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Everything posted by tophe

  1. Tophes Arma Dedicated Server Tool (TADST) v3.1.0 by Tophe of Östgöta Ops [oops] DOWNLOAD LINK: HERE (if it doesn't work for you, right click and chose Save link as...) =============================================== 1 MINUTE HOW-TO QUICK GUIDE TADST v3.1.0 The Armed Assault series allows an amazing array of settings to freely customize dedicated servers. This means you will have to edit quite a few config files to get it running the way you like. TADST is a tool that will greatly simplify this. All you need to do is to choose the settings you like. Then the application will create all necessary files according to your settings and start the server with the appropriate arguments. All necessary files will be created in a folder called 'TADST'. You can save different profiles to easily switch between server setups. In the folder TADST a new folder for each profile will be created. This folder contains all files associated to the profile. INSTALLATION ============= Copy the file 'TADST.exe' to your Arma game folder. * Note that it's important that the file is in the game root folder i.e. C:\Games\Steam\SteamApps\common\Arma 3 * If you are upgrading from an earlier version of TADST you should delete your old TADST folder so the program can create new settings files. You also need to have .NET installed. QUICK START ============= Set up your firewall. To run a dedicated server you must make sure you have set port forwarding correctly in your firewall/router. Normally you need the ports 2302-2305 to be open. Click the port info button to get info on your selected ports. Set Server Name and Server File TADST is set to start the server with default settings so the only two things you need to set to get a server up and running is Server Name and Server File. If you double click the text fields, TADST will try and set appropriate values. FUTURE PLANS ============= Options for allowedFileExtensions, allowedPreprocessFileExtensions, allowedHTMLLoadExtensions, allowedHTMLLoadURIs Options to launch headless clients Steam server update thingy Individual difficulty settings on missions System for setting Mission Parameters. Start as service. Process monitoring, restart server on crash. Remote server/client protocol (probably wont't happen, but hey) SUPPORT TADST ================== I'm doing this for fun and for love to the community, but if you like TADST you can support me by donating some coffee-money. You can also follow my music project Meadows on facebook. That would make me equally happy! THANKS ============= To Bohemia for keeping it real To Australian Tactical Combat League, Rune "TheFlyingCorpse" Darrud, Dave, Bill, Krijn and Rafael for generous donations To Baconeo and James Kingsley for code contribution To The Arma community for everything Östgöta Ops for testing, playing and supporting VERSION HISTORY ================ v3.1.0 - 2017.09.23 (Thanks to Bradon Hall) Fixed: Include 64 bit server exe in file list Fixed: Open RPT for 64 bit server Improved: Add empty allowedVoteCmds when voting disabled v3.0.0 - 2016.06.12 New: Settings for Max Ping, Max Desync, Max Packet Loss, Max Disconnect timeout and Kick Clients On Slow Network. Improved: Updated some tooltips v2.96 - 2016.05.08 Fixed: Critical dependency error where a tiny line made the whole universe implode. Crash fixed. (Thank you sergistark and baconeo for helping me debug). v2.95 - 2016.05.08 New: Added support for autoinit with persistent battlefield Improved: Some minor text errors Fixed: Setting default difficulty now puts correct value in profile v2.91 - 2016.05.07 Fixed: Difficulty bug, causing crash v2.9 - 2016.05.06 New: loopback settings added Fixed: Difficulty settings now reflect the correct properties Improved: Cleaned up UI from unsused difficulty settings v2.8 - 2016.05.02 Fixed: Difficulty system overhaul (Thanks to Baconeo) v2.7 - 2016.01.03 New: Added serverCommandPassword New: Information about which ports to open New: Checkbox to enable Upnp. New: Allowed File Pathing selection New: Headless client settings now have settings for localClient as well. Fixed: Bunch of minor bugs Fixed: HeadlessClient config entries was a bit messed up Removed: Required Secure ID, not used anymore Removed: Steamport settings, not used anymore. Hardcoded from gameport. (expand spoiler for complete history) Please report any bugs, problems, ideas, suggestions, smoothie recipes etc. in this thread
  2. Hey guys. I seem to check in here with some years apart. I'm so sorry for kind of abandoning this software. I will try to get back to it fairly soon, and then maybe try to release it on Steam Workshop too. But just o check in and see what's up. Is this program still in use these days? I haven't played Arma for years, so I don't know what's happening on the scene now.
