lawndartleo
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Everything posted by lawndartleo
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Running ACE and TFR as current from Steam Workshop. Get messages, "Bad vehicle type TFAR_anprc152" and "Cannot add the following Radios to your inventory: TFAR_anprc152, TFAR_rf7800str" when I try to obtain a radio from the quartermaster. Running the sample Altis mission on a dedicated. Loaded using your userconfig and the server PBO Am I doing something incorrectly? Are the CBA settings of TFAR and DCG having an argument? From the log... Ref to nonnetwork object a33bae4c00# 1814365: o_soldier_01.p3d
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- dcg
- cooperative
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Yay! when instructing people to join via the launcher server browser, how does an admin prevent players from loading up DCG as a mod since clients don't need it and loading it causes havoc... at least it used to.
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- dcg
- cooperative
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I've been trying for weeks now to set up a communications network. Please take a peek at the attached JPEG. I need some guidance. The only way I get radios to work is to just make everyone a member of one super squad, assign SW and LW frequencies with the map module and then have everyone break off into groups using dynamic groups. https://www.dropbox.com/s/54l79f0676culjz/com_net.jpg?dl=0 Can I even set up a network as I have indicated using the map modules? Better yet, does anyone know of a publically available mission with such a config for TFAR that I can pull apart and look at? There are plenty of videos to guide people through setup of TFAR from a user standpoint but I have yet to find something that approaches things from the mission makers end of things.
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True... the original campaign is SP. Unless you are playing something MP, having TFAR active is unnecessary. Sounds like they just need to learn how to set up profiles in the launcher for different game play.
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Maybe because you can play campaign multi-player? Maybe you could use the CBA settings to not auto assign radios. Never the less... campaign + mods = unexpected and sometimes game breaking g problems.
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I have used the TFAR modules to setup the radios. In general, things work as advertised. The primary issue Ihave is that the frequencies I set are never the ones that everyone is auto assigned. We all end up on the same frequency, just not the ones I want us to be on. Beyond that, does anyone understand or have a decent write up on how to use the modules? I am specifically interested in how synchronization is supposed to work (on dividual objects, on, grouped objects, in triggers).
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Tophe's Arma Dedicated Server Tool (TADST)
lawndartleo replied to tophe's topic in ARMA 3 - SERVERS & ADMINISTRATION
The most obvious reason is that your server is still 1.66 and the clients are all 1.68. I would start by confirming server version. The dead giveaway is that when you see your server in the in game server browser, it has a red X instead of the red or green dot icon and required version in the lower left says 1.66. If the server icon is a red dot, then you have some addon issue to resolve and need to determine which one is the offender. -
large [SP/MP][COOP] Patrol Operations - Official Thread
lawndartleo replied to roy86's topic in ARMA 3 - USER MISSIONS
Think release to public is on the horizon, Roy, or still a ways out? -
Within the confines of Zeus and any other specific mission setup/parameters, is there any way to "passively" switch the side of a unit from one to the other? Using Zeus, change side player to Opfor. Player can then move among Opfor because they are seen as friendly. Once player opens fire on Opfor they then become enemy. I can certainly do this using Zeus along with Ares to switch player side. Problem is that even after opening fire on Opfor, player is still seen as friendly. I am convinced I have seen before where firing repeatedly upon ones side that you become enemy and are fired upon but its just not happening as a default matterfor me right now (I am thinking that ACE might be the reason because it changes the kill counter in some way).
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Don't confuse a lack of feedback as ungratefulness. I've played a lot of missions that simply weren't my style. There is nothing for me to say. "Nice try but don't Like it" sounds pretty ungrateful.
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Steam Workshop version... noticed that all the /addon .pbos are also in folder form as well. Is there a reason for this or just a housekeeping issue?
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would you still buy any BI product ?
lawndartleo replied to sgtsev3n's topic in BOHEMIA INTERACTIVE - GENERAL
Yet you still play. Doesn't that say something about the game, too? -
Frequently Asked Questions/Requests
lawndartleo replied to Rommel's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It became... https://forums.bistudio.com/topic/180847-co30-evolution-a3/ -
Interesting take but seems more akin to a 3rd party developer under contract than public modding. Noth that I think this is a bad idea, rather it shows some desire on the part of the developer to expand their games content while still maintaining significant control. In short, they are hired until they are fired.
