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meaty

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Posts posted by meaty


  1. So i'm at wits end with this flipping auto-report, i've tried every method that the search turned up, and whilst i can get the customdifficulty to work in all other regards, the auto-report still reports! :banghead: Heres the configs, can anyone spot what i'm doing wrong here??

     

    server.cfg

    //
    // server.cfg
    //
    // comments are written with "//" in front of them.
    
    // STEAM
    
    steamPort           = 8766;  // default 8766, needs to be unique if multiple serves on same box
    steamQueryPort      = 27016; // default 27016, needs to be unique if multiple servers on same box
    
    // GLOBAL SETTINGS
    
    hostname            = "SimHQ - Tactics and Teamwork Arma 3 Server";    // The name of the server that will be displayed in the public server list
    password          = "im_not_that_stupid";                        // Password to join the server
    passwordAdmin       = "im_not_that_stupid";                         // Password to become server admin. When you're connected to the server, open the chat and type '#login password'
    //reportingIP       = "arma3pc.master.gamespy.com";            // not used anymore in Arma 3
    logFile             = "arma3server.log";
    verifySignatures    = 0;    // Prevent players with unknown mods from joining the server (best kept at 2 if you want to reduce the number of hackers)
    equalModRequired    = 0;    // Prevent players who don't have the exact same mods as the server from joining (best kept at 0)
    requiredSecureId    = 1;    // was used to define type of secureID
    
    // WELCOME MESSAGE ("message of the day")
    // It can be several lines, separated by comma
    // Empty messages "" will not be displayed at all but are only for increasing the interval
    
    motd[] =
    {
    	"Welcome to the SimHQ Tactics and Teamwork Arma 3 Server",
    };
    motdInterval        = 5;       // Time interval (in seconds) between each message
    
    // JOINING RULES
    maxPlayers          = 20;        // Maximum amount of players. Anybody who joins the server is considered a player, regardless of their role or team.
    kickDuplicate       = 1;         // Each player normally has its own unique ID. If set to 1, players with an ID that is identical to another player will be kicked
    //requiredBuild     = 12345;     // Require clients joining to have at least this build version of game, preventing obsolete clients to connect
    
    // VOTING
    voteMissionPlayers  = 1;         // Tells the server how many people must connect before displaying the mission selection screen, if you have not already selected a mission in this config
    voteThreshold       = 0.33;      // Percentage (0.00 to 1.00) of players needed to vote for something, for example an admin or a new mission, to become effective. Set to 9999 to prevent people from voting random players as admins.
    
    // INGAME SETTINGS
    disableVoN = 0;                  // If set to 1, voice chat will be disabled
    vonCodecQuality = 10;            // Supports range 1-30; 8kHz is 0-10 (narrowband), 16kHz is 11-20 (wideband), 32kHz is 21-30 (ultrawideband); higher = better sound quality
    persistent = 0;                  // If set to 1, missions will continue to run after all players have disconnected
    timeStampFormat = "short";       // Set the timestamp format used on each line of the server RPT log file. Possible values are "none" (default), "short", "full".
    BattlEye = 0;                    // If set to 0, BattlEye Anti-Cheat will be disabled on the server (not recommended)
    //difficulty="Custom";
    forcedDifficulty="CustomDifficulty";
    
    // FILE EXTENSIONS
    allowedLoadFileExtensions[] =       {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; // only allow files with those extensions to be loaded via loadFile command (since Arma 3 build 1.19.124216) 
    allowedPreprocessFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; // only allow files with those extensions to be loaded via preprocessFile/preprocessFileLineNumber commands (since Arma 3 build 1.19.124323)
    allowedHTMLLoadExtensions[] =       {"htm","html","xml","txt"}; // only allow files with those extensions to be loaded via HTMLLoad command (since Arma 3 build 1.27.126715)
    
    // SCRIPTING ISSUES
    onUserConnected = "";            // command to run when a player connects
    onUserDisconnected = "";         // command to run when a player disconnects
    doubleIdDetected = "";           // command to run if a player has the same ID as another player in the server
    
