Jump to content

djporternz

Member
  • Content Count

    46
  • Joined

  • Last visited

  • Medals

  • Medals

Posts posted by djporternz


  1. 40 minutes ago, FireWalker said:

    They would look spectacular to be spawned around the trash/garbage piles in ravage !!

     

    All I'm seeing is 'Rat-on-a-Stick' franchise opportunities!

     

    And thanks as always to halek for another great update to the best -- IMHO -- survival MOD for ArmA ever!

    • Like 2

  2. Hi haleks,

     

    Great MOD. Though it was about time I said that!

     

    Sorry about the 'accident' with the OP. It's still available via Google Chache ATM if you need to grab a copy: https://webcache.googleusercontent.com/search?q=cache:jHVSxc3XKkMJ:https://forums.bistudio.com/topic/183264-ravage-mod/+&cd=1&hl=en&ct=clnk&gl=nz&client=firefox-b-ab

     

    Not sure if that will make your job of redoing it easier or harder.

     

    EDIT: Just a small bug report...

     

    Trying out the new Tanoa map with 0.1.38: While in the Briefing, clicking on the Inventory link in the Players section brought up 'The instruction at 0x0000000001048976 referenced at memory at 0x0000000000000054. The memory could not be read. Click on OK to terminate the program.'

     

    Only MODs loaded are CBA, Ravage and Ravage APEX in that order.

     

    PS: This might be a Dev build issue as I forgot I was still out there. Will try on Stable.

     

    Same on Stable. Memory location changes but still crashes when clicking the inventory link. Everything seems to work fine in game though, so not a show stopper.

    • Like 2

  3. Are there any plans to allow access to some of the other parameters to the codec other than the current single quality control, or at least is it possible to document what these are hard coded to in the implementation, please.

     

    F.e.: comp (Encod Complexity), framesize, expect-loss, max-delay, etc.


  4. I would really enjoy that they make Sitreps about the upcoming week instead of the past week.

    I'm not sure how that would be that different from the existing Roadmap that they have already released. Also, if they started doing that they would have to deal with the multitude of feedback along the lines of "You said you were doing this, but you did that!!'.

     

    Existing system seems to be working as it should.

    • Like 1

  5. Hi all

     

    I search a solution to see the ID of the object on map

    Don't have a specific link on hand ATM, but there was an official response to this question where they have specifically said that the feature was being removed as they couldn't ensure that IDs would remain the same from build to build and therefore any code that relied on hard coded ID would break.

     

    Currently the functionality is still available in the 2D editor, but it will never be added back to the 3D Eden editor. With the 2D editor scheduled to go away soonâ„¢, you should treat it as depricated and try to find an alternative.

     

    For removing grass you can use the grass cutter found in the helper objects catagory.

     

    For removing buildings you can place an object (i.e. invisible helipad) over the building and use init code:

    hideObjectGlobal nearestBuilding this;

    For removing othe objects that have class names you can use the same as buildings.

     

    I haven't found an alternative for removing objects that don't have a class name (i.e. shrubs and trees, etc.).

    • Like 1

  6. Spent a heap of time looking for a list of the official MP mission names for use on our dedicated server and was unable to find a complete list of these in one post. After compiling this list I thought others might find it helpful.

