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naught

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  1. Just realized that it's UPSMON's fault, if I remember correct it checks to make sure it's run on the server or else it exits. So remove anything that would do so, the most common code being "if (!isServer) exitWith {}", or you could just change it to "if (hasInterface && !isServer) exitWith {}".
  2. IMPORTANT: This thread has been moved from its original position in the Arma 3 Completed Addons section to here for use primarily by server administrators; sorry for any confusion. SQF RCON Extension Release 1.0.1.4 - v1.0 Alpha b4 By Naught A remote SQF console addon and extension for Arma 2 & 3. GitHub | Download | Wiki | Issues Overview This projects aims to create a simple method for remotely administering Arma servers in a way which has never been possible before. The game engine itself has been inaccessible to remote administrators, but now it's possible to execute code and retrieve return values via this RCON extension. Note that this project is currently in its alpha stage, so there's a possibility for bugs or issues. That aside, I test release each time for full functionality, so it's reasonably stable. Remote Console The remote console was designed for simplicity and extensibility, so it was built completely in web-standard languages such as HTML, CSS, and javascript. This allows it to be completely customizable and accessible on nearly all machines. Since the console is built using the aforementioned web-standard methods, you can host the console on an external web server for global access from many administrators. You may also custom-skin and edit the console to your desire to fit your needs! Extension The extension was programmed in C++ to allow direct communication between the game engine and the backend Mongoose webserver. The latter is a super-light high-performance HTTP web server which handles the RESTful RCON requests and sends them to Arma. The extension was designed to not only accept requests from the standard remote console described above, but from any program which can make HTTP POST requests. This means that any developer can create a program which interacts with Arma externally through the RCON protocol described in the developer documentation below. Download You can download the latest version of the SQF RCON addon by visiting the repository's releases section. Requirements SQF RCON requires either Arma 2 OA 1.62 or Arma 3 1.00 or greater. An Arma 2 OA/CO installation requires the CBA addon. Installation Download the latest version of the SQF RCON addon by referencing the above heading. Copy the "@sqfrcon" folder to your Arma addons directory, which is most likely your Arma installation folder. Either add the addon to your favorite Arma launcher (such as play.withSix) or to your -mods command-line argument. Go to the extracted "@sqfrcon\sqfrcon.cfg" file and edit the configuration to your desired need. The file is extensively commented for ease-of-use. Start the game and load a mission to allow for the remote console to connect. Open the console by navigating to "@sqfrcon\console" and opening the "index.html" file in your browser of choice. Developer Documentation RCON Protocol Specification Extension Documentation Possible Use Cases Replacement for deprecated Gamespy protocol to retrieve server statistics. Web-based after action battle recorder and playback. In-game player review system with accompanying external database and web application. Remote connection to another game (such as Steel Beasts or Falcon BMS). Interaction with forum/community software or Teamspeak. And so many more... ---------- Post added at 23:12 ---------- Previous post was at 23:08 ---------- Update 1.0.1.4 This update is an important fix, so it is recommended for all users. This release is an alpha release, so it may still contain bugs or other issues. If you find any, post them here for resolution. Download SQF RCON v1.0.1.4 Changelog [NEW] Remove CBA dependency in Arma 3. [FIX] Fix a small typo in the FSM which could cause 503 errors in the console.
  3. I did make a post in this thread about using UPSMON, although not tested it may work: http://forums.bistudio.com/showthread.php?170539-AI-Caching-and-Distribution-System&p=2594890&viewfull=1#post2594890 This is because units are deleted and then respawned in at mission start, so you have to re-run UPSMON on them.
  4. I couldn't imagine what in the framework would cause a properly configured headless client to CTD, as Arma usually guarantees against such a case, and I've tested it on other headless clients before successfully. But I have fixed a few points in the code where I could see where an interface-less client could crash, and I've pushed the changes to the master branch on GitHub: https://github.com/unitedoperations/core-framework Since it's based in the core only, you can either re-download the framework or run the update PowerShell script in the core folder.