  3. Simple Vehicle Respawn Script v1.7 by Tophe of Östgöta Ops [OOPS] >> ARMAHOLIC DOWNLOAD << This script will respawn a vehicle when it is destroyed or left empty in the battlefield. It will be respawned to the position where it first stood when the mission started. Works with any vehicle. Just put this in the vehicles init line: veh = [this] execVM "vehicle.sqf" Default settings are: 30 seconds respawn delay after destruction 120 seconds respawn delay after deserting a vehicle (leaving it empty after driving it). Unlimited respawns No special effect when respawning Static respawn. OPTIONS: There are some optional settings. The format for these are: veh = [this, Delay, Deserted timer, Respawns, Effect, Static, "INIT"] execVM "vehicle.sqf" If you don't use any additional settings the default settings will be used, they look like this: veh = [this, 30, 120, 0, FALSE, FALSE] execVM "vehicle.sqf" Respawn Delay: Default respawn delay is 30 seconds, to set a custom respawn delay time, put that in the init as well. This one will respawn in 15 seconds: veh = [this, 15] execVM "vehicle.sqf" Deserted Vehicle Respawn: Default respawn time when vehicle is deserted, but not destroyed is 120 seconds. To set a custom timer for this first put the respawn delay, then the deserted vehicle timer. The value 0 will disable the timer and the vehicle will not respawn when deserted. This one will respawn in 15 seconds if destroy, and in 50 seconds if left empty in the field. veh = [this, 15, 50] execVM "vehicle.sqf" Respawn limit: By default the number of respawns is unlimited. To set a limit, first set the other values then the number of respawns you want (0 = infinite). veh = [this, 15, 10, 5] execVM "vehicle.sqf" Effect: Set this value to TRUE to add a special explosion effect to the wreck when respawning. Default value is FALSE, which will simply have the wreck disappear. veh = [this, 15, 10, 5, TRUE] execVM "vehicle.sqf" Dynamic Respawn: By default the vehicle will respawn to the point where it first was when the mission started (static). This can be changed to dynamic. Set it to TRUE to get the vehicle to respawn to the position where it was destroyed. FALSE makes it use the default static setting. veh = [this, 15, 10, 5, FALSE, TRUE] execVM "vehicle.sqf" INIT field: If you you want to set the INIT field of the respawned vehicle, first set all other values, then set init commands. Those must be inside quotations. veh = [this, 15, 10, 5, TRUE, FALSE, "this setDammage 0.5"] execVM "vehicle.sqf" if you need to use quotations in your init, use double. like this: veh = [this, 15, 10, 5, TRUE, FALSE, "hey = [this] execVM ""loadout.sqf"""] execVM "vehicle.sqf" Also, remember that you need to put your init outside the vehicles script as well if you want it to run initially: hey = [this] execVM "loadout.sqf"; veh = [this, 15, 10, 5, TRUE, FALSE, "hey = [this] execVM ""loadout.sqf"""] execVM "vehicle.sqf" Change log: v1.7 * Added function to disable deserted vehicle respawn. v1.6: * Fixed serious bug introduced in v1.5, where respawn timer was disabled. * The script will no longer try to reset the name of vehicles originally unnamed. * Added check if deserted vehicle is destroyed. v1.5 * Option to set the INIT of the respawned vehicle. * Vehicle now respawns with original name. v1.4 * Fixed some bad code that ended up in error codes. Script should be less heavy now. (thanks Xeno!) * Fixed bug where a vehicle that moved by an explosion would trigger the deserted timer. v1.3: * Support added for vehicles placed on hangars (with setPosASL). * Added optional respawn limit. * Added optional respawn effect (explosion). * Better damage checking. Now the vehicles shouldn't respawn when units are in them. v1.2: * Script now fully support any vehicle, including bícycles. * Fixed positioning for vehicles close to other objects. * Improved stability. The script runs much better with large amounts of vehicles. v1.1: * Rewrote most of the the script. * Added respawn for vehicles left empty in the field. The delay can be set. * Added dynamic respawn option. The vehicles can now be spawned where it was destroyed. v1.0 * First release. Future plans: The dynamic setting is experimental. Works fine on land, but might cause trouble if a vehicle crashes into water. This will be fixed in a future version. // Tophe of Östgöta Ops [OOPS]
  4. I sure hope so. I don't have much time to put into Arma for now. But I hope I can get back to this as a hobby project soon. In the meantime it would fantastic to get some help by the community to map out what needs to be changed and added.
