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xx-LSD-xx

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Posts posted by xx-LSD-xx


  1. The mod is not dead i still use it in my missions.

    ---------- Post added at 10:09 PM ---------- Previous post was at 10:02 PM ----------

    geolock click (left click to have the camera mode to follow a precise point on the map) isn't possible at more than 2km. can it be changed or fixed ?

    (Mando Missile Addon for A2 in version 24b102)

    ----

    also i got a problem :

    i added mando_missiles folder into a mission (script suit usage) and added the exact init lines required in description.ext and init.sqf. (from readmefirst.pdf)

    but my game is crashing each time i try to launch multiplayer server with this error message : "include file mando_missiles\mando_missiletitles.h not found"

    what am I missing ?

    Post what you did because if you just copied an pasted. Each of those commands must be place in the proper class section of the file.


  2. @Meatball

    I use a 10 player edited version I created for the very reason you stated Meatball. I can give you a copy that you can look at and pull the files you need to make your own version. Mine will only work if your running a mod to control the AI. I use ASR_AI3 and I have heavily modified the way the ai is controlled in the mission files using the latest UPSMON update for A3 that I think has been removed from the latest version. Basically the same mission just with my added touches.

    You can P.M. me and I'll send you the pbo.


  3. I just noticed the comment about the rescue choppers. They work sort of. Last time we completed an escape mission the choppers came in like they are supposed to with one problem. The pilots decided the choppers should occupy the same air space when landing. Resulting in yes you guessed it flaming wreckage and the players standing on the beach saying "Are you fucking kidding me, after all that the dumb shits crash into each other while landing". So they might have the same coordinates at least that what it looked like to me but I have not looked at the code. Something I will do now that I have a few days off work. Also I hope to incorporate the updates into my edit and thanks for reminding me about the choppers.


  4. Many thanks for the kind words LSD. It's been tough, especially seeing as this is my first time with doing any mission editing with Arma. Let's just say there's a bit of a learning curve. ;)

    If you find good settings for the AI please pass them along. With 1.4 I find that myself and one other person can generally escape the camp but eventually get ambushed along the way (usually with someone saying "Once again, Vorm proves we're bad at Arma"). It's great fun but just once I'd love to see those choppers outside of tests to make sure they work. I'm still unsure of what affects the AI as it seems different when I play locally vs when I play on my server vs what Hyperz has said about playing on other servers. It could be a placebo but I swear my server wants to make us suffer and makes the AI as ridiculous as possible no matter what the settings are at. Same mission settings, different play experiences. If you have any insights there (server configs? I use TADST and set the AI to 0.00 (I assumed it was valid...)) I'd love to hear them.

    Everyone involved wants this to be the best mission it can be and given the original and the A2 ports it has some pretty big shoes to fill.

    Thanks again.

    Yea I have re-edited the let me rephrase that. I have changed the way the AI is handled in this mission by removing the AISkills sqf it will not load in my edit. The AI are handled by my server so I can't really point out what settings to change since my edit must be run using a Mod and my edited version of the mission that is not intended for public release/use. I might have to rethink that. As of now it is for use on my server only. It not my mission after all. I have only modified it for my own use.

    P.S. The AI and how smart they are only as good as the processor running on any given server. So you are correct when you have noticed how different the AI are when playing on other machines. (Please no debate on this as I do not wish to go into detail. You either agree or disagree. End of discussion.


  5. @Vormulac

    First I'd like to say great job on porting this mission Altis. Like I said in my comment on Armaholic I know how much of a pain in the ass it must of been.

    Thank you and also Hyperz for doing all the legwork. I have edited the mission more specifically the AI behavior since the default BI AI are and have always been an area that has needed attention.

    They are an improvement from A2 i'll give BI that but I guess they figured that the community can do a much better job at it so why spend the money. I don't blame them its a good business strategy.

