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Srinidhalaya

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Posts posted by Srinidhalaya


  1. Its not just the sprinting, but rather all the animations are too fast. Climbing ladders is especially obvious. I was thinking it had to do with server setting on how fast time passes, 2xSpeed, 4xSpeed...ect. If not things seriously need to be slowed down. Also, when crouch running the avatar leans forward a bit too much.


  2. Ok, it is definitely the Arma2 OA server bringing down the whole box. We get the map going and about 10-15 minutes into it crashes. We get several errors regarding cannot find cfg_ACE....something another...we could really use some help, its driving away public players...

    ---------- Post added at 07:08 PM ---------- Previous post was at 05:37 PM ----------

    any help?

    ---------- Post added at 08:11 PM ---------- Previous post was at 07:08 PM ----------

    Ok, Looks like after a vast amount of research I found the problem...

    We do not run any mods on the server, and clients with ACE mod are connecting and completely bogging down the server with errors being generated from THEM having the mod...

    We will just simply begin to remove acemod players...


  3. I'm running a Domination Server, and past couple of days after I unlocked the requirement for the mod folder to be same to connect, it started crashing...

    It didn't crash before then, but had problems with certain players connecting. It may just be a coincidence but all the servers on the same box for other titles we host went down with it. I'm not sure if it is a server box problem with the crash, or if the arma 2 OA server is bringing the whole box down, but on the report there are SEVERAL warnings....

    Here is just a snippet of the report, which i believes just gets longer over time, but basically the whole thing says the same stuff...

    Warning Message: '/' is not a value

    Warning Message: No entry '.scope'.

    Warning Message: '/' is not a value

    Warning Message: Error: creating magazine ACE_20Rnd_762x51_S_SCAR with scope=private

    Warning Message: No entry '.displayName'.

    Warning Message: '/' is not a value

    Warning Message: No entry '.displayNameShort'.

    Warning Message: '/' is not a value

    Warning Message: No entry '.nameSound'.

    Warning Message: '/' is not a value

    Warning Message: No entry '.Library'.

    Warning Message: No entry '.libTextDesc'.

    Warning Message: '/' is not a value

    Warning Message: No entry '.type'.

    Warning Message: '/' is not a value

    Warning Message: No entry '.count'.

    Warning Message: '/' is not a value

    Warning Message: No entry '.maxLeadSpeed'.

    Warning Message: '/' is not a value

    Warning Message: No entry '.initSpeed'.

    Warning Message: '/' is not a value

    Warning Message: No entry '.reloadAction'.

    Warning Message: '/' is not a value

    Warning Message: No entry '.modelSpecial'.

    Warning Message: '/' is not a value

    Warning Message: No entry '.ammo'.

    Warning Message: '/' is not a value

    Warning Message: No entry 'bin\config.bin/CfgMagazines.ACE_20Rnd_762x51_S_SCAR'.

    Warning Message: No entry '.picture'.

    Warning Message: '/' is not a value

    Warning Message: No entry '.scope'.

    Warning Message: '/' is not a value

    Warning Message: Error: creating magazine ACE_20Rnd_762x51_S_SCAR with scope=private

    Warning Message: No entry '.displayName'.

    Warning Message: '/' is not a value

    Warning Message: No entry '.displayNameShort'.

    Warning Message: '/' is not a value

    Warning Message: No entry '.nameSound'.

    Warning Message: '/' is not a value

    Warning Message: No entry '.Library'.

    Warning Message: No entry '.libTextDesc'.

    Warning Message: '/' is not a value

    Warning Message: No entry '.type'.

    Warning Message: '/' is not a value

    Warning Message: No entry '.count'.

    Warning Message: '/' is not a value

    Warning Message: No entry '.maxLeadSpeed'.

    Warning Message: '/' is not a value

    Warning Message: No entry '.initSpeed'.

    Warning Message: '/' is not a value

    Warning Message: No entry '.reloadAction'.

    Warning Message: '/' is not a value

    Warning Message: No entry '.modelSpecial'.

    Warning Message: '/' is not a value

    Warning Message: No entry '.ammo'.

    Warning Message: '/' is not a value

    Warning Message: No entry 'bin\config.bin/CfgMagazines.ACE_20Rnd_762x51_S_SCAR'.

    Warning Message: No entry '.picture'.

    Warning Message: '/' is not a value

    Warning Message: No entry '.scope'.

