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packtloss

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About packtloss

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  1. Hey Tophe/Everyone; First of all, Tophe - Thank you so much for all your work - this is an amazing tool. Additionally, i think i might've found a bug that i am not sure how to deal with: I cant select any difficulty other than Regular (it selects - but after saving or launching, it resets back to regular). I tried the solution posted from earlier versions (Re-creating the .profile) - but it seems to not matter, and the .profile is re-created as it was on the initial run. Might anyone have seen this? I've run into it on 3 servers now - And i cant find a solution that works. Thanks for your time!
  2. Dap, This is BEAUTIFUL. I do fave a few small questions though (Script version) - I am sorry if this is supposed to be a quiet thread! 1. If i start a unit hit (init unit: this setHit["legs",1] or setDamage) - AI will never treat this unit, even if they are standing beside him, or they are in his group. Is there a way to trigger a 'rescan for injured units' by a particular group? 2. this setUnconcious true; no longer works when running DAP. Is there a way to make that work? (or something similar) 3. If i can find a way to make setUnconcious work, i assume ill be back to dealing with problem (1) - And the AI units wont treat him even if they happen to discover him...
  3. packtloss

    Arma2 dedicated server howto

    I should have put this post ( http://forums.bistudio.com/showthread.php?p=1734857#post1734857 ) in this thread. Oh well. (FlyDoggie, this will help you) Cross referenced. (Link above describes how to make mission paramters work in server.cfg)
  4. Hi Guys; I apologize if this is old news, but it's new to me - and i had a hard time finding examples/docs on how to make this work - so i thought i would share, i really hope this helps someone, and im not the only idiot who didnt know about this :) I run domination and warfare servers, and the difficulty for me is having the map parameters set manually each time the server starts, map changes etc - Defaults are great but generally not what you want. After a lot of googling, whining and forum posts, i found that i needed to extract the map pbo i wanted to work with, and start variable hunting. (I'll use Warfare BE for this example) After extracting WarfareV2_063LiteOA.Takistan and viewing Description.ext, I found that the mission parameters are stored in WarfareV2_063LiteOA.Takistan\Rsc\Paramters.hpp *** Keep in mind, these variables can/probably/will change every time a map is updated, dont expect this stuff to work with anything other than WarfareBE 0.63 on OA (There are mission specific vars for vanilla/combined ops, ive left them remmed out) *** Now, in my server.cfg, i started with the basic mission framework: class Missions { class warfareBeTakistanDefaults // Mission Name { template = "WarfareV2_063LiteOA.Takistan"; // File Name difficulty = "veteran"; // difficulty }; }; Now, if you look closely at that Parameters.hpp; you will find lines like this: class aiGroupSizeAI { title = "$STR_WF_Gameplay_GroupSizeAI"; values[] = {2,4,6,8,10,12,14,16,18,20,22,24,26,28,30,35,40,45,50,60,70,80,90,100}; texts[] = {"2","4","6","8","10","12","14","16","18","20","22","24","26","28","30","35","40","45","50","60","70","80","90","100"}; default = 10; Bingo. Now we know the parameter