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tophe

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Everything posted by tophe

  1. Version 2.8 released. See first post.
  2. I released it to Armaholic yesterday, the official release should be up soon.
  3. Thanks guys! And big thanks to Baconeo for bringing this to my attention.
  4. Hello friends! This thread stopped notifying me for some reason, so I missed all the new stuff going on. I'm working on a fix and I hope to release it this week. I would prefer to not have several versions floating around, since I get tons of support emails every week (though most of them are "yo tool brokenz. My serverz only visible on LAN, pleez fix now", which I take the liberty of ignoring). Would it be alright with you guys if Baconeo adds a link here in the thread for his fix, and then take it down when the official release comes? I have also answered Baconeos email and invited him to add to the source code. Maybe also, Baconeo, if you could mark that version so that it's very clear that it's your fixed release. Just to make it easier for me to answer emails. Also. Please point me to the most accurate and complete documentation of the new difficulty system. It will save me time trying to figure it out. Thank for sticking in there everyone! Even though I'm not here as much as I wish right now, it's still the best game community ever! // T
  5. I'm making a script that will either run once or in a loop, depending on what the user put in. The problem is that if I break the While condition within the while-loop it will not even run once. Lets say I do this: nul = [this, false] execVM "myscript.sqf" _loop = _this select 1; _run = true; while {_run} do { doThis; doThat; if (!_loop) then {_run = false}; }; Then it seems it will first check inside the while-loop and turn the _run switch off before even executing the loop - so the doTHis and doThat will not execute. If I run it like this: nul = [this, true] execVM "myscript.sqf" it will keep looping. I'm thinking what should happen is that it should run until the if-statement comes and then switch _run to false, go back up and realize that it should stop and then quit. Any help appreciated.. ***** edit Now it works.... Seems I did a typo!
  6. Thanks for the feedback though. I will contemplate a clearer way to do this. I did try to get the dropdown into the actual list, behind every mission. But that made it impossibly slow. Will think of something....
  7. The difficulty drop down in the Missions tab sets the difficulty for the currently selected mission. If you click the green tick it will set this difficulty for all missions in your cycle list. if you select your mission again after saving, the drop down should show the correct difficulty for the selected mission.
  8. Performance Tab: Might look into that in the future, for now I find it more intuitive to use standard bandwidth units Mod Tab: Not sure what you mean here. The paths of an added mods are already written out. And you can drag and drop multiple mod folders in the mod window. Difficulty tab: In the difficulty tab you configure the settings for difficulty levels. In Missions tab you choose the difficulty level for each (or all) cycled missions. Details Path: Not sure what you're after here, but TADST will only work with the ARMA folder you put it in (for now)
  9. Don't know much about Headless Clients. You'll have to read up on it. But the IP boxes sets HeadlessClients[] and LocalClient[] in the config. As for the AI system - no it's not updated yet. I'm on it :-) I need to do some more research - hard to find unambiguous information on it. Thx for the links. Most of that information applies to mission scripting though. I need to find out exactly what you can set in the server config, and what the defaults are...
  10. Will using -filePatching startup parameter with allowedFilePatching = 0 for the server give the same result as starting without filePatching at all? I mean is allowedFilePatching = 0 the default value? That will be used if no file patching settings are given? The reason I'm asking is that I'm putting this into my TADST application.
  11. Great. I'll look into it. For now -filepatching is always on for the server, and then you can choose 0-2 for alloweFilePatching where 0 is default.
  12. Thx man. 1. Mods tab I'll see if I can fix the hiding thing. I have an idea for it. As to adding more folders.. You can drag and drop multiple folder directly o the mods window 2. Yeah, I've been working on a different system there. Need to do some research on the difficulty settings. 3. There are some other reasons as well, but I check for the MP folder as a control. Might change this for an upcoming version. Thx for the feedback.
  13. Thanks guys! Let me know if anything is messed up and please fill me in on what needs to be added (only critical updates for next few ones)
  14. New version up. See changes in first post! Please try it out and let me know if some new problems was introduced. I'm already on the next iteration. Also added a temporary extra download link. Armaholic seems to have big problems with their downloads. Thank you Foxhound! For supporting and hosting for so many years!
  15. tophe

