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Posts posted by SavageCDN
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Yes, for me the first two spawn and soon later the second pair spawns in (and all goes boom)
Try disabling the "Michael Bay" setting in the module :D
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Well done on finding the problem! So far so good on our public server.
And as others have said, really pleased to see that the community can now help index maps.
Very many thanks from 3CB for this update. :-)Thanks to 3CB and Apollo for the repro mission which helped nail down the server freeze issue.So, I have to Report a "bug":
As I reported on Discord I still have the problem with two pairs of helicopter spawning on the military base close west of the Altian Airport. Since they spawn on top of each other they just blow up.
Have not noticed that on any other Heliport in any other military base (tested most of them)Also still have a Request:
Please add a "Code"-Line to the Artillery! Can't use them atm because I can't except them from VCOM.Thanks for the report. Issue added for that particular base - I assume they are spawning on the helipad there?
Also feature request added for arty code line.
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^ Your best bet is to launch the game without ALiVE loaded if you are not using it. This is generally true for most mods, especially ones that significantly alter the game (ACE, etc). A dev can correct me but I believe it has to be this way in order for these functions to work properly.
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Is your server running Linux? If memory serves (it often doesn't!!) there was an issue on Linux with the number of key files - ie: after a certain threshold it would stop loading addons... although I thought that had been fixed in a previous update.
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Is there a way to get this working with ALiVE?
I can't think of a reason why it would not work with ALiVE.. .have you tried it without success?
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Remove your router/firewall from the equation - ie: if the unit has a DMZ option try that to rule out any firewall issues.
I can't recall but maybe A3 needs UDP/TCP?
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Does that needed to be done by the island authors or the alive authors?
I don't know how it works, but can be done when we know how.
regarding airfield beacons:
i would need to check that in arma 2 and see if they worked there, but i will add it to the bug list for the next release.
I've added it to the TO DO list of maps. Very shortly you'll be able to index your own maps, but for now it has to be done by the ALiVE dev team.
Great work BTW - did the 'blowout' module make it to the A3 version?
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Would you be willing to share your server specs and config files (server.cfg and basic.cfg)? As Terox said if you're running over 200 simultaneous connected players then you're doing something that no one else in the community has been able to accomplish (at least to my knowledge). This info would be very helpful for other server operators.
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My guess would be things like loadouts, position, etc will not transfer to the new slot (since it is a different 'player'), however your ALiVE markers and any progress you've made should get saved.
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^ I think so but not 100% sure. I think the issue with switching playable slots is that your saved data from the 1st slot you choose doesn't carry over when you reconnect in a different slot. What you are describing should work fine.
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Yes I thought so, since AiA objects were eden compatible I was sure that CUP was Eden ready. I don't mean to annoy you, but do you have any idea of the release date for these ?
Sorry for jumping in here but I'm going to assume the CUP team follows the Arma standard for release dates... either "When it's ready" or "Soonâ„¢"
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Tanks a lot man. (huehuehue)
Don't knock it till you've tried it
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While it's good to have maxPlayers = playable slots in your mission it will not cause the issue you describe.
Was this mission created in the 3D editor? I've never seen that error msg before. Try creating a simple test mission in the 2D editor and try that.
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Yes. This module is used in the mission.
As Heroes mentioned can you try removing this module and test again? Data module is only used for persistent missions in conjunction with the War Room.. although it would be nice if it handled it a bit better than an error msg .. will add to the todo list.
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I'm having an issue with using ALiVE to populate two markers. The override factions i'm using are rhs_faction_usarmy_wd and rhs_faction_msv. When I preview the mission both markers have proper factions spawned, but also units from RHS's Insurgent (Independent) faction in each one. I know that faction isn't supported by ALiVE (according to this), is there a way I can stop this?
Happy to dropbox the mission pbo when I'm at my home machine if that helps.
Ditto. This happens even using vanilla units with RHS loaded... I first thought maybe it was the CBA bug but after rolling back still happening
Thanks for the reports - looks like the static mappings to make RHS work with ALiVE need some attention.
@gibfender - if you have a repro mission with just RHS, ALiVE and CBA then PM to me if you can... thanks!
Here is a link to a file .rpt -> http://forum.hastati.pl/arma3.rpt
I do not use the War Room, and I do not have this mod on a server or in my client.
Thanks Dogpatch will take a look - are you placing the ALiVE data module in your mission? -
Can someone help me with this? This error appears to me the logs on each map and mission.
Hi Dogpatch - can you post the full RPT file to pastebin and link back here? Are you using the War Room with persistence? If so double-check you've setup the server properly (instructions are under your group profile in the War Room). If not, then remove @aliveserver from the list of mods for your server (and do not run it on your client).
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Hello!
Since the latest update my HC does diconnect if i start the server with Alive with the following message:
23:32:03 > You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.alive_sys_adminactions, alive_sys_aiskill, alive_sys_weather, alive_sys_gc, alive_main, alive_sys_profile, alive_sys_crewinfo, alive_sys_viewdistance, alive_amb_civ_population, alive_amb_civ_placement, alive_mil_c2istar, alive_mil_cqb, alive_sup_combatsupport, alive_sup_artillery, alive_sup_transport, alive_mil_opcom, al
The startup script of my HC is:
start "Headless" "C:\Server\....\arma3server.exe" -connect=127.0.0.1 -port=2312 -client -nosound -password=xxxxx -mod=-mod=mods\@bwa3;-mod=mods\@CBA_A3;-mod=mods\@CUP_Terrains;-mod=mods\@ALiVE;-mod=mods\@task_force_radio;-mod=mods\@MightyGau;-mod=mods\@ace;-mod=mods\@Leights OPFOR;-mod=mods\@RHSAFRF;-mod=mods\@RHSUSF;-mod=mods\@optional;-mod=mods\@taw_viewdistance;-mod=mods\@TalibanFighters;-mod=mods\@talibanRHSweapons;-mod=mods\@MELB;-mod=mods\@IWAR- Irregular Warfare;-mod=mods\@BW_Kleiderkammer;-mod=mods\@DAC
Usually this error means the server (or HC) does not have the required mods loaded for the mission. I would try using this format for your mod params:
-mod=@cba_a3;@ace3;@alive;@DAC
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It almost sounds like a problem with A3 itself - have you tried re-installing the server files from Steam?
You are OK to have mods, files, keys, etc in the server directory even though you are not running them.. although be aware any mod .bikey files in your \Keys folder will mean players can join the server with that mod enabled.
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Are you sure the problem is not with the 2nd mission? I would try renaming the first one that works to a different filename then try to run that as the '2nd mission'. Are the required mods for the 2nd mission loaded on the server?
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Sorry but in order to use a server config file you must run a dedicated server. You can do this easily by downloading the Arma 3 dedicated server package and running it alongside your client on the same machine (assign it different cores than the client).
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Nice congrats on release!
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Yeah I figured you might be back for that one.. .it screwed me up at first too ;)
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Some Addons Not Showing UP?
in ARMA 3 - SERVERS & ADMINISTRATION
Posted
Try lumping all the addons into one @folder.. .also try turning off sig checks to see if that makes any difference.
re: asr_ai - you don't need it on the clients if clients are not spawning local AI - ie: Zeus