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T. Miller

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Posts posted by T. Miller


  1. I made a bug report for this a while ago because the long loading times also come with some issues:

    - The whole server will hang while the zeus is loading the interface.

    - Slingloaded crates will drop when the server hangs for this long.

    - Server hang is substantial, even with vanilla and arma on SSD on a public zeus server.

     

    I haven’t tested if your mod fixes this issue, but regardless: This is more of a bug that should be fixed than something a mod should do.


  2. On 11/27/2017 at 10:13 AM, eggbeast said:

    hi there

     

    I'm loving the unit system in beta -thanks so much for implementing it.

    It makes finding our servers so easy for the members, and this is the primary reason we are using it.

     

    Being able to schedule events and message members would be a neat feature, so if that is ever implemented, we will be extremely grateful.

    Currently we are using Steam group calendar for events, but nobody ever reads it! At least it can send reminders / announcements though.

     

    So, the only issue with the current build we have is the rank icons seem to get stuck, so if you promote (or maybe only when you demote) someone, they keep their original rank icon.

    In the image below you can see that

    1. TeTeT has a colonel icon and Major rank

    2. Barden has a Major icon and Captain rank

     

    This seems to occur as a result of changing member ranks.

    I guess right now the only easy fix is for them to leave the unit and rejoin it.

     

    Anyway, good luck with the improvements!

    thanks for your time

    EB

     

    Currently, if someone is set as an ADMIN of the unit, their icon will be that of a Colonel, regardless of their actual rank.

    If someone is set as a MODERATOR of the unit, their icon will be that of a Major, again regardless of their actual rank.


  3. I have a suggestion for modmanagement for servers:

     

    In the server config file, allow the user to put steamworkshopID's of mods in an array, like the following:

    steammods = {450814997, 620019431};

    Then whenever you start the server, have the server first verify/update the steammods into its folder, and then start up.

    This also means that the launcher can accurately display what workshop mods are a necessity to join the server!

     

    Please consider it!


  4. Hi there,

     

    Our community ran into some issues a while back, ever since the update of the 'MEMBERS' tab, now only showing 20 per page.

    It seems like the 'MANAGE MEMBERS, RANKS & TITLES' has some bugs:

     

    - A lot of members show up multiple times on different pages.

    - Members are alphabetical on a single page, not throughout the whole list (it seems to just display 20 random members from that rank, and then order them alphabetically, instead of first ordering, and then cutting in lists of 20)

     

    http://prntscr.com/gwj40s (page 2 of manage m, r & t)

    http://prntscr.com/gwj4l3 (page 3 of manage m, r & t)

    http://prntscr.com/gwj7g4 (page 8 of manage m, r & t)

     

     


  5. On 6-2-2017 at 7:55 PM, Chtistian20482 said:

    It would be cool to have event ribbons to show what players in the unit have been in the event or campaign 

    Don't think this will or should be realized.

    In the average - active - Arma 3 Unit, events are done multiple times a week. Giving a player a ribbon per joined event would make its profile longer that the memberlist of 'Hostile Takeover'.

    • Like 2

  6. On 27-1-2017 at 11:05 PM, T. Miller said:

    Hi there,

     

    I can't recall linking my reddit post in here, since it's a suggestion regarding A3Units a while back:

     

    mtgdsesczftx.gif

     

    Here's what I commented on my post myself:

    "I expected that there was already a design, but after 3 years of using spreadsheets/steam/teamspeak to show events and monitor attendance, I hoped that by making this suggestion, you'd implement some of these features that would litterally change the popularity/usability of the website. Things like a simple click to show if you are interested in a mission or being able to sign up as a role should definitely be implemented!"

     

    Furthermore, pretty sure you already had this request, but just backing it up: Just make the size counter go over 100, seems like there is no real reason to cap it and display '+100'.

     

    Also, please remove the 'feature' (not sure if) that admins of the unit show up with the Major icon, as seen here: http://prntscr.com/e17jln

     

    The current way 'ranks' on the website are handled (talking about the names of the ranks (UNIT LEADERS, EXEC OFFICERS, OFFICERS, ENLISTED), the icons (bound to the rank, unchangeable)) is not sufficient.

    I sincerely suggest allowing units to create their own ranks, allowing them to create up to, for instance, 15, and name themas they see fit. This, together with being able to give people specific titles would definetly be sufficient.