    Warning Message: '/' is not a value

    Warning Message: Error: creating magazine ACE_20Rnd_762x51_S_SCAR with scope=private


  4. There is no files, "BAF" or "PMC" in arma2\common files

    And that is what I did, A2, 1.08, OA, 1.57

    still nothing

    =====================================================================

    == D:\Program files\Bohemia Interactive\ArmA 2\arma2OA.exe

    == "D:\Program files\Bohemia Interactive\ArmA 2\arma2OA.exe"

    =====================================================================

    Exe timestamp: 2011/02/26 13:35:19

    Current time: 2011/02/26 13:48:18

    Item str_disp_server_control listed twice

    Updating base class ->RscText, by ca\ui\config.bin/RscSplashText/

    Exe version: 1.51.71083

    Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 0)! MoveName: kia_uaz_cargo02

    Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 1)! MoveName: uaz_cargo02

    =====================================================================

    == D:\Program files\Bohemia Interactive\ArmA 2\arma2OA.exe

    == "D:\Program files\Bohemia Interactive\ArmA 2\arma2OA.exe"

    =====================================================================

    Exe timestamp: 2011/02/26 14:36:44

    Current time: 2011/02/26 14:39:10

    Version 1.57.76815

    Item str_disp_server_control listed twice

    Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 0)! MoveName: kia_uaz_cargo02

    Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 1)! MoveName: uaz_cargo02

    =====================================================================

    == D:\Program files\Bohemia Interactive\ArmA 2\arma2OA.exe

    == "D:\Program files\Bohemia Interactive\ArmA 2\arma2OA.exe"

    =====================================================================

    Exe timestamp: 2011/02/26 14:36:44

    Current time: 2011/02/26 14:43:23

    Version 1.57.76815

    Item str_disp_server_control listed twice

    Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 0)! MoveName: kia_uaz_cargo02

    Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 1)! MoveName: uaz_cargo02

    =====================================================================

    == D:\Program files\Bohemia Interactive\ArmA 2\arma2OA.exe

    == "D:\Program files\Bohemia Interactive\ArmA 2\arma2OA.exe"

    =====================================================================

    Exe timestamp: 2011/02/26 14:36:44

    Current time: 2011/02/26 14:51:26

    Version 1.57.76815

    Item str_disp_server_control listed twice

    Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 0)! MoveName: kia_uaz_cargo02

    Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 1)! MoveName: uaz_cargo02


  5. -Installed Amra2 (a while ago)

    -Installed OA

    -Installed latest patch 1.57

    Now when trying to connect to our server, it wont let me. It says I don't have the dlc installed. My friends with steam don't have this problem. I do not want to purchase the dlc.

    Any idea's?

    I can find patch's for dlc, and when trying to run, they say its not installed.

    I thought the light version was free.


  6. Sounds like you would need to create the car along with the ambient civil vec mod as to hide it. You would still have to make the way points, but you could make 5 or 6 differnt spawns and path's, and have it randomly choose one of those. I would have to look at an old edit, but you can make the script do what your talking about on prox. to yourself or an ally it would create a "shell round explosion" at the car.


  7. I assume you are trying to separate them?

    Yes, When I get off work, Im gonna get started on it. I assume I can just create a seperate "Menu Action" for the second observer and have it call on a duplicated/renamed artillery.sqf script. It sounds easy, I hope implenting it is too :)

    No such luck on the coders, I start talkin shop/code and I just confuse people... lol

    I do have a person who is interested in it, but has no experience. I actually do a lot of java script, line logic, pcl, and block logik programming at work for an energy managment system installer, so I understand how it works. Specific syntax for the arrays is different, but I learn quick.

    I'm also thinking of integrating a different spawn system, where you spawn in a C130 that lands at base, and then takes off after a few minuites and flys by the AO incase u wanna para jump, then circles map waiting for next respawn. Lots of todo's on the list...

    :)


  8. Vista 32: Crash on open/(change folder)

    Cannot view all .paa

    I have a .paa I can view, so when I save I just overwrite that exsisting .paa and it saves. I drag and drop all images I want to convert into the folder I'm stuck in. I WAS able to change folders ONCE, right after initial instillation. This is now my .paa conversion folder, as its a quick work around to the bug.


