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Aralvar

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Posts posted by Aralvar


  1. What happens if you launch Arma 3 from a desktop shortcut? Try this launch parameter.

    "X:\Program Files (x86)\Steam\SteamApps\common\Arma 3\arma3.exe" [b][color="#FF0000"]-nologs -skipintro[/color][/b]

    Huh. Well it seems to work when I do it that way, though something seems to be wrong with the menu background since there is no overhead view of an island with a battle going on like there usually is. Thanks though, this will work until I find a way to fix the problem more substantially. Do you have any idea what the problem could be now that you have this information? Thanks again for your help. :)

    EDIT: Nevermind, seems to have gone back to doing the same thing even with the launch parameters. :/


  2. I guess it could be because I uninstalled Breaking Point incorrectly, but my main menu doesn't exist. All I get when I load in (and it has a black screen instead of showing the logos and such it's supposed to) is a blurry mess of nothing with the Arma 3 music playing in the background, nothing I can see to click on. I've tried validating files and reinstalling, neither of which works. I even deleted all the files out of the Arma 3 folder in SteamApps, validated them to reinstall them, and that still didn't fix it. Anyone know what is going on? I can't even post a screenshot because every one I take with Steam glitches out and doesn't display correctly.


  3. I have obtained the ArmA III dog model from someone and it's unbinarized and everything. I'm not sure how they got it, however I'm wondering if it's okay for me to use it as a modelling reference in Blender? I don't need to use the model in anything else, just as a modeling reference.

    Also, could someone tell me how they could have gotten a hold of the unbinarized dog model?


  4. Maybe you can make your own unique project? :D There's always something awesome that hasn't been done yet, especially in this category.

    Well I'd like to, but I pretty much don't have any programming knowledge. So I wouldn't get very far. Not really interested in just making weapon packs and models, I'd like to work on a full post apocalyptic modification, complete with survival elements.


  5. No you wouldn't have permission to redistribute content in that way, have you tried contacting the authors of the said addons perhaps? Also please clarify what you mean by "ripped content from Dayz" this certainly sounds suspect.

    I used some weapons from DayZ, which as far as I know is allowed under the Share Alike located here: http://www.bistudio.com/english/community/licenses/dayz-mod-license-share-alike

    Though I don't use the content anymore, since it was causing players to spawn in as birds even with the respawns setup correctly for some reason.

    And I've already tried contacting DAP from the S.T.A.L.K.E.R. Mod on Armaholic and they didn't respond, so that's the end of that. I've already whitelisted the server, I'll just have to filter out any cheaters that make it through the application process.


  6. For Arma 2 you can use Arma2Net addon with mySQL. The easiest way to set this up (and it's not easy) is to use MSO 4.6 with mySQL as the MSO team already has an .sql file prepared for this.

    See here for more info:

    https://dev.withsix.com/projects/mso/wiki

    If you are looking to make your custom mission save-able you would need to create the .sql file yourself with tables, etc.

    I'm confused on how this can be done on a Vilayer server. How would you install .NET and Visual C++ and all that to the server if you can't upload .exe files to Vilayer servers?


  7. I get this error whenever my server tries to use inidb. I have everything set up correctly to my knowledge, with the right line in my mission init file and the "-mod=@inidb;" thing in my server command line. I even have it installed client side and it still doesn't work. Could this be because there is no init.sqf outside of the examples folder? I've had so many problems with my server lately and I don't understand why.


  8. Whether I use the Automatic Whitelister or Battleye Extended Controls, the whitelisting features do not work. No matter what I do, even when I configure the files seemingly correctly, the server doesn't kick me when I join even though my guid isn't on the whitelist. And yes, I've enabled and disabled the Automatic Whitelister and Battleye Extended Controls (not at the same time though) and it still doesn't work. I put in a support ticket to Vilayer but I thought maybe I could ask this here as well.


  9. So, apparently if I unpack an addon and then repack it and sign it with the key that looks exactly the same as the one that's already on the .bisign file, then it works. So you're telling me the only keys you can use are ones made by the addon maker? This means I'd have to redistribute all the server content and resign everything, and I'm pretty sure I don't have permission to do that. Well, I guess I'll have to whitelist my server and turn off verifySignatures. :/


  10. I tried that and it gives me the same error. Here are all the keys in the Keys folder of my server:

    bi.bikey

    C1987.bikey

    dayz.bikey

    NST.bikey

    Raunhofer.bikey

    STALKER.bikey

    Vilas.bikey

    I made the ones I needed with DSCreateKey, and even with them in my server folder it still gives me the same error. They correspond with the signature on the .bisign files so I don't understand what the problem is.