  5. Hey guys. Still new news from me on this app. Tied up with other stuff. I do however intend to get back to it at some point. But for now I'd like to point out that this is up on GitHub as open source. So if you are a somewhat seasoned C#-programmer and you want to send some pull requests my way, just go ahead. https://github.com/jymden/tadst Sorry for not being very active in the community. I hope to get back to it soon.
  6. Simple Guard Post Script v1.0 by Tophe of Östgöta Ops [OOPS] >> ARMAHOLIC DOWNLOAD << This script will have the AI randomly look around instead of just looking in one direction. Putting this on a searchlight really adds to the immersion during night missions. You may set the range of degrees for the guarding unit. It is also possible to set behaviour, stance, height range and delay. To run with default settings, just put this in the units init line: nul = [this] execVM "GuardPost.sqf" OPTIONS There are some optional settings. The format for these are: nul = [unit, range, behaviour, stance, up/down, delay] execVM "GuardPost.sqf" If you don't set anything the default settings will be used, they look like this: nul = [this, 240, "SAFE", "AUTO", false, 1] execVM "GuardPost.sqf" Range: The scanning range of the unit , 0 to 360 degrees. The unit will keep it's original direction as middle and scan. So if you have a guard with azimut 0, and want it to scan 180 degrees - the unit will be looking between 270 and 90 degrees (90 degrees in each direction). Example: nul = [this,180] execVM "GuardPost.sqf" Behaviour: Set the starting behaviour of the unit. Possible settings are CARELESS, SAFE, AWARE, COMBAR, STEALTH. If you want the unit to have his weapon rested while looking, set it to SAFE. If you want the unit to aim while looking set it to "COMBAT". You must use quotations. Example: nul = [this,180,"COMBAT"] execVM "GuardPost.sqf" Stance: You may force the unit to stay in a certain stance with this setting. Possible settings are: UP - the unit will keep standing even when being shot at. Good for towers. MIDDLE - the unit will stay kneeling. Good for units behind standard sand bag walls. DOWN - the unit will stay in prone position. Good for snipers etc. AUTO - the unit will change stance according to the situation. Example: nul = [this,180,"COMBAT","UP"] execVM "GuardPost.sqf" Up/Down: By default the unit will look straight forward. By setting this to TRUE you can have it look upward aswell, on rooftops, hills etc. This is very good for search lights, since they will cover a much greater area and also scan for choppers. Possible setting are TRUE or FALSE Example: nul = [this,180,"COMBAT","UP",true] execVM "GuardPost.sqf" Delay: The unit wait a short moment before changing direction. Here you may enter the shortest amount of time you want for this delay. The unit will then wait between this value and the value + 10 seconds. If you want it to wait between 10 and 20 seconds you enter this... Example: nul = [this,180,"COMBAT","UP",true, 10] execVM "GuardPost.sqf"
  7. Hey dudes. I'm sorry I haven't updated the tool the last year. Been a very busy time with music and traveling (have a listen to your fellow ArmA'ist ;-) https://open.spotify.com/artist/5jN2q5MCOQJaBAYIF7Os4J) I will do my best to get back to it as soon as possible. I really appreciate that you're all still using TADST and I intend to continue supporting it. Life just repeatedly keeps getting in the way.
  8. Hey dudes and dudettes! I just wanted to check in. I see the forum is busy and the tool is still heavily used. As some have pointed out, I'm not super active at the moment. I'm very busy with life, recording music and touring around the world. So I haven't even had time to play Arma myself for many months. (funny experience when a fellow Arma-buddy shows up at a gig in Austria recognizing me for my Arma-song. We had the best time. My manager had to tell me there were people waiting to get records signed... we got totally lost in talking Flashpoint memories. Best community ever!) But I have not forgot about TADST. It's still my baby, and I will get back to do some critical updates as soon as i can. I hope to be able to fiddle with this later in spring. So keep your reports and requests coming. I will go over this thread when I'm back to it and pick up the most critical things. Can't wait to get back to it! // Tophe, Sweden.
  9. It might be connected to the fact that some of the difficulty settings now have three settings (0,1,2) and TADST so far only supports on/off (0,1). So it might be that the indicator setting can be off/fade after 50 meters/show always. Haven't looked into it but that's my guess. Will fix that in a future release.
  10. I will take a look at the white list option. But for now, you can set up your server, start it once or click Preview to create all settings files. Then you edit your config file and select "Launch as is". That means that no config files will be generated and the server will start with whatever files are already there.