  5. The key can be stored only server-side, where server admins would need to register or do something of the sort to get access. Or even better, you could encrypt data on clients and only decrypt it with the server, or create a system similar to how SSL/TLS works (which actually can use the same RC4 algorithm) to help eliminate hacking. Or you can pull a key from a server with a remote address on htmlLoad, which I think works (it's written in ALiVE to do that for the news feed, but I haven't actually tried it)... But anyways I love your idea about using it in-game to add a cyber element to the mix! I didn't even think of that.
  6. SQF Crypt Script Version 1.0 By Naught Download: http://pastebin.com/iH1uF3Vh (all of the documentation is included in the file) Hello all! So I've been playing around with binary in SQF, and I've managed to develop a really neat encryption script completely in SQF. Currently it only employs the RC4 stream encryption algorithm, but can be fitted to support more. It's full encryption, just as you would get as if you were coding in C! But it's only currently running at 6 kB/s in the unscheduled environment. Note: Encryption may not produce the same values as another program might, as all 0 values in the encrypted text are converted to the value 256, as SQF counts values of 0 as null-terminations of strings. Example #define CRYPT_KEY "my_secret_key" private ["_text"]; _text = "Hello World!"; hint _text; // Outputs "Hello World!" _text = [1, "rc4", _text, CRYPT_KEY] call ALiVE_fnc_crypt; hint _text; // Outputs "ïÇ(RÃ"NdØ}O" _text = [0, "rc4", _text, CRYPT_KEY] call ALiVE_fnc_crypt; hint _text; // Outputs "Hello World!"
  7. Updated to RC 3 - Revision 5 This release is the third release-candidate release of the framework. This means that bugs and issues may still be present, but the framework has been thoroughly tested and is deemed stable. This update fixes a major bug in the gear module and is strongly recommended to apply. As this update also fixes issues with modules, the built-in update.ps1 PowerShell script will not completely update the framework and its included modules, but only the core. A full update is required. Changelog Major gear module fix (gear duplication & locality bug). Miscellaneous updates to ai_caching and showcase mission module list. Update actor and environment libraries. This release may be downloaded from Github, or from this direct link.
  8. Updated to Revision 3 This release is the first release-candidate release of the framework. This means that bugs and issues may still be present, but the framework has been thoroughly tested and is deemed stable. This revision is mostly related to the framework's core, updated legibility, performance, and diagnostics functionality, as well as adding a few more core functions. It is a minor update and not necessary for performance, durability, or other enhancements. Changelog Add licensing file and description. Reference the LICENSE.md file for more details. Update line spacing in module SQF files for legibility. Add logging for the modules' post-init benchmarks. Add an actor library for the actor-based programming model. Update core structure for easily removing libraries for implementations in other projects. Miscellaneous other fixes and enhancements. The framework may be downloaded from Github, or from this direct link. If you have an older version of the framework, you may update the core by running the update.ps1 PowerShell script in the core folder.
  9. I've spent a little while optimizing the module, and here are the current stats for loading the CQB module on my client machine in Altis: MIL_CQB INIT BENCHMARKS: ------------------------------ Fresh Game Start (2% Density): 26.0 seconds Fresh Game Start (50% Density): 44.7 seconds Running Game Start (2% Density): 08.7 seconds Running Game Start (50% Density): 28.6 seconds Included in latest development build, and will be available in the next release. Also, if it took hours, may I ask if you were using synchronized units with the CQB module? That has been fixed also. If you find any other slowdowns, please notify me to fix! :)
  10. We recently licensed the work under the CC BY-NC-SA 4.0 license' date=' which is essentially the same as the APL-SA, but the code may be used in other games (such as VBS or TOH). So yes, this project may be used in the Make Arma Not War contest under the current license.
