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ashton324

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Everything posted by ashton324

  1. ashton324

    S & S

    PM sent dude
  2. ashton324

    S & S

    So just tested and with my config.cpp patch if you load without TFAR it causes no issues or errors with the backpacks, and thats without it checking for TFAR. If you enable TFAR then it converts the backpacks into usable radios, so it all seems to be working as intended. How do you want me to get the config.cpp source file to you?
  3. ashton324

    S & S

    I can make it so it looks for TFAR before and then if TFAR is there it enables the patch
  4. ashton324

    S & S

    I have just created a cfg patch for TFAR, all the radio backpacks are now working.. want the source config.cpp? Or shall I just release as a compatibility patch for you?
  5. ashton324

    S & S

    Will the Radios be made compatible with TFAR? When picking the radio backpack and trying to use TFAR no interface comes up..
  6. Hi, I have made a custom ammobox mod, basically when you spawn the ammobox it already has a pre defined init in the cfgVehicles.hpp which allows you to access the ACE Arsenal (This is working) and also gives you an option to access the BIS Arsenal. The BIS Arsenal part is not working, I get no option to access the arsenal, I have tried multiple combinations but cannot get it to work. Any ideas? Code below for the init in the cfgVehicles.hpp file, the box is the B_supplyCrate_F. { init = "(_this select 0) call ace_arsenal_fnc_initBox; [ ""AmmoboxInit"", [ ammoBox, true, {(_this distance _target) < 10} ] ] call BIS_fnc_arsenal;"; }; Thanks
  7. ashton324

    Custom Arsenal Ammobox issue

    Thanks for the reply, So it would look something like this? init = "(_this select 0) call ace_arsenal_fnc_initBox; [ ""AmmoboxInit"", [ _this, true, {(_this distance _target) < 10} ] ] call BIS_fnc_arsenal;"; Or do I need the _this select 0 prior to the bracket before the Ammoboxinit? Thanks
  8. ashton324