names, possible values and their defaults. So, you can start building your server.cfg like this: class Missions { class warfareBeTakistanDefaults // Mission Name { template = "WarfareV2_063LiteOA.Takistan"; // File Name difficulty = "veteran"; // difficulty class Params // Values are Mission Defaults { // *** AI OPTIONS *** // AI Group Size - values[] = {2,4,6,8,10,12,14,16,18,20,22,24,26,28,30,35,40,45,50,60,70,80,90,100}; aiGroupSizeAI = 10; // Player Group Size - values[] = {2,4,6,8,10,12,14,16,18,20,22,24}; aiGroupSizePlayer = 12; // AI Keep Units JIP - 0 = No/Disabled, 1 = Yes/Enabled aiKeepUnits = 0; // AI Teams - 0 = No/Disabled, 1 = Yes/Enabled aiTeams = 1; // *** ARTILLERY OPTIONS *** // Artillery Calls - 0 = No/Disabled, 1 = Yes/Enabled artilleryCalls = 1; // Artillery Interface - 0 = No/Disabled, 1 = Yes/Enabled artilleryUI = 1; // Artillery Range - Values 1 (Short), 2 (Medium), 3 (Long) artilleryRange = 3; }; }; }; Short, for testing: (Running this, you should connect and see your starting funds/supplies parameters are at max) class Missions { class warfareBeTakistanMoneySupplyTest // Mission Name { template = "WarfareV2_063LiteOA.Takistan"; // File Name difficulty = "veteran"; // difficulty class Params // Values are Mission Defaults { // *** ECONOMY OPTIONS *** // Enconomy Income System - Values - 1 (Full), 2 (Half) economyIncomeSystem = 1; // Economy Starting Funds East - Values 800,1600,2400,3200,4000,4800,6400,8000,12800,25600,51200,102400,204800 economyStartingFundsEast = 204800; // Economy Starting Funds East - Values 800,1600,2400,3200,4000,4800,6400,8000,12800,25600,51200,102400,204800 economyStartingFundsWest = 204800; // Economy Starting Supplies East - Values 1200,2400,3600,4800,6000,7200,8400,9600,19200,38400,76800 economyStartingSupplyEast = 76800; // Economy Starting Supplies East - Values 1200,2400,3600,4800,6000,7200,8400,9600,19200,38400,76800 economyStartingSupplyWest = 76800; }; }; }; Now, Here's the missions class with all of the defaults set, as a foundation for you to work with; class Missions { class warfareBeTakistanDefaults // Mission Name { template = "WarfareV2_063LiteOA.Takistan"; // File Name difficulty = "veteran"; // difficulty class Params // Values are Mission Defaults { // *** AI OPTIONS *** // AI Group Size - values[] = {2,4,6,8,10,12,14,16,18,20,22,24,26,28,30,35,40,45,50,60,70,80,90,100}; aiGroupSizeAI = 10; // Player Group Size - values[] = {2,4,6,8,10,12,14,16,18,20,22,24}; aiGroupSizePlayer = 12; // ???AI Keep Units - 0 = No/Disabled, 1 = Yes/Enabled aiKeepUnits = 0; // AI Teams - 0 = No/Disabled, 1 = Yes/Enabled aiTeams = 1; // *** ARTILLERY OPTIONS *** // Artillery Calls - 0 = No/Disabled, 1 = Yes/Enabled artilleryCalls = 1; // Artillery Interface - 0 = No/Disabled, 1 = Yes/Enabled artilleryUI = 1; // Artillery Range - Values 1 (Short), 2 (Medium), 3 (Long) artilleryRange = 3; // *** BASE OPTIONS *** // AI Commander - 0 = No/Disabled, 1 = Yes/Enabled baseAICommander = 1 // Base Allies - Only for NON-ARROWHEAD, NON-CO - 0 = No/Disabled, 1 = Yes/Enabled // baseAllies = 0; // Anti-Air Radar - 0 = No/Disabled, 1 = Yes/Enabled baseAAR = 0; // Base Areas - 0 = No/Disabled, 1 = Yes/Enabled baseArea = 1; // Base Area Limit - Values 1,2,3,4,5,6,7,8,9,10,12,14,16,18,20,22,24 baseAreaLimit = 2; // Base Auto Defenses (AI Controlled Defenses) - 0 = No/Disabled, 1 = Yes/Enabled baseAutoDefenses = 1; // Base Auto Defense Range - Values (Meters) 50,100,150,200,250,300,350,400,450,500,600,700,800,900,1000 