     

    I'd like to add something to my suggestion that is in my eyes equally important for events:

    There has to be an archive; When you click on the 'EVENTS' tab, you should be brought to the list of 'upcoming events'. Though, there should also be a button at the top to bring you to the 'past events'.

     

    So, to make a list:

    • Setting up events (Title, Description, Date, Time, Terrain, Faction)
    • Attendance (Unspecified / PRESENT / UNKNOWN / ABSENT)
    • Upcoming events (=default) and past events
    • Setting up ranks (custom name, icon from a list, and keep specific titles)
    • Remove major-icon-for-admins
    • Uncapped, exact unit size counter
    • Change default 'ORDER ON' query to 'UNIT SIZE ▼'
    • Like 3

  7. Hi there,

     

    I can't recall linking my reddit post in here, since it's a suggestion regarding A3Units a while back:

     

    mtgdsesczftx.gif

     

    Here's what I commented on my post myself:

    "I expected that there was already a design, but after 3 years of using spreadsheets/steam/teamspeak to show events and monitor attendance, I hoped that by making this suggestion, you'd implement some of these features that would litterally change the popularity/usability of the website. Things like a simple click to show if you are interested in a mission or being able to sign up as a role should definitely be implemented!"

     

    Furthermore, pretty sure you already had this request, but just backing it up: Just make the size counter go over 100, seems like there is no real reason to cap it and display '+100'.

     

    Also, please remove the 'feature' (not sure if) that admins of the unit show up with the Major icon, as seen here: http://prntscr.com/e17jln

     

    The current way 'ranks' on the website are handled (talking about the names of the ranks (UNIT LEADERS, EXEC OFFICERS, OFFICERS, ENLISTED), the icons (bound to the rank, unchangeable)) is not sufficient.

    I sincerely suggest allowing units to create their own ranks, allowing them to create up to, for instance, 15, and name themas they see fit. This, together with being able to give people specific titles would definetly be sufficient.

    • Like 4

  8. 13 minutes ago, dchan200 said:

    I don't think the mods are being loaded properly. Try removing the newline between mod and your executable like so:

    startHC.bat:

    
    cd /D "D:\Steam\steamapps\common\Arma 3"
    "D:\Steam\steamapps\common\Arma 3\arma3server.exe" -client -connect=185.16.85.44 -port=2302 -mod=@ace;@CBA_A3;@RHSAFRF;@RHSUSAF;@task_force_radio;@ZEUSOPS;

     

     

    This worked. Thank you. The problem indeed was that the '-mod=' part had to be on the same line as the arma3server.


  9. 1 hour ago, genesis92x said:

     

    Nice work pulling the error log. The only thing I can think of with the following errors is that the HC is not pulling the mods from the correct folder. I feel silly asking this...but are the @ace and @task_force_radio mods in the root folder of "D:\Steam\steamapps\common\Arma 3\"?  And are they unzipped and installed correctly? You seem to have everything setup correctly. I have not used a .bat file to launch a server (I do the bad way of just using a shortcut to the .exe) and our settings are almost identical for the HC.

     

    
    "C:\Program Files (x86)\Steam\steamapps\common\ArmA 3 Server\arma3server.exe" -profiles=newprofile -mod=@RHS;@EM -filepatching -localhost=127.0.0.1 -client -connect=localhost -port=2305 -nosound

     

     

    As posted in the main post, the files are in the correct folder. I pulled them straight from the '!Workshop' folder, so they are a direct copy. Pretty sure they are the correct mods, since I use the same mods to connect to the server myself.

    wzmlZam.png


  10. 34 minutes ago, phronk said:

    I would recommend loading CBA before ACE and all of that other stuff, since CBA is a dependency for ACE and ACE cannot properly initialize without CBA initializing first.  Not sure if load order is still a thing, but in most games it is and can solve problems.  Worth a try.

     

    Example server mod init:

    
    -mod=@CBA_A3;@ace;@task_force_radio;@RHSAFRF;@RHSUSAF@ZEUSOPS;

     

    I actually already tried this, but for safety I tried it again. Didn't solve the problem..


  11. Hi there,

     

    I'm trying to get a Headless Client (HC) to work on our server (dedicated, we pay for a host).

    The mission is setup to use HC's and all the scenario fluff is setup.

     

    The problem is that every time I turn the HC on to connect to the server, it auto-disconnects because of - what looks like - mod problems.

    So it does connect to the server, it just automatically gets kicked.

    Does anybody have any idea what a solution could be?