    Server Locking Up

    Anyone able to help?
  9. Hi Guys, We have a dedicated server based in Germany which is running Server 2012 R2 x64 with 32gb RAM, i7 3770 and on a 1gbps network connection. However, recently about an hour into the server been used by 15-20 people the server will lock up and people are seen to just be running on the spot and no movement happens on the server. No Desync icon appears and it does not appear to desync it just locks up. When I view the ARMA server console while this happens it seems to be up and working fine. After around 5-10 minutes the lockup clears and everyone can play on fine. I have at one point had a virtual memory issue which caused the same thing to happen so I doubled the virtual ram for the ARMA server. This seem to have stabilized things but now the issue has returned but with no obvious cause. I have attached the latest RPT file in which this happened and also the config file for the server. RPT File - https://drive.google.com/file/d/13T5Jl2GuZ0TVXdHy2Cj2isr-9-VTSX-r/view?usp=sharing Server Config - https://drive.google.com/file/d/1VJ9JFUDRrqeNPtNNm9KUJ9Cl5mo8Zc9C/view?usp=sharing Latest MDMP File - https://drive.google.com/file/d/1PsC0Ef1zhDBdxtLhjPDhI4eW9UawPOMB/view?usp=sharing Latest BiDMP File - https://drive.google.com/file/d/1AnmrKq-ImHruji9SbyppboEXigjV5hO5/view?usp=sharing Anyone have any ideas what might be causing this? Scanning through the RPT file I can see errors which state it was trying to send a too large non-guaranteed message and then it says message not sent. Thanks.
  10. Hi Guys, I have recently been playing around with the 'Advanced Fatigue' Module to try and replicate 'Real Life' stamina for our unit. However, across multiple custom made missions and on different maps the fatigue module seems to have no effect. It seems as the default ARMA 3 Fatigue is over riding it? Also, it seems that once you loose Stamina it either takes and incredibly long time to recover, or does not recover at all. It's worth nothing this seems to have happened after the Tac Ops update. We are running the latest CBA, ACE3 and ARMA3 on a Windows Server 2012 R2 x64 box. For instance, I set the following values.. Terrain Gradient Factor: 1 Recovery Factor: 5 Load Factor: 1 Performance Factor: 4 And saw no changes within in game on our dedi server. So I dramatically changed the values to see if I was being stupid or just didn't see the change. I then used these values. Terrain Gradient Factor: 2 Recovery Factor: 15 Load Factor: 2 Performance Factor: 6 And once again saw not changes, if anything, what I saw was that the Stamina bar depleted but never refilled. Am I missing something or is this and issue? I have checked your Issue Tracker on GitHub but cannot find an open Issue for this. Thanks.
  11. Ahh right okay then! Thanks for advising me anyway :)
  12. Hi Eggbeast, thanks for the reply dude.. Would this be a fix on your mod side of things or something I am able to implement mission/server side? Thanks again dude
  13. Hi Guys, Seem to have a bug/issue when using Zeus with Unsung, I have tested this out on both a dedi server and a local other people have also tested but we still have the same issue. Basically when in the Zeus editor I can place down single units from Unsung but when i go to compositions and try placing down a group i get the icons but clicking has no effect so no groups are placed down. The full mod list used on the server is below. I have also replicated this problem by using just the unsung mod by itself. The Zeus module placed down in the editor is also set to All Official and Unofficial Addons. EDIT: I have also tried on both the Nam map and also the included Unsung maps, same problem occurs. Unsung 3.1D ACE ACEX Enhanced Movement Immersion Cigs Mao Anims Sway Fix Nam Map Medium Utility Helicopters Splendid Smoke STUI Task Force Radio Taw ViewDistance ASR AI Does anyone have any idea why this issue is occurring or a fix for the issue? Thanks for the help
  14. Hi Guys, I have recently run into a problem while running an Arma 3 Dedicated server. It does have a number of mods activated but the same issue happens with or without mods. The specs of the server are listed below. OS: Server 2012 R2 x64 Standard Arma 3 Dedi Version: 1.66.139586 Public Stable Running on a dedicated serer from Hetzner, I7 3770, 32gb DDR3 RAM and 1Gbps connection. It is running along side no other servers that use steam, using Windows Firewall with both arma3server.exe allowed through, steam allowed through and the ports for the servers are also opened. When players are in the server they will randomly get "No message received" this normally clears after 10+ seconds and they can resume playing with no desync. This happens at random times with no pattern, however, it normally occurs atleast once every 10 minutes. Upon checking the RPT I