  9. I've done quite a bit of searching through damn near every file (notepad ++ WOOT!!), #ifdef __AI__ only shows up in x_setup. So I looked at every line that had 'arti', and found several that referred to ' !(ACEVER) ' which I assume is "not" ace version, but I've tried every line I could find, and no luck.

    NOT using AI ver isn't an option, and allowing all users to have the ability isn't either. Any other hints? ;)

    OK, I found it. Here it is....

    In the x_client folder

    x_setupplayer.sqf

    Line 557 starts with

    if (d_with_ai) then {

    [] spawn {

    Here it begins to defines the __AI__ version of the game for each client player

    A few lines down you see

    if (!(__ACEVer)) then {

    d_player_can_call_arti = true;

    d_player_can_call_drop = true;

    This is where it allows all players to be able to drop artillery. Just add some comment lines (//) to exclude some coding, and make it look like this...

    // if (!(__ACEVer)) then {

    // d_player_can_call_arti = true;

    // d_player_can_call_drop = true;

    // __pSetVar ["d_ari1", _p addAction ["Call Artillery" call XGreyText, _scriptarti,[1,D_AriTarget],-1,false]];

    // __pSetVar ["d_dropaction", _p addAction ["Call Drop" call XGreyText, _scriptdrop,[],-1,false]];

    // call _callvecari1;

    // call _callvecdrop;

    // } else {

    // [1] execVM "x_client\x_artiradiocheck.sqf";

    // execVM "x_client\x_dropradiocheck.sqf";

    // };

    _p addRating 20000;

    ["d_p_group", group player] call XNetCallEvent;

    //} else {

    The "//} else {" at the end is important to exclude as well (took me a few tries before I realized this), but I left "_p addRating 20000;" and "["d_p_grou...." because I have no idea what they do. The lines just below this edit, which the last "else" that was commented out define, restrict artillary to FO's and air drops to team leaders.

    I hope I didn't confuse anyone, I'm not a good teacher...


  10. // is artillery operator

    d_can_use_artillery = ["RESCUE","RESCUE2"];

    // can call in air drop

    #ifndef __TT__

    d_can_call_drop = ["alpha_1","charlie_1","echo_1"];

    #else

    d_can_call_drop = [];

    #endif

    This is already set up in my mission, but everyone can still use it. So this is not the solution I'm looking for. I did read that in AI versions, everyone can use, but I haven't found the information on how to change that.


  11. This is for a well admin'd server, and trouble makers arn't an issue. And if the mission fails its really no big deal, just a game. Just start over. The main idea is to prevent the ability to flatten the towns with artillary blindly, but still keep the artillary in the game. In other words someone has to mark where the civi's are before bombardment can occur without risking the mission.

    Idealy the numbers of civilians present at AO required to rescue, and how many can die before failure would also be an adjustable setting when starting the mission.


  12. One more, I posted on Xeno's post about this one, but I'll put it here too....

    What is the possibility to adding civilians to the mix?

    -In main target AO; 5 civilians that must be rescued in addition to default operations.

    -If 15 civilians are killed throughout the entire mission; Mission Failure.

    -Civilians must be rescued and transported back to either the base, or captured village.

    -Civilians removed (deleted) once rescued for preformance.

    -If enemy attempts to retake a village, 10 civilians spawn and must be relocated.

    -Civilians should be neutral to both sides until "rescued" and in transport.


  13. Been searching to no avail, mainly because my eyes are starting to cross.

    What files do I need to edit to change the artillary.

    Playing AI build

    -Need to restrict artillary to Forward Observers only

    -Each FO needs a seperate artillary with the default options...3 salvos...ect

    I would also like the ability to restrict who can call air drops.

    I don't nessisarily need the exact coding, just point me to the correct files.

    Thanks a million, and sorry if this has already been addressed, I just cannot find the posts, too many threads come up in search feature.


  14. What is the possibility to adding civilians to the mix?

    -In main target AO; 5 civilians that must be rescued in addition to default operations.

    -If 15 civilians are killed throughout the entire mission; Mission Failure.

    -Civilians must be rescued and transported back to either the base, or captured village.

    -Civilians removed (deleted) once rescued for preformance.

    -If enemy attempts to retake a village, 10 civilians spawn and must be relocated.

    -Civilians should be neutral to both sides until "rescued" and in transport.

    I have an intermediate knowlege on scripting syntax. Mainly I'm looking for a point in the right direction. Thanks ahead of time, and I apprectiate all the help and resources posted here on these forums.

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