    Quality work for free. I was rather pleased after going over the code to find that I really didn't need to do a whole lot like I was expecting. After testing the mission for the first time on my server last weekend and

    having Hyperz join shortly after it appears he I think alike on what improvements I thought were needed and he made them thus saving me time to focus on the AI. I can not thank you guys enough.

    This has to be least amount of work editing I've had to do to make a mission playable. It takes a lot of work to get one running smoothly and most don't understand the time it takes getting to that point.

    Cheers to a great mission and to the AI solder who just flanked you and shot you in the back of the head. lol!

    As for your server issue I believe since the full release you need separate CD keys. That is for a dedicated server. I think you can still run multiples of the same copy on a dedicated host.

    Again Thank you and keep up the great work.

    xx-LSD-xx


  6. I wanted to use filters but deleted them after it went crazy. They would reappear after I deleted them. So I just wiped all things related to BE and had the game update new files.

    Scripts.log my bad. not the text file. So the scripts.log is not a BE file? Then why is it in my Battleye folder? and if not why does it use BE. Also if you do add the filters your saying BE has nothing to do with t he functioning of these files?

    Why do the go in the BE folder?

    So the first page in this thread BE is here quick tut is what I followed when I set up my server with BE and RCON.

    You don't recommend following this?

    Steps 1 and 2 ?

    I followed verbatim

    Leading to my issue

    Please clarify because now I'm confused?

    I just want the Rcon at this point and NO log\txt files that Log 50 gb of Data.

    All I need is my Bans.txt and the Rcon just Like A2.

    I never had this kind of issue.

    Thank you for listening to my problem and hopefully providing clarification as to what it is and isn't BE handles or does now?

    And where did I go wrong when following this tutorial.


  7. @Sable

    O.k. so no response on how to fix BE and stop it from writing Massive script and script1 files. BE is as it was when installed to the server. So settings are default and again the Server correction Batteye was writting to the script and script1 file to the tune of 22,000,000 kb the first time i caught it then deleted the file only to have it return and do the same shit over and over and over so I shut down my server. Then I thought Fuck that Batteye is shut down untill I can get some help on how to stop the insanity that is the default BE server settings and no Response from the Developer on how the fix this. Not my first thought but default should not be spamming my server with text Fucking 50-60 GB worth.

    Little help from the community would be nice since the Dev has nothing to say after what 2 and a half weeks now. Thanks in Advance to the community for any help.


  8. I noticed yesterday on my server that Battleye is writing to the script and script 1 files to the tune of 22,000,000kb that's not a type-o before I figured out what was going berserk on the server eating up Bandwidth like it was downloading something.

    I was D\Ling text to the before mentioned files. Making the game unplayable after about 30 min unless i kept deleting the files. Just to have them come back. I need to figure out what perams to edit to stop logging.

    Don't know if that's related to your issue or not. But definitely an issue for me.


  9. Are you guys turning off all unnecessary processes in taskmanager? Open task and turn off un-needed progys under your user name ONLY try and run only needed processes like explorer.exe and Arma3 for example. you don't need i tunes running while playing. Everything will return when you reboot. So don't worry as long as you only turn off items under your user name ONLY. Your game will run much better.


  10. I'm retired and about 3 times the age of most players in Arma 3.

    Are there any other elderly USA squads/players out there - or maybe we can start a squad.

    My reactions are not fast enough to satisfy the young, so age matters :o

    I live in Oregon, USA and can play most times of the day/week.

    Thanks.

    HRD

    They guys I play with are mainly in their 40's and up with some younger guys in their late 20's.

    Most of us are Ex-Military but not all.

    I did my time in the military so I don't need to pretend while playing.

    We just like having fun and mostly control of my own server.

    Join us anytime xx-Team-xx US Server or Sometimes we are playing on Old Farts Server.

    PM me and I'll give you our TS3 info.


  11. @$able

    I had an issue with BattleEye on my Server two nights ago. It wrote a 59 gb file in the script1 file to the point were it crashed the server by using up all the memory. Never had this issue before. I shut my server down until I could get some answers. I had to delete the file just to be able to fire up the machine it crashed the entire box not just Arma 3.


