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wowanno

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Everything posted by wowanno

  1. I am running into weird problems with publicVariableClient where based on the number of players, clients do not receive all sent variables. This is random, out of 20 sent variables, sometimes 19 are received, sometimes all 20, sometimes just 5 etc. Is there a way to check if the variable was in fact received by the client? Is there a built in function for this? Any workarounds? Maybe send a variable to client with unique variable identifier and sleep 1 second, check if the client sent back a confirmation and if not, resend the variable... Did anyone have similar problems with publicVariableClient when sending 50+ variables?
  2. I have a file which executes on clients only via init.sqf using if(!isDedicated) then {execVM "clienttest.sqf";}. In this file, I run the following: player setVariable["myTestVar", 1, true]; (I tried using false here as well, just to see what happens). On startup, server executes a file called servertest.sqf. In this file, the following loop is executed: { ... _x setVariable["myTestVar2", 1, true]; ... }foreach playableUnits; Server also executes one more file, this time using the following: if(isPlayer (_x)) then ... ... _result= _x getVariable "myTestVar"; _result2= _x getVariable "myTestVar2"; Question: This works sometimes. Sometimes nothing is loaded, sometimes everything is loaded, sometimes only 1 variable is loaded. Why? What I want to do here is assign variables to player objects via setVariable. Later on, I want to access these variables from the server by calling getVariable (hardcoded names) on every client. Further, I want the server to be able to overwrite these variables (again, names hardcoded) via setVariable. Is such thing possible? If so, what is the proper way to go about it?
  3. Thank you for your reply XxAnimusxX. This seems like a good idea. Cheers!
  4. Hello, I am a part of a small RP community and we are looking to buy your service of porting one or several models to use in our mission. Enterable buildings You could either port finished models from Google SketchUp via Blender (we will arrange licensing/permissions to port the models) or design your own. The buildings should have door animations. Police station (with a lookout/guard tower), surrounding fence with main gate Prison (with upto 6 jail cells) Bank (with enterable vault/safe) Vehicles Porting of several Forza 3 car models (we will arrange licensing/permissions to port the models) Please PM me if you are interested and want to get more information. You are welcome to contact me if you already have your own models and want to license them for use on our mission even if they are already used by some other mission. All authors will be credited properly. Payment can be made via PayPal or bank wire transfers. About the project Please note that this is a non-profit project. We may be accepting donations later on but only to cover the server hosting costs. We would not be giving in-game awards to people who donated. We got tired of playing Takistan Life and wanted to bump up reality factor. There is already at least one such server out there but we feel that there is room for many more. We are using iniDB for stats saving and have our own web PHP user control panel to allow staff members to modify player stats via web, as well allowing players to view their own stats etc. If you are interested in joining us, feel free to send me a PM. Currently we are looking for people with Arma 2 modelling experience, but if you are a programmer, it would not hurt to have a few more on-board.
  5. After spending 3 days searching these forums, reading through Wikis, Readme's and god knows what not, I finally decided to give up and ask for help here. I am studying java programming, .net, databases and have been doing quite a bit of SQF tinkering with things here and there. I am not new to Arma, been with it since day one. I need help with adding server-side mods, specifically Arma2NET and CBA. How hard can it be, you place the mod folders into your Arma root directory, place the signature keys into the Keys folder and launch the server with: -mod=@CBA;@CBA_A2;@CBA_OA;@Arma2NET In my case, the Arma Root folder where I placed the addons is located here: "E:\IGRE\SteamLibrary\SteamApps\common\Arma 2 Operation Arrowhead". This does not work. For some reason, when trying to connect to the server with NO MODS client, this makes the server loop the infamous "mission read from bank" message and the RPT log file gets spammed with this: 14:02:03 Missing addons detected: 14:02:03 cawater2_destroyer 14:02:03 caweapons_ammoboxes 14:02:03 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.cawater2_destroyer, caweapons_ammoboxes The same thing happens if I launch the server with only @Arma2NET. These are server-side mods and clients do not need to run them in order to connect. The mission is a clean basic mission which does not require any MOD content. The mission runs perfectly fine when I launch the server without any MOD parameters. I tested launching the server using -mod=BLAHBLAH (non-existing mod, just to see what happens) and the server returns the same error in RPT: 14:02:03 Missing addons detected: 14:02:03 cawater2_destroyer 14:02:03 caweapons_ammoboxes 14:02:03 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.cawater2_destroyer, caweapons_ammoboxes I also tested launching the server with and without "-mod=expansion;expansion\beta;expansion\beta\expansion" parameter. Why is the server refusing connections in this way? Does this have something to do with Steam? I have Arma 2, Arma 2 Operation Arrowhead and I have run single-player missions at least once.
  6. Solved this by buying Arma 2 CO directly from BI. I've had enough of Steam and complications which come with it.
  7. Hello, Since a few days ago, I am no longer able to connect to my server via RCON. I did not make any changes to config files. The server is running latest beta 102678. Server console output: 16:26:23 Dedicated host created. 16:26:24 BattlEye Server: Initialized (v1.170) 16:26:24 Host identity created. 16:26:24 BattlEye Server: Unknown command The only lines which I have in beserver.cfg is: RConPassword mypassword MaxPing 160 I see that BEServer_active_2f17.cfg gets created once I launch the server. I tried various commands in the beserver.cfg and different combinations of commands. The results baffled me! If I remove the line "RConPassword mypassword" and just leave the "MaxPing 160", the server console no longer shows "BattlEye Server: Unknown command". Players indeed get kicked if their ping is over 160, so the config is read and BE system is initialized fine. Did you guys change or disable the command “RConPassword†on BE master server level? I could not find any information about this on both the forums and battleeye.com. Am I the only server owner who has this issue? Thank you very much for any kind of response. SOLVED For some reason, deleting the beserver.cfg file and creating a new one with exact same contents, fixed the problem.
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