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CBA - Community Base Addons - ARMA 3
lawndartleo replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Very frustrating problem... My machine is the only one in a group of people who I play with (including another machine right next to me that my son plays on) that keeps automatically installing cba_auto_load_settings_file.pbo into the addons folder. I've deleted my sons CBA and refreshed via Steam and the files stay in optional (he can connect to the server). I've deleted mine and refreshed via Steam and the files are automatically put into my CBA addons folder and I get bounced due to a key issue. I've tried deleting my player profile and creating a new one and the same keeps happening. If I do a manual install of CBA things are fine for me but through steam it just keeps slipping in the unwanted file. Help! Follow up... is there a cache file somewhere? The date codes on the files and bisigns are all jacked up and do not match up with the current 3.2.1.170227 naming convention. It's like I have hit the trash can in Steam to remove the mod but when I hit install, it dumps in old stuff with the new. I can confirm that when I hit the trash bin in the launcher to remove that CBA is gone. Final follow up.... deleted the offending files from my @CBA_A3 folder, manually. Then deleted @CBA_A3 using the launcher, then re subscribed. Offending files did not come back. -
What did I miss?... When did DCG go to modules? I see nothing new in 3den related to any DCG modules. or am I misunderstanding you?
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PuFu, I don't want to read you wrong but your stance seems to be that as consumers we should accept that we will make one time purchases and should have no expectation of code maintenance by the seller. Please tell me I am getting your point wrong.
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CBA - Community Base Addons - ARMA 3
lawndartleo replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Server machine updated this AM. Key moved as appropriate. My machine updated via Steam. Signature mismatch... cba_auto_load_settings_file.pbo If I do a manual install of CBA from the GitHub download, this is not an issue. All my other players who simply keep CBA up to date through steam are connecting fine. What am I screwing up? -
CBA - Community Base Addons - ARMA 3
lawndartleo replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
yeah... CBA went boink... and I am unable to connect to our clan server which updated before updating my own machine -
[Release] Anvil Mission Editor and Framework
lawndartleo replied to mecharius's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Sad but understandable.... I've always thought that BI should make a simple module based system that does the same thing. Drop modules on locations, set some parameters, synch them in some logical progression, instant mission. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
lawndartleo replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I remember in ACE 2 we could toggle between a few different angular modes... 360 degrees, 6400 MIL... things like that. I have been searching for the better part of an hour on how to switch devices like the Vector and Laser designator from degree to MIL and have come up empty. Is this a feature? Seems from reading that it is (at least for the Vector) but there is no indication of how. Thanks in advance! -
After hours of bangin' on this one and coming to an understanding of how the configs work.... The init.sqf lines or the modules only apply to the initial join of any player. Those methods work for any mission that has fixed kits. If players go to an arsenal and load a saved kit that has something other than a rifleman radio, that jacks things up. So, everyone is resaving kits with the 7800 and things seem to have quieted down.
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Good example... premium addons work for FS. They have for a long time and an entire addon ecosystem sprouted up around the game because if it and still persists to this day. Bad example... primarily single player experience where a new addon does not fracture the player base. It's already maddeningly difficult to find a good server to play in because the modpack requirements are not palatable. I cant imagine what it will be like if players have to pick and choose. ArmA communities will blow up over this. Sure new ones will rise up. If you burn down the forest, eventually the trees grow back but unlike mother nature, business (especially entertainment software) do not have the luxury of waiting very long for recovery.
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Your argument is spurious. If you are here, you are responsible for at least some "reasonable" amount of time which needs to be well defined and conspicuous. If you sell something Monday that is patched to oblivion on Tuesday by BIS you had better believe that your customers will be looking for a fix by Wednesday or you are going to see some small claims filings at least or a class action at worst. Examples of devs and pubs killing modding.... Battlefield Call Of Duty