  11. Yes, I know this has been asked a million times. Please hear me out though. The "listed files" are mods that my server is using, but yet when I try and connect to it it says those files aren't accepted. That makes no sense. I heard that this is because I don't have the right keys in the Keys folder of my server, however not all the mods come with bikeys. For example, I ripped some content from DayZ (some weapons and such) and I'm using the S.T.A.L.K.E.R. mod for ArmA II. They don't come with bikeys. Does this mean I can't use any mods that don't have bikeys on my server? That seems pretty stupid to me if that's the case. And yes, I have the mods set to launch in the command line of my server. I also disabled kicking players for having unsigned addons in my server.cfg file and it still kicks me.


  12. ;2731259']if its running 1.63' date=' disable/remove this line:

    > reportingIP = "arma2oapc.master.gamespy.com";[/quote']

    Thanks for the help, but it doesn't seem to have worked. I deleted the line, stopped the server, saved the document, and then started the server and it still doesn't show up. :/

    ---------- Post added at 02:55 ---------- Previous post was at 02:23 ----------

    Ah, found the problem thanks to the arma2oaserver.RPT which shows any significant errors the server encounters it seems.

    // MISSIONS CYCLE (This is a sample mission template, to understand this further please goto http://community.bistudio.com/wiki/server.cfg)
    class Missions
    {
    
    
    STALKER // name for the mission, can be anything
    {
    	template = STALKER.Thirsk;
    	 difficulty = "regular";
    };
    };

    should be

    // MISSIONS CYCLE (This is a sample mission template, to understand this further please goto http://community.bistudio.com/wiki/server.cfg)
    class Missions
    {
    
    
    class STALKER // name for the mission, can be anything
    {
    	template = STALKER.Thirsk;
    	 difficulty = "regular";
    };
    };

    I also had an error in the basic.cfg that was because of something I added that I shouldn't have.


  13. The Vilayer server I just got doesn't show up on the server list in game, even by remote connection. It was at first and then I changed some things in the files and now it will not show up. Not sure what I did wrong. I installed inidb to the server files and changed some stuff in the config.cfg. Here's my server.cfg:

    // GLOBAL SETTINGS
    hostname = "S.T.A.L.K.E.R. Roleplaying Server | Uses DayZ content | Vilayer.com";			        // 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'
    reportingIP = "arma2oapc.master.gamespy.com";		// For Arma2: Operation Arrowhead
    logFile = "server_console.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[] = {
    "", 
           "",  
    "Welcome to the ArmA II S.T.A.L.K.E.R. Roleplaying Server.",
    "", 
           "",
           "This server is currently in the testing phase, please post all issues, complaints, and suggestions in the correct subforum of the Steam group."
    };
    motdInterval = 5;					// Time interval (in seconds) between each message
    
    
    // JOINING RULES
    checkfiles[] = {};					// Outdated.
    maxPlayers = 72;					// 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 = 2;					// 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.
    //requiredBuild = 12345					// Require clients joining to have at least build 12345 of game, preventing obsolete clients to connect
    
    // STEAM SETTINGS
    steamPort = 8712;
    steamQueryPort = 27016;
    
    // VOTING
    voteMissionPlayers = 1;					// Tells the server how many people must connect so that it displays the mission selection screen.
    voteThreshold = 0.50;					// 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 = 0;					// 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 = 1;                                           // Server to use BattlEye system
    
    
    // SCRIPTING ISSUES
    onUserConnected = "";					//
    onUserDisconnected = "";				//
    doubleIdDetected = "";					//
    //regularCheck = "{}";                                  //  Server checks files from time to time by hashing them and comparing the hash to the hash values of the clients. Causes heavy I/O, uncomment to disable feature - READ WARNING ABOVE - makes cheating possible!
    
    
    // SIGNATURE VERIFICATION
    onUnsignedData = "kick (_this select 0)";		// unsigned data detected
    onHackedData = 	"kick (_this select 0)";		// tampering of the signature detected
    onDifferentData = "kick (_this select 0)";					// data with a valid signature, but different version than the one present on server detected
    
    
    // MISSIONS CYCLE (This is a sample mission template, to understand this further please goto http://community.bistudio.com/wiki/server.cfg)
    class Missions
    {
    
    
    STALKER // name for the mission, can be anything
    {
    	template = STALKER.Thirsk;
    	 difficulty = "regular";
    };
    };

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