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LondonLad

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Everything posted by LondonLad

  1. LondonLad

    Arma 3 Headless Client

    You can now ignore my issue I've encountered with the password, as it's now working (thought I'd retry it again after my original post here on the problem I encountered) :)
  2. LondonLad

    Arma 3 Headless Client

    So it would seem there is an issue with using a HC with a Server that has a password set! Not sure if its something that needs addressing with this .exe or whether it should be addressed when a 'dedicated' server exe is released (although it probably won't be an issue with a 'dedicated' server exe). From a selfish point of view I'd appreciate it if the BIS Dev's would implement a 'fix' on the current 'client' exe so password servers will allow 'Headless Clients' to connect with the password switch set.
  3. LondonLad

    Arma 3 Headless Client

    No I don't have that entry in the sever.cfg file
  4. LondonLad

    Arma 3 Headless Client

    I have added that -password=<password> to the HC setup but it keeps coming back that its invalid (even though the correct password is being used for the shortcut)
  5. LondonLad

    Arma 3 Headless Client

    This doesn't seem to work if the server has a password set to allow clients to join the server (at least in my experience) :( The HC will connect if there is no password set! One thing I've noticed in the RPT file is a constant SPAM of the following: Invalid post effect handle. This updates the RPT by 2KB in size every .5 of a second thus the RPT size gets rather large very quickly! [Added after posting] Type: Public Alpha Branch: Development Version: 0.11.103003
  6. I'll also send my thanks for this script - Working well for our A3 Server :)
  7. I think our group over at 16AA will be keeping a close eye on this. Well done on the work so far - Looks promising and useful, especially in the MP aspect we conduct our missions :)
  8. alleycat, I'll try to go through how my systems are configured to use a dedicated beta server (please note this is just one of several methods of setting up a server) Firstly I have a batch file setup with the following (negated/stripped the fluff) start /W arma2oaserver-beta.exe -cpuCount=8 -port=2302 -nosound -world=empty -name=server -config=server\server.cfg -cfg=server\ArmA2OA.cfg -profiles=server -beta=Expansion\beta;Expansion\beta\Expansion -mod=@CBA;@CBA_A2;@CBA_OA;@ACE;@ACEX;@ACRE;@16AA;@Maps;@Capraia;@clafghan;@DualaStirling;@FuegoPalliser;@lingor;@MINOTAUR;@oryxlingor;@Palliser;@PARAMO;@Sangin;@sjb;@ASR_AI;@tpwcas Note: -cpuCount=(x) : may or may not be something you want/need to run, and also might differ from mine in 'value' -name=server : creates directory 'server' within my ArmaOA root directory (rpt, log, stats files will be located here) -config=server\server.cfg : this is where the server configuaration file is read (without this I believe it will read the server.cfg from the default 'root directory' location, and not within the 'server' directory I have) -cfg=server\ArmA2OA.cfg : this is where the server configuaration file is read (without this I believe it will read the server.cfg from the default 'root directory' location, and not within the 'server' directory I have) -profiles=server : creates the server profile within the my 'servers\users' directory -beta=<value> : is where it runs the beta game from (I'd keep this as is, unless you've installed the beta into a different location) -mod=<value(s)> : are the mods used on the server (yours will differ) Note 2: What I do here is.... 1) Within the '..\Expansion\beta' folder rename 'armaoaserver.exe' to 'armaoaserver-beta.exe' (Dedicated Beta Server Exe) 2) Within the '..\Expansion\beta' folder rename 'armaoa.exe' to 'armaoa-beta.exe' (Dedicated Arma Client Exe) 3) Copy both these files and place them into the 'root' directory of my ARMAOA The batch file will then read the 'armaoaserver-beta.exe and armaoa-beta.exe (I use the latter for HC implementation) from the root of the ARAMOA folder. Now you can update the batch file to read the exe's from the beta directory and why I never have done this I don't know :D If and when you update the betas (as they are released) you'll have to do the above all over again (steps 1, 2 & 3) and overwrite the files in the root (Hope that makes sense).
  9. We have this setup across 3 of our 4 Servers It's a very quick and dirty run down, and assumptions are that you already know your away around a dedicated server setup :) [beta server] start /W arma2oaserver-beta.exe -cpuCount=4 -port=2302 -config=server\server.cfg -cfg=server\ArmA2OA.cfg -name=server -profiles=server -beta=Expansion\beta;Expansion\beta\Expansion -mod=Expansion\beta;Expansion\beta\expansion;@CBA;@CBA_A2;@CBA_OA;@ACE;@ACEX;@ACRE;@16AA;@Maps;@PARAMO;@Palliser;@sjb;@ASR_AI;@tpwcas_v4beta This starts the beta server from the root arma 2 directory (I manually copy the beta server exe from the beta folder to the arma root folder and rename it to arma2oaserver-beta.exe. This allows me to also have the original patched version too. I know I can run it from within the beta directory but alas this is how I've done it for now. [headless client server] CMD /C START arma2oa-beta.exe -client -beta=Expansion\beta;Expansion\beta\Expansion -mod=@CBA;@CBA_A2;@CBA_OA;@ACE;@ACEX;@ACRE;@16AA;@Maps;@PARAMO -name=LtCol.Chipperfield -nosound -localhost=127.0.0.1 -connect=localhost -port=2302 -profiles=server -password=<insert the password to connect to a passworded server> This starts the beta arma2oa client from the root arma 2 directory (I manually copy the beta client exe from the beta folder to the arma root folder and rename it to arma2oa-beta.exe. This allows me to also have the original patched version too. I know I can run it from within the beta directory but alas this is how I've done it for now. The following then occurs 1) Start the Beta Server (arma2oasevrer-beta.exe in my case), using my windows batch file (which contains the information from the [beta server] section above once the server has loaded, then 2) Start the headless client (arma2oa-beta.exe in my case), using my windows batch file (which contains the information from the [headless client server]section above For those with ACE, you'll need to update the 'ace_clientside_config' within the '../userconfig/ace' folder (with the name of the headless client - in my example its named 'LtCol.Chipperfield') - If you don't then you'll get errors in the log file saying so [Example] "ACRE: @JayArmA2Lib addon not enabled! Check jayarma2lib installation!" "CLIENT: C 1-1-A:1 (Capt.Obvious) | TIME: 10.129 | AVG FRAMES: 47.3373 | CURRENT FRAME: 31.25 | LOCAL AI: 1 | " "ACRE: @JayArmA2Lib addon not enabled! Check jayarma2lib installation!" For those with ACRE, you'll need jayarma2lib installed onto the server (otherwise you'll get errors in the log files saying its missing) That's basically it (from memory) My config files and log files are located in a folder named 'server' (see [beta server] for the example). My arma2oa-beta.rpt file is then located in the 'server' folder where you can see stats, see example below (ignore the jayarma2lib -I hadn't installed it to the server, and updated the [headless client server] startup params/batch file to reflect this ;) "ACRE: @JayArmA2Lib addon not enabled! Check jayarma2lib installation!" "CLIENT: C 1-1-A:1 (Capt.Obvious) | TIME: 5.003 | AVG FRAMES: 47.0588 | CURRENT FRAME: 34.4828 | LOCAL AI: 1 | " "ACRE: @JayArmA2Lib addon not enabled! Check jayarma2lib installation!" Client: Object (id 2:498, type Type_82) is local - update is ignored. "CLIENT: C 1-1-A:1 (Capt.Obvious) | TIME: 10.073 | AVG FRAMES: 48.1928 | CURRENT FRAME: 37.037 | LOCAL AI: 1 | " "ACRE: @JayArmA2Lib addon not enabled! Check jayarma2lib installation!" "CLIENT: C 1-1-A:1 (Capt.Obvious) | TIME: 15.129 | AVG FRAMES: 48.7805 | CURRENT FRAME: 40 | LOCAL AI: 1 | " "ACRE: @JayArmA2Lib addon not enabled! Check jayarma2lib installation!" "CLIENT: C 1-1-A:1 (Capt.Obvious) | TIME: 20.19 | AVG FRAMES: 47.3373 | CURRENT FRAME: 31.25 | LOCAL AI: 1 | " "ACRE: @JayArmA2Lib addon not enabled! Check jayarma2lib installation!" "CLIENT: C 1-1-A:1 (Capt.Obvious) | TIME: 25.256 | AVG FRAMES: 49.8442 | CURRENT FRAME: 35.7143 | LOCAL AI: 1 | " "ACRE: @JayArmA2Lib addon not enabled! Check jayarma2lib installation!" "CLIENT: C 1-1-A:1 (Capt.Obvious) | TIME: 30.303 | AVG FRAMES: 41.3437 | CURRENT FRAME: 28.5714 | LOCAL AI: 1 | " "ACRE: @JayArmA2Lib addon not enabled! Check jayarma2lib installation!" "CLIENT: C 1-1-A:1 (Capt.Obvious) | TIME: 35.456 | AVG FRAMES: 47.0588 | CURRENT FRAME: 31.25 | LOCAL AI: 1 | " "ACRE: @JayArmA2Lib addon not enabled! Check jayarma2lib installation!" "CLIENT: C 1-1-A:1 (Capt.Obvious) | TIME: 40.512 | AVG FRAMES: 43.3604 | CURRENT FRAME: 33.3333 | LOCAL AI: 1 | " "ACRE: @JayArmA2Lib addon not enabled! Check jayarma2lib installation!" Credit to 'Glowbal' below who I neglected to add has assisted with the headless client setup :)
  10. Nicely done :) Question: Is the latest version of ACRE required, or can an older version be used? At the moment 16AA are using a build behind the latest version!
  11. Ollem, Looking through my server rpt file (running the latest beta) I noticed this and am not sure if it's an error related to your mod or not (only because its listed between the tpwcas entries)..... "0 tpwcas_mode = any - Server: [true] - MP: [true] - config: [0] - isNil: [true]" "0 tpwcas - no forced disable for server mode: tpwcas_mode: [any]" "0 tpwcas - no Single Player mode: tpwcas_mode: [any]" "0 forcing tpwcas to value [3]: determined tpwcas_mode value: [0]" Error in expression <sActivated = _timesActivated + 1 }; }; if (_mode) then { if (_timesActivated <> Error position: <if (_mode) then { if (_timesActivated <> Error if: Type Number, expected Bool File ca\modules\functions\misc\fn_initCounter.sqf, line 16 "5 - TPWCAS 4.0 Initiated - tpwcas_mode: [3]" "5 - TPWCAS supported version of ASR_AI found" "10.881 - TPWCAS LOS Sun angle detection started" "11.881 - TPWCAS LOS started" "12.381 - TPWCAS mainloop started" "12.381 - TPWCAS 4.0 Active - tpwcas_mode: [3]" [This is whole using your latest pbo]
  12. *thumbs up* - Good update :)
  13. Noticed that this update has yet to be posted...... http://www.arma2.com/beta-patch.php [Pulled from the Changelog File - ftp://downloads.bistudio.com/arma2.com/update/beta/ARMA2_OA_Build_99419.log] [99408] Changed: AI network objects now fully initialized before running init scripts (to fix https://dev-heaven.net/issues/64708)
  14. In the same situation as KC here - Excellent read, and well done to all those involved :)
  15. LondonLad