baseAutoDefensesRange = 250; // Base Building Limit (Max number of each type of building) - Values 1,2,3,4,5,6,7,8,9,10 baseBuildingsLimit = 2; // Base HQ Deployment Cost - Values 100,200,300,400,500,600,700,800,900,1000,1500,2000,2500,3000,3500,4000,5000 baseHQDeploycost = 100; // Base Patrols (AI Infantry) - 0 = No/Disabled, 1 = Yes/Enabled basePatrols = 0; // Base Spawn System Restriction - 0 = No/Disabled, 1 = Yes/Enabled baseSpawnSystemRestrict = 1; // Base Starting Distances - Values 1000,1500,2000,2500,3000,3500,4000,4500,5000,5500,6000,6500,7000,7500,8000,8500,9000 baseStartingDistance = 5500; // Base Starting Locations - Values - 0 (West: North), 1 (West: South), 2 (Random) baseStartingLocations = 2; // *** ECONOMY OPTIONS *** // Enconomy Income System - Values - 1 (Full), 2 (Half) economyIncomeSystem = 1; // Economy Starting Funds East - Values 800,1600,2400,3200,4000,4800,6400,8000,12800,25600,51200,102400,20480 economyStartingFundsEast = 800; // Economy Starting Funds East - Values 800,1600,2400,3200,4000,4800,6400,8000,12800,25600,51200,102400,20480 economyStartingFundsWest = 800; // Economy Starting Supplies East - Values 1200,2400,3600,4800,6000,7200,8400,9600,19200,38400,76800 economyStartingSupplyEast = 1200; // Economy Starting Supplies East - Values 1200,2400,3600,4800,6000,7200,8400,9600,19200,38400,76800 economyStartingSupplyWest = 1200; // Economy Supply System - Values 0 (Truck), 1 (Time) economySupplySystem = 1; // *** ENVIRONMENT OPTIONS *** // Environment Fast Time - Values 0 = No/Disabled, 1 = Yes/Enabled environmentFastTime = 0; // Environment Time of Day - Values 0-23 (0 - 00:00, 1 - 01:00, ... 22 - 10:00, 23 - 11:00) environmentTimeOfDay = 9; // Environment Weather - Values 0 = No/Disabled, 1 = Yes/Enabled environmentWeather = 0; // *** GAMEPLAY OPTIONS *** // Gameplay Alice (Civillians) - Values 0 = No/Disabled, 1 = Yes/Enabled gameplayAlice = 0; // Gameplay Hangars - Values 0 = No/Disabled, 1 = Yes/Enabled gameplayHangars = 1; // Gameplay Body Timeout - Values (Seconds) 60,120,180,240,300,600,1200,1800,2400,3000,3600 gameplayBodiesTimeout = 240; // Gameplay Empty Vehicle Timeout - Values (Seconds) 60,120,180,240,300,600,1200,1800,2400,3000,3600 gameplayVehiclesTimeout = 1200; // Gameplay Fast Travel - Values 0 = No/Disabled, 1 = Yes/Enabled gameplayFastTravel = 0; // Gameplay Friendly Fire (Buildings) - Values 0 = No/Disabled, 1 = Yes/Enabled gameplayFriendlyFire = 0; // Gameplay Grass Distance - Values: 10 (Far), 20 (Medium), 30 (Short), 50 (Toggleable) gameplayGrass = 50; // Gameplay Kick Teamswappers - Values 0 = No/Disabled, 1 = Yes/Enabled gameplayKickTeamswap = 1; // Gameplay Limited Map Boundaries - Values 0 = No/Disabled, 1 = Yes/Enabled gameplayLimitedBoundaries = 1; // Gameplay Show Player Names - Values 0 = No/Disabled, 1 = Yes/Enabled gameplayShowUID = 1; // Gameplay Block Spacebar Scanning - Values 0 = No/Disabled, 1 = Yes/Enabled gameplaySpacebarScanning = 1; // Gameplay Track AI on Map - Values 0 = No/Disabled, 1 = Yes/Enabled gameplayTrackAI = 1; // Gameplay Track Players on Map - Values 0 = No/Disabled, 1 = Yes/Enabled gameplayTrackPlayers = 1; // Gameplay Unit Balancing - Values 0 = No/Disabled, 1 = Yes/Enabled gameplayUnitsBalancing = 0; // Gameplay Upgrades (East) - Values 0 = No/Disabled, 1 = Yes/Enabled gameplayUpgradesEast = 1; // Gameplay Upgrades (West) - Values 0 = No/Disabled, 1 = Yes/Enabled gameplayUpgradesWest = 1; // Gameplay