djporternz
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Everything posted by djporternz
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Official MP Mission Names for Servers
djporternz posted a topic in ARMA 3 - SERVERS & ADMINISTRATION
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 }; -
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.
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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!
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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.
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ShackTac's Map Autobrightness Mod helps with this problem.
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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.
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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.
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One quick thing I noticed this morning, the mod icon doesn't appear for me in the Virtual Arsenal or the Edit Loadout with current dev build. The one I mean is that shown in the video https://youtu.be/B1Zz7xHlAO8?t=2m17s
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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.).
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Eden Editor object placement not accurate
djporternz replied to BroBeans.'s topic in ARMA 3 - TROUBLESHOOTING
As austin_medic suggests, you're trying to pack the vehicles too tightly together. You can see in the video the vehicles spawning in and being (safely) destroyed where their bounding boxes are touching. Only fix is to increase the spacing between them. -
How many servers can I host efficiently on dedicated box
djporternz replied to hardcode's topic in ARMA 3 - SERVERS & ADMINISTRATION
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. -
Do H1Z1 BE Bans transfer onto ARMA3?
djporternz replied to Newo's topic in ARMA 3 - SERVERS & ADMINISTRATION
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! -
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.
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Fatigue Feedback (dev branch)
djporternz replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
Test_LegacyFatigue has now appeared in the Arma 3 Samples package.- 1935 replies
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Fatigue Feedback (dev branch)
djporternz replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
Taken directly from SITREP #00133: 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 ;-)- 1935 replies
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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.
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Has anyone managed to get a Dev branch Dedicated Server to run? I've been trying to get anything to work but even with the simplest missions no players are able to join the server.
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ArmA 3 Tools / Samples Question
djporternz replied to djporternz's topic in ARMA 3 - DEVELOPMENT BRANCH
Thank you for the 'Heads-Up' on that. Is it enough to copy the LicensedDataPackages folder to a safe place? I'm assuming that these files aren't going to be seeing any major changes going forward. -
Fatigue Feedback (dev branch)
djporternz replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
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: 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.- 1935 replies
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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...
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Solution found hidden behind the Right-click menu for the mortar: Connect.. -> Sync To...
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Looks like we all get what we want: http://www.ace3mod.com/. No more agonising over the choice between CSE or AGM or ACE. I hope like hell they can pull it off, but knowing the ArmA community modders it is almost guaranteed to exceed everyone's expectations. Can't wait!
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-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.
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Combat Space Enhancement 0.2
djporternz replied to glowbal's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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? -
would you still buy any BI product ?
djporternz replied to sgtsev3n's topic in BOHEMIA INTERACTIVE - GENERAL
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.)