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SavageCDN

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Everything posted by SavageCDN

  1. This can also be caused by the mission itself although that is unlikely with that low of a player count. What mission are you using to test?
  2. SavageCDN

    AlienZ Mod

    IceBreakr, Bad... thanks for releasing this. I love 'unique' mods for Arma like this one and have been patiently waiting for this after finding them long ago on Duala. This is what sets Arma apart from other games (for me at least). One banana for you: Alienz vs Predator vs Colonial Marines vs Halo on Lingor.... .heaven??
  3. Did you get this sorted out? I could send you the versions I have as well as the .bikey files
  4. SavageCDN

    Can not rejoin a MP Mission

    yep happens on our DEV server now too after last DEV update. voted up ticket edit: didn't see the updated posts.. will update DEV today
  5. I've done it with the script version of DAC but have not tried it with the addon version (or embedded ACE one). If you are using the addon version you will need a dac folder in your mission root with all the configs and config_creator.
  6. SavageCDN

    Arma 3 and TCAdmin

    Yes seems to work just fine with TCAdmin. I set it up just like any other game I don't think there was anything special... are you familiar with TCA and are able to setup Arma2 for example?
  7. MSO should have it's own 'configs and missions' thread (like DAC) where people can post their MSO versions and edits... just a thought :p
  8. As Killzone mentioned: setViewDistance = 1500 http://community.bistudio.com/wiki/setViewDistance For terrain detail: setTerrainGrid = 50 http://community.bistudio.com/wiki/setTerrainGrid And your English is fine :p
  9. SavageCDN

    Compatable Mods

    If the tool requires signed mods only you will have to make sure the mod you are trying to use includes a server key file (.bikey) and the client file (.bisign). You can check existing mod folders to see if there are any .bisign files in there. Most mods will include the key files in the download but there are a few out there you'll need to hunt down the key files. More info on sigs and keys: http://community.bistudio.com/wiki/ArmA:_Addon_Signatures
  10. SavageCDN

    Insurgency

    ^ check the last few pages of the thread.. I'm thinking you need to add the new players to various arrays
  11. SavageCDN

    Urban Conquest by tvig0r0us

    Those new base ideas sound great!! Yes Kommie it is fun even by yourself just remember to load it up in MP not SP.
  12. SavageCDN

    ArmA Games

    Great thanks will check it out. If you're in need of a new TS home fire me a PM.
  13. Just guessing here.. you have the .txt file in the right directory with password? Your permissions in mySQL are setup properly (arma account has dba permissions?) They have a Skype channel for support it might be worth checking that out.
  14. Yeah every time I read the DAC manual I find something new :p I can't remember right now if DAC has a built in function to check if all zone units are dead or not.. I don't think it does but you could accomplish that with another trigger to detect for enemy presence. DAC does have the ability to create and delete zones on the fly.. so you would set it so that your enemy detect trigger on activation would delete the DAC zone then create a new zone with new params (ie: more units, different units, better units, vehicles... whatever) So as an example: Create a single zone covering the area and your base with no respawn camps. Use the DAC_Save_Pos game logic and put it in your base (with a value of say 200m.. found in DAC_Config_Creator.sqf).. this will ensure no enemies spawn beside you at start. Your base will be 'surrounded' by enemies. Once the first enemy group detects a player it will relay this to the other groups and then DAC will start to send in support and re-reinforcements (which can also be tweaked in DAC_Config_Behaviour.sqf). Once all enemy groups have been destroyed your detection trigger will fire and delete the zone (and any leftover units).. set a delay time of sorts, then create a new zone (wave 2).. using another trigger or a script. Rinse, repeat.
  15. SavageCDN

    No server rpt file to be found

    ^ make sure you use the -name and -profile parameters in your startup line... when launched it should auto-generate the .rpt file
  16. IMO as a general rule it is never wise to put spaces in anything 'path' related.
  17. SavageCDN

    No server rpt file to be found

    Confused :confused: Is this specific to Arma 3 (no path to file) cause I'm sure in A2 you can have a path to where the config is stored... or am I crazy??
  18. I'm not sure DAC is the solution to your specific problem but I'll answer your questions and perhaps it will be a bit clearer. DAC does not have a 'wave spawn' option in of itself, it uses zones (defined by a trigger with x, y coords) sort of like UPS uses markers to define it's patrol zones. Have you used DAC before? If not it might be a bit confusing to explain.... 1 - You can create a DAC spawn zone and link it with a waypoint zone, meaning units will be assigned waypoints outside of the spawn zone area, in your case the camp with players. You can also create and move DAC zones after init, so you could move it to the camp area and it would delete the waypoints from the old zone and assign new ones from the 'camp' zone. 1a - I'm not sure I understand what you are asking here. 2 - This is the issue with using DAC for what you want to accomplish.. DAC has no 'wave spawn' function that I am aware of.... although you can configure how quickly you want groups to respawn and how many seconds between each group spawning. If I think about it some more there is a way to do the wave spawns.. deleting DAC zones once all the units in the wave are killed then creating a new zone on the fly with more enemy groups... rinse, repeat... much more complicated though and I have not had enough coffee yet :) 3 - DAC has an option to prevent units/waypoints from being created within a specific area inside the DAC zone. This is done using a game logic called DAC_Save_Pos and the area size is configurable. So you can have one big DAC zone creating units with your camp smack in the middle and no enemy units or waypoints will be created in that 'safe' area. Other bonuses of using DAC: - integrated enemy artillery / mortars - VERY configurable (size and composition of enemy groups, weapons selections, AI group behaviour, respawn camps, etc) It might be best for you to download DAC and read through the (large) manual it comes with... it will give you a better idea of what DAC can do.
  19. SavageCDN

    Will 64 bit run better than 32 bit?

    ^ what he said. SSD and higher CPU clock speed are the 2 best things for Arma performance
  20. SavageCDN

    Dedicated server - status

    Cool.. so runs on XP no problems other than won't load un-pboed missions?
  21. Agree 100%. Also I am not affiliated with Hetzner but they have excellent machines and service (I am a customer).
  22. SavageCDN

    Mission Music - Copyright infrigement?

    ^ oh I agree 100%... just curious. The music industry and it's slow but steady downfall fascinate me :p
  23. Not sure if there is a specific setting for this but try disabling DeathMessages in the server's .profile file (where you set different options for difficulty types, adjust AI skills, etc). That or disable the unit conversations: player setVariable ["BIS_noCoreConversations", true]; ^ put this somewhere in init.sqf
  24. Very interesting.. when I first read that Monsoon guide I created a defensive mission on Proving Grounds which uses DAC spawning on the HC to provide the enemy bantha-fodder :) It's not 'random' in that the AI spawn from one of 4 or 5 DAC camps positioned away from the defenders, but with DAC you can randomize some of the stuff.. like group sizes, compositions, even default weapons selections. Setting the # of respawns high means that enemy groups just keep on coming....
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