  12. I removed the -nologs param thinking the reporting to the rpt file had been fixed.

    It logged a 59 gb file on my server last night of repeating errors until it crashed my server.

    WTF we going backwards now. A 59 gb file of errors is insane. It was doing this before that's why they implemented the -nologs param.

    This is shit that should have already been dealt with pleaser fix the bleeding of the report logs (errors), 59 gb in four hours FFS.


  13. Save them to your missions folder.Just hit save nothing else It will create a mission.sqm. Then you need to create some other files to make it MP.

    I made for a simple mission I made. Then there is your init.sqf where you can call functions or scripts for MP. Then you need to repack the folder into a PBO file put that in your main Arma3 directory MPmissions folder not in documents.

    Here is a sample Description.ext

    respawn = "BASE";

    respawndelay = 5;

    author = "xx-LSD-xx";

    onLoadName = "Kill'em All";

    onLoadMission = "Kill the Enemy in CQB";

    disabledAI = true;

    class Header

    {

    gameType = Coop;

    minPlayers = 1;

    maxPlayers = 8;

    };

    #include "VAS\menu.hpp"

    #include "=BTC=_revive\=BTC=_respawn.h"

    #include "taw_vd\dialog.hpp"

    class CfgFunctions

    {

    #include "VAS\cfgfunctions.hpp"

    #include "taw_vd\CfgFunctions.hpp"

    };

    class Params

    {

    #include "ServerSettings.h"

    };


  14. Actually, the mission is stored in mission.sqm, and that's also the place where it stores whether you can control a unit, or th eunix is a player. So basically, what you said above does not make sense.

    I knew someone would correct my type o. Thanks!

    The mission.sqm stores the class names thats it. You can't make a mission worth playing with just the mission.sqm.

    There is more to mission making then simply placing objects on the map was my point.

    and for making things playable:

    the editor has almost every thing one could need if you look.

    "BIS_fnc_initPlayable.sqf

    _code = [_this,0,{},[{}]] call bis_fnc_param;

    _codeVar = "BIS_fnc_initPlayable_code" + str (["BIS_fnc_initPlayable_code",1] call bis_fnc_counter);

    //--- Execute on JIPped

    _exec = compile format [

    "

    _unit = _this select 0;

    if !(_unit getvariable ['%1',false]) then {

    _function = missionnamespace getvariable ['%1',{}];

    [_unit] spawn _function;

    _unit setvariable ['%1',true,true];

    };

    ",

    _codeVar

    ];

    missionnamespace setvariable [_codeVar,_code];

    _exec call bis_fnc_onPlayerConnected;

    //--- Execute on existing

    {

    [_x] spawn _exec;

    } foreach (playableunits + switchableunits);


  15. Read again:

    Undo, select all and other are thing that would be very welcome.

    I read it correctly the first time.

    You are correct you can't make them playable (cloned groups) in the editor but you can make them playable when constructing your mission. The editor only gives you the mission.sqf

    The rest is up to you. Personally I think it's a great tool but there is a slight learning curve. Being able to write code is plus for making your files.


  16. True. i hope they give the editor some attention after the release. Small things such as the thing above, not being able to copy units and have them stay playable & the lack of 'certain features' 3d editor really need to get taken care of! :)

    You can copy anything you put in the editor. left ctrl+c then left ctrl+v to place cloned item.

    I think some of you should learn how to use the editor before you pass judgment.:butbut:


  17. If I have a group of 50m x 50m boxes with EOS, is there a way I can 'reset' the whole area back to red? My issue is that I'd need to find a way for this to sit on a 24/7 server and be able to run and reset this whenever needed. Does this reset automagically? Or is there some addAction I can tie into an object or something?

    You can turn persistent off in your server.cfg so that when the last player logs off the Server the mission resets instead of Running. Or keep the persistent and Loop it in the Missions list in the server.cfg so on mission end it restarts.

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