    // SIGNATURE VERIFICATION
    onUnsignedData = "kick (_this select 0)";    // command to run if a player has unsigned data
    onHackedData =  "kick (_this select 0)";     // command to run if a player has data with invalid signatures
    onDifferentData = "";                        // command to run if a player has modified data
    

    and the server.Arma3Profile

    version=1;
    viewDistance=3000;
    preferredObjectViewDistance=3000;
    terrainGrid=12.5;
    activeKeys[]=
    {
    };
    
    class DifficultyPresets
    {
        class CustomDifficulty
        {
            class Options
            {
                groupIndicators=1;
                friendlyTags=2;
                enemyTags=0;
                detectedMines=1;
                commands=1;
                waypoints=1;
                weaponInfo=2;
                stanceIndicator=2;
                reducedDamage=0;
                staminaBar=true;
                weaponCrosshair="true";
                visionAid=0;
                thirdPersonView="true";
                cameraShake=1;
                scoreTable=0;
                deathMessages=0;
                vonID=1;
                mapContent=0;
                autoReport="false";
                multipleSaves="false";
            };
     
            //aiLevelPreset is counted from 0 and can have following values: 0 (AI Level Low), 1 (AI Level Normal), 2 (AI Level High), 3 (AI Level Custom).
            //When 3 (AI Level Custom) is chosen, values of skill and precision are stored to the class CustomAILevel.
            aiLevelPreset=3;
        };
        class CustomAILevel
        {
            skillAI=0.5;
            precisionAI=0.5;
        };
    };
    

    I've tried 1 and 0, quotes and no quotes, and everytime i see an enemy i get "contact - infantry - 100m infront", everything else works just fine and i can toggle the stuff at will ... except autoreport :banghead:  

     

     


  2. FYI, Tao has been "afk" for a good year or so now without contact. He used to play regulary with our group, but stopt playing to focus on studies n such. I dont "think" he'd object to someone taking this on and actively working on this or taking responsibility for it, when i last talked to him his respone was "blimey! that still works! wow!" :)


  3. heres what i have:

     

    Mod folders of required addons for the reskins loaded and selected in the launchers mod section

    My reskin pbos (Meaty_units_opfor.pbo and Meaty_units_reskins.pbo (reskins pbo holds the textures, units just the configs) loaded and selected in the launchers mod section after the required mods

    "enable file patching" tick box ticked in the launchers paramaters/advanced section of the launcher

    Meaty_units_reskins.pbo in unpacked form in the main Arma3 folder and selected in the Mods box in parameters/basic section in the launcher

    unpacked reskins.pbo has a $PREFIX$ the same as the packed version which reads "Meaty_Units_Reskins" , config file is unbinarized in the reskin folder as well.

     

     

    Textures are done via hidden selections in the Meaty_units_opfor.pbo config file like such

    hiddenSelections[] = {"Camo1","Camo2","Camo3","Camo4"};
    		hiddenSelectionsTextures[] = {"Meaty_Units_Reskins\data\PragaV3S\v3s_kabpar_ind_Chern_co.paa","Meaty_Units_Reskins\data\PragaV3S\v3s_intkor_ind_co.paa","Meaty_Units_Reskins\data\PragaV3S\v3s_koloint02_co.paa","Meaty_Units_Reskins\data\PragaV3S\v3s_refuel_Chern_co.paa"};
    

    When i load arma3 i see a seperate jigsaw piece down in the mod list in the bottom left which shows my unpacked reskin folder, so its seeing it. And as i said before, if i restart the game it loads the new textures in the reskin folder.

     

    I've been testing by reloading a saved mission with the rextured unit pre-placed.

     

    Also what do you mean by reinit?? I've not heard that term before.


  4. so the filepatching is a step in the right direction for sure, but i'm not sure i've got it working right. It sees the changes after closeing and restarting arma3, but if i copy new textures into the folder and re-load the editor its still the old textures on the model. Is the best i can get or have i set it up wrong?? The textures are in paa format if that helps.


