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Hornet_it

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Everything posted by Hornet_it

  1. Thanks for the answer, we've actually found that the WINE version was our problem, now we've other problems with PlayOnLinux which was previously installed by one of the server admin (Unfortunately I wasn't available to help during the server installation)... Steam is kinda divided into 2 or more directories because of that and whenever we try to start the server now it doesn't recognize that steam is already running. We're trying to just uninstall WINE and PlayOnLinux and follow your guide from the installation point. Hopefully everything is going to work! Thanks again, hopefully I'll post again with a solution. EDIT: Everything's solved, server is up and running! Thanks for the help, if anyone else would have the same problem follow this guide and if you have PlayOnLinux or an older version of WINE update and uninstall PlayOnLinux!
  2. Well... The problem is that we can't install the directx, which version of wine are you using? We have previously installed the stable version 1.4 and for the VNC, we're using a software called X2Go, I completely ignored your guide part about that... this is the error we get when we try to install the directx X Error of failed request: BadValue (integer parameter out of range for operation) Major opcode of failed request: 147 (RENDER) Minor opcode of failed request: 34 (RenderCreateLinearGradient) Value in failed request: 0x0 Serial number of failed request: 1703 Current serial number in output stream: 1763 We're upgrading to the latest wine build just to see if the compatibility issue may be fixed...
  3. We tried even via steam but it's not working, probably for the same problem... It actually tries to run the game instead of using the parameter "-server" and I really don't know why. I'm not a linux expert so I'll probably just wait for the linux dedicated server release or pay for a windows server license. Thank you anyway
  4. Hi! We've just bought a dedicated Linux server and we're trying to follow your guide, our version is Ubuntu 12.04. We've some troubles while running the exe on wine thanks to a shell script: #! /bin/bash wine arma3.exe -server -config=A3TestServer.cfg -nosound -nosplash -maxmem=2047 -port=2310 The terminal output shows some errors that we couldn't correct: err:module:import_dll Library d3d11.dll (which is needed by L"SteamApps\\common\\Arma 3\\arma3.exe") not found err:module:LdrInitializeThunk Main exe initialization for L"SteamApps\\common\\Arma 3\\arma3.exe" failed, status c0000135 We had the "x3daudio" problem and we've corrected that thanks to your guide, we've also run the "d3dx11_42" winetricks request and it's installed... Any advice? EDIT: the problem may be that the parameter "-server" is not loaded but I don't get why since even by using the terminal and executing wine arma3.exe -server the errors outputs are the same.
  5. What part are you talking about? If you mean calling the script in init.sqf is actually a "bad idea" I will completely remove the script because I will roll-back to unit's init manual gear change or, if you mean calling the script without naming it (null= [] execVM "") i've already change that part. At least I'm gonna find out if something's wrong with some tests later. I've already solved the other problem 'typed array, expected object', there was no typing errors, only some codes forgotten in some unit's init. Thanks for your help.
  6. Hi, i've a problem making a gearing script called in my init.sqf nul0 = [] execVM "scripts\init\initGearing.sqf"; This is the script called by the above comand EDITED with Tajin help // Variables _squadLeaders = [asl00, bsl00, csl00, plhq00, asl00_1]; _squadMeds = [smedic00, smedic01, smedic02, smedic03]; _teamLeaders = [alpha1, alpha2, alpha3, bravo1, bravo2, bravo3, charlie1, charlie2, charlie3]; _automaticRiflemen = [ar1, ar2, ar3, ar4, ar5, ar6, ar7, ar8, ar9, ar10]; _antiTank = [at1, at2, at3]; _riflemen = [r1, r2, r3, r4, r5, r6]; _aARs = [aar1, aar2, aar3, aar4, aar5, aar6, aar7, aar8, aar9, aar10]; _pilots = [p1, p2, p3, p4]; _crewmen = [cr1, cr2, cr3, cr4, cr5, cr6, cr7, cr8, cr9, cr10, cr11, cr12, cr13, cr14, cr15, cr16]; // Gearing { _x execVM "scripts\gearing\squad_leader.sqf"; } forEach _squadLeaders; { _x execVM "scripts\gearing\squad_medic.sqf"; } forEach _squadMeds; { _x execVM "scripts\gearing\team_leader.sqf"; } forEach _teamLeaders; { _x execVM "scripts\gearing\automatic_rifleman.sqf"; } forEach _automaticRiflemen; { _x execVM "scripts\gearing\anti_tank.sqf"; } forEach _antiTank; { _x execVM "scripts\gearing\rifleman.sqf"; } forEach _riflemen; { _x execVM "scripts\gearing\assistant_automatic_rifleman.sqf"; } forEach _aARs; { _x execVM "scripts\gearing\pilot.sqf"; } forEach _pilots; { _x execVM "scripts\gearing\crewman.sqf"; } forEach _crewmen; Everything works fine, the only exception is for the squad medic gearing // Debug problem array hint format ["%1",[_this]]; // Remove weapons and magazines removeAllWeapons _this; //Main weapon _this addWeapon "ACE_M4A1_C"; //Main weapon magazines for "_i" from 0 to 6-1 do {_this addMagazine "30Rnd_556x45_Stanag"}; //Night vision googles //_this addWeapon "NVGoggles"; //Grenade for "_i" from 0 to 2-1 do {_this addMagazine "HandGrenade_West"}; //Smokes for "_i" from 0 to 4-1 do {_this addMagazine "SmokeShell"}; //Rangefinder and batteries _this addWeapon "Binocular_Vector"; _this addmagazine "ACE_Battery_Rangefinder"; _this addmagazine "ACE_Battery_Rangefinder"; //IFAK for "_i" from 0 to 2-1 do {_this addMagazine "ACE_Epinephrine"}; for "_i" from 0 to 2-1 do {_this addMagazine "ACE_Morphine"}; //Medic gear for "_i" from 0 to 2-1 do {_this addMagazine "ACE_Epinephrine"}; for "_i" from 0 to 2-1 do {_this addMagazine "ACE_Morphine"}; for "_i" from 0 to 4-1 do {_this addMagazine "ACE_Bandage"}; //Rucksack _this addWeapon "ACE_Rucksack_MOLLE_DMARPAT_Medic"; //Equip _this addWeapon "ACE_Earplugs"; _this addWeapon "ACE_GlassesLHD_glasses"; _this addWeapon "ACE_GlassesTactical"; _this addWeapon "ACE_KeyCuffs"; Now, in line 4 arma finds an error '#removeAllWeapons _this; type array, expected object' I don't understand why everything is fine with other scripts but not for this one. My debug (line 2) shows that the name called is not an array but is actually the name of the unit. I know i could "move" everything to unit's init, I've also got problem by calling the script directly in unit's init. So, just to "study" a bit of scripting and arrays again, I tried this solution but now i've a problem I can't understan... Can someone help me?
  7. Ahahah that's one of my "bad script typing habit", I do that to remember that 0 is actually the first step, so when i call "2-1" i know i'm actually calling for "two" of them [0 and 1] but i read "2". A bit complex but it help me quick read every numerical call, expecially gear calls... About the script, it's initialized in my init.sqf as i said. I can't call every unit script in unit's init beause i saw it's sometimes broken by the server on dedi or mission restart.
  8. Thanks for the tip, just trying right now. I know LEA and everything ;) but, as you can understand, I want to try make it by myself :D EDIT: just tried, same problem as above ('typed array expected object')... every variable seems to be ok as i've double checked them... Can't actually understand why it reads an array instead of a single variable as it actually do (debug hint in my script shows the correct variable). EDIT2: Found the error, the code is ok, I forgot to erase some lines in my medics init :D
  9. Hornet_it

