+CGO+Dakota_kid
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Everything posted by +CGO+Dakota_kid
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Help setting up a Dedicated Server
+CGO+Dakota_kid posted a topic in ARMA 2 & OA - Servers & Administration
Hey guys, I am having a boat load of problems setting up a dedicated server(rented through a dedicated box on lowpinggameservers.com) I have followed [KH]Jmans tutorial as far as I can tell, and Im not sure what is going on, because I cant seem to find the server in the server list, can one of you server savvy folks take a look at my configurations and tell me what im missing? Server.cfg: Arma2.cfg: system.arma2profile: ^^^the above is what I entered,^^^ the below was the server default as set up by lowpinggameservers.com: default server.cfg: default arma2.cfg: default system.arma2profile: It is currently running the ACE mod as set up by the lowpinggameservers.com guys. please help I really dont know what I am mission here.... -
Help setting up a Dedicated Server
+CGO+Dakota_kid replied to +CGO+Dakota_kid's topic in ARMA 2 & OA - Servers & Administration
It works now to connect with ACE installed, and now we can find it in the server list. seems the issue mostly came when i tried to edit the .cfg files was any of my script incorrect? I followed [KH]Jman's guide when i filled it out. -
Help setting up a Dedicated Server
+CGO+Dakota_kid replied to +CGO+Dakota_kid's topic in ARMA 2 & OA - Servers & Administration
I actually have 1 of each. however, just today myself with some help from a friend were able to connect using the server default options. (the head game admin for CGO added ace2 to them a couple days ago and magically they started working) BUT, when we connected, every mission we loaded we got kicked after it started because the mission was dependent on deleted content ace_main and cba_main, as well as several other files. this was on both the OA and A2 server. both running ace, both of us have the latest stable version of ace(1.3 for ace2 and 1.7 for ace2OA) and all the other ace files(acex, _sm, etc) any idea what would cause that? we both checked and the files that were missing are indeed still there. -
Editing, Expanding and Modifying Domination
+CGO+Dakota_kid replied to Tankbuster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ok cool, any suggestions for the ROE script though? -
Editing, Expanding and Modifying Domination
+CGO+Dakota_kid replied to Tankbuster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello all, Thank you to all you experienced scripters and modders for all the advice and guidance. Reading through everything you all have posted has given me a lot of insight to the ins and outs of scripting, even though I still am pretty lost...I'm a lot closer to figuring out what all the semi colons and commas mean. I read a few pages back about someone scripting civilians into the mission, has anyone done this with success? I was thinking about trying to add a script to spawn civilians into the main AO, (perhaps the same script used to spawn enemies?) And remove them once the AO has been secured. Making the civvies neutral to both sides, as well as unarmed. Both on foot and in vehicles. Also scripting a random ROE for each town varrying from armed enemies only, to the entire town being declared hostile, with higher degrees of punishment for killing a civilian in the stricter ROE areas, For example crossroads says: attack "town a" Roe allows targeting armed enemies only And if A civilian gets killed increase the enemy presence in future AO's as well as not rewarding the team with a vehicle. Or crossroads says: attack "town B" Entire town declared hostile(spawn fewer civilians) And decrease the penalty for a civilian kill to only slightly increasing or not increasing at all the enemy presence in another town. I want this to discourage the use of artillery/bombing/strafing wildly without eyes on to ensure enemy targets aren't mixed in with innocent civilians. Also is it possible to restrict specific weapons based on a units class, IE the spec ops team(default bravo?) Could use any weapons,[ from my understanding of the MARSOC community they are free to pick almost any and all weapons/attachments that they want] But Alpha being a 03xx grunt squad could only use M16/M4 variants for the riflemen, 203's for team leaders and grenadiers, M249 for the automatic riflemen only etc, AT for the anti armor guys, Dmr for designated marksmen and snipers, sniper rifles for snipers only. All in non suppressed form FAC's could carry SD weapons, call in arty be able to carry a laser designator (restricted to him and the specops squad) make the arty/rescue operator a rescue only(and only allowing him a pistol because in A2 on the last server I played he had no lbv to carry ammo etc. I know this is a lot of questions and will probably be beyond my skills but id like to give it a shot if you all think it can be done and have any advice or pointers?