    missionWhitelist[] = {
    	"MP_Bootcamp_01.Altis",			// ZGM 4+1 Bootcamp
    	"MP_COOP_m01.Stratis", 			// COOP 10 Escape From Stratis
    	"MP_COOP_m02.Stratis", 			// COOP 07 Headhunters
    	"MP_COOP_m03.Altis", 			// COOP 10 Escape From Altis
    	"MP_COOP_m04.Stratis",			// ZvP 10+1 Defend Kamino
    	"MP_COOP_m05.Altis",			// ZvP 10+1 Defend Syrta
    	"MP_COOP_m06.Altis",			// ZvP 10+1 Seize Edoris
    	"MP_COOP_m07.Altis",			// ZvP 10+1 Seize Feres
    	"MP_COOP_m08.Altis", 			// COOP 12 Tanks
    	"MP_End_Game_02.Altis", 		// CTF 32 End Game Feres
    	"MP_End_Game_03.Altis", 		// CTF 16 End Game Zaros
    	"MP_GroundSupport01.Altis", 		// SC 06 Support Katalaki
    	"MP_GroundSupport02.Altis", 		// SC 08 Support Sofia
    	"MP_GroundSupport03.Altis", 		// SC 08 Support Pyrgos
    	"MP_GroundSupport04.Altis", 		// COOP 04 Support Rodopoli
    	"MP_GroundSupport05.Stratis", 		// COOP 05 Support Stratis
    	"MP_Marksmen_01.Altis",			// CTF 16 End Game Kavala
    	"MP_ZGM_m11.Altis",			// ZGM 48+2 Master Altis
    	"MP_ZGM_m11_EAST.Altis",		// ZGM 16+2 Master Altis (CSAT)
    	"MP_ZGM_m11_GUER.Altis",		// ZGM 16+2 Master Altis (AAF)
    	"MP_ZGM_m11_WEST.Altis",		// ZGM 16+2 Master Altis (NATO)
    	"MP_ZGM_m12.Stratis",			// ZGM 48+2 Master Stratis
    	"MP_ZGM_m12_EAST.Stratis",		// ZGM 16+2 Master Stratis (CSAT)
    	"MP_ZGM_m12_GUER.Stratis",		// ZGM 16+2 Master Stratis (AAF)
    	"MP_ZGM_m12_WEST.Stratis",		// ZGM 16+2 Master Stratis (NATO)
    	"MP_ZGM_m13.VR",			// ZGM 48+2 Master Virtual Reality
    	"MP_ZGM_m13_EAST.VR",			// ZGM 16+2 Master Virtual Reality (CSAT)
    	"MP_ZGM_m13_GUER.VR",			// ZGM 16+2 Master Virtual Reality (AAF)
    	"MP_ZGM_m13_WEST.VR",			// ZGM 16+2 Master Virtual Reality (NATO)
    	"MP_ZR_8_Karts01.Altis",		// ZR 8+1 Race on Altis (Karts)
    	"MP_ZR_8_Karts02.Stratis",		// ZR 8+1 Race on Stratis (Karts)
    	"MP_ZSC_m10.Altis",			// ZSC 32+2 Control Edessa
    	"Showcase_Combined_arms.Stratis",	// COOP 08 Combined Arms
    	"Showcase_FiringFromVehicles.Altis", 	// COOP 04 Firing From Vehicles
    };
    
    
    • Like 7

  7. As a general rule of thumb you can usually accommodate a number of servers equal to the number of physical cores on your CPU divided by four with a minimum of hassle. So on my current 16 core setup I can manage 4 servers or two servers and two headless clients or combinations of the two depending on the mission needs.

     

    A bigger consideration WRT server capability is the incoming/outgoing internet bandwidth. Here again you need to be looking at around a peak of 10kbps per player connected, so for 40 players you're looking at a peak of 400kbps to keep everything in sync. Most of the time you will be well below this threshold but when the action gets hot and heavy it is very easy to swamp you connection and introduce horrible effects in-game. This usually isn't a problem for wired connections, but any sort of wifi is to be avoided like the plague.


  8. I would assume the answer to be yes. I haven't been able to find any conclusive answer on the net anywhere yet but don't see why they'd change their winning strategy now.

     

    EDIT: Just did some more research through the Steam forums and yes indeedy, if you have an existing BattlEye ban from DayZ/ArmA then the ban extends to H1Z1 and vice versa. So once again, yes, a Global BattlEye ban is indeed a Global ban.

     

    Don't cheat, don't do drugs and stay in school!

    • Like 1

  9. Taken directly from SITREP #00133:

    We're also preparing to publish a Legacy Fatigue Mod as example modification with sources in Arma 3 Samples. Senior Designer Josef Zemánek will also upload an unofficial functional mod version on Workshop soon. This mod both provides a starting point to players and modders who wish to replicate the previous behavior, but also showcases the enhanced (scripted) control you can have over these systems. In addition, we hope to still better explain our motivations for these changes both on the forums and in a future OPREP.

