

mach2infinity
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Everything posted by mach2infinity
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Tophe's Arma Dedicated Server Tool (TADST)
mach2infinity replied to tophe's topic in ARMA 3 - SERVERS & ADMINISTRATION
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. -
'Killed by AI' messages not appearing in bottom-left
mach2infinity posted a topic in ARMA 3 - SERVERS & ADMINISTRATION
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!-
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KP Liberation - spawn AI on oil rig and player map markers
mach2infinity posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
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!-
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[MP][CTI-COOP] Liberation (continued)
mach2infinity replied to Wyqer's topic in ARMA 3 - USER MISSIONS
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! -
dedicated server (Fixed) Dedicated server - Battleye Query Timeout error
mach2infinity posted a topic in ARMA 3 - TROUBLESHOOTING
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-
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Battleye query timeout on private server
mach2infinity posted a topic in ARMA 3 - SERVERS & ADMINISTRATION
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.- 1 reply
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Battleye query timeout on private server
mach2infinity replied to mach2infinity's topic in ARMA 3 - SERVERS & ADMINISTRATION
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.- 1 reply
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Tophe's Arma Dedicated Server Tool (TADST)
mach2infinity replied to tophe's topic in ARMA 3 - SERVERS & ADMINISTRATION
In the original post there's a second link which stills works that contains the .exe for TADST: -
FAST2 - Arma Server and Steam Workshop Tool
mach2infinity replied to Flax's topic in ARMA 3 - SERVERS & ADMINISTRATION
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. -
FAST2 - Arma Server and Steam Workshop Tool
mach2infinity replied to Flax's topic in ARMA 3 - SERVERS & ADMINISTRATION
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 -
[MP][CTI-COOP] Liberation (continued)
mach2infinity replied to Wyqer's topic in ARMA 3 - USER MISSIONS
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. -
World Invasion: Alien/Monster Attacks (Multiplayer - PVE)
mach2infinity posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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. -
Eurofighter Typhoon AWS
mach2infinity replied to pinaz93's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just to second this post that I'm also unable to access the AWS arming menu as well. Great addon though! -
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 .
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[MP][CTI-COOP] Liberation (continued)
mach2infinity replied to Wyqer's topic in ARMA 3 - USER MISSIONS
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 -
Downloading workshop content to server using steamcmd?
mach2infinity replied to jumbobreakfast's topic in ARMA 3 - SERVERS & ADMINISTRATION
Has there been a recent update to SteamCMD which only lets you download mods to a different folder than the Steam install directory? I know about a year ago, if you had the bat file pointing mod installs to any random directory (i.e. E:\Games\ArmA3\A3Files\Test), it would still install to the Steam directory (i.e. E:\Apps\Steam). Later on, they updated it so this stopped happening and it would install the mods to your specified directory. When this happened I changed the bat file to specify my Steam install directory to which it installed the mods despite it saying 'install content to a directory other than the Steam install directory'. However, recently this has stopped working for me and I've had to update the bat file to install mods to a non-Steam install directory. The issue here is I now have duplicate data in the Steam and Test directories. In the Steam install directory, if I were to create a SymLink 'Steamapps' folder pointing to the Test folder, would this work? Old bat file New bat file -
[MP][CTI-COOP] Liberation (continued)
mach2infinity replied to Wyqer's topic in ARMA 3 - USER MISSIONS
@SSG Garcia-506th IR a bit of a longshot.. 1) Have you tested with a new 'dummy' profile? Just to check it's not your current player profile. 2) Have you checked the server log files? I'll test KP 0.963 for Napf and see if I can replicate the issue. -
Eurofighter Typhoon AWS
mach2infinity replied to pinaz93's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have searched the thread but apologies if there's a duplicate post on this. I tested the EF on my KP Liberation on Taunus and noticed the afterburner kept kicking in, even on low throttle. Sometimes the AB would be on but on the scroll menu it's showing "afterburner on" (as in to turn it on). But love the addon, attention to detail and all the functionality! UPDATE In addition when I use the advanced targeting MFD and lock in GPS co-ords and drop the GBUs/JDAMs they don't track to the target. I get the errors below: -
