Jump to content

Octanen

Member
  • Content Count

    9
  • Joined

  • Last visited

  • Medals

Community Reputation

10 Good

About Octanen

  • Rank
    Private
  1. Yeah i might have found a solution for it, i found out it has to be added at the end of the R3F init, but the thing is that well... it still wont work, the objects are still "moveable" and people can lock them down. // Trading Outpost Building Protection if (isServer) then { [] spawn { // Wait a bit to be sure that the Domi has finished to do its stuff sleep 5; { _x setVariable ["R3F_LOG_disabled", true, true]; } forEach ((getMarkerPos "pzone1") nearestObjects ["Land_HBarrier_3_F","Land_BarGate_F","Land_Cargo40_military_green_F,"Land_TentDome_F", 200]); }; };
  2. So here i am customizing and editing a wasteland map. (A3Wasteland) It all works just fine except one thing i simply cannot get to work. I have created a safe heaven for the players that requested this function so they could RP / Trade and such as they please. I got the safe heaven working so no "damage" can be done within the zone, but now the issue is that all objects created within the given area are movable due to R3F logistics. I have been reading various places, armaholic, here on the forums and simply googling my butt off, and here is what i have so far, but im running into some serious issues, the map refuses to load after i added this to the \server\init.sqf before it loads the entire map :) // Trading Outpost Building Protection _x setVariable ["R3F_LOG_disabled", true, true]; } forEach ((getMarkerPos "pzone1") nearestObjects ["Land_HBarrier_3_F","Land_BarGate_F","Land_Cargo40_military_green_F,"Land_TentDome_F",", 200]); This is added before the world\init.sqf so the objects will be "immovable" before anything else spawns in, as a protection so if something is placed after server start, it can be moved, but if its something I put into the world through the editor, its immovable at that location. The area is 300x300 and marker name is "pzone1" as you can see. Now my question is why is this not working as intended, what have i missed in my halfsleep here. I am still rather new to scripting and editing scripts, but if i get pointed in the right direction im not completely useless ;)
  3. Can't add you for some odd reason :S Oh well at least i know youre here now :D
  4. Hey Guys i need a hand here. So me and some guys got together, and thought "We wanna do our best and give back to the community" So we got a dedicated server box, hosting a 60 Slot Wasteland server with Base Saving and more. But we need your help to STRESS test, and hell you might even like what you see. Filter: "Octanen" in the Hostname and join the fun. Otherwise: 188.40.113.7:2702 What we can offer is: Active Administrators Stable and powerfull server Mission kept up to date / Updated and stats saved. Base Saving Player Stats Saving (Money, Items, Position etc.) Vehicle, Guns & General Stores A awsome atmosphere Experienced Players who want to help out if needed be. We could really use some players to test our server, and also the mission :) We are also in the works of creating a community since we got other servers running as well, so we hope to see you all there :) So you are all invited!
  5. SaOK i also got a question. Since after i have added the use of R3F Weapons mod, and M4/M14 and some more into the mission.sqm... it seems that in the server rpt log, that the server wont start since it just keeps saying that; 19:22:00 Missing addons detected: 19:22:00 R3F_Famas_F1_HG_DES 19:22:00 R3F_HK417S_HG _DES 19:22:00 RHARD_MK18AFGD_F 19:22:00 PEQ15_A3_Top 19:22:00 FHQ_optic_AC11704 19:22:00 FHQ_optic_LeupoldERT_tan 19:22:00 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.R3F_Famas_F1_HG_DES, R3F_HK417S_HG _DES, RHARD_MK18AFGD_F, PEQ15_A3_Top, FHQ_optic_AC11704, FHQ_optic_LeupoldERT_tan 19:22:00 File mpmissions\__cur_mp.Altis\WLADialog.hpp, line 95: '/WLaDialog/controls/RscCheckbox_25 Even tho the addons are installed on the server and so forth. Been trying to wrap my head around it, but ended up rolling back to default. -- Found the solution, had to place random objects as "place holders" that use the mentioned addons, now it works just fine, but adding them manually through mission.sqm doesnt seem to work, so yeah opening it up in editor and then adding placeholders, saving the map and repackaging it with PBO works wonders :)
