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Everything posted by Varanon
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Community Upgrade Project - CUP Terrains
Varanon replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Which one ? No, really, what pattern do you see ? The one that I see is that several thousand players can download the maps from any of our download offerings, no matter if it's workshop, our own download page, or any other source. So what pattern are YOU seeing beyond the fact that the problem is on YOUR side if no one else has a problem ? -
Yeah, good idea, I'll investigate that possibility.
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I am doing just that, although I do define parameters in cba's settings.sqf (dedicated server). However, TFAR didn't set up correctly. It always fell back to default settings. From what I gathered by looking at the TFAR code was that it expects the CBA settings to be named, for example, tf_same_sw_frequencies_for_side_server, however, this variable is not set by CBA.
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Probably fastroping and females
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What exactly does that mean ? What I think it is: the neededAddons[] for any pbo is pulled in from the pbos in neededAddons plus all the neededAddons from those pbos (and so forth) ?
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There is already the option to turn off crosshairs in the difficulty settings, but this only covers hand-held weapons. Could you expand this option to also include the gun sights on vehicles ?
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Linux Dedicated Server feedback
Varanon replied to dazhbog's topic in ARMA 3 - SERVERS & ADMINISTRATION
You are loading too many pbos -
Interesting to see the "brain" behind the AI driving, especially when stuck. What I don't get, though, is the total lack of any anticipation of objects on the road. For example, place a barrier on the road, and they will not see it. And when reversing, instead of steering towards the closest "free" side of the obstacle, they turn the other way around, towards the obstacle. Do they even take road blocking obstacles into account ? Also, the yellow line showing the planned route: Isn't it a bit excessive to pre-plan the whole route ?
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Advanced Combat Radio Environment 2 (ACRE2)
Varanon replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This was indeed the problem. Thanks for hint, saved me a lot of trial and error.- 896 replies
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Advanced Combat Radio Environment 2 (ACRE2)
Varanon replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is there any known issue with Linux dedicated servers ? I installed it on ours, the server starts up correctly and all, it even appears in the server overview in Arma 3, but I can't connect, I always get a "Connecting failed"... nothing in the server's log file or the client RPT Any ideas ?- 896 replies
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Thanks. Can you please open a ticket on bugs.cup-arma3.org ? Thanks.
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Hmm, I specifically tried spawning the chopper in the air, it worked for me. I'll check that again. What settings do you have for the AFM ?
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We have the AFMs for those choppers, too. The breaking tail rotor is completely unrelated to that. It's usually caused by a collision of the tail rotor with the ground. This usually happens if you forgot a certain memory point (rotor centers). Those are assumed to be [0,0,0] when missing, so you can see how a helicopter could hit it's tail rotor on the ground. However, the Apache does have it, so I don't know why it doesn't work.It will be investigated, though
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Ok, first of all, lose the entitled attitude. "Why hasn't it been fixed yet ?" Why, thanks for asking, maybe because it wasn't a known bug, because nobody reported it ? Or maybe we had other stuff to do ? Secondly, our AH-1 does not have pilot chatter, that's RHS. Finally, if you couldn't be arsed for more than "1 whole year" to find our bugtracker and report a bug, you hardly have the right to complain about it. I tested it, and yeah, you are right, the tail rotor breaks. No idea why, the appropriate data is in, so it should work. Yes, it will be looked into, but your bitching and your general attitude does not really help in accelerating this. Please go to bugs.cup-arma3.org and report the bug, and if you behave like a human being, you have a good chance that the problem is fixed in an upcoming patch. Thank you.
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I hope you are kidding here because if you don't, that's ridiculous. Just for your kind information, Arma isn't the meaning of life for us modders either. But if getting shitty bug reports is a self-chosen fate, then it is YOUR damn self chosen fate if you have problems with the game that you start once a week. Well, fine then, if you don't want error messages littering your precious once-a-week-experience, then don't use mods, and if you do, don't you DARE to complain about them not working. No one is 'forcing' anything on you. Just don't use mods, then you will not have any problems.
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ACE3 - A collaborative merger between AGM, CSE, and ACE
Varanon replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just wanted to say "Thank you" to the ACE team. Our clan had our first session with ACE tonight, and we're blown away by it (both figuratively and literally, grenades are more deadly now, hehe). We'll be playing with ACE from now on. Thanks a lot, guys! -
All Mi-24 variants, now available through Virtual Garage http://imgur.com/a/dtRu4
- 6013 replies
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I just had a look, and indeed, the Dummy Infantry PBO lists CUP_Weapons_DMR in it's requirements. CUP_Weapons_DMR was at one point renamed to CUP_Weapons_M14_DMR (don't ask why, really), but a backward compatibility "empty" CfgPatches class was added. Please verify that your CUP_Weapons contains addons/CUP_Weapons_M14_DMR.pbo
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Steam should resume downloads, shouldn't it? Sent from my SGP511 using Tapatalk
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Newest addition to the UN arsenal
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Same rules apply, the FHQ_fnc_ttSetTaskState must run on the server. What error message ? And what how exactly does it look ?
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Please read the link I provided. If you do have a CfgRemoteExec, then it functions as a whitelist, meaning that every function must be specifically whitelisted, so of course, this also affects FHQ Task Tracker. If you don't have this class, it's not necessary. But do note that it is not only description.ext, but also other mods might impose this. Getting back to your problem. Are your player characters of side "west" at the time of receiving the task ? Are they setcaptive (which essentially turns them into civilians) ? For the record, I entered that line you posted above into the console and executed it, and it added the task just fine, so whatever it is, it must be on your setup
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Just to make sure, you're not blacklisting anything on the server ? remoteExec is subject to a whitelist, as soon as you have a class CfgRemoteExec in your description.ext, campaign or add, you will have to specifically whitelist functions that are remote executable. See here for an explanation
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Please quote the full content of what you have in the trigger
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Does the trigger actually, well, trigger ? What happens if you execute that code from within the debug console ? Edit: The function name is of course FHQ_fnc_ttAddTasks, i.e. with a plural 'S' at the end. Sorry about that