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GDent

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Everything posted by GDent

  1. this doesn't seem so complicated, but I need to know how to do it right I know that enabling respawns makes it so players can join in progress after a mission has already started. however, I don't want respawns in my mission. I want it so that when people die, they're just dead and they go into spectator mode. but I also want to have it so that players can join after a mission started. not sure how this is done the way i want it; i tried to get around it by enabling respawn tickets and setting them to 0 tickets, but that didn't change anything. i probably did it wrong. any help is appreciated. thank you
  2. quick question: how do you get suicide bombers? I tried setting civilian hostility to extreme but I'm not getting any of the weirdness i saw in the tutorial video. they don't seem to sneak around, gather around the player, or suicide bomb at all. can't see any debug output either edit: i was wrong, they do exhibit strange behavior, and they turn red on the map in the debug. but still don't see any bombers. very cool to see so far
  3. GDent

    Authentic Gameplay Modification

    I'm wondering if anyone is able to get around/fix the loud AI scream bug. if not I will just wait for a hotfix or something, but that's so annoying
  4. so is the hotfix on PWS or does it need to be applied manually?
  5. GDent

    ACRE2 Public Beta Release

    Yeah, it seems to have more to do with the soundboards than VAD. Someone in my group tried both and then switched VAD back on after deleting the soundboard, for whatever reason that messes with it and may crash your game.
  6. GDent

    ACRE2 Public Beta Release

    As far as those weird crashes go, I've heard that they can be resolved by either getting rid of soundboards on Teamspeak or switching from VAD to PTT, something like that. I know this isn't worth much, but maybe it'll give a clue.
  7. is the hotfix on withSIX? we were playing yesterday, got a small update but we were still getting CTDs all over the place edit: found the hotfix pbo files in the PwS download, but the whole night was ruined by CTD. will be reverting back to 1.3 until this is resolved
  8. that's my concern too. I know some co-op units have it set up so that people can join in progress, dip in and out unless they die, etc. so I just want to have that available since it's useful for when people's clients crash or if they need to join late
  9. if the first link CorporateHammer gave me is correct, that means if I set respawn=0 in the description.ext then players will still be able to join in progress? that sounds perfect to me. I looked at the respawn templates and tried using respawn tickets and setting them to 0 tickets, but it just acted like normal and the person who tried to join just started spectating. here's a question: if I get respawn to work, what happens if a player dies, disconnects, and decides to reconnect? is he still dead? what if a player dies, a different player doesn't die but disconnects, and then the dead player reconnects in the living player's slot? thanks for the replies
  10. yeah, i don't know if it would come to such a small issue for us. it seemed to be a combination of ASR_AI and ALiVE, but on the Windows VM just ALiVE was causing the lag. we're still on Ubuntu for the time being. i mean, it seems like it could be the server OS itself (2012 instead of 2008) but who knows. maybe I can help others when this is all done also, I really do appreciate all the help everyone has offered me. despite my frustrations i'm very grateful for that
  11. you're right, we've basically narrowed it down but it was mostly a curiosity at this point, we're not having extreme issues like before. it seems like some people might think i'm blaming the mods for the problems -- i'm not. it's my fault for combining all these things on top of trying to run the server in a VM or Linux, which aren't supported. but my group and i need more than the base game so it's a tradeoff to have to go around asking for different perspectives. i'm just trying to fix things as quickly as possible, so i apologize if it's been very annoying. i'm near the end of all this
  12. quick question here does anyone run Arma 3 server + ALiVE in a Windows virtual machine? I think this is causing problems. I know I've been posting around these forums a lot and things have mostly settled down, but we did a test session today and when enemies started loading in it started causing some people's games to crash, but not the server itself. this did not happen until we tried the game on a Windows VM not such a big deal but we're trying different things. kind of annoying since we only know it's happening when we get a full group playing
  13. GDent

    ASR AI 3

    I have never once tried to blame a mod or its creator for the lag my server gets. I run a server with a large number of mods running and I'm trying to get to the root of the issues this has caused, given that sometimes mods update and that causes problems to arise, and I have no easy way to keep mods from updating for everybody yet. My jumping from thread to thread is me trying to figure out what's causing the problem as quickly as possible so that the players, who donate money for the server and depend on me for a good and smooth experience, can get right back to playing the game. I don't appreciate you telling me that I'm blaming anyone. The creators of these mods have been nothing but amazing toward me and I appreciate every ounce of work they've done. I was generously given a .pbo file from Robalo and it did fix the lag issue, so I thought the new update to asr_ai would have that integrated, and I asked a simple question to be certain. You spun my question into an accusation. If you want to further discuss, send me a PM.
  14. GDent

    ASR AI 3

    also, just so I'm sure, is 2 the option that caused the rubber band lag? so I set it to 1 to avoid that?
  15. GDent

    Authentic Gameplay Modification

    can anyone address the extremely loud screams when you hit enemies? it's really annoying
  16. GDent

    ACRE2 Public Beta Release

    Have you checked the first page of the thread? There's a small quote that says "possible fix for dedicated servers." This is what fixed it for me; I think I was having a very similar issue.
  17. GDent

    Authentic Gameplay Modification

    Awesome update, just one problem I've noticed When enemies are hurt, the scream sounds like it's right next to you. This is really loud and annoying. It might have to do with JSRS but I don't know. I hope I'm not the only one with this problem and that there's a way around it
  18. He posted a zip file with a new PBO a few pages back in the ASR thread, but I haven't tried it yet.
  19. GDent

    RHS Escalation (AFRF and USAF)

    I'm not skilled or knowledgeable enough to fix that myself. I'll wait for the mod to update with the fix.
  20. GDent

    RHS Escalation (AFRF and USAF)

    I got this error while combining Leight's opfor units (ISIS etc) with RHS. We removed it temporarily
  21. No, I talked to Robalo and he asked me to change a specific setting to test it (setskill=1 to 0). This made it so the terrible lag spike doesn't occur. He's looking into it and will post a fix, but I'm wondering if you did anything specific to avoid the problem. Do you only run ASR on the server and not the clients? I think that's part of the problem.
  22. GDent

    ASR AI 3

    Awesome, thanks for looking into it. That makes my day; we've been really wracking our heads at this. We might try the old version, but we're working around it for now. EDIT: Would a workaround be to just run ASR_AI3 on the server and then just make sure all the AI spawns on the server only?
  23. GDent

    ASR AI 3

    I turned setskills = 0; and it seemed to fix the problem even with ASR running. This is kind of a problem though since it turns the AI back to superhuman aiming skills.
  24. edit: never mind, I seem to have fixed it the issue.
  25. GDent

    ASR AI 3

    Hey guys, I've run into another issue and have currently drilled it down to ASR ASR works on my server and is doing what it should as far as enemy skills and accuracy etc, but it seems we have an issue with ASR and ALiVE Basically when ALiVE spawns enemies, it causes a small stutter. This is normal and tolerated well, but then it seems ASR initializes for the spawned enemies and it causes horrible lag, rubber banding players in and out of spots. This causes us to crash into each other in vehicles, helicopters to fall out of the sky, players dying, worst case scenarios really. I was wondering if there's a way to tweak ASR's performance on the dedicated server so this wouldn't happen, and if someone else had experience with this to see what they changed. When we remove ASR from the server, the issue pretty much goes away.
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