

bensch
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Everything posted by bensch
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Hello, where I find admins for the official servers of arma 3 ? Cheers
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Hello Guys, how I can check an array content, that the content is only filled with objects? Cheers
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I try to run this cos spawning script on tanoa. Its a problem with the map i guess, because other people said, that the spawning scripts run fine on stratis and altis. Edit: The error: There is a not defind variable in _connectedRoad. That means for me, that the Map has something you don`t want in the variable :)
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Its the cosCore.sqf from COS civ spawning script. first error was in line ~144 and the second one in line ~185 I marked the blocks that I ment in the code here... if (!isServer) exitWith {}; private ["_groupCount","_localGrpCount","_grp","_rdCount","_n","_r","_tempUnit","_tempVeh"]; _mkr= (_this select 0); // Get trigger status _trigID=format["trig%1", _mkr]; _isActive=server getvariable _trigID; // Get stored town variables _popVar=format["population%1", _mkr]; _information=server getvariable _popVar; _civilians=(_information select 0); _vehicles=(_information select 1); _parked=(_information select 2); _roadPosArray=(_information select 3); IF (debugCOS) then { COSGlobalSideChat=[_civilians,_vehicles,_parked, _mkr];publicvariable "COSGlobalSideChat"; player groupChat (format ["Town:%4 .Civilians:%1 .Vehicles:%2 .Parked:%3",_civilians,_vehicles,_parked, _mkr]);//for singleplayer }; /*IF (debugCOS) then { { _txt=format["roadMkr%1",_x]; _debugMkr=createMarker [_txt,getpos _x]; _debugMkr setMarkerShape "ICON"; _debugMkr setMarkerType "hd_dot"; _debugMkr setMarkerText "Road"; }foreach _roadPosArray; };*/ _glbGrps=server getvariable "cosGrpCount"; _townGrp=createGroup DefaultSide; _localGrps=1; waituntil {!populating_COS}; populating_COS=true; _glbGrps=server getvariable "cosGrpCount"; //SPAWN CIVILIANS NOW _civilianArray=[]; _vehicleArray=[]; _PatrolVehArray=[]; _ParkedArray=[]; _roadPosArray=_roadPosArray call BIS_fnc_arrayShuffle; _UnitList=COScivPool call BIS_fnc_arrayShuffle; _vehList=COSmotPool call BIS_fnc_arrayShuffle; _countVehPool=count _vehList; _countPool=count _UnitList; _v=0; _n=0; _rdCount=0; // SPAWN PEDESTRIANS for "_i" from 1 to _civilians do { if (!(server getvariable _trigID)) exitwith {_isActive=false;}; if (_i >= _countPool) then { if (_n >= _countPool) then {_n=0;}; _tempUnit=_UnitList select _n; _n=_n+1; }; if (_i < _countPool) then { _tempUnit=_UnitList select _i; }; _tempPos=_roadPosArray select _rdCount; _rdCount=_rdCount+1; if (COSmaxGrps < (_glbGrps+_localGrps+1)) then { _grp=_townGrp; }else{ _grp=createGroup DefaultSide; _localGrps=_localGrps+1; }; _unit = _grp createUnit [_tempUnit, _tempPos, [], 0, "NONE"]; _civilianArray set [count _civilianArray,_grp]; null =[_unit] execVM "cos\addScript_Unit.sqf"; IF (debugCOS) then { _txt=format["INF%1,MKR%2",_i,_mkr]; _debugMkr=createMarker [_txt,getpos _unit]; _debugMkr setMarkerShape "ICON"; _debugMkr setMarkerType "hd_dot"; _debugMkr setMarkerText "Civ Spawn"; }; }; // SPAWN VEHICLES for "_i" from 1 to _vehicles do { if (!(server getvariable _trigID)) exitwith {_isActive=false;}; if (_i >= _countVehPool) then { if (_v >= _countVehPool) then {_v=0;}; _tempVeh=_vehList select _v; _v=_v+1; }; if (_i < _countVehPool) then { _tempVeh=_vehList select _i; }; if (_i >= _countPool) then { if (_n >= _countPool) then {_n=0;}; _tempUnit=_UnitList select _n; _n=_n+1; }; if (_i < _countPool) then { _tempUnit=_UnitList select _i; }; // THIS here IS THE ~144************************************************************************************************************************************************************************************************************************************************ _tempPos=_roadPosArray select _rdCount; _rdCount=_rdCount+1; _roadConnectedTo = roadsConnectedTo _tempPos; _connectedRoad = _roadConnectedTo select 0; _direction = [_tempPos, _connectedRoad] call BIS_fnc_dirTo; //********************************************************************************************************************** if (COSmaxGrps < (_glbGrps+_localGrps+1)) then { _grp=_townGrp; }else{ _grp=createGroup DefaultSide; _localGrps=_localGrps+1; }; _veh = createVehicle [_tempVeh, _tempPos, [], 0, "NONE"]; _unit = _grp createUnit [_tempUnit, getpos _veh, [], 0, "CAN_COLLIDE"]; _veh setdir _direction; _unit assignAsDriver _veh; _unit moveInDriver _veh; _vehPack=[_veh,_unit,_grp]; _PatrolVehArray set [count _PatrolVehArray,_grp]; _vehicleArray set [count _vehicleArray,_vehPack]; null =[_veh] execVM "cos\addScript_Vehicle.sqf"; null =[_unit] execVM "cos\addScript_Unit.sqf"; IF (debugCOS) then { _txt=format["veh%1,mkr%2",_i,_mkr]; _debugMkr=createMarker [_txt,getpos _unit]; _debugMkr setMarkerShape "ICON"; _debugMkr setMarkerType "hd_dot"; _debugMkr setMarkerText "VEH Spawn"; }; }; // SPAWN PARKED VEHICLES for "_i" from 1 to _parked do { if (!