found these entries which collate to the same time as the message appeared 23:33:16 Server: Network message bcb0c is pending 23:33:16 Server: Network message bcb62 is pending 23:33:16 Server: Network message bcb98 is pending 23:33:16 Server: Network message bcba1 is pending 23:33:16 Server: Network message bcbad is pending 23:33:16 Server: Network message bcbdc is pending 23:33:16 Server: Network message bcc75 is pending 23:33:17 Server: Network message bcd22 is pending 23:33:17 Server: Network message bce16 is pending 23:33:18 Server: Network message bce51 is pending 23:33:18 Server: Network message bce5d is pending 23:33:18 Server: Network message bcf76 is pending 23:33:19 Server: Network message bd0ee is pending 23:33:19 Server: Network message bd0fb is pending 23:33:23 Server: Network message bd5fd is pending 23:33:23 Server: Network message bd638 is pending 23:33:23 Server: Network message bd6f1 is pending 23:33:24 Server: Network message bd798 is pending 23:33:25 Server: Network message bda18 is pending 23:33:27 Server: Network message bdd17 is pending 23:33:30 Server: Network message be4c8 is pending 23:33:30 Server: Network message be4c9 is pending 23:33:30 Server: Network message be4c9 is pending 23:33:30 Server: Network message be4cb is pending 23:33:30 Server: Network message be4e1 is pending 23:33:30 Server: Network message be4e2 is pending 23:33:30 Server: Network message be4e3 is pending 23:33:31 Server: Network message be56d is pending 23:33:31 Server: Network message be56e is pending 23:33:31 Server: Network message be56f is pending And then a few minutes later I got the following errors 23:37:12 Server: Network message ceb9e is pending 23:37:12 Server: Network message ceb9e is pending 23:37:12 Server: Network message cebaf is pending 23:37:12 Server: Network message cebaf is pending 23:37:12 Server: Network message cebc2 is pending 23:37:12 Server: Network message cebc2 is pending 23:37:12 Server: Network message cebce is pending 23:37:12 Server: Network message cebe0 is pending 23:37:12 Server: Network message cebe0 is pending 23:37:12 Server: Network message cebe0 is pending 23:37:12 Server: Network message cebe1 is pending 23:37:12 Server: Network message cebf5 is pending 23:37:12 Server: Network message cec02 is pending 23:37:12 Server: Network message cec20 is pending 23:37:12 Server: Network message cec9e is pending 23:37:12 Server: Network message cecad is pending 23:37:13 Server: Network message cecf6 is pending 23:37:13 Server: Network message ced24 is pending 23:37:13 Server: Network message ced3b is pending 23:37:13 Server: Network message ced3b is pending 23:37:13 Server: Network message ced5f is pending 23:37:13 Server: Network message ced5f is pending 23:37:14 Server: Network message cedfc is pending 23:37:14 Server: Network message cee07 is pending 23:37:14 Server: Network message cee1a is pending 23:37:14 Server: Network message ceeb5 is pending 23:37:15 Server: Network message ceff3 is pending 23:37:16 Server: Network message cf0f5 is pending 23:37:17 Server: Network message cf1f3 is pending 23:37:17 Server: Network message cf207 is pending 23:37:18 Server: Network message cf2ac is pending 23:37:18 Server: Network message cf2bb is pending 23:37:18 Server: Network message cf34f is pending 23:37:18 Server: Network message cf3a6 is pending Server Config: // GLOBAL SETTINGS hostname = "******" // The name of the server that shall be displayed in the public server list password = "*****"; // Password for joining, eg connecting to the server passwordAdmin = "*****"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz' serverCommandPassword = "******"; // Password required by alternate syntax of [[serverCommand]] server-side scripting. logFile = "server.log"; // Tells ArmA-server where the logfile should go and what it should be called // WELCOME MESSAGE ("message of the day") // It can be several lines, separated by comma // Empty messages "" will not be displayed at all but are only for increasing the interval motd[] = { "", "", "", "", "", "", "", "", "" }; motdInterval = 5; // Time interval (in seconds) between each message // JOINING RULES checkfiles[] = {}; // Outdated. maxPlayers = 40; // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player. kickDuplicate = 1; // Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing. verifySignatures = 0; // Verifies .pbos against .bisign files. Valid values 0 (disabled), 1 (prefer v2 sigs but accept v1 too) and 2 (only v2 sigs are allowed). equalModRequired = 0; // Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server. // VOTING voteMissionPlayers = 1; // Tells the server how many people must connect so that it displays the mission selection screen. voteThreshold = 0.33; // 33% or more players need to vote for something, for example an admin or a new map, to become effective // INGAME SETTINGS disableVoN = 1; // If set to 1, Voice over Net will not be available vonCodecQuality = 20; // since 1.62.95417 supports range 1-20 //since 1.63.x will supports range 1-30 //8kHz is 0-10, 16kHz is 11-20, 32kHz is 21-30 persistent = 1; // If 1, missions still run on even after the last player disconnected. timeStampFormat= "short"; // Set the timestamp format used on each report line in server-side RPT file. Possible values are "none" (default),"short","full". BattlEye = 0; // Server to use BattlEye system allowedLoadFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; //only allow files with those extensions to be loaded via loadFile command (since Arma 3 build 1.19.124216) allowedPreprocessFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; //only allow files with those extensions to be loaded via preprocessFile/preprocessFileLineNumber commands (since Arma 3 build 1.19.124323) allowedHTMLLoadExtensions[] = {"htm","html","xml","txt"}; //only allow files with those extensions to be loaded via HTMLLoad command (since Arma 3 build 1.27.126715) // SCRIPTING ISSUES onUserConnected = ""; onUserDisconnected = ""; doubleIdDetected = ""; // SIGNATURE VERIFICATION onUnsignedData = "kick (_this select 0)"; // unsigned data detected onHackedData = "kick (_this select 0)"; // tampering of the signature detected onDifferentData = ""; // data with a valid signature, but different version than the one present on server detected // MISSIONS CYCLE (see below) class Missions { class Mission1 { template="*******.Altis"; difficulty="Custom"; }; }; // An empty Missions class means there will be no mission rotation missionWhitelist[] = {}; //an empty whitelist means there is no restriction on what missions' available language="English"; Maxbandwidth=1073741824; Minbandwidth=107374182; MaxMsgSend=1024; MaxSizeGuaranteed=1300; MaxSizeNonguaranteed=1000; MinErrorToSend=0.003; MaxCustomFileSize=100000; Windowed=0; serverLongitude=0; serverLatitude=52; serverLongitudeAuto=0; serverLatitudeAuto=52; I have also allowed NAT through Windows Firewall to see if this could be the issue. Anybody have any suggestions or pointers as to what we could do to resolve this? Thanks guys
  15. Hi Terox, Thanks for the reply, sorry I forgot them details. We have around 20-25 people on the server, as this is a operation server for our unit. So we run alot of mission which are Zeus'd. In terms of commenting out the mission section, I just removed the mission name for this post. There is a mission name there on the server and it loads correctly. I will implement the changes you have mentioned and let you know how I get on. Thanks for your help dude
  16. We are the 1st Battalion Yorkshire Regiment, or [1YORKS] a group of gaming brethren that have set up a unit for three reasons; Fun, Teamwork, and Satisfaction. We have made the transition from ARMA 2 to ARMA 3 and are now looking for dedicated players to join the fun and ultimately enjoy everything that we and ARMA 3 have to offer. If you feel that you have what it takes to join a very considerate and team-built group, then we are just the right choice for you. Interested in joining [1YORKS]? We are currently recruiting for NCO's, Soldiers and Potential Officers. Think you have what it takes? Apply now! We are UK based and work off GMT (Zulu) timezone. However, we welcome players from all countries. We mainly play on our servers nightly and operations/trainings are held every Wednesday and Saturday, however, special arrangements can be made should not be able to fulfill them times. Sound like the unit for you? Visit our website @ www.1yorks.co.uk Join our Teamspeak server @ ts3.1yorks.co.uk See you on battlefield!
  17. Squad name: 1st Battalion Yorkshire Regiment Timezone/location: GMT (Zulu) Gamemode preference (eg coop or pvp): Milsim & Realism COOP Contact email: recruitment@1yorks.co.uk Website address: http://www.1yorks.co.uk Short description: We are the 1st Battalion Yorkshire Regiment, or [1YORKS] a group of gaming brethren that have set up a unit for three reasons; Fun, Teamwork, and Satisfaction. We have made the transition from ARMA 2 to ARMA 3 and are now looking for dedicated players to join the fun and ultimately enjoy everything that we and ARMA 3 have to offer. Language: English
  18. Hey guys, I'm basically looking for some help in making a crate respawn as soon as it is moved. So basically when someone moves a crate another one instantly respawns in the same location but the previous crate also stays. Hope you get what i mean. I have tried using the vehicle respawn script but have not really come up with much that helps. Ive searched Armaholic and these forums but not really come up with much that helps. Any ideas guys? Thanks in advance Ashton.