  11. Random House Patrol Script v2.2 by Tophe of OOPS >>> ARMAHOLIC DOWNLOAD <<< DESCRIPTION Here's an old A2 favorite... This script will allow you to have a unit patrol a house, randomly. All you need to do is to run the script on a unit and place it close to a building. The script will then check how many available positions there are in the closest building, place the unit randomly at one and have it patrol 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. If you turn on the debug mode, all positions will be marked with ingame 3d markers. Also there is a chat feedback from the units, as well as a map marker showing the next waypoint. It works in Multiplayer as well as Singleplayer. USAGE Place unit close to a house and set init field to: guard = [this] execVM "HousePatrol.sqf" SETTINGS guard = [this, MODE, STAND TIME, EXCLUDED POS, STARTING POS, DEBUG] execVM "HousePatrol.sqf" BEHAVIOUR - set unit behaviour. guard = [this,"COMBAT"] execVM "HousePatrol.sqf" Options: CARELESS, SAFE, AWARE, COMBAT, STEALTH Default: SAFE STAND TIME - Set maximum amount of seconds the unit will wait before moving to next waypoint. guard = [this,"SAFE",50] execVM "HousePatrol.sqf" Options: Any value in seconds. 0 = continuous patrol. Default: 30 EXCLUDED POSITIONS - exclude certain building positions from patrol route. guard = [this,"SAFE",30, [5,4]] execVM "HousePatrol.sqf" Options: Array of building positions Default: [] (no excluded positions) STARTING POS - Some building positions doesn't work well will the setPos command. Here you may add a custom starting pos. Negative number means starting pos will be randomized. guard = [this,"SAFE",30, [5,4], 2] execVM "HousePatrol.sqf" Options: Any available building position Default: -1 (random) STANCE - Tell the unit what stance to use. To keep the unit from going prone you can set this to MIDDLE or UP. AUTO will be the standard behaviour and unit will crawl around in combat mode. HIGH is the default mode. This is like AUTO but prone position is excluded. guard = [this,"SAFE",30, [5,4], 2, "UP"] execVM "HousePatrol.sqf" Options: UP, DOWN, MIDDLE, AUTO, HIGH Default: HIGH DEBUG - Use markers and chatlog for mission design debugging. guard = [this,"SAFE",30, [], -1, true] execVM "HousePatrol.sqf" Options: true/false Default: false VERSION HISTORY v2.2 - Added stance option - Behaviour and stance settings are case insensitive ( SAFE, Safe SaFe are all the same) v2.1 - Fixed debugging bug (sic) - If bulding has no building positions the script will now exit - If the building only has one position, the unit will be positioned there, then the script exits. v2.0 - Reworked for Arma 3 - Optimized the code for better performance. - Added option for mission debugging - Added option for excluding positions from route - Added option for setting starting position v1.1 - Optimized the code for better performance. - Added a workaround for a game bug where some buildings are missing data. v1.0 - First release for Arma 2
  12. You can read about the in this thread: https://forums.bistudio.com/topic/160288-arma-3-stable-server-160-performance-binary-feedback/page-76#entry3035423
  13. New version out see first post, The version number looks like a major release, but I just ran out of numbers... So I'm starting over at v3.0.0 :) v3.0.0 New: Settings for Max Ping, Max Desync, Max Packet Loss, Max Disconnect timeout and Kick Clients On Slow Network. Improved: Updated some tooltips
  14. Yes, the problem is not in TADST, but how you load the mods. Make sure you load them in the right order, and that they're all in the mods list.
  15. I mean your Arma3 rpt file (in \TADST\username\ )
  16. tophe

    =BTC= Revive

    Download link is dead...
  17. You add mods under the Mods tab in TADST.
  18. I understand what you mean. It worked that way earlier because you could set custom settings for all levels of difficulty, whereas now you can only set for custom. So therefore custom is the only one that is shown. I'll think about a good way to visualize this in the future...
  19. The check boxes and skill/precision is only for configuring the custom settings. The Default difficulty dropdown sets server default. You can't really change settings for anything else than Custom, that's why the settings only reflect that. I understand it would make sense to at least show the static difficulty settings in the boxes (and maybe grey the whole thing out). But still, you can set the default difficulty to veteran, and then have it set to custom on individual missions which then would still make you need to be able to change the custom settings (even with another default difficulty selected)
  20. Thx. Already got the message form the horse's mouth ;-) Will implement it in the next release.
  21. Getting back into mission making. But I'm wondering which revive system is the most popular now... I used =BTC= Revive last year. Is that still any good? Is the new ingame one any good?
  22. Cool. Thanks guys! Any good simple tutorials or sample missions with the ingame version?