(server getvariable _trigID)) exitwith {_isActive=false;}; if (_i >= _countVehPool) then { if (_v >= _countVehPool) then {_v=0;}; _tempVeh=_vehList select _v; _v=_v+1; }; if (_i < _countVehPool) then { _tempVeh=_vehList select _i; }; // THIS here IS THE ~185************************************************************************************************************************************************************************************************************************************************ _tempPos=_roadPosArray select _rdCount; _rdCount=_rdCount+1; _roadConnectedTo = roadsConnectedTo _tempPos; _connectedRoad = _roadConnectedTo select 0; _direction = [_tempPos, _connectedRoad] call BIS_fnc_dirTo; //********************************************************************************************************************** _veh = createVehicle [_tempVeh, _tempPos, [], 0, "NONE"]; _veh setdir _direction; _veh setPos [(getPos _veh select 0)-6, getPos _veh select 1, getPos _veh select 2]; _ParkedArray set [count _ParkedArray,_veh]; null =[_veh] execVM "cos\addScript_Vehicle.sqf"; IF (debugCOS) then { _txt=format["Park%1,mkr%2",_i,_mkr]; _debugMkr=createMarker [_txt,getpos _veh]; _debugMkr setMarkerShape "ICON"; _debugMkr setMarkerType "hd_dot"; _debugMkr setMarkerText "Park Spawn"; }; }; // Apply Patrol script to all units null =[_civilianArray,_PatrolVehArray,_roadPosArray] execVM "cos\CosPatrol.sqf"; if (debugCOS) then {player sidechat (format ["Roads used:%1. Roads Stored %2",_rdCount,count _roadPosArray])}; // Count groups _glbGrps=server getvariable "cosGrpCount"; _glbGrps=_glbGrps+_localGrps; server setvariable ["cosGrpCount",_glbGrps]; populating_COS=false; // Show town label if town still active if (showTownLabel and (server getvariable _trigID)) then { COSTownLabel=[(_civilians+_vehicles),_mkr];PUBLICVARIABLE "COSTownLabel"; _population=format ["Population: %1",_civilians+_vehicles]; 0=[markerText _mkr,_population] spawn BIS_fnc_infoText;// FOR USE IN SINGLEPLAYER }; // Check every second until trigger is deactivated while {_isActive} do { _isActive=server getvariable _trigID; if (!_isActive) exitwith {}; sleep 1; }; // If another town is populating wait until it has finished before deleting population waituntil {!populating_COS}; // Delete all pedestrians _counter=0; { _grp=_x; _counter=_counter+1; if (debugCOS) then { deletemarker (format["INF%1,MKR%2",_counter,_mkr]);}; { deleteVehicle _x } forEach units _grp; deleteGroup _grp; }foreach _civilianArray; // Delete all vehicles and crew _counter=0; { _veh=_x select 0; _unit=_x select 1; _grp=_x select 2; _counter=_counter+1; if (debugCOS) then {deletemarker (format["veh%1,mkr%2",_counter,_mkr]);}; // CHECK VEHICLE IS NOT TAKEN BY PLAYER if ({isPlayer _veh} count (crew _veh) == 0) then { {deleteVehicle _x} forEach (crew _veh); deleteVehicle _veh; }; deletevehicle _unit; deletegroup _grp; }foreach _vehicleArray; // Delete all parked vehicles _counter=0; { _counter=_counter+1; if (debugCOS) then {deletemarker (format["Park%1,mkr%2",_counter,_mkr]);}; // CHECK VEHICLE IS NOT TAKEN BY PLAYER if ({isPlayer _x} count (crew _x) == 0) then { deletevehicle _x; }; }foreach _ParkedArray; deletegroup _townGrp; // Update global groups _glbGrps=server getvariable "cosGrpCount"; _glbGrps=_glbGrps-_localGrps; server setvariable ["cosGrpCount",_glbGrps];
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thx. Do you have an idea to handle this errors? [BIS_fnc_dirTo] Error: type ANY, expected OBJECT, on index 1, in [1692496: ,<null>] [BIS_fnc_dirTo] Error: type ANY, expected OBJECT, on index 1, in [1898: invisibleroadway_sqaure_f.p3d,<null>]
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Helikopter DLC Flight Model permission
bensch replied to bensch's topic in ARMA 3 - SERVERS & ADMINISTRATION
ok thx -
Hey Guys, is it possible to give a specific player on a server the permission to the Helikopter DLC Flight Model without creating a mod for the server? Cheers, Bensch
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Hey Guys, my Arma-Mapping skills are a bit rusky, long time ago that I created missions :). What was the diffrents between this path C:\Users\Bench\Documents\Arma 3\missions and this patch C:\Games\Steam\steamapps\common\Arma 3\MPMissions? I guess the Users patch is the source of the mission and in the steam arma folder its "zipped" pbo file? Cheers, Bensch
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Mission File Patch (diffrents)?
