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ibaked

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About ibaked

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  1. ibaked

    Adding Bots to a server

    Ive tried this, but the server player list on the public servers list alaways says, example 1\50 people online can Ai or bots, make it look like 15\50 online then the ai or bot will be replaced with a human player as they join?
  2. Hello, Am wondering if its easy to add a few bots to a server, to make it look populated, then as a real player conntects it takes the place of that bot?
  3. Sorry for the late reply But its working now! thanks guys for all your help
  4. Possible, but thats the missions name when i start the server normaly, i can start the map by voting for it. but i can't get the mission cycle to make it so that maps on always by defult. :butbut: ---------- Post added at 10:33 PM ---------- Previous post was at 10:25 PM ---------- Is their anychance someone could Teamviewer me?
  5. *slams head on the desk* No luck its not working for me :eek: :( thanks guys for your imput, but unfortnetly its just not doing it for me.. ohh well
  6. // GLOBAL SETTINGS // The name of the server that shall be displayed in the public server list hostname="[uKT] TERRORIST PUBLIC TDM "; // Password for private servers. Uncomment this if you wish to run a private server //password=""; // Password to become server admin. When Youre in Arma MP and connected to the server, type '#login xyz' passwordAdmin="XXXXXXXX"; // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player. maxPlayers=50; // WELCOME MESSAGE ("message of the day") // It can be several lines, separated by comma // Empty messages "" will not be displayed at all but are only for increasing the interval motd[]={ "Welcome to the UK TERRORIST server." }; // Time interval (in seconds) between each message motdInterval=50; // Do not allow players with duplicate id's to connect Kickduplicate=0; // If set to 1, player has to use exactly the same -mod= startup parameter as the server. equalModRequired=0; // Enables persistent battlefield // This is dependent on the mission specifiying persistence, otherwise has no effect. persistent=0; // Anti-cheat battlEye = 1; // Gamespy reporting url for public server list inclusion reportingIP="arma2pc.master.gamespy.com"; // If specified player connects/disconnects and player id's are written to file. // The loffile is persistant and appends data on server restart. logFile="server_console.log"; // Enables network traffic logging, client IP etc netlog=1; // Set the timestamp format used on each report line in server-side RPT file. // Possible values are "none" (default),"short","full". timeStampFormat=full; // VOTING SETTINGS // start voting when 1 players connect. voteMissionPlayers=1; // 25% or more players need to vote for mission to become effective // set to 1.5 to turn off missions voting voteThreshold=25; // VOICE SETTINGS // If set to 1, Voice over Net will not be available disableVoN=0; // Enabling VonID displays player name to all clients when client VON is in use. VonID=1; // Quality from 1 to 10 // See http://community.bistudio.com/wiki/ArmA:_Multiplayer#VOIP_support for codec info. 7 is the best. vonCodecQuality=7; // INGAME SETTINGS // Enables ingame scoreboard. NetStats=1; // Enables death messages ingame DeathMessages=1; // SCRIPTING ISSUES onUserConnected=""; onUserDisconnected=""; doubleIdDetected=""; // some ArmA specific stuff - signature verification // Enables signature verification for addons // This will prevent pbo hacks by only allowing pbo's that pass server's public key checks verifySignatures=0; // Signature timeout fix regularcheck="{}"; // unsigned data detected onUnsignedData = "kick (_this select 0)"; // tampering of the signature detected onHackedData = "ban (_this select 0)"; // data with a valid signature, but different version than the one present on server detected onDifferentData=""; // See ArmA Biki for additional signature commands // MISSIONS CYCLE class Missions { class dm_08_ranch_iii_v0-86c { template = dm_08_ranch_iii_v0-86c.chernarus; difficulty = "regular"; }; // EOF
  7. Ok i have now uploaded a new map into server MPMISSION folder and put this into my command line // MISSIONS CYCLE class Missions { class dm_08_ranch_iii_v0-86c { template = dm_08_ranch_iii_v0-86c.chernarus; difficulty = "regular"; }; }; Server still wont show/list/start ? :j: ---------- Post added at 05:09 AM ---------- Previous post was at 05:08 AM ---------- Am really not sure, its from Alpha Networks
  8. Anyone? my server is kinda offline untill this gets fixed ;(
  9. ohh. thanks! will give this ago ---------- Post added at 08:51 PM ---------- Previous post was at 06:54 PM ---------- still no luck :o // MISSIONS CYCLE class Missions { class DM_Detector { template = MP_Detector.Chernarus; difficulty = "regular"; }; }; // EOF Server won't start now
  10. :confused: Hello I have searched around and still can't get to the bottum of the problem. perhaps i wrote it in wrong. but when ever i put up a mission to cycle, the server won't even list on the public it will only list when i delete the mission cycle input. :j: // MISSIONS CYCLE // Specifies the mission rotation and related difficulty settings. // Leave blank to enable alternative maplist class Missions {}; class DM_Detector { template = "MP_Detector.Chernarus"; difficulty = "regular"; }; Really don't know how to get this to work, for the time being am stuck on a vote map,
  11. how do i use that? do i put it into my addons folder
  12. Sigh, and sigh nothing is working for me, its just lost cause :mad: :(
  13. Nope, still not working, Am placing the Trigger, then setting the axis a and axis b both are 5-5 then trigged by anybody then on the on Act, i put bomb = "Bo_GBU12_LGB" createVehicle getmarkerPos "explosion"; Then i place a marker, with both the name and text with bomb = "Bo_GBU12_LGB" createVehicle getmarkerPos "explosion"; nothing is happening when i walk over it :butbut:
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