    GBL Advanced Interaction

    Congrats Glowbal - Looking forward in seeing the feedback and further improvement/refinements over time :)
  16. @BIS - Can you confirm the issue and provide, or find out (if its a STEAM issue) when this will be resolved? The issue is still occuring and it's stopping gameplay for me (yes I'm aware of manual work arounds but that doesn't help the folks who are IT tech savvy). [Added after posting] Found a few pointers to the issue http://forums.bistudio.com/showthread.php?73554-ARMA2-amp-OA-s-Steam-Thread-All-Steam-Q-s-discussions-go-here-covered-by-Dwarden&p=2242247&viewfull=1#post2242247 http://forums.steampowered.com/forums/showthread.php?t=2975783
  17. That's extremely helpful with the responses there gents - Thank you :) As with MaverickK96 - I'd be interested in any possible development in a 'lite' version for Servers only (as our group are for the most part utilse 'Coop vs Computer AI)
  18. For those running it on a Dedicated Server, are you also requiring your clients/users to also be running this mod (I'm looking for clarification as to whether both server & client both need it or whether I can just run it on the server standalone)
  19. Question which I know has been asked in the thread but there's too many pages to go through to find it. Does both the Server and Client require the mod running to be effective, or can the server just be setup with this mod? Does it work in similair to ASR_AI (where if run on the server then only the Server AI are implicated in the action, where if the client had the file then it would also include the client-side AI) *Might be worth putting a note on the initial post to indicate this* (Unless it's there and I've missed it)
  20. Not sure if this is the place to put in a request but can you have the version up on the SIX Updater network updated to the latest version please? (as with the 'tpwc_ai_los') :)
  21. Agreed, but with the default setting of this being 'off'. The Server administrator would then have to explicitly have to enable the option if it was required client-side
  22. Thank you - Have updated our Private Servers and will report back any issues encountered.
  23. :) Will put this onto the 16AA Servers and report back should any further crashes (Serverside) be encountered.
  24. I'm also experiecning server crash issues again with the latest beta. i've updated CIT ticket created by _MaSSive https://dev-heaven.net/issues/40384 to include the crash dumps from my servers. I've updated the ticket to include some additional information potentially related to the crash we are experiencing with this beta. [summary] When throwing either a smoke grenade, or live grenade the server will crash.
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