Victory Condition - Values 0 (Annihliation), 1 (Assassination), 2 (Supremecy) gameplayVictoryConditions = 2; // Gameplay View Distance - Values (Meters) 200,500,800,1000,1500,2000,2500,3000,3500,4000 gameplayViewDistance = 4000; // *** ADDITIONAL MODULE OPTIONS *** // Module Counter Measures (VANILLA ARMA2 ONLY) - Values 0 = No/Disabled, 1 = Yes/Enabled //moduleCM = 0; // Module EASA Aircraft Weapons - Values 0 = No/Disabled, 1 = Yes/Enabled moduleEASA = 1; // Module High Command - Values 0 = No/Disabled, 1 = Yes/Enabled moduleHC = 1; // Module ICBM (Nuke) - Values 0 = No/Disabled, 1 = Yes/Enabled moduleICBM = 0; // Module ISIS Injury/Revive - Values 0 = No/Disabled, 1 = Yes/Enabled moduleISIS = 0; // Module Volumetric Clouds (Weather) - Values 0 = No/Disabled, 1 = Yes/Enabled moduleVC = 0; // *** RESPAWN OPTIONS *** // Respawn Town Camps - Values 0 = No/Disabled, 1 = Yes/Enabled respawnCamps = 1; // Respawn at Camps - Values 0 = No/Disabled, 1 = Yes/Enabled respawnCampsRule = 1; // Respawn Delay timer - Values (Seconds) 10,15,20,25,30,35,40,45,50,55,60,65,70,75,80,85,90 respawnDelay = 30; // Respawn with Gear - Values 0 = No/Disabled, 1 = Yes/Enabled respawnGear = 1; // Respawn at MASH - Values 0 = No/Disabled, 1 = Yes/Enabled respawnMASH = 1; // Respawn at HQ - Values 0 = No/Disabled, 1 = Yes/Enabled respawnMobile = 1; // Respawn Towns Range - Values (Meters) 50,100,150,200,250,300,350,400,450,500,550,600,650,700,750,800,850,900,950,1000 respawnTownsRange = 550; // *** RESTRICTION OPTIONS *** // Restriction - Advanced Aircraft - Values 0 = No/Disabled, 1 = Yes/Enabled restrictionAdvancedAir = 0; // Restriction - Gear - Values 0 = No/Disabled, 1 = Yes/Enabled restrictionGear = 0; // Restriction - Kamov (OH/VANILLA ONLY) - Values 0 = No/Disabled, 1 = Yes/Enabled //restrictionKamov = 0; // *** TOWN OPTIONS *** // Towns - Amount Values 0 (Extra Small), 1 (Small), 2 (Medium), 3 (Large), 4 (Full) townsAmount = 3; // Towns - Striker (Assault Teams) - Values 0 = No/Disabled, 1 = Yes/Enabled townsStriker = 0; // Towns - Striker (Max) - Values 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,22,24,26,28,30,32,34,36,38,40 townsStrikerMax = 4; // Towns - Occupation Enabled - Values 0 = No/Disabled, 1 = Yes/Enabled townsOccupation = 1; // Towns - Occupation Difficulty - Values 1 (Light), 2 (Medium), 3 (Hard), 4 (Insane), 5 (Automatic) townsOccupDifficulty = 1; // Towns - Occupation Reinforcment - Values 0 = No/Disabled, 1 = Yes/Enabled townsOccupReinforcement = 0; // Towns - Patrols - Values 0 = No/Disabled, 1 = Yes/Enabled townsPatrol = 0; // Towns - Patrols (Max) - Values 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,22,24,26,28,30,32,34,36,38,40 townsMaxPatrol = 12; // Towns - Protection Radius - Values (Meters) 0,50,100,150,200,250,300,350,400,450,500 townsProtectionRange = 400; // Towns - Purchase Militia - Values 0 = No/Disabled, 1 = Yes/Enabled townsPurchaseMilita = 0; // Towns - Resistance Enabled - Values 0 = No/Disabled, 1 = Yes/Enabled townsResistance = 1; // Towns - Resistance Difficulty - Values 1 (Light), 2 (Medium), 3 (Hard), 4 (Insane) townsResistanceDifficulty = 1; // Towns - Resistence Reinforcments - Values 0 = No/Disabled, 1 = Yes/Enabled townsResistanceReinforcement = 0; // Towns - Resistence Type (CO ONLY) - Values - 0 (Guerillas), 1 (Takistani Locals) //townsResistanceType = 1; // Towns - Starting Mode - Values - 0 (None), 1 (Divided), 2 (Nearby) townsStartingMode = 0; }; }; };
  5. packtloss