     

    startHC.bat:

    cd /D "D:\Steam\steamapps\common\Arma 3"
    "D:\Steam\steamapps\common\Arma 3\arma3server.exe" -client -connect=185.16.85.44 -port=2302
    -mod=@ace;@CBA_A3;@RHSAFRF;@RHSUSAF;@task_force_radio;@ZEUSOPS;

     

    The error:

    15:47:20 Client connected: 185.16.85.44:2302
    15:47:22  > Player headlessclient connecting
    15:47:26  > You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.ace_advanced_fatigue, ace_hearing, ace_map, ace_nametags, ace_finger, ace_zeus, ace_viewdistance, ace_medical, task_force_radio_items

     

    Here you can see that the mods are in the correct directory

    Also: I checked, the mods are directly copied from the workshop files (a.k.a. from the '!Workshop' folder) to try and solve the problem. This goes for both the server, the HC, and my own client.

     

    NOTE: The server commandline contains more mods than just these, but that shouldn't matter, since the errors come from mods that ARE launched, including the dependancies.

     

    Tried solutions:

    - I tried putting all the keys in the 'keys' folder in the A3 directory.

    - I tried (though under slightly different circumstances) to move the 'userconfig' folder from ace to the A3 directory.

    - I tried putting '@CBA_A3' before '@ace' to make sure it is not a dependency problem.


  12. When in the editing section of a unit page, clicking 'VIEW UNIT PAGE' opens a new tab instead of opening the unit page in that tab.

    Please change that, because the way it is done now is kind of annoying when you are trying to tweak things about the page or change peoples ranks.

    (I tend to end up with about 10 opened tabs)


  13. I would like to continue on a suggestion that I made earlier, and you only partially integrated:

     

     

    Please change the way members are shown in the 'MEMBERS' tab, because the following list is not clear:

    WQLjhbV.png

     

    The current way the list is sorted is Alphabetically on NAME.

    The way it should be sorted is: Alphabetically on TITLE > Alphabetically on NAME.

     

    Would look like this:

    nH74mVU.png


  14. Suggestion: Could you put the default 'ORDER ON'-selector of the unit browser on 'Largest First'?

    Unit size can not be faked, where the creation date can be, and will be.

    When people look for units, by default searching for 'Largest First' would make sense.

    • Like 1

  15. In the 'members'-tab, right now the list of people of one rank are quite random it seems; not sorted on name nor title.

    Could you make it so the list is sorted alphabetically on title & name? (in that order)

    It would make it a lot easier to find people in the list. (obviously a problem with 50+ groups)

    • Like 1

  16. When I click 'Browse Units' and I select the filter option 'Unit Size (Highest)', all units on the first page have 'undisclosed' size (and when I check, they have like 3 members each), while my unit has 9 members currently, and should therefore be higher in the list. When I specifically search for my units name, it DOES show that we have 9 members. Apparently the filter option 'Unit Size' is not working!


  17. Thank you for your feedback, there are some reasons why it was designed like this, but we'll definitely take your notes into consideration. Just to be sure, you are currently able to change the Rank Titles. The ones listed there are the default names, but when you are in the 'Manage Members' window, 'Rank Title' is actually text field that you can edit. Hope that helps a little bit.

    Yeah I knew that, and that would potentially take care of this 'issue':

    private - rank 1 (private icon)

    private first class - rank 1 (private icon)

    corporal - rank 2 (corporal icon)

    sergeant - rank 3 (sergeant icon)

    staff sergeant - rank 3 (sergeant icon)

     

    But the biggest problem I have with the ranks is what I stated earlier:

    "... it should be allowed to set the 'owner' to any rank, same goes for 'exec officers'."

     

    Maybe - instead of attaching abilities to ranks - allow owners to assign some kind of moderator/admin status to units instead of officer/leader, kind of like they do it in steam.

    • Like 1

  18. An option that is missing in my opinion is to create your own ranks, or at least be able to create/modify the structure yourself. Right now, we have to assign everyone on the page a 'rank' with a FIXED title (being enlisted, officer, exec officer or owner). My unit (and many others) use a different (or more elaborate) rank structure (private - private first class - corporal - sergeant - staff sergeant - lieutenant) which we think is more appropriate for an infantry unit.

     

    r0gJlJN.png

     

    This doesn't make sense; the icons are mostly wrong, owner is FORCED highest rank, the 'names' are FORCED.

    I suggest to allow the following:

    - Being able to choose the amount of ranks.