  5. Is there an easier/quicker way to view re-textures other than compiling the mod, adding it to arma3, loading arma3, going into VA or the editor ?? Something like a model viewer that will load a class name and display that model? Its a major pain having to load arma3 each and every time when your doing a vehicle rexture and find you need to move a camo line 5 pixels to the left for it to line up correctly, or finding THAT part on the uv map by painting each bit a bright colour.

     

    Is there isnt any other way, any chance of a simple model viewer (doesnt have to export or anything, just display the model and textures) ever being added to the tools?? It'd be massivly usefull!


  6. What i'm trying to do is have multiple mod icons in one '@mymod' folder. I can get one to show using the mod.cpp with ease, however what i want to do is have the blufor stuff to have one icon, indfor stuff to have a different one and opfor to have another different one. Going by searches i think what i need is a 'CfgMods' entry, however i'm not having any luck getting even one to work :(

     

    Heres what i have

    class CfgMods
    {
    	class Mod_Base;
    	class Meaty_BAF: Mod_Base
    	{
    		author = "Meaty_BAF";
    		picture = "\Meaty_Editor_previews\Blufor\BAF\M_BAF_logo.paa";
    		logo = "\Meaty_Editor_previews\Blufor\BAF\M_BAF_logo.paa";
    		logoOver = "\Meaty_Editor_previews\Blufor\BAF\M_BAF_logo.paa";
    		logoSmall = "\Meaty_Editor_previews\Blufor\BAF\M_BAF_logo.paa";
    		dlcColor[] = {0,0,0,1};
    		fieldManualTopicAndHint[] = {"Meaty_BAF"};
    		hideName = 1;
    		hidePicture = 0;
    		tooltip = "Meaty_BAF";
    		tooltipOwned = "Meaty_BAF";
    		name = "Meaty_BAF";
    		overview = "Meaty_BAF";
    	};	
    };
    

    with 'Meaty_Editor_previews' being a seperate pbo which includes all the little editor preview pics (which all show up just fine)

     

    then in the units i want to have that logo i have

    dlc = "Meaty_BAF";
    

    any ideas what i'm doing wrong? or am i chasing a dream and this isnt possible at all?


  7. This is just a little quick(ish) edit of the lighting configs on the CUP maps, as all would agree the new lighting doesnt really work on the older A2 maps. This is pretty no frills, its not perfect, but its better. It also doesnt use tonemapping=2 so if BI removes that render mod, this mod will still work, that also means content will work predictably in terms of looks between maps (A3 vs A2). Mod is fully signed and so long as money isnt made with this mod, then do what you please with this addon. That includes uploading to clan websites (so long as there free), includeing in mod packs (again, so long as its free) or using the settings in your own (free to get) map.

     

    This mod will not fix the "black sky" issues on non CUP A2 maps.

     

    Also if anyone wants to de-binarize this addon and use the setting then by all means do so.

     

    Download = https://dl.dropboxusercontent.com/u/34537696/%40MeatyCUPMapLighting.rar

     

    Heres some screenshots, click for bigger

     

    th_arma3%202016-06-10%2017-09-21-95.jpg

     

    th_arma3%202016-06-10%2017-11-23-35.jpg

     

    th_arma3%202016-06-10%2017-22-45-47.jpg

     

    th_arma3%202016-06-10%2017-23-10-43.jpg

     

    th_arma3%202016-06-10%2017-28-00-81.jpg

     

    th_arma3%202016-06-10%2017-29-00-92.jpg

     

    th_arma3%202016-06-10%2017-14-51-04.jpg

     

    th_arma3%202016-06-10%2017-20-35-69.jpg

     

    th_arma3%202016-06-10%2017-28-26-04.jpg

     

     

    • Like 11

  8. Did you fix the "black sky" bug that occurs on a2 maps?

     

    yes it does, but as mustangdelta said, CUP did that already, this fixes the over brightness of the lighting.

     

    Also, water updates to remove the tropical water look.

     

    th_arma3%202016-06-10%2016-18-06-28.jpg

    th_arma3%202016-06-10%2016-12-39-02.jpg

     

    th_arma3%202016-06-10%2016-18-12-59.jpg

    th_arma3%202016-06-10%2016-12-51-69.jpg

     

    As i said before, this isnt perfect, but its an awful lot better than it was, it also has the advantage of using tonemapping=1 in case BI remove the second setting.


