam. 7) disabled all 34 mods 8)enabled UPnP on TADST but this only worked for one session RPT file here Because I had heard of the Faster tool (rebuiild of Fast1) through using Fast2, I decided to give it a go as I had eliminated every other cause besides the tool. After I had ported over my KP Liberations saves, lo and behold it worked without issue. I know with troubleshooting it's a process of elimination by being methodical and going step-by-step. But if in my situation and switching server tool to Faster or another that works (not aware of any) then it'll save you trying all the other fixes. TADST is an old and otherwise good tool but it was last updated in 2017. Perhaps that's the issue? Although people still use it without this issue AFAIK. Either way if anyone is able to shed light on the cause then I'd appreciate it! Thanks, M2I
  6. mach2infinity

    Battleye query timeout on private server

    It won't save the changes to my original post so I'll have to write it here: In case it's relevant. I'm still using the same TADST (and Fast2 and Faster) folder as before the reinstall which I backed up containing the .ArmA3Profile files in order to save my mission progress. EDIT I'll try creating a new server profile and also disable all mods to see if that makes a difference. If that fails I can try running the server from the Faster application which I've not done yet as I intended to copy my save over before I encountered the issue.
  7. I have my own dedicated server running the KP Liberation 0.96.7a map with 34 mods using the TADST server tool. Recently I've experienced an issue where it'll disconnect me after 2-3 minutes with a message "you were kicked off the game. (Battleye: query timeout)". This issue doesn't occur on a public server I connected to. Troubleshooting 1) reinstalled ArmA server 2) disabled firewall 3) double checked ports are open on router (screenshot) 3) rebooted router 4) attempted this Battleye fix: on my client machine I deleted arma3battleye.exe and battleye folder from ArmA folder (Steam -> steamapps -> common -> Arma3), deleted Battleye files from Common Files (Program Files (x86) -> Common Files -> BattlEye) and deleted Battleye folder and missions from MPMissionscache in localappdata then verified game cache on Steam. I've included the .rpt file below: I'm at a loss what else I can try. I've come across this post but as I use TADST it won't save any changes to the server.cfg. The only other way would be create a shortcut pointing to a different server.cfg but there's not enough space in the target line to fit all the mods I use (apparently you can use a batch file but not sure how to do that). I experienced the issue a few weeks back and the issue was fixed only after reinstalling the server which I've already tried. This must be coincidence but the issue reoccurred after I installed the Faster.exe tool - I hadn't actually ran a server from it yet only setup profile and settings. Any help would be appreciated, thanks.
  8. In the original post there's a second link which stills works that contains the .exe for TADST:
  9. I haven't played ArmA since I last posted hence the delay. I've fixed the issue, I had to do a profile rebuild to fix it.
  10. I'm having an issue with using Fast2 where it doesn't save any changes even after I've tried a reset. Initially I had an issue where it would crash immedtiately, I think I changed the folder and re-ran it to fix it. The problem now is it doesn't save any changes made in the application. For instance, if I import a new mod list and tick the box 'Check for Steam Mod Updates on Launch' then save to the profile. When I restart the app none of changes are applied. If I delete that profile and restart, the profile's restored. I've even tried doing a reset (using the 'Reset Fast' button) and deleted the folder then copying back. I'm not sure where it's saving my old profile data. I'll raise it on the Discord server. Cheers
  11. mach2infinity

    [MP][CTI-COOP] Liberation (continued)

    Hi guys, I've added the excellent VME PLA mod (Chinese armed forces) to my server. However, when I tested the latest mission (0.96.6) on Tanoa, none of the enemy AI spawn. In the KP Liberation config file I've changed the OpFor arsenal preset to '0' so it's custom. In the OpFor preset folder I edited the custom.sqf and swapped everything with PLA class names. I've ensured there's no missing/misplaced characters or spaces. In my experience if it's the latter the map won't run properly. But I shouldn't assume. The PLA come under the 'Independent' group in the Eden Editor. But given there's a NATO.sqf in the OpFor preset folder this shouldn't be an issue? Anyone willing to quickly check the SQF: Custom.sqf Much appreciated. --EDIT-- Nevermind, my fault. I had entered "." instead of "," after one of the class names. Thanks again to veteran29 for help in the Discord chat.
  12. I keep coming back to ArmA and the one thing that's always circled in my mind is the idea of a server event/mission where an alien force/monster begins assaulting key positions across the map (perhaps population centres) and the job of the players is to delay/halt the advance of the enemy before eventually killing them. You'd get to deploy FOBs and forces as you see fit, command your own units and work with others with a Commander role to co-ordinate things. Perhaps there's a capital city you must defend at all costs to prevent losing the round. As you progress, you gain 'prestige'(*) which is the currency you earn to spend on upgrades and unlocking new and powerful weapons and units. For the antagonists, the aliens could be the Tripods from War of the Worlds and the monster could be Cloverfield monster. The enemies would have a lot of 'hit points'. The Tripods obviously have the shield but unlike the 2005 film their shield weakens with each hit and the bigger the ordinance the more that shield decreases where they'll then march towards your 'HQ' and you have to stop them. The Cloverfield monster would have a hardened armoured skin or carapace which you have to chip away at with heavier firepower. Also in Cloverfield you had those arachnid-like parasites which are extremely fast and mobile so they could be a threat for the towns and cities. In amidst all this there'd be an element of having to save civilians and refugee caravans or something just to heighten the challenge and difficulty. From an addon making perspective, the size of the Tripods can vary a little but they max out around 150ft so I'm hoping this is within the presumable poly-limit of ArmA? I suspect for Cloverfield monster being between 240ft-300ft this would be more of a challenge? Just wanted to run the idea by you guys and see what you think. Personally I've always been really keen to see an Independence Day or Battle:LA type scenario so if there's an appetite for it then it would definitely be worth looking into (and for me to start learning how to use Blender and make addons for ArmA!) *There was a good turn-based strategy game called People's General (yeah I'm old) and it had the UN (Basically NATO and Russia) vs China and I thought a clever money system was prestige. Because the more objectives you complete, the greater the recognition and the more money would be given to the military right? Which feels a bit more ground than earning money from captured towns or whatever.
  13. mach2infinity

    Eurofighter Typhoon AWS

    Just to second this post that I'm also unable to access the AWS arming menu as well. Great addon though!
  14. I run my own server for KP Liberation which is small but runs 27 mods, all of which you can subscribe to on Steam Workshop. The mods include BWMod, CUP, 3CB BAF, POOK SAM Pack among all the others. I run the Altis map so obviously there's lots of locations to liberate and there's a ton of equipment, weapons and vehicles for you to prosecute the liberation war against CSAT! Some of the kit you can use includes the Challenger 2 MBT, Leopard 2A6 MBT, Patriot SAM Launcher, C-RAM truck, F-18, Eurofighter Typhoon, Harrier Jump Jet and many others. I'd say I'm looking for a relaxed environment for players so we can all have fun but also for those who like playing coop games and working with others for a common objective. I've got the server details below in my signature so you can easily find it. Look forward to seeing you on the battlefield .
  15. mach2infinity

    [MP][CTI-COOP] Liberation (continued)

    Yes, you can do this yourself by un-PBOing the mission file then editing the Custom.sqf file (Presets -> Blufor). You just need the class names which you can get from placing the objects in the editor. Example
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