Jump to content

adlabs6

Member
  • Content Count

    14
  • Joined

  • Last visited

  • Medals

Posts posted by adlabs6


  1. we have a server running it, but it's private as it's used by the devs for testing new stuff.  but the point is, it works on a dedi server fine.

     

    Thanks for the encouragement to keep trying to get it working.

     

    And we did today. On suggestion of one of my co-admins to experiment with adding CBA to the server, in addition to the Unsung mod, now Unsung is loading correctly and we appear to be good to go!

    • Like 1

  2. Hello,

    I'm building a mission which features a few "Armored Target" objects placed statically for visual effect near the objective area. Unfortunately, placing these objects appears to interfere with some enemy AI in the objective area, particularly technicals or armor which will continuously engage the objects.

    Is there a way I can prevent the AI from firing on the "Armored Target" objects?


  3. Yep maybe tone it down just a bit.

    Also noticed beta server doesn't need -Exthreads=1 anymore. I had to use it before to get all my content to work right. Maybe it's just me though... :rolleyes:

    I notice this too on my local testing. Hope to try this on my main dedicated soon.

    I am hoping that running the dedicated without -Exthreads=1 will improve it's performance a good deal.


  4. ;1665674']The arma2oaserver.exe already loads Arma2 Content by default' date=' so you don't have to use the -mod parameter if you don't want to load other mods.[/quote']

    Yes, this is my experience.

    However, I cannot play any of the ArmA2 content without crashes on my dedicated servers. One of my staffers and I tried several configurations last night. I'll post my results.

    Our dedicated server is using combined installs (OA in the "expansion" subdirectory), as are our two client machines. All patched to 1.52. Dedicated server is running from arma2oaserver.exe, with the switch "-config=server.cfg".

    From this, the server starts and shows in the server browser as using expansions "ca;expansion". We can join and play new OA content missions flawlessly.

    But introducing ArmA2 content, things start to break. I loaded a new Takistan mission with ArmA2 USMC units and they appeared in game... but the VON quit working for both clients.

    Any time I loaded our older missions based on Chernarus or Utes, clients would freeze at "Downloading Mission" or "Wait for Host", and had to use ESC key to back out. Dedicated server becomes unresponsive at this point, and must be restarted.

    I also tried using the switch "-mod=C:\ArmA2;C:\ArmA2\expansion" which changes the expansions listed in the server browser... but gives the same gameplay results.

    Being curious, my staffer and I tried to join some other ArmA2+OA dedicated servers from the list. On missions with ArmA2 content, we saw freezing at the same download/wait for host screen.

    I even ran a dedicated server off my local machine. Other player could connect and run OA content perfectly. Any ArmA2 content locked the arma2oaserver.exe console.

    Still looking for solutions here.


  5. New version looks great. I am seeing some areas of the river though, where the water surface stops, and I can see clearly down to the bottom of the river as though there is no water. But when I try to cross, I start to swim.

    So the water is there, but not drawing.


  6. I've been working with december on this issue. I didn't find any information on the 'animal' module so far.

    Essentially, I've been putting the animals module on the map synced to nothing. When we play, we will sometimes see what seems a nice, sparse number of random animals. Other missions, there will be hundreds of animals of all types, in very large thick 'herds'. So many that it's ridiculous. All missions made the same way in regard to the animal module, so I don't know why the different results.

    We've also noted that when those kinds of missions with too many animals are played, we get lots of network lag, sometimes severe.

    Well, ultimately we wondered if we should be syncing the animal module to a playable unit to prevent this?

×