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chronicsilence

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About chronicsilence

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  1. chronicsilence

    Custom Difficulty AI Skill Preset Values

    Do you know, if I set CfgAISkill settings in a mod, how does that interact with CustomDifficulty settings? Does one take precedence over the other?
  2. Quick question. For the custom difficulty aiLevelPreset field in server.armaprofile: class DifficultyPresets { class CustomDifficulty { class Options { aiLevelPreset = (0|1|2); } } } Does anyone know what the corresponding "skillAI" and "precisionAI" values are for each of the 0/1/2 low/normal/high presets? I'd like to set it somewhere between "normal" and "high", but I don't know what custom values to use for those fields since I don't know what the values are for each preset. Thanks!
  3. @Dedmen What's the default value for the "steamProtocolMaxDataSize" setting?
  4. What's the installation process for a dedicated Linux server? It doesn't load the .dll files since those are Windows only ("CallExtension 'acre' could not be found" in the server RPT), but ACRE2 still seems to work for the clients that connect to that server. Does the server actually need to load the .dll/.so, or do only clients need to load that? If the server does need it, are Linux libraries released anywhere or do we have to compile them from source? Thanks!
  5. Figured it out. Turns out that in order to connect to Steam servers, the ARMA server needs to be ping-able (ICMP 8 - Echo Reply) as well as having the TCP/UDP ports open. I've tried to add this to the Dedicated Server wiki page but it's not allowing new user registrations. Can someone else add it? Might save someone some major headaches one day.
  6. When I spin up a dedicated server on a Windows machine, I see the following in the RPT file: 15:41:14 Connected to Steam servers The server shows up in the server browser, I can connect and it all works happily. This Steam API endpoint shows my server: https://api.steampowered.com/ISteamApps/GetServersAtAddress/v1/?addr=(server ip) I try exactly the same config on a Linux machine, and nothing works. That line doesn't appear in the RPT file, Steam doesn't recognize the server, it doesn't show up in the server browser, and if I try a direct connect it just hangs at a black screen and the server's RPT file (sometimes) throws errors: Server error: Player without identity (***playername***) I'm running it on Ubuntu 18.04, firewall disabled, all ports open, public IP address. I'm running the command: ./arma3server_x64 -noSound -world=empty -autoInit -loadMissionToMemory -port=2302 -config=configs/myconfig.cfg And the config file is as follows: admins[]= {}; hostname = "Test Server"; password = "***"; passwordAdmin = "***"; maxPlayers = 3; motd[]= { "TEST", }; verifySignatures = 0; disableVoN = 1; persistent = 1; BattlEye = 0; forcedDifficulty = "Recruit"; class Missions { class mission_1 { template = "demo.vr"; difficulty = "recruit"; }; }; The mission itself is just an empty VR world with a single player and a respawn marker, no mods/vehicles/anything. I've also tried it on Ubuntu 16.04 and 20.04, same issues. Any suggestions would be greatly appreciated. @Dwarden you seem to be the Linux dedicated server guru (and this is using your performance branch, although I've tried with the default branch and same issue), any thoughts? This is the RPT file:
  7. Hi everyone, I'm setting up a dedicated server and am looking for some sort of web console for server management (starting servers with specified parameters, etc.). I've been trying out this one (https://github.com/Dahlgren/arma-server-web-admin) and it works, but is lacking some big features. Does anyone know of any decent alternatives? Thanks!
  8. I'm having this really weird bug that I can't figure out. While in a custom-built single-player mission, my character will all of a sudden start walking really slowly (i.e. the 'walk' speed, when normally the character moves at the 'run' speed). I have checked all of the following: - enableStamina is set to false, so it's not that - isForcedWalk returns false, so that's not somehow happening - I've unbound everything to do with "toggle pace" or similar in the controls, including the "W+S" thing (and when it happens, pressing "W+S" doesn't help anyways), so I'm not accidentally toggling the pace - I'm not carrying any kind of weapon at the time, so it has nothing to do with some sort of "combat pace". It's driving me nuts and I can't debug it. It seems entirely random. I don't even care what's causing it, I just need it to not happen. Is there any way to, through script commands, force a player to ALWAYS move at the "run" speed and never anything else (no "walk", no "sprint")? Or, any other ideas as to what might be causing this?
  9. chronicsilence

    Forcing player to view specific direction

    It seems like this (and the related "lookAt" command) only work on AI units, and will not work on the actual player.
  10. Kind of a weird use case, but I need a way to force a player's head/view to look a specific direction, without creating a separate camera (there are some weird issues with not being able to see things created with drawIcon3D while in a non-player camera). I can set the player's direction to look left/right, but I need a way to make them look down towards the ground (kind of like a "hey, look at this shiney bomb on the ground" thing). Any ideas on how one might accomplish this?
  11. chronicsilence

    Zombies & Demons 5.0

    Hi everyone, I love this mod, but cannot seem to find any documentation for it! A couple questions: 1) Is there any way to disable any effects of a zombie successfully hitting you (screen pulsing with slight fade, "ugghh" sounds made by the player, etc.)? I'd like to provide the player with a tool that makes them "invulnerable" to zombies for a short period of time. 2) Is there a way to spawn zombies by script? When I try something like "RyanZombie16Opfor" createVehicle getPos player; it spawns the zombie half-buried in the ground and it doesn't do anything (see image below). (EDIT: figured this one out, have to use "createUnit" instead of "createVehicle"). 3) Is there a way to script a zombie to run away from you? I'd like to provide the player with "Zombie Repellant" to that makes the zombies run away when used. Thanks!
  12. chronicsilence

    ARMA 3 Addon Request Thread

    I'm looking for a map that has a dense northern-style forest. Tanoa is great in that the forests are very thick and have a lot of ground cover (hard to see through it), but the mission I'm trying to make (a scary horror kind of thing) doesn't really work in a tropical setting. I tried the Chernarus Redux community map, and it has the right kind of forest but it's very sparse, the trees are at least 10 - 15 feet apart and there's no other type of foliage (no bushes, fallen logs, etc.). Any recommendations for an existing map like that? Here's an example of what I'm looking for:
  13. chronicsilence

    MrSanchez' Headlamps

    Just started using your mod, seems pretty great so far. One issue I'm running into, though, is that the headlamp only seems to work at night (after 7pm or so). If I have a daytime mission, the headlamp won't work even if I'm in a dark area (inside a building with no windows, for example). Any idea why this is? Thanks!
  14. Any way to get 64-bit versions of these extensions? Would really like to use regex_replace with 64-bit Arma.
  15. chronicsilence

    Render to Texture PiP Aspect Ratio

    I'm pretty good with scripting, but have yet to explore the modelling world. Could you explain what "UV"s are? It's one of the items in the vanilla game, not sure if I would be able to modify it or not.
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