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hannibal2210

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Everything posted by hannibal2210

  1. Thanks so much for doing that, I find your framework indispensable these days and while 99% of the functionally has been working flawlessly I did notice in recent missions vehicles weren't moving to orders. There was, for example, a similar result when using 'Zen_OrderInsertion' with ground vehicles so hopefully your change also fixed that. Cheers
  2. I appreciate this has not been updated for a while but has anybody else noticed that the Zen_OrderVehicleMove function is no longer working. Testing in vanilla usually results in the crew getting the order but not actually carrying it out (They also receive a waypoint which disappears after a second or so). _ifvmv = [ifv0, [5084.19,4079.07,0]] spawn Zen_OrderVehicleMove; - example Thanks anyway for your work on this fantastic framework
  3. I know you say you have checked the port forwarding etc but double check the query port 27016. When that isn't forwarded it generally doesn't display in the server browser.
  4. hannibal2210

    Arma 3 Server Low CPU utilization

    What CPUs are they running?, I know with R710s they are quite old now and use the Xeon E , L and X 5000 series right?. I would imagine if you have a cpu core count of 6 or 8 it may show a lower utilisation as it will probably only use 4 cores maximum (1 core heavily). The % given is of the entire set of cores available across multiple cpus. One of our servers uses two Xeon E5-2690 V2 cpus and due to that being 20 cores total, arma would only use a small percentage of the total cpu time. Apart from this I would try to look at the server TPS (use '#monitor 1' when logged in as admin ingame) and if it is in the 40s I would say everything is just fine. I would also look at player count and ai count to explain a lower demand on the CPU. You could possibly try using the 64-bit version of arma3server but I doubt it'll make much difference. Remember arma doesn't care about core count as such, infinitely more important is clock speed and IPC when it comes to performance.
  5. hannibal2210

    HueyPack

    This looks great, will test it out tonight Thanks!!
  6. Very sad indeed to read through this, I hope all of your hard work and commitment to these projects does not go under-appreciated as they have been essential blocks of the modding community and for Arma's ongoing development. Thank you for all you have done so far with AiA and the CUP
  7. Nice work, looking good so far!
  8. hannibal2210

    ASDG - Mk. V SOC (WIP)

    This looks outstanding!
  9. Thanks micovery for all your work on this, it is extremely useful and works very reliably. One thing I read was that this dumps to the storage (SQL in my case) every 1 minute by default, I noticed when set up the interval seemed much longer, for example if you closed the server and then restarted it when you rejoined you would be placed back to a location you were in maybe 5 or more minutes before. Also I wondered if you could suggest a way of saving the contents of a vehicle / storage crate using this system aswell ( for persistent coop campaign storage). Any input on this will be greatly appreciated. Thanks again!
  10. I have been having trouble getting the example mission to work (Tried the latest from github and the one on armaholic). I get the hints ingame that equipment is being removed and then loaded etc but nothing is being saved to an .ini file at all in the @inidbi/db folder. There are some script errors in the rpt, I hope I have not done anything wrong but would appreciate any help on this. Thanks http://pastebin.com/QbcQrKgM - RPT
  11. hannibal2210

    The Iraqi Warfare Mod [Alpha]

    Did you check the dependencies?. You need: - RH M4/M16 pack - RH M4/M16 pack Config Hotfix - HLC AK Pack - HLC-Core - ASDG Joint Rails - Up Armored HMMWV Modification Or you are simply using the extra configs provided in this mod which change certain weapons to those of other weapons packs. The errors you posted are most likely because you do not have these three: - HLC AK Pack - HLC-Core - Up Armored HMMWV Modification
  12. Go on the MCC menu before login and on the right side you can change the key bindings.
  13. hannibal2210

    Task Force Arrowhead Radio

    I noticed this problem aswell with most of our players not getting ids at all. It is in the inventory but doesn't work at all (interface or transmit) and if you take a new radio from the radio box or Virtual armoury it does the same.
  14. hannibal2210

    [WIP]EWK_HMMWV'S

    Thanks MrEwok
  15. hannibal2210

    [WIP]EWK_HMMWV'S

    I'm not sure why but I seem to be getting a lot of errors with this addon loaded (Only this and hafm_arma2_vehicles). Warning Message: No entry 'bin\config.bin/CfgNonAIVehicles/ProxyObject.simulation'. Warning Message: '/' is not a value Unrecognized CfgNonAIVehicles simulation in bin\config.bin/CfgNonAIVehicles/ProxyObject/ Warning Message: No entry 'bin\config.bin/CfgNonAIVehicles/ProxyObject.model'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgNonAIVehicles/ProxyObject.simulation'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgNonAIVehicles/Proxy_MedBox.simulation'. Warning Message: '/' is not a value RPT ATTACHED: http://pastebin.com/0adF4YxP Thanks for your work on this addon!
  16. Voted!, Thanks for all your work guys!
  17. Hey Shay, Thanks for all your work on MCC (Its Invaluable to me). I just wanted to know if there was a way of disabling the delete body function in the MCC addon version as it deletes players bodies immediately, which means teammates cannot retrieve any equipment etc. Thanks again
  18. Is it possible you require an enemy held objective for the Opfor OPCOM to attack?. Did you try to sync a BLU_F held Military placement to the OPF_F opcom?. That should give the OP_F commander something to attack and thus issue orders. -EDIT this is probably not relevant after re-reading your post.
  19. Do you have an 'OPCOM' Module placed down and synced to your placement?. Also in the OPCOM module you can set which sides / factions are controlled by that OPCOM.
  20. To be honest I did not look into the issue very deeply. I just had a suspicion that it was this module to blame and once I removed it the issue disappeared. I think it was AGM that was updated that caused the issue in the first place as Alive and AGM worked perfectly together originally. The inability to talk while unconcious seems to be handled by the AGM_Medical module ( I have edited this to be able to call for a medic if knocked unconcious)
  21. I believe this is due to the AGM_NoRadio module as that disables AI chat. I had the same issue and resolved it by removing that pbo.
  22. hannibal2210

    J.S.R.S. 2.2 Soundmod

    Thanks LordJarhead for all your hard work and thanks for keeping JSRS functional even after this latest patch.
  23. hannibal2210

    Arma2MySQL

    Hey Firefly, just want to primarily say thanks for working on this project and that we have been using the AS loadout system and your plugin for over 2 years now (since Arma2). Today I updated to your latest beta version on dropbox and found there is an error inside one of the mission scripts (using the mission that came in the zip). 2014/06/17, 3:04:12 Error in expression <"Arma2NETMySQLCommandAsync getresult"; sleep 0.5; }; serverRunningQuery = fal> 2014/06/17, 3:04:12 Error position: <sleep 0.5; }; serverRunningQuery = fal> 2014/06/17, 3:04:12 Error Generic error in expression 2014/06/17, 3:04:12 File mpmissions\__cur_mp.Stratis\as_loadouts\server_events.sqf, line 95 2014/06/17, 3:04:12 Suspending not allowed in this context
  24. hannibal2210

    hiddenSelections weapons ?

    You could use http://dev.withsix.com/attachments/download/21729/MoveObject2.30.0.9.Installer.exe by Mikero. It enables you to change the texture files and paths for a model.
  25. hannibal2210

    L85A2 Release

    Damage values are determined by the ammo not the weapon, you need to change the value of the ammo not the L85. There are several mods on the forum that handle that.
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