I run a dedicated server with the following specs: Motherboard: Asus X79 Sabertooth CPU: Core i7 3930K 3.2GHz RAM: Viper Xtreme 16GB RAM DDR3 Disk drive: Samsung 960 Pro NVMe M.2 256GB OS: Windows Server 2016 (x64) I host a KP Liberation mission (currently v.963) for Altis on the server which I have modified (*) but the error occurred before I modified the mission file. The error is the server will just crash at random intervals with no obvious trigger. I have looked at the log file but it doesn't as far as I can tell detail the cause of the error or what is the error. This issue occurs when I play on my own as well as with others, but it seems to be more frequent when there are other players. There's only one instance I can recall where we had a long game about 2 hours and there were no crashes (and we were attacking Pyrgos which was quite populated with A.I). Here's some points: 1) I use a Headless Client hosted on the dedicated server machine (this occasionally drops out as well) 2) Win 10 build (previous build): the crash occurred (using the same CPU, Mobo and SSD for O/S) 3) Win 10 build: the same issue happened when I tried a different mission file which was for CTI 4) The only similarities ArmA content wise between the Win 10 and Server '16 builds were they used the RHS mods (AFRF, USAF, SAF and GREF) and CUP mods (Weapons, Units and Vehicles). See the below Launch Parameters for all mods used. But I can see another server SWISS [SF] (8-Core Processor, 4800 MHz/SSD) which has the same RHS and CUP mods so this would rule out a mod compatibility issue? 5) My dedicated server is hosted on my home network and goes through the same router as my gaming machine. Launch Parameters Log file Error Log Files and Dump Files As a first step in troubleshooting, will I have to go vanilla? Then if there's no issue test by adding 1 mod at a time? The launch parameters I pasted above have been amended since the last crash so the CBA mod loads first, would the mod load order make a difference? * just halved resource production time and changed values to '0' so there's no penalty for killing civs/destroying buildings
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Dedicated Server - Keeps Crashing
mach2infinity replied to mach2infinity's topic in ARMA 3 - SERVERS & ADMINISTRATION
I think I have resolved the issue. I initially thought it could be an O/S compatibility issue. To test my friend setup an ArmA server on his Windows 2012 server with no issue using the same mission and mods. So I setup Windows 2012 as well on my machine but had the same issue; even two BSODs - one for a memory error. I then went into the BIOS and remembered I had set the memory profile to XMP (Extreme Memory Profile) on my Asus motherboard. I put it back to automatic. I've since had long games and in one session there was 4 of us and it hasn't yet crashed. Fingers crossed!- 2 replies
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Need help setting up a modded server with HOST HAVOC
mach2infinity replied to At335's topic in ARMA 3 - SERVERS & ADMINISTRATION
When you say you can't connect. Do you mean no-one can see the server at all? Or that players can see it but it won't let them connect? If it's the former, check: 1) the arma3server.exe has been allowed on the Windows Firewall 2) the required ports have been port forwarded - see here. If it's the latter, can you share a screenshot of the error. -
battleye BattlEye Initialization Failed
mach2infinity replied to DeluxeQuackers's topic in ARMA 3 - MULTIPLAYER
Hi mate, a little late but have you tried the below? 1) join a server through the Steam ArmA3 launcher rather than the in-game server browser? 2) port forwarded port 2306 in your router like below? By the way, following the last update for ArmA 3 (1.8?) you may need to update the port forwarding rules on your router to include port 2306 (BattlEye traffic, +4) if you run your own dedicated server. You can see details on this here Steam Community Thread -
United States Air Force( 2015)
mach2infinity replied to SGT Fuller's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This looks to be a fantastic mod, thank you @SGT Fuller to you and your team for all your hard work. I understand that you are waiting until you have the first full release before it goes on Steam Workshop, which will make server admins like me very happy! In the meantime, like others have done I'll report any unauthorised uploads directly to you. -
[MP][CTI-COOP] Liberation (continued)
mach2infinity replied to Wyqer's topic in ARMA 3 - USER MISSIONS
Thanks for that man! I've edited the mission as following: Custom.sqf [Presets -> Blufor] I'm running my modified KP Liberation mission on the Taunus map. It has about 25-27 military bases. But only 19 of them have an unlockable unit despite my list above with 24 units. When I try to open the mission in Eden Editor, it won't open and just says it cannot open the scenario. But if I load it on my server I can play on it? In init_presets.sqf it has the below which I'd think would load custom.sqf as default: --EDIT-- @Applejakerie I figured it out. Just updated the kp_liberation_config.sqf with the below: -
Flax's Arma Server Tool (F.A.S.T.)
mach2infinity replied to Flax's topic in ARMA 3 - SERVERS & ADMINISTRATION
@Flax thanks for responding. Yeah I didn't mean to fix it as that's Valve's job, but rather as a workaround until they fix it. Much appreciated you taking the time to look at it. I look forward to trying out the tool. As a sidenote, the issue with downloads over 1GB timing out is due to the TTL (Time-To-Live) packets expiring once it hits around 1GB: Link