  9. Like others, i wasnt really happy how the old A2 maps looked with the new 1.60 lighting (which looks great on altis and stratis!) so i decided to do a simple bit of tweaking, not great, but better!

     

    Befores/Afters

    th_arma3%202016-06-06%2000-03-38-49.png

    th_arma3%202016-06-05%2023-55-02-02.png

     

     

    th_arma3%202016-06-06%2000-04-35-61.png

    th_arma3%202016-06-05%2023-56-03-71.png

     

    th_arma3%202016-06-06%2000-05-36-74.png

    th_arma3%202016-06-05%2023-56-56-37.png

     

    As i said, not perfect, but better than it was, and its a nice simple tweak as well thats super easy to carry over to other maps :)

    • Like 6

  10. The SimHQ co-op group is a group of mostly mature(ish ;)  ) older players (26+) who like to play arma3 in a near strictly co-op environment and have mostly been around since the armed assault days. We aim to be semi-realistic in terms of tactics and game play, but we don't have "fixed" player slots, so if you want to be an AT man one mission and the medic the next, you can be. We also don't have any rules on attendance, so you don't have to turn up every week on time or risk loosing your "slot".

     

    We welcome new or veteran players, all we ask is that you can point your gun in the right direction and willing to do what your team leader or squad leader (both of which are likely to be different each mission) just so things stay organized, and have a basic understanding of the arma3 control systems, everything else can be learnt "on the job" :)

     

    We also dont stick to just playing as one side, we do a mix of Blufor, Opfor, Indfor and rebels, whatever takes our fancy at the time. :)

     

    You can find more info at our forums using the link below, feel free to ask any questions, no matter how stupid you think they might be :)

     

    http://simhq.com/forum/ubbthreads.php/forums/100/1/ARMA_Series


  11. I dont suppose anyone knows how to make either a map marker, or 3d marker (withen say, a  5m distance) appear when a unit is "unconscious" when using ACE3 have they? Or even better, something along the lines of the AIS system where you get a marker and calls for help. I've tried editing the AIS scripts but its all beyond my simple scripting knowledge :(

     

    I've managed to narrow what i "think" i need to the following bit of code

    if (tcb_ais_show_3d_icons == 1) then {
    	_icons = addMissionEventHandler ["Draw3D", {
    		{
    			if ((_x distance player) < 30 && {_x getVariable "tcb_ais_agony"}) then {
    				drawIcon3D ["a3\ui_f\data\map\MapControl\hospital_ca.paa", [0.6,0.15,0,0.8], _x, 0.5, 0.5, 0, format["%1 (%2m)", name _x, ceil (player distance _x)], 0, 0.02];
    			};
    		} forEach playableUnits;
    	}];
    };
    

    and tried it with the ACE setting that i "think" is the right one (ACE_isUnconscious)

    if (tcb_ais_show_3d_icons == 1) then {
    	_icons = addMissionEventHandler ["Draw3D", {
    		{
    			if ((_x distance player) < 30 && {_x getVariable "ACE_isUnconscious"}) then {
    				drawIcon3D ["a3\ui_f\data\map\MapControl\hospital_ca.paa", [0.6,0.15,0,0.8], _x, 0.5, 0.5, 0, format["%1 (%2m)", name _x, ceil (player distance _x)], 0, 0.02];
    			};
    		} forEach playableUnits;
    	}];
    };
    

    So does anyone know what i'm doing wrong?


  12.  

    Not sure I got you :)

     

    I took your last post to mean that you needed to do some testing to figure out the issue i was having with the longrange radios, sorry if i misunderstood! :)

     

    Also, i've been trying to make the:

    ["processPlayerPositionsHandler", "onEachFrame"] call BIS_fnc_removeStackedEventHandler;
    

    code work to disable TFAR for 1 mission, but i'm not having any luck at all, i'm guessing i need to do slightly more than putting it in the init.sqf?

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