     

     

    So it indeed looks like we will have the best of both worlds available to us. This goes a long way to mitigating almost all of the criticisms that have been posted... almost ;-)

    • Like 1

  10. Do you even read the forum?

    Yes I do read the forum.

     

    I realise that there is no Dev branch server package available, but nothing that I have read here or elsewhere explicitly states that the arma3server.exe that is distributed along with the Dev branch client is not or is intended to be non-functional.

     

    The arma3server.exe distributed in the Stable branch definately works in this manner, with the caveat that it also requires Steam to be running and logged in. It is not too much of a stretch to assume that the Dev branch would work in the same way.

     

    So my question still stands (with modified wording to avoid ANY misunderstanding!): Is it possible to run a Dev branch (i.e. 1.55) Dedicated server via the arma3server.exe distributed with the Dev branch client?

     

    Addendum: Appears that the problem may be on my end as the MP Server Browser is showing at least four Dev branch (i.e. 1.55) dedicated servers ATM.


  11. Very quick question: WRT the ArmA 3 Tools / Samples betas I understand that the 'NONE' option will pull down the current Stable builds of these and that the 'development' build will pull down the current Dev build, but what does the 'licensed_data_packages' refer to?

     

    Or more precisely, as I do in fact understand the 'what' of these packages, but how do these relate to the Stable / Dev builds?

     

    If I want to remain on Dev branch and have access to these files do I need to take additional steps? Thanks in advance.


  12. Just want to post here to affirm that I do not like the direction that the new Stamina system is going. I don't think it is -- yet -- irredeemable as it isn't currently in its final state.

     

    Some of the justifications being offered for the changes are also a little problematic. I.e:

     

    Despite that we understand this as a sort of step back from the mil sim authenticity, we have also recognized that Arma is a platform for a much wider range of gaming experience, that we should respect one of the most fundamental standards in game industry and, most importantly, not to confuse the vast majority of our players.

    To be honest, I bought into the ArmA franchise because it wasn't CoD or BF and offered a realistic system of action/fatigue that required a thoughtful approach. So yes, the present proposed system is a definate step back from wher I have always assumed ArmA was positioned in the gaming space.

     

    The comments WRT the MANW and Gamemode/Missions having the fatigue system disabled are irrelevant. It is unlikely that they will enable the new Stamina system either as this is pretty much anathema to the whole run & gun one-man army that the majority of the currently available public gamemodes seem to encourage. That the Devs seem to be placing their entire focus on the needs of this group is extremely unsettling.

     

    IMO it can be redeemed if we are given full access via MODding to the underlying system, including access to applying it to all movement modes and stances as necessary.

     

    Nothing I've said here, or can possibly say, has not been said better by other posters. I just don't want to be seen as silently assenting to the current changes. I just hope that if there isn't some accommodation and/or reconsideration in the approach that I don't have to wait too long for a MOD to appear that 'fixes' this problem where there was none to begin with.

    • Like 1

  13. Hello everyone,

     

    Is there a way to run a Dev Branch Dedicated Server?

    Just spent the last two days looking for this information myself, with only a little luck. I don't think that there is a 'development' branch under the server (i.e. AppID 233780) download through Steam, but...

     

    The server executible does reside in the 'development' branch of the client (i.e. AppID 107410 -beta development), so I am currently downloading that through SteamCMD to see if that will work. This will pad out the download and install by a good amount but shouldn't be too much of a problem. At this point I'm not sure if there is any other way to do this.

     

    UPDATE: Certainly works. The size difference is big: 2.46 GB for Stable server vs. 15.3 GB for Dev with all the client files...


  14. Okay, this is second nature to me in the 2D editor and everything works fine there and I can even import 2D edited missions with module sycing into Eden and have the links show up, but for the life of me I can't work out how to get modules to sync in Eden.

