GSP167
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Everything posted by GSP167
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I don't know if this has been answered before, but it doesn't work for me, my games is stuck in the loading screen forever.. :(
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Custom player texture script for multiplayer use ?
GSP167 posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Hello everyone, I've been looking around for the past 2 hours yet I haven't found a solution to my problem. What i'm trying to do is simply changing the player's texture upon spawn in multiplayer, I have no knownledge in ARMA II scripting and I don't really understand it yet, even tough I know how to code C++ and what not. So yeah, that's all I need help with for now. Thanks, K9Alex. -
Private Military Contractors [W.I.P]
GSP167 replied to Pomi Git's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Pomigit, Any possibilities to convert this for ARMA II ? I'd use them for my clan, they're very nice addons! -
Benelli M4 & HK430(HK416) Weapon Pack
GSP167 replied to g00d69's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Good release! Downloaded & Installed. -
We need some method of long-distance concealment!
GSP167 replied to daveallen10's topic in ARMA 3 - BETA DISCUSSION
I totally agree with you, and this has been a problem since OFP! Would be cool if they could do something about it in ARMA III. -
ACE Mod will not start, host provider doesn't seem to know why.
GSP167 replied to GSP167's topic in ARMA 2 & OA - Servers & Administration
Will do, Thanks mate! -
ACE Mod will not start, host provider doesn't seem to know why.
GSP167 posted a topic in ARMA 2 & OA - Servers & Administration
Hello everyone, Here's my problem, I recently bought a server at "Art of War Central" ( artofwarcentral.com ). I've been trying to make ACE work for 3 days and it's not working, I've contacted their support service but they still didn't find why it's not working. I don't know what kind of informations I should provide to get help .. here's my server.cfg (Also, maybe I should add that it's a Operation Arrowhead server and not Combined Operations, is that simply the reason why ACE isn't working ?) // // server.cfg // // comments are written with "//" in front of them. // GLOBAL SETTINGS hostname = "Tier 9 Corp. PMC / Training Server [ACE Disabled]"; // The name of the server that shall be displayed in the public server list password = ""; // Password for joining, eg connecting to the server passwordAdmin = "tier9admins"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz' //reportingIP = "armedass.master.gamespy.com"; // For ArmA1 publicly list your server on GameSpy. Leave empty for private servers //reportingIP = "arma2pc.master.gamespy.com"; // For ArmA2 publicly list your server on GameSpy. Leave empty for private servers 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[] = { "", "", "We are recruiting, join us @ wasteland.us/forums", "Join our TS3 sever @ 108.62.104.252:9988", "", "", "We are looking for Civilian Contractors. Apply at wasteland.us/forums", "Website: wasteland.us | TS3: 108.62.104.252:9988", "Welcome to our dedicated server. We hope you enjoy your stay!", "" }; motdInterval = 120; // Time interval (in seconds) between each message // JOINING RULES checkfiles[] = {}; // Outdated. maxPlayers = 22; // 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. //requiredBuild = 12345 // Require clients joining to have at least build 12345 of game, preventing obsolete clients to connect // 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 = 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 = 0; // 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 // 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 = "ban (_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 { }; Here is the ACE serverconfig: /*////////////////////////////////////////////// // ___ ______ ______ ___ // // / | / ____/ / ____/ |__ \ // // / /| | / / / __/ __/ / // // / ___ | / /___ / /___ / __/ // // /_/ |_| \____/ /_____/ /____/ // // // // // //////////////////////////////////////////////// // // // SERVER CONFIG FILE // // // //////////////////////////////////////////////*/ class ace_server_settings { // ** These are dedicated server settings. They do not affect singleplayer and hosted games. // ** NOTE: pbo names don't always match config names of addons (as seen in cfgPatches). // Following settings need cfgPatches names to be used. // ** NOTE: Avoid creating too long lists, as this will cause an error // check if certain pbo's are missing on client and prevent client from playing if so check_pbos = 0; // verify that all relevant pbos shipped with ace are running on client check_all_ace_pbos = 0; //pbos to check. if check all ace pbos enabled, following pbos are added to the checklist, if not, only these pbos are checked //example: checklist[] = { "ace_sys_stamina", "ace_anims_turn" }; checklist[] = {}; //if all ace pbos check is enabled, exclude following files from check exclude_pbos[] = {}; }; // Uncomment and set to the level of version checking you prefer. -1 means all pieces. 0 means disabled. 1 means only major. 2 means major and minor... etc. // #define VERSIONING_LEVEL -1 ACE_SERVERCONFIG_VER = 2; //DO NOT EDIT I'm not sure it's beacause of the configs, but anyways. Help me please! Thanks, Alex -
Tier 9 Corporation is looking for Contractors! Apply today!
GSP167 replied to T9C_Harper's topic in ARMA 2 & OA - SQUADS AND FANPAGES
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ACE Mod will not start, host provider doesn't seem to know why.
GSP167 replied to GSP167's topic in ARMA 2 & OA - Servers & Administration
Hi Savage, I just switched to a Combined Operations server and it's running without any problems now. Thanks, -Alex -
Alright, i'm having some problems with a pistol mod i'm trying to get working on ARMA 3. I'm trying to make the Browning Hi Power pistol for my Canadian Forces project, I used Abs model, I imported it in 3ds Max, removed some objects from the scene and then imported in Oxygen 2, then saved it. Since I am new to ARMA 3 modding, I have absolutely no clue how to do config files and all that complicated stuff (for me at least!) I used Kiory's CZ83 Weapon mod and simply replaced the CZ83 model with the Browning Hi Power one and then re-created the PBO. Kiory's CZ83 here I went in game to try it and got theses bugs; - Weapon will never fit perfectly into the hand (I tried moving the weapon a bit in Oxygen to make it fit in the hand but it's never working perfectly) - The trigger, slide & hammer doesn't have any animations. (I'm guessing it's something I have to configure in Oxygen ?) - The bullet will eject from the right Here's a video; (I haven't made a texture for it, if anyone could refer me to a good texturing tutorial, i'd appreciate!) http://www.youtube.com/watch?v=N5u90uoTWt4 Thanks for the help!
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Somes problem i'm having with a pistol mod
GSP167 replied to GSP167's topic in ARMA 3 - MODELLING - (O2)
Ok thanks, i'll try that, also, is there any model.cfg template ? I don't have any and don't know how to make my own. -
Cold War Rearmed² - Public Beta
GSP167 replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Wow! I played with the "DEMO" versions before but stopped for a while, i'm downloading & installing this ASAP, I feel nostalgic about OFP now .. :) By the way your videos are sick! -
My toughts about BI Support & Battleye
GSP167 replied to GSP167's topic in ARMA 2 & OA - MULTIPLAYER
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My toughts about BI Support & Battleye
GSP167 replied to GSP167's topic in ARMA 2 & OA - MULTIPLAYER
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My toughts about BI Support & Battleye
GSP167 replied to GSP167's topic in ARMA 2 & OA - MULTIPLAYER
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My toughts about BI Support & Battleye
GSP167 replied to GSP167's topic in ARMA 2 & OA - MULTIPLAYER
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Open Source / Non-Binarized weapon models ?
GSP167 replied to GSP167's topic in ARMA 2 & OA : MODELLING - (O2)
Aww yeah, thanks a lot, I got a link i'll start working on that tonight. Thanks a lot for the inputs! -
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