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DieselJC

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Posts posted by DieselJC


  1. For me..and I'm in my early 50's I ended up having my own server so I could control the Mods and missions..also I find that with more Mods the less chance of people not really interested in truly playing the game generally leave you alone. As of now I play a lot of the CTI in Arma 3..especially on Tanoa..the updated version is very well done I think. The Moda and missions for Arma 3 are almost endless with possibilities for anything you want.

     

    Diesel

    • Like 1

  2. Just wanted to make a suggestion..Ive been using the old Burnes MK10 Landingcraft and I run into issues when they are on the beach in heavy wind or waves they tend to drift away from shore..I'd suggest some sort of anchor that can be deployed front and rear to keep the landing craft from drifting away...even loaded the LC tends to drift away from shore..just a suggestion for you.

     

     

    Diesel

     

     

    arma3%202016-09-14%2015-59-06-80_zpskjna

    • Like 3

  3. A little late to this thread but if I want to allow the Mod on my server but not require it I know I need the keys but am a bit confused about the addons folder..do I need to just drop that in the servers main folder or do I pull the pbos out and drop them someplace..I'd like to have it as optional on my server but not actually required..if anyone can clear that up for me I'd be grateful..Thanks.

     

     

    Diesel


  4. Great work..wish I could help out but don't know much about modeling...with Tanoa now I am surprised we haven't been bombed with Landing craft from modders..I really would have thought BI would provide a nice Model with the DLC...keep up the good work I'll be watching this progress thanks for sharing!

     

     

    Diesel

    • Like 1

  5. run with admin permissions?

    do you have the latest DSUtils suite?

     

    i think to remember others having the said error msg too

    also use search (via google - "unable to create the authority" site:forums.bistudio.com)

    Running as admin..and I have the latest version from steam and verified the cache of the tools.

     

    Is that a link you posted? I cant see it if it is..when I google it just points me to this post.


  6. So I first started out trying to make a private key...couldn't get that to work so I uninstalled tools and re-installed it..then did the verify tools cache and it came up with a file missing..it seemed to have downloaded the file but I still cannot get the key create to work correctly...it always gives me an error that the files are missing. I revalidate the tools cache and again it says a file is missing. I have uninstalled it and re-installed it 3 times and every time I validate it a file is missing again. I am at a loss here as to what the issue is. If anyone can point me in the right direction I would appreciate it.

     

     

    Diesel


  7. To enable large pages; in your start menu search box, type "secpol.msc" and navigate to Local Polices > User Rights Assignment.

     

    Double click "Lock pages in memory", Add user or group > Advanced > Find now. Select your windows account name from this list and click OK > OK > OK.

     

    That should resolve your error.

    Thanks..I have all that set from the first time using the allocator. Like I said I don't run the actual game or lau8ncher as admin..I run it normally then I canuse task manager to set A3 to high priority and steam to low for when I am gaming.

     

    Just to clarify I have the .dll in the DLL folder and am using the Large Pages config settings file..what do I need to do with the xbbtmalloc.pdb file?

     

     

    Thanks

     

    Diesel


  8. Question.. I get this an error..I run the PC as Admin but don't start the game as Admin..I start it from the launcher.

    According to this the large pages isn't working..so how do I set that correctly? Do I need to start the launcher as Admin?

     

    12:51:05: Init
    12:51:05: Config:
    User is admin: No
    UseLargePages: Yes
    SeLockMemoryPrivilege: Yes
    SeIncreaseWorkingSetPrivilege: Yes
    ForceMaxWorkingSet: Yes
    HoldMemory: No
    PreAllocBytes: 0.000
    LockPages: No
    12:51:05: Ext0SetPrivileges: 41, Error: 1300
    12:51:05: MinimumWorkingSetSize: 4096.000 mb
    12:51:05: Ext0SetWorkingSet: 0, Error: 0
    12:51:05: Using normal pages
    12:51:05: Init done

    13:55:46: Exit...
    13:55:46: ...ok.


  9. If you find a way to install only the moduels you wany from ace could you please pm me or inform me.

    I want to enable some stuff on the medical and change some stuff in repairs. :P

     

    Becasue when you have the ace mod its has the default settings and i want the  advanced medicals and some other stuff :P

     

     

    Edit: also does anyone know when there is gonna be a new update ?

    You don't have to use all the modules..just install ACE and place the Modules you want to use.

    We use the Basic Medical and the logistics..there are a lot of Modules but we don't have them all active.

     

    Ask on the ACE Github too they are more than happy to help.

    I do know if you go deleting things it will mess up the MP side and people will have issues.

     

    Diesel


  10. Going to try this new one out today...been using the old one and was getting better performance..maybe not so much frames but smoother with minimal stuttering for sure.

     

    A question though..what are you guys/gals all running in your launcher..I found that keeping the memory limit boxes in the launcher both un-checked seems to be better for me...still really not clear on how those work if they limit the memory or allow a certain amount to be used.

     

    Thanks for the newest version.

     

    Diesel


  11. So I got an animation to work with the mouse scroll wheel and an sqf but after the animation I cant get the player back to normal.

    How would I end this animation or set it to a timeout?

     

    I have this as an sqf

     

    screwyou.sqf

     

    player switchMove "acts_briefing_sb_in"

     

     

    And I use this in the players init field.