    1.54/BAF Server Versions?

    Hrm. Everything seems ok, but trying to start a game i get: no entry 'bin\config.bin/CfgVoiceTypes/Male01.alternative' (The male01 seems to change - 02,05,etc) with a return to map selection. Occasionally i get a pop up that says "Picture ca\missions_baf\scenarios\sp_tankbusters.zargabad\img\loading_screen_thunt_co.paa not found" (that line will vary depending on the mission) Im not sure if its a bad install, or a bad patch, or what - anyone seen this?
  6. What do i need to do, to get BAF supported properly by my game host? Do i need them to just patch to 1.54? Or do they have to pick up BAF as well?
  7. BattlEye is an anti-cheat system - why would you want them to work on (Useless) bandwidth monitors instead of, you know, anti-cheat? BI needs to put out a working server tool - or at least give us the mechanics to write our own - working (and secure!) rcon, etc.
  8. packtloss

    Odd things I've noticed playing "warfare"

    1. I havent seen this in warfare. 2. Use the mount (4) menu - after you select the vehicle you can select the specific seat. Unless youre speaking about all of this going on without your AI dismounting? 3. Do they have a 'bullseye' on their icon? They are likely in 'Danger' mode. You can put them in safe, tell them to stand up, and they will move without looking for cover or worrying about being in formation. As soon as they hear/see anything alarming, they will go to ground again. You're also 'pathfinding' in a way the AI does not. Pathfinding is something all of us in the arma community have been complaining about... Keep in mind warfare is a mod/script set - Benny and the modules he use extensively modify the default OA behavior - so a lot of bugs while playing warfare are hard to determine - is this from warfare? Is this from a warfare module i have enabled? Is this an engine bug?
  9. Hey guys - I've been reading a lot, but cant seem to find the documentation for what im looking for - and frankly, i dont know this engine very well, so i pre-apologize if any of this is 'newbish'; I've been running a 32 player warfare-be server (As well as Xeno's Domination) and one of the most annoying things, is having to have an admin set mission parameters each game start. as per: http://community.bistudio.com/wiki/server.cfg I believe i can (for example) set warfare's parameters in a mission class like: class Missions { class warfareBe // Mission Name { template = "WarfareV2_063LiteOA.Takistan"; // File Name difficulty = "veteran"; // difficulty class Params // Array that matches key/value to mission params? { missionParameter = "Whatever"; someOtherParam = 1; someThingElse = 2; }; }; }; If im wrong on this point, everything below will be gibberish; At this point - Is there some easy way to find all the real variable names? I've done a quick check of warfare-be's initJIPcompatible.sqf and found a few of the vars, for example: campRespawn = true; mobileRespawn = true; campRespawnRule = true; I assume i can define these as i stated above? What about parameters that arent so clear-cut, for example; //--- Funds. missionNamespace setVariable ['WFBE_EASTSTARTINGMONEY',(paramsArray select _u)];_u = _u + 1; missionNamespace setVariable ['WFBE_WESTSTARTINGMONEY',(paramsArray select _u)];_u = _u + 1; Can those be defined as: WFBE_WESTSTARTINGMONEY = 8000; (I assume that they cannot be) Do any of you server admins have configs for warfare or domination you can share? Am i on the right track? Thanks for your help!
  10. I assume because of this: KRON_UPS_Res_enemy = [east]; That both sides cant run upsmon - limited to one side only?
  11. Mr. Murray's Guide has a sapper example in it. http://www.armaholic.com/page.php?id=4847 Page 216 (section 6.21 - The saboteur)
  12. I'm not an expert - there may be a better way to skin this cat....but: give the AI a join waypoint, and sync it to the player's waypoint. When both units are within range, they will join.
  13. packtloss

    Amphibious spawn!

    Have you had a look at this? http://armaholic.com/page.php?id=5778
  14. packtloss

    Rearming AI vehicles.

    I will try as soon as im done at the office. Thanks so much!
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