bensch replied to bensch's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah thx -
Hello, why my Server have allways a red ping (2500) in the Server-Browser? When I connect to the Server I have a ping around 15. Cheers, Bensch Update: Found a other thread with the same problem: http://forums.bistudio.com/showthread.php?152762-Dedicated-Server-with-2500-Ping-why
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Desync & bad performance on server (running on Linux using Wine)
bensch replied to farooqaaa's topic in ARMA 3 - SERVERS & ADMINISTRATION
I don't think that it is a Linux problem. That is your connection, that is not a 100mbit/100mbit connection that sounds like a 100mbit/6mbit connection. :) I have at home a 100/10 connection and the server runs well with around 12players. But after 20min. running the Server and more then 20 Player my testserver had desync's like hell too. So i am 100% sure, that the connection is the problem. -
New STEAM patch update 25th March 2013
bensch replied to Solarghost's topic in ARMA 3 - BETA DISCUSSION
this is a alpha and they said that they may need to change classes, bones etc. so don't cry... -
In Arma is not like you know it from FPS-Shooter to join a "Team", you know it as guild or clan. In Arma you will find to 95% communities, that is a mix from fixed "Team-Members" and guests. Currently the most communities are playing still Arma 2 AO, they will come to Arma 3. You must search a good public server from a community that you like and play on it a bit. If you like the server + community you can contact them. Good communities have his own map and goal what they want to do, so test a few communties, then you will find a good one. Btw. you can find communities over the world. I live in Germany, but I found a community I like in USA where I playing since 8 mounth. Good Luck
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Possible to mod the mission editor itself?
bensch replied to igneous01's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
they announced that they don't release/create a 3D-Editor... because they have no time to build a good one. Source: http://www.gamestar.de/spiele/arma-3/artikel/arma_3_interview_mit_projektleiter_joris_jan_van_t_land,46950,3009968.html This part is the interesting one: In English: But if they give us a good API, the community can handle it? What you think :rolleyes:? -
ArmA 3 Alpha dedicated server auto-restarter batch file.
bensch replied to erazeri's topic in ARMA 3 - SERVERS & ADMINISTRATION
If you use a windows server machine, then I recommend the Windows Powershell to organize your server. It's a modern way and in my opinion the better way. :) -
Hello, http://store.steampowered.com/app/107410/ have fun... You can't find the game with the searchfunction right now, so you need this link. Cheers, Bensch
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the spawn define you do in the description.ext Here a Example: respawn = "BASE"; respawnDelay = 1; respawnDialog = 1; disabledAI = 1; minScore = 0; maxScore = 50; class Header { gameType = TDM; minPlayers = 2; maxPlayers = 10; };
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Stapo can you give us please more informations, please. Which map you are running? Which server parameters do you use? Which server.cfg do you use? Which windows server or pc do you use? etc
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ArmA 3 Alpha - Multiplayer issues. Crashing when loading.
bensch replied to Macro's topic in ARMA 3 - TROUBLESHOOTING
are you crashing on a arma3 server with a arma 3 map? Or you try to connect on wastelands server something like that? PS: with Arma 3 Map I mean a complete new coded Map, where the creator created the scripts complete new and checked every line for errors. For example Wasteland from 404Games is full of errors and many players crashing often. -
Why buy A3 just so you could go online and ruin everyone's experience?
bensch replied to lNTRUDER's topic in ARMA 3 - MULTIPLAYER
PLEASE........ Arma3 has nothing to do with it. You are the server admin... You can decide who is playing on the server... You decided to set the server public... You bought a alpha... You are perhaps not a good server admin... You try to play a alpha like a full game... You yes you... Sorry, but I could not resist. -
At the time where I post it, it wasn't able to find ;)
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Guys that is a problem with the servers in the mp like in arma2. After 10min running the server fps drops into the hell, that was a big arma2 problem and now we have it in arma 3, too. No Server of the world can run a arma 2 server with much players stable, i hope they give it more attention in arma3...
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Bug's I have encountered (MP and SP)
bensch replied to khaosmatical's topic in ARMA 3 - TROUBLESHOOTING
--> http://feedback.arma3.com/ for bugs etc. -
you tried to drag and drop it to your bag slot?
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Arma 3 Dedicated server
bensch replied to cannonouscrash's topic in ARMA 3 - SERVERS & ADMINISTRATION
Create Shortcut then add "-server" ... then you start a Arma 3 Alpha Dedicated Server. It works fine on my Windows Server 2012 Root Machine. For the standalone dedicated server we have to wait, but for now this works fine... take a serverfile from arma2ao... then add a rcon and login with: #login password btw. you need a second alpha acc to play :-) Thats all.. for the alpha we dont need a standalone server...