     

    Specifically I'm trying to re-create a standard Artillery Support linked to a single mortar. I realise I'm probably just overlooking something extremely basic here, but if you could throw me a few crumbs it would be appreciated. Specifically I can't get the mortar to sync to the required modules.


  15. -1

    ArmA 2 should only be seeing any dev activity to fix critical bugs ATM. They should not be diverting dves from their new flagship ArmA 3 and I doubt they will. While you're not quite flogging a dead horse, this is the next best thing. Needless to say, neither I or members of my ArmA group will be signing this. Sorry.


  16. On that note, what about introducing some kind of automatic replacing of vanilla medical items? I remember it was pretty frustrating early on to run out of bandages and then be unable to use all those first aid kits the enemy had. I made my own script, but things like this should really be part of the mod.

    My script if someone is interested:

    /*
     Follows and replaces First Aid Kits and Medkits when players pick them up.
    
     See _fakloadout and _medikitloadout to define what to replace each of them with.
    
     INSTALLATION:
    
     Save as follow_cse.sqf and put this into your init.sqf or initPlayerLocal.sqf:
    
       [] execVM "follow_cse.sqf";
    
     Another option is to run it through the Functions Library with postInit = 1;
    
    */
    
    if ( !(isClass(configFile >> "CfgPatches" >> "cse_main"))) exitWith {};
    
    if (!isDedicated && hasInterface) then
    {
    
     [] spawn
     {
       waitUntil {["cse_sys_medical"] call CSE_fnc_isModuleEnabled_F};
    
       disableSerialization;
    
       private ["_unitBP", "_refresh", "_fakloadout", "_medikitloadout"];
    
       // Refresh every _refresh seconds..
       _refresh = 2;
    
       // What to replace First Aid Kits with
       _fakloadout =
       [
         ["cse_bandage_basic", 3]
       ];
    
       // What to replace Medikits with
       _medikitloadout =
       [
         //["cse_bandage_basic",      15],
         ["cse_bandageElastic",      8],
         ["cse_packing_bandage",     8],
         ["cse_quikclot",            5],
         ["cse_tourniquet",          4],
         ["cse_chestseal",           3],
         ["cse_nasopharyngeal_tube", 3],
    
         ["cse_saline_iv_500",       6],
    
         ["cse_morphine",            8],
         ["cse_epinephrine",         8],
         ["cse_personal_aid_kit",    2]
       ];
    
    
       while {TRUE} do
       {
         while {"FirstAidKit" in items player} do
         {
           player removeItem "FirstAidKit";
    
           {
             for "_i" from 1 to (_x select 1) do
             {
               player addItem (_x select 0);
             };
           } forEach _fakloadout;
    
         };
    
         while {"Medikit" in items player} do
         {
           player removeItem "Medikit";
    
           _unitBP = unitBackpack player;
    
           if (!isNull _unitBP) then
           {
             { _unitBP addItemCargoGlobal _x } forEach _medikitloadout;
           }
           else
           {
             {
               for "_i" from 1 to (_x select 1) do
               {
                 player addItem (_x select 0);
               };
             } forEach _medikitloadout;
           };
    
         };
    
         sleep _refresh;
       };
     };
    };
    

    Thank you for this script. If I might be so bold as to ask, how hard would it be to change the script to be applicable to CSE+AGM?


  17. Of the options you give I can only say 'No', but that isn't really what I want to put.

    I'm an ArmA player and pretty much that's it. I've never been tempted into the twitch shooter FPS games, but after seeing online videos by Dlysexci and Jester814 and seeing the potential of truly 'cooperative' multiplayer ArmA had going for it, I bought A3 in early alpha and have never regretted that decision.

    I have no interest in the Take on... games and probably will never buy/play them.

    A3 is going to be here for a while, so I don't see me having to fork out for A4 anytime soon.

    I don't see the CPU/GPU utilisation of the current setup as too much of an issue. Having a server that holds up with 60+ players and clients that are able to run at 25-40 fps is where we are at ATM. Extra CPU/GPU utilisation isn't going to give you much over what we have now. (Caveat: We offload all AI processing to a dedicated HC. This is where you can get the biggest payback in effort.)

×