  19. Hey guys, I have a made a dialogue in which you can control a firing range.. I.e putting the targets up and down and running target sequences etc. So me and a couple of other clan members were testing it lastnight on a server (on my machine) but for some reason only i could use the dialogue controls. They could see the dialogue and click the buttons but nothing would happen for them. If i click the buttons they would work i.e the targets would fall and they would see that etc.. I included: if(!isServer)exitWith{}; in all of the scripts so i dont know if thats the problem or what. Also one last thing the dialogue+scripts are called from a notebook on a table. The notebook has this in its init line.. lap12 attachTo [tab12,[0,0,0.6]]; _lap12 = lap12 addAction ["Range Control", "dialogs\range1\create.sqf"]; create.sqf _ranegcontrol1Dialog = createDialog "Range_Control" Description.ext Respawn = "BASE"; RespawnDelay = 3; DisabledAI = true; #include "R3F_ARTY_AND_LOG\desc_include.h" #include "mission_settings\dialog\common.hpp" #include "mission_settings\dialog\mission_settings.hpp" #include "dialogs\range1\common.hpp" class RscTitles { #include "R3F_ARTY_AND_LOG\desc_rsct_include.h" }; #include "dialogs\range1\Range_Control.hpp" #include "dialogs\range2\Range_Control_2.hpp" Note: I have to ranges therefore 2 separate dialogues for each range. Same problem on both ranges. Range_Control.hpp class Range_Control { name=Range Control; idd=-1; movingEnable=1; controlsBackground[]={frame, bg}; objects[]={}; controls[]={ra, lbn3, r4, r3, r2, r1, raise, close, ln43, ln44, ln22, ln1, L129A1, ln4, lan2, lane1, lsw, l85l4, l85l3, l85l2, l85, rset, l851, rsa, rs4, rs3, rs2, l1r}; class ra:RscButton { idc=-1; text="Raise All"; onButtonClick ="[] execVM 'range\raise1a.sqf';"; x=0.429166666666667; y=0.735555555555556; w=0.0888888888888889; h=0.0388888888888889; }; class lbn3:RscButton { idc=-1; text="Lane 3"; onButtonClick ="[] execVM 'range\lsw\slane3lsw.sqf';"; x=0.322222222222222; y=0.525555555555556; w=0.0611111111111111; h=0.03; }; class r4:RscButton { idc=-1; text="Lane 4"; onButtonClick ="[] execVM 'range\raise14.sqf';"; x=0.480555555555556; y=0.691111111111111; w=0.0722222222222222; h=0.0344444444444444; }; class r3:RscButton { idc=-1; text="Lane 3"; onButtonClick ="[] execVM 'range\raise13.sqf';"; x=0.479861111111111; y=0.642222222222222; w=0.0708333333333333; h=0.0355555555555556; }; class r2:RscButton { idc=-1; text="Lane 2"; onButtonClick ="[] execVM 'range\raise12.sqf';"; x=0.375694444444444; y=0.691111111111111; w=0.075; h=0.0366666666666667; }; class r1:RscButton { idc=-1; text="Lane 1"; onButtonClick ="[] execVM 'range\raise11.sqf';"; x=0.377083333333333; y=0.642222222222222; w=0.0736111111111111; h=0.0355555555555556; }; class raise:RscText { idc=-1; text="Raise Targets"; x=0.43125; y=0.6; w=0.0819444444444444; h=0.0333333333333333; }; class close:RscButton { idc=-1; text="Close"; action="closeDialog 0;"; x=0.561111111111111; y=0.737777777777778; w=0.0625; h=0.0311111111111111; }; class ln43:RscButton { idc=-1; text="Lane 4"; onButtonClick ="[] execVM 'range\lsw\slane4lsw.sqf';"; x=0.55; y=0.521111111111111; w=0.0534722222222222; h=0.0311111111111111; }; class ln44:RscButton { idc=-1; text="Lane 2"; onButtonClick ="[] execVM 'range\lsw\slane2lsw.sqf';"; x=0.479861111111111; y=0.524444444444444; w=0.0569444444444444; h=0.0311111111111111; }; class ln22:RscButton { idc=-1; text="Lane 3"; onButtonClick ="[] execVM 'range\lsw\slane3lsw.sqf';"; x=0.548611111111111; y=0.481111111111111; w=0.0541666666666667; h=0.0288888888888889; }; class ln1:RscButton { idc=-1; text="Lane 1"; onButtonClick ="[] execVM 'range\lsw\slane1lsw.sqf';"; x=0.479861111111111; y=0.481111111111111; w=0.0555555555555556; h=0.0288888888888889; }; class L129A1:RscText { idc=-1; text="L129A1"; x=0.513194444444444; y=0.43; w=0.0638888888888889; h=0.0322222222222222; }; class ln4:RscButton { idc=-1; text="Lane 4"; onButtonClick ="[] execVM 'range\lsw\slane4lsw.sqf';"; x=0.39375; y=0.525555555555556; w=0.0618055555555556; h=0.03; }; class lan2:RscButton { idc=-1; text="Lane 2"; onButtonClick ="[] execVM 'range\lsw\slane2lsw.sqf';"; x=0.397222222222222; y=0.483333333333333; w=0.05625; h=0.0288888888888889; }; class lane1:RscButton { idc=-1; text="Lane 1"; onButtonClick ="[] execVM 'range\lsw\slane1lsw.sqf';"; x=0.324305555555556; y=0.483333333333333; w=0.0590277777777778; h=0.0288888888888889; }; class lsw:RscText { idc=-1; text="LSW"; x=0.370138888888889; y=0.43; w=0.0618055555555556; h=0.0322222222222222; }; class l85l4:RscButton { idc=-1; text="Lane 4"; onButtonClick ="[] execVM 'range\l85\slane4l85.sqf';"; x=0.527777777777778; y=0.361111111111111; w=0.0701388888888889; h=0.0311111111111111; }; class l85l3:RscButton { idc=-1; text="Lane 3"; onButtonClick ="[] execVM 'range\l85\slane3l85.sqf';"; x=0.528472222222222; y=0.322222222222222; w=0.06875; h=0.0288888888888889; }; class l85l2:RscButton { idc=-1; text="Lane 2"; onButtonClick ="[] execVM 'range\l85\slane2l85.sqf';"; x=0.529166666666667; y=0.286666666666667; w=0.06875; h=0.0277777777777778; }; class l85:RscText { idc=-1; text="L85A2"; x=0.530555555555556; y=0.2; w=0.0652777777777778; h=0.0355555555555556; }; class rset:RscText { idc=-1; text="Lower Targets"; x=0.370138888888889; y=0.196666666666667; w=0.0972222222222222; h=0.0411111111111111; }; class l851:RscButton { idc=-1; text="Lane 1"; onButtonClick ="[] execVM 'range\l85\slane1l85.sqf';"; x=0.529166666666667; y=0.244444444444444; w=0.0673611111111111; h=0.0311111111111111; }; class rsa:RscButton { idc=-1; text="All Lanes"; onButtonClick= "[] execVM 'range\reset1a.sqf';"; x=0.365277777777778; y=0.323333333333333; w=0.102777777777778; h=0.0433333333333333; }; class rs4:RscButton { idc=-1; text="Lane 4"; onButtonClick= "[] execVM 'range\reset14.sqf';"; x=0.433333333333333; y=0.281111111111111; w=0.0645833333333333; h=0.0333333333333333; }; class rs3:RscButton { idc=-1; text="Lane 3"; onButtonClick="[] execVM 'range\reset13.sqf';"; x=0.432638888888889; y=0.246666666666667; w=0.0652777777777778; h=0.0322222222222222; }; class rs2:RscButton { idc=-1; text="Lane 2"; onButtonClick= "[] execVM 'range\reset12.sqf';"; x=0.332638888888889; y=0.282222222222222; w=0.0631944444444444; h=0.0355555555555556; }; class l1r:RscButton { idc=-1; text="Lane 1"; onButtonClick="[] execVM 'range\reset11.sqf';"; x=0.332638888888889; y=0.243333333333333; w=0.0645833333333333; h=0.0344444444444444; }; class frame:RscBgFrame { idc=-1; text="Lane 1"; x=0.301388888888889; y=0.164444444444444; w=0.338194444444444; h=0.617777777777778; }; class bg:RscBackground { idc=-1; x=0.301388888888889; y=0.166666666666667; w=0.338888888888889; h=0.616666666666667; }; }; init.sqf (not the main init.sqf this is for the dialogue) lap12 addAction [ ("<t color='#FFFFFF'>" + "Range Control" + "</t>"), "dialogs\range1\create.sqf", [], 0, false ]; As i said if you need to see the range scripts just ask. Thanks, Ashton.
  20. Well this will eventually be run on a dedi server. So how would i go about making this dialogue run so that anybody can control it? Would removing the if(!isServer)exitWith{}; make a difference? Thanks for the fast reply btw!
  21. Hey guys, Before you start flaming, yes i have searched and turn up with several threads but nothing definitive and really that helpful. I'm basically trying to create a dialogue and script that will allow a player to go to the scroll menu and click 'Casevac Request' once he has done that a dialogue will appear in which he can write the 9 Liner with drop down selection boxes and all that jazz. After that is then written it is sent as a diary entry either to the rest of the players, certain players or just as a diary entry into there own diary. So this is how far i have got so far. I remember not to long when i used to host an MSO server that it had 9 Liners. So today i decided to look deeper into it. I already have a mission in which i want to implement this on so i basically got the script out of the MSO mission files. I believe the script is called rmm_casevac, and then went and placed it into my mission folder along with adding hpp defines stuff into the description.ext etc. I then loaded up the editor and selected my mission and bam i got a CTD with an error message about CUI_Frame cannot be found or something along the lines of that. I dont get how this error is appearing. I made sure the c_ui.hpp file was initialized in the description.ext. I have no clue where to go from here so can any of you guys kinda edge me in the right direction? Thanks, Ashton.
  22. ashton324

    Dedi server problem

    Hey guys, Got a problem with a one of my members not been able to see slots on any of my dedi servers and if he is slotted by an admin and he presses ok he gets stuck on 'receiving data'. Every other member and public player can see the slots and slot themselves and play. The members has removed all mods and reinstalled both arma 2 and oa but the problem still exists. Is this a server problem or a client problem? Any ideas what might be causing this? Server specs: Windows Server 2k3 Enterprise (x64) 64gb Ram 1tb HDD 1gbp's Network 8 Core Intel 3600Mhz CPU Thanks in advance, Ashton.
  23. Hows it coming along? Hearing about all the COMSEC is just a tease :P
  24. ashton324

    Dedi server problem

    We found the problem it was his firewall not allowing our server through but it allowed all others. Thanks for your suggestions though guys! As for LCLdark i would recommend getting them to disable firewalls and see if that makes a difference if not then it maybe that your server is denying certain ip's access.
  25. If you need any help testing dude my clan will be willing to help do some heavy testing for you :) Hope you had a good Christmas anyway!
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