    - Being able to change the 'name' of ranks.

    - Being able change the 'icon' for each rank (from a given list).

     

    I presume that the ranks will translate to your in-game 'rank' when you join servers, but in that case we should still be able to set the 'owner', or 'exec officers' to for instance 'RANK 4' (because that is lieutenant in-game, and that is the highest rank we use).

    If none of this will ever be changed, please let me/us know, because then we'll sadly enough have to change our rank structure..

     

    Obviously I can translate some of our ranks to the set ranks:

    private- rank 1

    private first class - rank 1

    corporal - rank 2

    sergeant - rank 3

    staff sergeant - rank 3

    lieutenant - rank 4

     

    But in that case, it should be allowed to set the 'owner' to any rank, same goes for 'exec officers'.

    A lot of people, due to the extreme unrealistic-ness of, do not wish to use the colonel rank, because we simulate an infantry platoon.

     

     

     

    EDIT:

    "But in that case, it should be allowed to set the 'owner' to any rank, same goes for 'exec officers'."

    I really think this should be possible. I own my gaming community, but I am not the most active as a player (resulting in not-the-highest-rank). Though because I am administrator, and because not everyone who is high ranked can per se be trusted, I would like to stay owner of the units page, while having a lower rank.

    • Like 3

  19. I found a easier fix using the last pieces of code you send:

    /*
    	@file_name: fn_unitCreate.sqf
    	@file_edit: 11/06/2016
    	@file_description: ...
    */
    
    private ["_unitType","_unitLoc","_unitList","_unitName","_unitStats","_unit"];
    _unitType = (_this select 0) select 0;
    _unitLoc = (_this select 0) select 1;
    _unitList = missionNameSpace getVariable "A3A_unitList";
    
    _unitName = [] call A3A_fnc_unitAssignName;
    _unitStats = _unitList select 1 select (_unitList select 0 find _unitType);
    _unit = [_unitName, _unitLoc];
    
    {
    	_unit pushBack +_x;
    } foreach _unitStats;
    
    _unit;
    

  20. Arma scripting language has no constant variables, any variable changeable by default. Change variable value during mission or not is only your decision. In your case, for example, we have infantry squad template with sub-units [squad-leader, grenadier, rifleman]. During mission you create squad instance based on this template. In squad template record you placing FULL COPY of sub-units array, NOT just a link to array from squad template, because you want to change units composition in squad instance, but do not want to this changes affect to sub-unit array in squad template. Right?  

    I guess yeah. When I create a unit of a certain class, it - for instance - has 8 outta 8 subunits (meaning a squad of 8). When during the game, one of these dies, I want to lower the subunit count to 7, without changing it in the class (obviously).

     

    In other words: How do I use this line for every value?

    _unit set [5, (_unit select 5) apply {_x}]; 

    (a.k.a. what would it look like in the following function)

    /*
    	@file_name: fn_unitCreate.sqf
    	@file_edit: 11/06/2016
    	@file_description: ...
    */
    
    private ["_unitType","_unitLoc","_unitList","_unitName","_unitStats","_unit"];
    _unitType = (_this select 0) select 0;
    _unitLoc = (_this select 0) select 1;
    _unitList = missionNameSpace getVariable "A3A_unitList";
    
    _unitName = [] call A3A_fnc_unitAssignName;
    _unitStats = _unitList select 1 select (_unitList select 0 find _unitType);
    _unit = [_unitName, _unitLoc];
    
    {
    	_unit pushback _x;
    } foreach _unitStats;
    
    _unit set [5, (_unit select 5) apply {_x}]; // only this 1 value is changeable now
    
    _unit;
    

  21. Treat it like a Class.  You setup variables in your init.sqf which define the default values for what a unit can be.  When you spawn a unit you copy that to a new variable.  Then you make all your changes to the copied unit rather than your base template.  Need another unit?  Make another copy.  Need a different unit?  Make a copy and adjust it's type or whatever.  So you only ever change values in your copies.  Perhaps setup another array with the variables of your units to keep track of them.

    This is exactly what I have.

    There is a array which contains all the stats for all the classes.

    The problem is that when I change a value for a copied unit of one class, all units of that same class get the same value, due to:

    
    _array1 = [1,2,3];
    _array2 = _array1;
    _array1 set [0,3];
    
    result:
    _array1 = [3,2,3];
    _array2 = [3,2,3];
    
    desired result:
    _array1 = [3,2,3];
    _array2 = [1,2,3];
    
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