    ArmA 2 site hacked

    Yep, i think so! EDIT: What about numbers? Are them part of the decryption or still have no sense? Regards, H.
  10. Hornet_it

    ArmA 2 site hacked

    Or Razor Team?!
  11. Hornet_it

    75th Ranger Regiment

    Hey there Rhodesy, what about you 75th ranger units? Did you move succesfully to Brisbane? Regards, H.
  12. Actually you can find the signal system with the ACE mod, not easy implemented as you suppose but easy to reproduce via shortcut. For the second suggestion you can also follow the work of the ACE team, they will probably re-add their feature for different throwing "mode" for grenades. Regards, H.
  13. Do you mean .paa object for the briefing lines? Regards, H.
  14. Hornet_it

    75th Ranger Regiment

    Lol no problem :D I was afraid you decided to not release it ;) Regards, H.
  15. Options -> Controls -> All Controls -> Turbo (default no key assigned) -> Assign a key (i prefer using mouse button 4/5) Now you've got a Turbo key ;) Regards, H.
  16. Hornet_it

    75th Ranger Regiment

    No news about those units? Waiting for them :D Regards, H.
  17. Amazing! Thanks I44 (The score is E P I C!!) Regards, H.
  18. Lol at least they seem to be a bit slow... Maybe he asked for use the same config as the "default fast crawl" bout with that anim :P Regards, H.
  19. Ok, i will play it ASAP ;) Regards, H.
  20. Actually do you think it's compatible with AI, i mean they use your animation but sometimes they are immortal (it's the same when you play with someone without the mod in PvP)? Another problem i got with the last release but cannot reproduce more than first first time (do'h!) is a stuck in jogging animation when i tried to raise the weapon double tapping the ctrl button (default key for raise/low weapon)... Actually the last release is the best I've seen, i think it's somehow "complete" for what i expected from it :D
  21. I quote myself just to say that my post could seem rude... I only wanted to explain how this "roll" feature could just be implemented in another way ;) I'll never stop to say that i love this mod and so long i'll never stop trying to report some suggestions :P Regards, H.
  22. Yes it's a bit useless when you try to reach a position fast while jogging, spot an enemy, trying to raise you weapon and insteand of that you roll, it's a good animation (i think it's already in arma because i found it in some others script/addon) but it's useless with that key combination Regards, H.
  23. Lol roger that, about the urban proning i think we will training to fire in that position looking trough the iron sight (not a big problem, actually a little issue created by good point of view with not too much exposure -> "realistic" as we like to play :cool:) About the woodly animation i really understand your problems, it was meant to be a "report o a minor or less than a minor issue" :p And another thing I want to report, don't read about that but when i change weapon and got the pistol (with rifle lowered) with your animation i can only go forward nor left/right... It's deliberate or missing some animations those have to be implemented? @galzohar: the "manual" is the text file with also the changelog Regards, H.
  24. Hi smookie, glad to see you release this fantastic mod :D As a part of SR5 tactical i used to play and test the mod and find it amazing! :D Just got a pair of feature/questions about the urban proning aiming and about the animation transition About the first thing i wanna ask if possible to better implement the aiming in urban proning because as you can see in the screenshot: http://img843.imageshack.us/f/arma2oa2011040921443711.jpg when you aim you shoot trough the iron sight instead the holographic, didn't try with the aimpoint and saw that it works with optics ;) (we use to play without aim icon) The other thing is a simple visual effect about the transition between the battle stance and the jog stance that seems a little bit "woodly" :D Hope this could be useful Regards, H.
  25. Hornet_it

    75th Ranger Regiment

    Mmm understood, didn't read the whole thread, just saw pictures with ACEX's m4s so I thought you did already config them... Actually the config for ACE is nothing but boring... You can find all the functions here with a good guide about the "How to" Just ask if you need help ;) Regards, H.
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