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Everything posted by FORCED-INDUCTN

  1. Hello, I have a working ArmA3 server with the following mods enabled: CBA_3, Advanced Towing, Advanced Sling Loading, task_force_radio, CUP Weapons, CUP Units, CUP Vehicles. Everything works great with just those mods enabled. However, when I add the following mods I start to have problems: @ASDG_JR, MRT Accessory Functions, Specialist Military Arms, NIArms MP5 SMGs, NIArms G3 Rifles, NIArms M14 Rifles, NIArms AUG Rifles, KnownDeadly Mod Pack, KA Weapons Pack NEW, FHQ_Accessories, FHQ Firearms and Weapons Pack, [GG] M1 Garand For ARMA3 I know this is quite a few mods, and asking a lot but I can run all those mods in Eden with both "single player" and "multiplayer" modes. When I enable all those mods on my dedicated servers, users can't get past the "Wait for host" screen, it just sits there for a while, goes to a blank screen and bumps everyone back to the squad selection screen. I've googled around and messed with mod order (I know this isn't supposed to matter) and enable the mods in groups. The closet I got was my original mod set + all the NIArms packs. I'm baffled why the mods work locally but not on the server, what is the local game client doing differently? I've even tried installing ArmA3 on my dedicated server, specifying a custom mod dir that the server is pointed to, and downloading all the mods through steam. ArmA3 version is current stable: 1.64 running on Windows 2012 Standard. Server start string (from TADST): -port=2302 "-config=C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Server\TADST\default\TADST_config.cfg" "-cfg=C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Server\TADST\default\TADST_basic.cfg" "-profiles=C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Server\TADST\default" -name=default -filePatching "-mod=C:\ArmA3Mods\!Workshop\@CBA_A3;C:\ArmA3Mods\!Workshop\@Advanced Towing;C:\ArmA3Mods\!Workshop\@Advanced Sling Loading;C:\ArmA3Mods\!Workshop\@task_force_radio;C:\ArmA3Mods\!Workshop\@@ASDG_JR;C:\ArmA3Mods\!Workshop\@MRT Accessory Functions;C:\ArmA3Mods\!Workshop\@Specialist Military Arms (SMA);C:\ArmA3Mods\!Workshop\@NIArms MP5 SMGs;C:\ArmA3Mods\!Workshop\@NIArms G3 Rifles;C:\ArmA3Mods\!Workshop\@NIArms M14 Rifles;C:\ArmA3Mods\!Workshop\@NIArms Core;C:\ArmA3Mods\!Workshop\@NIArms AWM Rifles;C:\ArmA3Mods\!Workshop\@NIArms AUG Rifles;C:\ArmA3Mods\!Workshop\@KnownDeadly Mod Pack;C:\ArmA3Mods\!Workshop\@KA Weapons Pack NEW;C:\ArmA3Mods\!Workshop\@FHQ_Accessories;C:\ArmA3Mods\!Workshop\@FHQ Firearms and Weapons Pack;C:\ArmA3Mods\!Workshop\@CUP Weapons;C:\ArmA3Mods\!Workshop\@CUP Vehicles;C:\ArmA3Mods\!Workshop\@CUP Units;C:\ArmA3Mods\!Workshop\@[GG] M1 Garand For ARMA3" Server config file: // Config file generated 10/3/2016 4:17 PM with TADST. hostName = "KC SUPERFUN"; password = "<snip>"; passwordAdmin = "<snip>"; serverCommandPassword = ""; logFile = "A3Master.log"; motd[] = { "####################################", "Welcome to KC SUPERFUN!! (ST)", "####################################" }; motdInterval = 3; maxPlayers = 10; kickduplicate = 1; verifySignatures = 0; allowedFilePatching = 0; requiredSecureId = 0; voteMissionPlayers = 3; voteThreshold = 0.33; disableVoN = 1; vonCodecQuality = 10; persistent = 0; timeStampFormat = "full"; BattlEye = 1; doubleIdDetected = ""; onUserConnected = ""; onUserDisconnected = ""; onHackedData = ""; onDifferentData = ""; onUnsignedData = ""; regularCheck = ""; class Missions { class Mission_1 { template = "KC_V7.Tanoa"; difficulty = "regular"; }; }; Thoughts? Ideas? Thanks in advance! :) --Forced
  2. Hello, We currently run the =BTC= Mobile HQ and Revice scripts on our server. These scripts work great until the MHQ is destroyed, then players can no longer teleport to the mobile HQ. However (very rarely) the MHQ will still work after it has been destroyed and re spawned. We attempted to "fix" the MHQ script but we have limited scripting abilities. So we decided to write our own (very simple) MHQ script and hopefully build up some scripting skills. This is what we have so far: /* kc REPRESENT BITZNATCHES */ private ["_leader","_LX","_LY","_LZ"]; //setting up basic variables _leader = Mobile_HQ; _list = 0; if ((vehicle _leader) emptyPositions "cargo"==0) then {hint "No room in Mobile HQ. Please Wait."} else { player moveincargo vehicle _leader; }; Pastebin: http://pastebin.com/L9CRSQP6 The above script (surprisingly) works. The idea is, anyone who runs up to the porta-potty is teleported to the back of the MHQ. However it teleports EVERYONE into the back of the MHQ. Similar to what was discussed in this thread: http://forums.bistudio.com/showthread.php?149944-Teleporting-JIP-players-to-where-the-action-is The suggested fix 1: Use a an action/trigger in the scroll wheel menu. Or something like this: if(local (thislist select 0)) then {player setPos (getMarkerPos "warpzone2")}; Only problem is we have no idea how to create an action in the scroll menu or modify the above snippet :( Thanks in advance from [KC]FORCED-INDUCTN and [KC]Trick_Killa ---------- Post added at 13:15 ---------- Previous post was at 12:06 ---------- Hmm, so we got the new script working (yay!) but it is suffering from the same problem the =BTC= script has. When the mobile HQ is destroyed and respawns, the teleport no longer works. We think we have tracked this down to the vehicle respawn script. When the MHQ is first spawned the below code is used: class Item176 { position[]={1994.4907,6.1235876,5824.3877}; azimut=371.48801; id=231; side="EMPTY"; vehicle="B_Truck_01_covered_F"; leader=1; skill=1; text="Mobile_HQ"; }; And the MHQ is named "Mobile_HQ" which is the name the teleport and marker scripts utilize. When the vehicle is respawned, it is not named "Mobile_HQ." I will post back if we make any progress :) --Forced