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SavageCDN

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Everything posted by SavageCDN

  1. No that should be fine... at least for infantry... it's used to spawn in group numbers dynamically based on the # of player units at mission start. You could do a quick test though and remove the "" from the vehicle array to see if that works. I'm thinking what is happening is related to how DAC fills vehicles with units.. something about it spawning in a vehicle.. filling it up then spawning another vehicle if there are still group members left and cannot fit into the 1st vehicle. Somewhere along the line it's screwing this up and spawning in extra empty vehicles... which then get 'cleaned up' by DAC after a few minutes of sitting idle. Of course this is just a guess :p
  2. Thanks for the update (and the MP version) this is a lot of fun!! Veteran mode with @ASR_AI and @tpwcas makes this a very difficult mission. I've been tinkering with an ACE version of this (still a WIP) .. how easy is it to port to different islands?
  3. *raises hand* I've done some voice work before as well so I'm setup... did the Canadian voices on Lions of Kandahar SP Campaign by headup
  4. SavageCDN

    ASR AI Skills

    Same combo haven't seen that issue since an earlier version of TPWCAS but as Robaldo mentioned above it was due to very low skill settings.
  5. Can't say I've seen that before :p My 1st guess is that your side settings are incorrect ie: you are spawning in Independents but telling DAC they are OPFOR.. other than that not sure. Are you using any custom units or have you modified any of the DAC files?
  6. lol you could make it like Loki's Pussywagon :p
  7. So you're saying Norton InterWeb Security does NOT protect me from future threats?? :pray:
  8. #1 - don't run a DayZ server :p #2 - never ever ever ever purchase (or d/l for free) something that is supposedly an anti-hack program.. even more so if it is provided by the same guys releasing the actual hacks. No wonder your server is full of hackers... this is really Security 101 stuff. LOL perfect pic
  9. Had a great joint session with about 25 players last weekend here's some vids if anyone is interested: Ground troops highlights: CAS (long one): Forgot to ask.. do you use a modified version of Patrol Ops in MSO?
  10. I've never tried this myself I'd imagine it won't work for ACE or OA backpacks.. anyone else know?
  11. ^ I think this is what it should probably look like
  12. There is an ACE parameter that disables ACE wounding for AI players - perhaps that is what you need? I believe the syntax is: ace_sys_wounds_noai = true http://wiki.ace-mod.net/Wounding_System+notes Drop that line into the init-custom.sqf file.. although it's possible it's already defined somewhere else....
  13. Well I think I may have found a workaround anyway.. it had to do with the MHQ marker name and how to use that as a respawn marker for an ACE revive script. Once the player signs in at the FOB and gets killed, they were still respawning at the main FOB (respawn_west) instead of the MHQ as it can't use a variable or a marker name that is dynamic. It seems the best (easiest) way might be to just flagpole teleport to the MHQ after respawn (as much as I hate to do it). Thanks!! :cool:
  14. Roger.. glad you got it sorted. That is strange that a custom sound would cause disconnects like that!
  15. Well ping times will be good depending on where you are. If your server is rented from a shop in NYC then your ping will be excellent. Get the exact same spec server in Germany and your ping will be 180. If all your buddies are from the NYC area then your best bet is an NYC-based provider. Arma loves CPU clock speed and fast drives... so get the best CPU you can.. RAM is not so important... the game rarely uses over 2GB for most missions in my experience (all our servers run with maxmem=2048)
  16. what about the gamespy reporting IP param? I think that is in server.cfg? Why the strange config path? to hide it better?
  17. SavageCDN

    Launch Game Error

    My guess would be your mobile stick provider blocks some ports but not on a consistent basis?
  18. Depends on the mission type. Missions like DayZ or MSO have a database backend that can save stuff when the server gets restarted. There is a persistent = 1; line in the server.cfg file but that just means the current mission will still run even if there are no players in the server. 99% of all missions get reset once the server .exe is restarted, dedicated host or not.
  19. Some random guesses: :p How did you get the install files for Arma onto your servers? Did you use Steam and install it remotely? I ask because we've had a similar problem in the past and it was due to how the servers were setup originally.. all using the same Steam copy to install from. There is a feature called FADE which can detect multiple installs and apparently degrade them over time. I don't really know if that is what happened with us but we ended up using a DVD copy of Arma, uploading to the server and installing game instances that way... problem went away. We would get similar issues... random disconnects, Arma CTD (which never happened before), other weirdness. Are you using TCAdmin to admin the games?
  20. aha man people are crazy!!! I doubt there would be any official support for this but who knows.. I guess re-naming the mission on a daily basis is not a solution? :p
  21. Great thanks for the info I'm adding it to the ToDo list :p I have a question about re-spawning at the MHQ and using the ACE Revive Script by columdrum - is this a good place to ask or is PM or another forum preferable?
  22. SavageCDN

    COWarMod Release

    That's a great question and I'm not sure of the answer. My guess would be SU re-downloads the file regardless.
  23. SavageCDN

    Fayshkhabur Release thread.

    Do you have all the requirements for Faysh? @ibr_towns, @opx_objects Also I would try launching it without the launcher to see if that might be the issue
  24. If you have the ACE magic box in your mission that could be the issue... or another ammo crate script that pulls from the config when you have a bunch of weapon mods like RH packs. That would be the first thing I would try - disable Ambient Civilians If they are not in your group I don't think you get an option to heal. I have seen wounded base AI crawl to the hospital and heal themselves however. You could also try @dapman_auto mod The Spt Radio you refer to is that Neo's Support Radio? How do you find it works with MSO?
  25. SavageCDN

    COWarMod Release

    You would upload the new version to the six mirrors (not sure how this is done you'll have to ask Sickboy) then users would just download the changed files (or in your example delete the removed files). So a few minutes of work rather than re-downloading a few gigs. All the user needs to do is sync up with the SU portal which holds the master list of all mods and versions, then click on Install/Update.. SU does all the rest including .bikey and config files. SU handles all this automatically there is nothing you need to do on your end other then upload the new version once. SU also handles dependencies.. so if you add the ACE mod for example it will automatically add the required CBA mods as well. It also has a repository option - you can create your own SU hosted files and allow other users to download them from your mirror using the SU program. This feature alone is a godsend for server admins. I haven't used PWS myself so I'm not the best to answer that question. PWS was originally aimed (I think) at DayZ players and getting the DayZ mods and required files installed without having to fiddle with shortcuts, betas, config files, etc. I'm hoping that the features in SU will eventually make it over to PWS as SU is more powerful and flexible IMO. SU is buggy and frustrating while also being the greatest mod manager of any game in existence. My answer would be both.. I will continue to use SU until PWS has all the same features... long term I think the support for SU will be dropped and our only option will be PWS Same way they do now.. release post on a forum. SU has an option to sync mods with the main SU portal which will also show the user there is an update available for download. For the other questions it might be worth a PM to Sickboy to get answers. There may be issues seeing as some of the mods in COW will already be on the SU network.
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