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iOGC_Aenigma

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Everything posted by iOGC_Aenigma

  1. iOGC_Aenigma

    Insurgency Chernarus Completed

    We are having an issue on our server where if you try to reconnect to the server it locks the client up on the Insurgency splash screen. Is anyone else suffering this issue or is it our server alone?
  2. iOGC_Aenigma

    Insurgency Chernarus Completed

    Brilliant work mate. Over the moon now we have a 1.50 release. This will be running on our server for a while now. Cheers, iOGC_Ænigma
  3. Please check your PM's IceBreakr.
  4. iOGC_Aenigma

    iOGC.co.uk

    We have now migrated to a new dedi box. While our DayZ server is still running at the old IP our new Arma Server 1 is running on 188.138.122.37:2302
  5. iOGC_Aenigma

    Fallujah MAP server does nothing

    If you have copied that straight out of your command line editor on the GD site you need to get rid of the space: -mod=@CBA;@CBA_OA;@ACE;@ACEX;@fullujah I will jump on your TS and help you out Para anyway.
  6. iOGC_Aenigma

    DayZ has ruined this franchise.

    DayZ has done nothing but good for the community I play with. Although it doesn't tick all my boxes (I just don't get the zombie thing) it has brought some good guys to out website. We have had to teach a few how to set up Arma and the such but it has been worth it. Off the back of this we have had chance to run some pretty good mission nights with more people than we would if it wasn't for the mod bringing new players in. Now ok I have complained at the lack of numbers recently, more so with the PR mod as I love a good bit of large scale PvP but if we as a community don't tolerate some of the idiots and shut everyone out we wont have chance to show them the beauty of Arma.
  7. The only way I got around this was a new router. I have no idea what caused the issue but the only way I could solve getting a NAT negotiation error was to use a new router. Am I right in thinking you are running a dedicated server through your router at your end? I started getting this error a few beta patches back.
  8. Im guessing so as all the servers and clients will be 1.62..untill the next beta patch :D
  9. The version of Patrol Ops I am running on our server has the option to restrict equipment by rank and class. I cant remember if it is like that in vanilla patrol ops but if you want the .pbo file you are welcome to edit all the iOGC content out and use it mate. It runs sweet as a nut as Rob over at 3Para did a lot of work on it before I got stuck in.
  10. You should really be in the Server Admins forum mate. If you want though add me to Steam and I will give you all the help I can. Steam account is iOGC_Ænigma|UK|.
  11. Good stuff BIS. Just waiting for the update to come through steam now.
  12. iOGC_Aenigma

    Connection Failed

    Get your friends to check their RPT file and see what error is being returned. Does it show them trying to connect in the server or not?
  13. Check your PMs Iluvitar
  14. Mondreiter as far as I am aware your server IS running the latest beta it just doesn't enforce the rule that clients HAVE to be running the same version.
  15. Welcome to the Arma community Dragoon. You are always more than welcome to jump on the iOGC server mate. I sent you my contact details in a PM so we can get a game going.
  16. Do you receive any errors when you try to connect to the server?
  17. iOGC_Aenigma

    Possible server issue.