  6. Terox, thanks alot for your reply mate. Hm... we are using; http://forums.bistudio.com/showthread.php?147768-SP-MP-Dynamic-Whole-Map-ArmA3-Missions-by-SaOk Since im still learning the ropes of scripting, but i do know how to edit and what to look for, any ideas where i should start, since this mission does support the mods, but yeah... im confused. --- Edit Figured it out... i think ;) mission.sqm file has to have the addon lines in it. I edited the mission.sqm file, but now even tho i have the addons turned on in Arma 3 client, this is the errors i get inside the Server Log (odd that it wont show up as a client error within the game it self, like it used to) 19:22:00 Missing addons detected: 19:22:00 R3F_Famas_F1_HG_DES 19:22:00 R3F_HK417S_HG _DES 19:22:00 RHARD_MK18AFGD_F 19:22:00 PEQ15_A3_Top 19:22:00 FHQ_optic_AC11704 19:22:00 FHQ_optic_LeupoldERT_tan 19:22:00 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.R3F_Famas_F1_HG_DES, R3F_HK417S_HG _DES, RHARD_MK18AFGD_F, PEQ15_A3_Top, FHQ_optic_AC11704, FHQ_optic_LeupoldERT_tan 19:22:00 File mpmissions\__cur_mp.Altis\WLADialog.hpp, line 95: '/WLaDialog/controls/RscCheckbox_2500.onCheckBoxesSelChanged': Missing ';' prior '}' ---- Latest Edit and final :) Got it all to work like a charm, there were some issues, when editing mission files and adding the addons through notepad++, got tierd of it and did it the annoying way, opened the mission in editor, added the "Used by addon" placeholders somewhere on the map, and now it works like a charm :) But thank you very much again for the point in the right direction Terox.
  7. Hey Guys. So i have a rented server, and it all works nice and dandy. EXCEPT a small hiccup. We have added some mods to our server; -mod=@cba_a3;@asdg_jr;@fhq_accessories;@mk18_mod1;@r3f_armes Now we want to put it so that people that DO NOT have these mods installed and activated, will simply get kicked :) But for some odd reason, Arma 3 "vanilla" players can still connect, the only difference is that this message shows up; https://www.dropbox.com/s/i2k94ubna3kb0uv/2014-04-20_00003.jpg Now i have been tinkering with the CFG to make it how it should be... yet... nothing. Soo here it is, along with they image of the key folder. // Octanens ArmA 3 Server Config // comments are written with "//" in front of them // STEAM steamPort = 8766; steamQueryPort = 27016; // GLOBAL SETTINGS hostname = "Octanens Playground #1 // PUBLIC COOP // withSIX 4 MODS // JSRS/SOS & Blastcore ON"; // Name of your server that is shown on the in-game server browser and 3rd Party Server browsers password = ""; // Password for your server (Make it "" to have no password) passwordAdmin = "x0x0"; // Server Admin password (Type #login <the password specified in "passwordAdmin"> in the chat to login as admin) reportingIP = "master.gamespy.com"; // IP address which your server will report to // 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[]={ "", "", "", "__________ SYSTEM MESSAGES __________", "Welcome to Octanen & Friends PUBLIC COOP!", "IMPORTANT Verify Signatures is enabled", "", "TS3 Server: Under Construction!", "Web: Comming Soon", "Info: READ & RESPECT THE RULES!", "Rules: NO TK'ing, NO BASE SHOOTING, NO TROLLING!", "__________ END OF MESSAGE __________" }; motdInterval = 5; // Time interval (in seconds) between each message // JOINING RULES maxPlayers = 60; // 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 = 2; // Verifies .pbos against .bisign files. Valid values 0 (disabled), 1 (prefer v2 sigs but accept v1 too) and 2 (only v2 sigs are allowed). // INGAME SETTINGS disableVoN = 0; // If set to 1, Voice over Net will not be available vonCodecQuality = 10; // 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 = 1; // 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 = 1; // 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 { class ARMA3 { template = CO_48_WholeLottaAltis.Altis; // Mission to load (Mission file located in MPMissions. For now I have it set to a default ARMA3 mission.) difficulty = "Regular"; // Server difficulty Settings (Recruit, Regular, Veteran, Mercenary) }; }; Image of the Key Folder: https://www.dropbox.com/s/0sfgdh90mwwq4ar/key.jpg So if I am correct, everything is fine, but the server simply refuses to deny access to players that do not have these mods installed. I have tried the "equalModRequired = 1;" But that simply also refuses access to players with the mods installed. Since i have made a support ticket to my server host, but they are rather slow due to holidays, i thought i would ask you Epic people of the BI forums :)
  8. Hey SaOk, first of, impressive work. Second, after me and my squad tested the Altis coop 48 version. It all ran nice and smooth except for one thing. We could not revive each other, the animation just kept going and going with no effect. Third, after a squad leader dies, and respawns (since i couldnt get revived due to above mentioned issue) i lost all "squad leader" perks, so i couldnt spawn on anyone, see them on the UI, construct, change plr rights and so forth. Anyhow, its not a big deal, but in the long run it does get quite annoying. So far me and the guys are having a huge blast, the performance is smooth on our server with 10+ players and its simply amazing so far, keep up the great work.
  9. Octanen

    Domination Redux by Champy and Tankbuster

    Hey guys, thanks for the epic mission. First of all, i would like to add, that for some odd reason, the bonus vehicles wont spawn upon completion of the objectives. For the mission that Zach posted at least, since im guessing thats the latest version.
×