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kg333

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About kg333

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  1. Great work! Never used the mission editor before, but I've followed your directions and got respawn working in Superpowers when locally hosting. I've been unable to get respawn working on a dedicated server, however. I transferred the PBO of the newly fixed mission to mpmissions, and I'm able to see and launch the fixed mission, but respawn is still broken there. The one difference I've noted is that my ESC menu looks different: "05: Superpowers" as a client to the dedicated server, and "Superpowers - Respawn Fixed" while locally hosting. My best guess is that the server is allowing clients to load up the original mission, rather than the fixed version. Here's a Dropbox link, if you'd like to look at the PBO: [link removed] EDIT: Figured it out. The mission folder/PBO name is apparently what is used to determine which mission for the client to load. I needed to rename folder MP_Superpowers.Chernarus to MP_Superpowers_fixed.Chernarus and re-export to force the client to load the fixed mission.
  2. Quick question regarding server keys: I've installed this map on a dedicated server I run, and copied all files from the serverkey directory into my keys. It appeared that the only key was ibr.bikey. However, I'm still getting kicked on join with errors that I'm using unsigned addons ibr_plants.pbo, ibr_rn.pbo, and panthera2.pbo. Is there another key I'm missing?
  3. kg333

    CtI

    I'd recommend trying one of Benny's maps. I'm not sure what changes were made to AI, but it's far more aggressive, and at least tries to use air units. It's a complete interface rework, though, so it takes some learning. KG
  4. Thanks very much for posting. That's almost definitely the problem then, spawning 100+ outgoing connections in a few seconds would certainly trigger throttling from my university. Fortunately ArmA doesn't seem to maintain them, though, so I just have to wait a minute or so while the network throttle gets lifted. KG
  5. In my case it's not, I've gamed for years on their connection without issue. However, I have a guess: What they do throttle is computers making large numbers of outgoing connections, to cut down on torrenting. Does the ArmA 2 server browser create an individual connection to each server to check mods, players, and latency? If so, that number of connections is likely enough to trigger their throttling. Does anyone know for sure if ArmA 2 attempts to create outgoing connections to every server when looking for games? KG
  6. OK, good to know. I'm not running any mods, other than the lite versions of the expansion packs which came with Combined Ops, so I might try moving my saves back to vanilla Arma. KG
  7. Hi all, I recently purchased Arma 2 Combined Ops, and have been playing through Harvest Red. During Manhattan, I reported the priest's weapon cache, so at the beginning of Bitter Chill I was told to go to Novy Sobor and ask for help there. After dodging the various roadblocks in the Hummer, I got there, and Did I miss something, or is this a mission bug? KG
  8. kg333

    Troubles with flying

    Did you bump your mouse? I have this happen when driving vehicles with the keyboard...I'll realize I hit the mouse and it's trying to steer hard to one side or the other. :o KG
  9. Hi all, I lately have been stumped trying to get Arma 2 Combined Ops to connect to servers. I get as far as the "Joining game" screen, which stops with the "Connecting failed" error dialog. Occasionally, it will connect, but if I disconnect and try to reconnect to the same server, it will again get the "connecting failed" error. I already have port 2302 forwarded as appropriate, and I have no problems connecting using vanilla Arma 2. I'm on a university network, so there may be routing issues outside my control, but I'd expect to not be able to connect at all if that were the problem. Are there any other common causes of this error, other than port forwarding issues? KG EDIT: Nevermind, it appears I'm having more general problems, other programs are dropping connection as well.
  10. Turns out I needed to keep the directories separate and put this very specific line of code in the arma2oaserver script. I found it in another thread and initially dismissed it when it didn't work, but it needs to specifically be lower case under Linux. OTHERPARAMS="-cpucount=2 -mod=../arma2;expansion;ca;" Clunky workaround for some client crashes I had while hosting maps myself. Running a dedicated server in VirtualBox lets me keep the server up if I have a client crash, while allowing me to snapshot to save the game's state still (since dedicated servers have no save/suspend ability). KG
  11. Hello all, I've been attempting to get a Combined Operations server running on a Ubuntu install under Virtual Box without success. By copying the appropriate Steam directories over to the Linux machine, I've been successfully able to get both vanilla Arma II and Operation Arrowhead dedicated servers running. I run into problems when I try to combine the two. Steam runs CO from two separate directories, so I've been attempting to write everything in the OA directory over the vanilla Arma II directory. Upon running via the "./arma2oaserver start" script, I get the following log: WATCHDOG (1895): [Tue Jul 5 21:05:26 EDT 2011] Starting server (port 2302)... Item str_disp_server_control listed twice 21:05:34 Dedicated host created. Error context —9¨—9 fç fç File , line 0: '.': '¨' encountered instead of '=' Critical:Destroying running thread! WATCHDOG (1895): [Tue Jul 5 21:05:44 EDT 2011] Server died, waiting to restart... WATCHDOG (1895): [Tue Jul 5 21:05:49 EDT 2011] Starting server (port 2302)... Item str_disp_server_control listed twice 21:05:57 Dedicated host created. Error context G+¨G+ 7U 7U File , line 0: '.': '¨' encountered instead of '=' Critical:Destroying running thread! It continues in this fashion ad nausem. Any thoughts on what else I could try? I've 777ed the whole thing already, so any ideas would be appreciated. KG
  12. Hello all, I've been playing a bit with friends on a dedicated server running the Chernarus "Superpowers" map, and noticed that we are completely unable to capture any of the airports while playing. If I host this map myself and play alone, I'm able to capture the airport via the hangar without problems. Is there a known bug or workaround for this problem? Any help would be appreciated. KG EDIT: Incidentally, this turned out to be no problem. Aircraft can be built at the airport as usual, although it seems it doesn't show the airport being captured except to the host.
  13. Was a solution ever found for this? I'd very much like to be able to host on a dedicated server to take advantage of my quad core, but I'd like to be able to save my Warfare mission and shut down the server between sessions. KG EDIT: I did some more hunting, and it seems there is a "savegame" command that works for non-dedicated servers, but not dedicated ones. It seems to me that there's no reason not to have that functionality available in a dedicated server if non-dedicated already has it. In my case, I play over a LAN with friends, and would like to have the additional stability and speed of using a dedicated server...having everyone disconnected because the host machine locked up on the client end is irritating. EDIT 2: For the meantime, I've found a successful workaround, building off of helling3r's work here. As he explains, issuing a STOP command to the Arma 2 dedicated server process will effectively hold the server's state, allowing the admin to resume it by issuing a CONT command. I'm running my dedicated server as a virtual machine through VirtualBox, so after issuing the stop command, I can take a snapshot of the current state and can turn off my server instance. This allows me to resume where I left off at any time, by restoring the system snapshot and issuing a CONT command. It isn't pretty, but it gets the job done. If anyone would like a more detailed walkthrough, let me know.
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