     

    player addAction ["Screw You", "screwyou.sqf"];

     

    The animation is "acts_briefing_sb_in" the soldier giving the middle finger.

     

     

    Any help would be great.

     

    Diesel

     


  12. Hey Diesel, it can definitely be confusing aha. 

     

    // = Comment, as in the server doesn't read anything past these // or in between these /* */. Those comments specifically were to point out the usual default values in the classnames.sqf file.

    Just to help people recognise which line controlled which role I guess hahaha. 

     

    To overwrite the original value, you want to replace the nil with "classname" ( include the " " ).

    So it is: FOB_truck_typename = "rhsusf_M1083A1P2_wd_open_fmtv_usarmy";       //COMMENTS

     

    If you're not changing anything else, just those vehicles declared up top, you don't need to do anything else. The value of those top vehicles becomes the new one you stuck in that classnames_extension.sqf file and then the default support lists calls for the _typename variables which are, just to be specific, the values we just mentioned, that you put in to overwrite the default values by replacing nil with a "classname". If you are changing other things in the support list, such as the Bobcat or adding vehicles and changing the NATO repair truck to a US repair truck for example, then yes in classnames_extension.sqf add what you want as well as the _typename variables and that'll call your new values, like before. If you're doing the former, make sure you put overwrite = true back to = false. I should say if you are changing the repair, rearm, or refuel vehicles there's another slither of code that needs your attention near the bottom of the classnames.sqf file.

    Ahhh ok cool..thanks for the clarification..yeah I'm using all ACE repair stuff and Medical so that overwrites the Vanilla stuff..just didn't want people spawning a ton of vehicles for support..this forces them to use whats at base and when its gone its gone..a little more life like and realistic.

     

    Thanks again for the clarification..having a blast with this on Kunduz..am now porting it to Bozcaada...neither Map requires a huge CUP download so I like the stand alone Maps myself.

     

    Diesel

    • Like 1

  13. Just want to clarify I am doing this correctly...I am replacing some of the support vehicles with RHS stuff..so where it says "default classnames" I changed them to RHS names. But do I still need to add them in at the bottom under support vehicles overwrite? and if so do I have to assign each one what it is or do I put in Arsenal_typename, Respawn_truck_typename, FOB_box_typename and FOB_truck_typename in there.

     

    // *** SUPPORT STUFF ***

    // Setting a value here will overwrite the original value found from the mission. Do that if you're doing a total conversion.
    // Each of these should be unique, the same classnames for different purposes may cause various unpredictable issues with player actions. Or not. Just don't try.
    FOB_typename = nil;      // Default "Land_Cargo_HQ_V3_F";
    FOB_box_typename = nil;     // Default "B_Slingload_01_Cargo_F";
    FOB_truck_typename = nil;    // Default "rhsusf_M1083A1P2_wd_open_fmtv_usarmy";
    Arsenal_typename = nil;     // Default "B_supplyCrate_F";
    Respawn_truck_typename = nil;   // Default "rhsusf_M1083A1P2_B_wd_fmtv_usarmy";
    huron_typename = nil;     // Default "B_Heli_Transport_03_unarmed_F";
    ammobox_b_typename = nil;    // Default "Box_NATO_AmmoVeh_F";
    ammobox_o_typename = nil;    // Default "Box_East_AmmoVeh_F";
    opfor_ammobox_transport = nil;   // Default "O_Truck_03_transport_F";    // Make sure this thing can transport ammo boxes (see box_transport_config down below) otherwise things will break
    commander_classname = nil;    // Default "B_officer_F"
    crewman_classname = nil;    // Default "B_crew_F";
    pilot_classname = nil;     // Default "B_Helipilot_F";

     

    support_vehicles_overwrite = true;  // If you're going to overwrite this, make sure you have at least Arsenal_typename, Respawn_truck_typename, FOB_box_typename and FOB_truck_typename in there
    support_vehicles_extension = [
    ["B_supplyCrate_F"],
    ["rhsusf_M1083A1P2_wd_open_fmtv_usarmy"],
    ["B_Slingload_01_Cargo_F"],
    ["rhsusf_M1083A1P2_B_wd_fmtv_usarmy"],
    []
    ];


  14. I appreciate it, but I'm going to take a look this afternoon. Shouldn't be to bad because I'm going to keep Far Revive and just delete the medical .pbo's off ACE. I want to keep most of the streamlined systems in place :D

    Don't hold me to this but if you are hosting a server and delete pbo files clients wont be able to connect because it reads that as a mismatch..Id check with the ACE guys to be sure. I use ACE on my server and use ACE Medical basic. The only thing Ive found with using ACE is if you spawn any repair vehicles they still work in vanilla mode,so I had to go in and take those out of the config. to force players to use the ACE enabled vehicles at base. Otherwise if you just disable FAR Revive ACE revive works fine using epi pens.

     

     

    Diesel


  15. Is there any way to disable the respawn truck and supply vehicles you can build..I just want to force players to use what I have set up at base..I want to be able to build a FOB but not create vehicles..I want them to use whats at base and use ACE Repair only. Too easy just being able to spawn whatever you want all over the Map I think.

     

     

     

    Diesel

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