    What does it show in the server console when they connect and drop? Get the people who cant connect to check their RPT file for connection issues such as NAT Negotiation errors. This file can be found in User/AppData/Arma2 OA/arma2oa.rpt Is your server or the clients running the latest beta?
  18. After I have installed the beta patch and set it to run on our Arma 2 server the servers do now not communicate with gametracker or Arma 2 Swec. Is this a common problem that I have not found the solution to? Also when I run the beta patch the server still reports it is using just version 1.60. Some servers do show which version of the beta that they are using is there a way to make my server do this? Should I also run the beta folders as a mod? Cheers, Aenigma
  19. Thanks for the reply Larsiano, I am using the correct reporting IP and the correct Beta executable as you stated. I have also been running the beta folders as a mod but noticed that some in the server browser do not and still show the correct version running. This is something that is really bugging me now. It shows up in the game browser so is definitely reporting to gamespy just not getting picked up by gametracker or SWEC.
  20. Sorry for the late reply Dwarden. I found the problem to be with my router. I was using a Belkin F5D7634-4 v2. I attempted to connect to the server with no firewalls running and my machine set in a DMZ but still no success. I tried to circumvent router protection further by assigning my machine an IP out of the DNS range of my router but this still did not work. Switching to an old back up router I have solved the problem. Im still unsure as to why the beta patch would cause my router to throw a fit though.
  21. I am trying to get my server to run with a custom difficulty setting. I am taking for granted I have to do this using a profile. I have created a folder in my Arma2OA directory called Server. In this folder I have a file named "server.Arma2OAProfile" This file contains the following: /* iOGC Server Profile */ class Difficulties { class Recruit { class Flags { Armor=1; // Gives you improved body armor, tank armor etc FriendlyTag=1; // Displays information on friendly units. ONLY WORKS WITH 'Weaponcursor=0', eg crosshair on. EnemyTag=1; // Displays information on enemy units HUD=1; // Shows you leaders location and your position in formation HUDPerm=1; // Shows HUD permanently HUDWp=1; // Shows Waypoints right after they're ordered to you HUDWpPerm=1; // Shows Waypoints permanently WeaponCursor=1; // Shows the crosshair for your weapon AutoAim=1; // Enables auto aim when you're not looking through your weapon's scope. Also works with crosshair off AutoGuideAT=1; // AT missiles will be automatically guided to their target. If 0, player has to lock onto the target. 3rdPersonView=1; // This turns 3rd(third) person view and group leader view on or off. Please never talk of this as "3D view" - ArmA is not an arcade game ! ClockIndicator=1; // Displays the clock indicator on the left of your screen when giving/receiving orders like "At 11 o'clock, enemy man at 200 meters" Map=1; // Shows symbols for all objects known to your gruop on the map. This will NOT disable the map itself ! Tracers=1; // Displays tracers even of small arms that in real life would not have tracers AutoSpot=1; // If you're close enough to an enemy, you'll report it without right-clicking UltraAI=0; // Enables super AI, hear and see more and increased tactics. This is for both friendly and enemy sides. DeathMessages=1; // Displays death messages i.e. playerA kill playerB NetStats=1; // Displays score board VonID=1; // Displays VON player name in window }; // These are the skills. Value may range from 0.000000 to 1.000000 skillFriendly=0.34999999; skillEnemy=0.34999999; precisionFriendly=0.20; precisionEnemy=0.20; }; class Regular { class Flags { Armor=1; FriendlyTag=0; EnemyTag=0; HUD=0; HUDPerm=0; HUDWp=1; HUDWpPerm=1; WeaponCursor=0; AutoAim=0; AutoGuideAT=0; 3rdPersonView=1; ClockIndicator=1; Map=1; Tracers=1; AutoSpot=0; UltraAI=0; DeathMessages=1; NetStats=1; VonID=1; }; skillFriendly=0.44999999; skillEnemy=0.44999999; precisionFriendly=0.35; precisionEnemy=0.35; }; class Veteran { class Flags { Armor=0; FriendlyTag=0; EnemyTag=0; HUD=1; HUDPerm=0; HUDWp=1; HUDWpPerm=1; WeaponCursor=0; AutoAim=0; AutoGuideAT=0; 3rdPersonView=0; ClockIndicator=1; Map=0; Tracers=1; AutoSpot=0; UltraAI=0; DeathMessages=0; NetStats=0; VonID=1; }; skillFriendly=0.74999999; skillEnemy=0.74999999; precisionFriendly=0.75; precisionEnemy=0.75; }; class Expert { class Flags { Armor=0; FriendlyTag=0; EnemyTag=0; HUD=1; HUDPerm=0; HUDWp=1; HUDWpPerm=1; WeaponCursor=0; AutoAim=0; AutoGuideAT=0; 3rdPersonView=0; ClockIndicator=1; Map=0; Tracers=1; AutoSpot=0; UltraAI=0; DeathMessages=0; NetStats=0; VonID=0; }; skillFriendly=0.94999999; skillEnemy=0.94999999; precisionFriendly=0.95; precisionEnemy=0.95; }; }; // Sets the server default view distance. // Render distance is 3/4 of view distance - for 2000 metres, objects will be render up to 1500 metres // This maybe overidden by the mission viewDistance=2000; // Sets the server default terrain quality. Very High:10, Low:50 // This maybe overidden by the mission terrainGrid=15; // EOF My server shortcut target line looks like this: "C:\Program Files (x86)\Steam\steamapps\common\arma 2 operation arrowhead\ARMA2OASERVER.exe" -config=server2.cfg -maxmem=2047 -profiles=Server -name=server -mod=@CBA;@CBA_A2;@CBA_OA;@zeu_AI;@lingor;@lingor_units For some reason the changes I have made to the profile do not take affect in game. What is it I have done wrong?
  22. iOGC_Aenigma

    Insurgency

    Sorry for the late reply Helios. I have decided to start my edit again from scratch. I had edited far too much code to post it all here or have any idea where the error could of occured. A begginers mistake I am sure :) When I get round to editing it again I will start with one class at a time. I would like to know how to change the civilian faction that Alice uses though.
  23. After installing the latest Beta patch on our server I can now not connect to it. I am receiving a Nat Negotiation error: NAT Negotiation failed (NNThink - result 3) Im not sure if it is due to the latest beta on the server or client side.
  24. iOGC_Aenigma

    Custom Difficulty

    Yeah I have changed the mode. I managed to get it to disable the crosshairs now but cant stop the auto spot feature. I am using my modified Regular difficulty setting.
  25. iOGC_Aenigma

    Insurgency

    I have been working on, and having problems with importing the Lingor units into Insurgency. I am trying to create a version of insurgency more suited to Lingor so I am aiming for DEA vs the Drug lords type scenario. The first thing I want to know, now that I am strating again from scratch is how to use the Lingor civilian units. Am I right in thinking that I can add another instance of this code for Lingor: case "lingor": { BIS_alice_mainscope setvariable ["trafficDistance",1000]; BIS_alice_mainscope setvariable ["spawnDistance",700]; BIS_alice_mainscope setVariable ["civilianCount","round (5 * (sqrt %1))"]; [] spawn compile preprocessFileLineNumbers "mip\ALICE2_houseEffects.sqf"; BIS_alice_mainscope setVariable ["townsFaction",["CIV_LGR","ibr_arl_faction"], true]; }; My current error I am facing I think is to do with me trying to change the enemy classes to that of the Lingor Island Drug Lord Army. When loading the mission I get this error: "Missing [" at line 152 of my common\functions.sqf I have an error in this code here: if (_type == "count") then { _result = 0; } else { _result = []; }; { if (typeOf _x in eastInfClasses && ( (alive _x && primaryWeapon _x != "") || !_alive ) ) then { if (_type == "count") then { _result = _result + 1; } else { _result set [count _result, _x]; }; }; } forEach _arr2; Although I have resigned my self to the fact that I should start the edit from scratch now I was wondering if there was maybe something that I may have overlooked when defining the units. If, even with my basic ability, I can read the code right I would guess that it is struggling to call out what weapon to give to the East factions but I cant see any issues in my definitions.
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