  11. Yes they work for both Arma 2 and Arma 3, although the framework was designed for the former, so some things may be a bit odd in Arma 3 (can't think of anything now). It's totally portable between games too! Just change the mission.sqm and the loadouts and you should be good. Also, thanks Foxhound for releasing this content on Armaholic! I really appreciate how far above an beyond you go for us content creators :)
  12. Core Mission Framework RC Stable Release - Revision 3 By Naught & Olsen A fully modular mission framework for Arma 2 & 3. Github | Download | Wiki | Issues Overview The Core mission framework is a structure designed to expedite the development of missions and to improve the overall quality of standard components. It showcases efficient programming standards and utilizes performance-enhancing systems to provided the best user experience for both mission developers and players. The Core mission framework is a pet-project of the United Operations community, but due to its success, we've decided to release it to the public for full use. The framework is currently in its release-candidate stage, meaning that it may still have bugs or issues, but has been tested extensively. Features Fully Modular - Meaning that everything is configurable! Large Libraries - Functions for nearly everything. Extensive Logging - A full logging system designed like it should be. Many Bundled Modules - You can expect these modules to be top-notch in performance and usability. Seamless Headless Client Integration - Easily implement headless client into your mission via the headless_client module. High Performance AI Caching - Dramatically increase the performance of your mission through fully transparent AI caching. Integrated Team Roster - View who's on your team and check their description while in-game via the team_roster module. Easy Gear System - Easily configure unit and vehicle loadouts via the included macro-based gear system. Amazing Building System - Allow players to build fortresses in-game using the building_menu module. Many More Useful Modules - The framework comes pre-packaged with many necessary components such as AO limits, a briefing manager, a CBA flexi menu helper, JIP teleport, automatic marker control, setup areas, a spectator system, and much more! Showcase Mission The Core mission framework is bundled with a showcase mission designed in Arma 2 to show the basics of creating a mission and how to implement the Core mission framework. The mission is fully-functional, so all you have to do is create a new folder in your missions directory called CO14_Apple_Core.utes and copy the framework there. It's recommend that all mission makers who haven't used this framework before study the showcase mission to get a feel of how to create Core framework missions and how to optimize for performance. Requirements The Core mission framework requires only requires either Arma 2 OA 1.62 or Arma 3 1.00 or greater. Arma 3 support does work, but is currently not tested regularly. Documentation If you're new to the framework, please read these pages in-order to get the best understanding of how to create good missions with Core. Structure Installation Configuration Updating
  13. naught

    lineIntersectsWith Issues

    Make sure that you're using ASL position format - ie. you're using getPosASL to pass positions to the functions. You can see how to convert via this page. Other than that, I'd make sure that you're not ignoring that object which you want to be checking, and that the flags on lineIntersectsObjs are configured correctly.
  14. Tupolov, I just checked his host, and all servers are VPS. They also say that they support ALiVE on their web page, but obviously they do not. This seems like a small-scale business, so you might want to talk to them about not tricking their customers. Spectre, you currently are not operating on a dedicated server, meaning that you are sharing a server with other users. They give you dedicated hardware resources, meaning that you are guaranteed those resources at any time, but you are still sharing them. The service is a complete rip-off, since you can get cheaper and much more powerful dedicated servers at sites like OVH or similar. You can get twice the power somewhere else for the same price or cheaper, but that also means you need to manually configure them, which will take quite a bit of networking/Windows/computer knowledge. Also, Arma runs like crap on VPS (like half of the performance to a comparable dedicated solution, same specs and all), so I'd highly recommend you go the dedicated server route if you want.
  15. He's saying that there are 5 groups registered under the server, and that they may or may not all be your own. Who is your current host? And it may still be a dedicated server, but operating under NAT multiple dedicated server may have the same external IP address. Since I saw that your original IP address was 192.168.1.5 from a previous post, and assuming that's from your dedicated server, it is operating under a router with NAT enabled. I'd recommend finding a better host then, but only if that's the case. OVH dedicated servers are dirt-cheap and freaking amazing BTW, if you're paying too much.
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