    Esus Server A3 Administration Tool

    Nice work! And thanks for the shout out. Keep at it!
  16. Hey guys. Gonna make a new try... Life's been in the way, but I see a lot of people are still using the tool. My plan is to continue supporting it. I've been away from the community and have hardly even started Arma3 during 2015. But I'm gonna try to play a bit more this year. Now I need your help. What are the non working things with TADST? And what critical settings must be added to make it work? As stated earlier, I'm not looking for a wishlist for features, like process monitoring etc. I'm looking for new Server features and changed setting standards. So... any seasoned server admins out there that want to fill me in?
  17. I'm workig on my next release of TADST. Trying to get the difficulty settings up to date. I'm wondering... Are the change limitations on the different levels hardcoded on the server? For example here: https://community.bistudio.com/wiki/Arma_3_Difficulty_Menu#Difficulty_Menu It says on EnemyTag that it's changeable on Recruit, but not on Veteran and Expert. Is that just for the ingame menu or does these limitations also apply for the server? i.e. Setting EnemyTag = 1; in the settings for expert has no effect?
  18. Where is the latest information on AI configuration? There has been some problems with that. I want to get that sorted out for this release as well.
  19. Ok.. Now I have a few days off. Gonna get the critical stuff ironed out over the next two weeks. Sorry for being so slow. Real life, family, work, touring has taken all my time. I need your help! I'm not looking for a wishlist right now, or for integration with new 3rd party mods and tools. I just want to first get this thing rolling again. So, those of you that have solid insight on server administration: What do I need to update in the first release? What is critical?
  20. I hope I have time to look at it within a few weeks. There seem to have been a lot of updates to Arma since the last release.
  21. This script will allow you to have a unit patrol a house, randomly. All you need to do is place a unit close to a building and init the script on it. The script will then check how many available building positions there are in the closest building of the unit, and place him randomly at one. Then he will start patrolling the building. Every time the unit reaches it's waypoint inside the house it will stay and wait for a short while, before moving to the next point. The amount of time the unit waits is random. So you'll never really know how long the unit will stand still. It works in Multiplayer as well as Singleplayer. >> ARMAHOLIC DOWNLOAD << HOW TO USE: * Just put this: guard = [this] execVM "HousePatrol.sqf" in the init field of a unit and put it next to or on a house. OPTIONAL SETTINGS: * You may also set the behaviour of the unit by putting the preferred behaviour in the array. Like this: guard = [this,"COMBAT"] execVM "HousePatrol.sqf" You may put any of these five: * "CARELESS" * "SAFE" * "AWARE" * "COMBAT" * "STEALTH". If you don't put anything the default "SAFE" will be set. * There is also an option to set the maximum amount of time (in seconds) that the unit will wait before moving to the next waypoint. To use this option the behaviour option must be set too. Example: guard = [this,"SAFE",50] execVM "HousePatrol.sqf" If you don't put anything the default value of 30 will be set Use 0 as value if you want the guard to patrol continuesly. VERSION HISTORY: v1.1: * Optimized the code for better performance and no error codes. * Added a workaround for a game bug where some buildings are missing data. v1.0 * First release for Arma 2 KNOWN ISSUES: Sometimes ArmA2 has some problems with pathfinding and getting units to report if they have finished or failed a task. To get around any such problems the guard will be given a new command if it takes more than 90 seconds to finish the last command. Some houses seem to be more difficult for the AI to sort out. Some buildings are not able to be identified, due to a bug in ArmA 2. A unit placed close to such a house will be put in the nearest identified house. Some buildings are missing building positions, this is a game bug. When a unit it place close to a building it can not patrol, it will stay where you put it in the editor and a chat message will tell you about the problem. If the unit is given a name you will be told which unit that can't patrol the given house. /// Tophe of Östgöta Ops [OOPS], Sweden
  22. I'll be working on this a bit again this spring. I might set up some kind of issue tracker for it, but this thread is gold to me. Too much other stuff in the pipe I'm afraind. I have only played Arma 3 a few hours myself since release :-/ But I won't drop this project. So keep your bug and feature reports coming in. I'm especially interested in the latest info on all the port business... I'll also look into the Steam Workshop mission downloads. Thanks for using and supporting TADST!
  23. Well, I guess we all have different purposes. I do all my stuff because it's fun, and also because it's fun to help people. I think that goes for most developers. If you feel so passionately about it you really should pursue the skills you mentioned and form a team. You might do an excellent job with it! I reacted a bit to that it sounds as if you think people kind of "owe it" to the community to do what people want them to do - not what they want to do.
  24. Well... most important thing to remember. People do this for fun. It's not a job. You don't sit up night after night and code stuff for a game to make the world a better place. You do it because it's creative and fun. You get an idea, then you see what it looks like in reality and then you share it. Simple as that.
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