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GDent

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Posts posted by GDent


  1. This seems to happen when Steam is having some trouble. For some reason, it affects my dedicated server. I don't think Steam should be affecting the ability to connect to my server. Is there any way to get around this?

    I'm currently connected to my dedicated server and I see nothing on it. I cannot select a mission. I can type in the chat, but I cannot log in or type any commands. 20 minutes ago, it was working as normal. I have not changed any settings. I'm sure it will fix itself soon, but I want to get around this problem because I don't want my server to be dependent on steam.


  2. Tested ASR_AI3 on my local PC with AGM still running and it worked, but when I tested it on the server with clients running it it still doesn't have any effect. I'll try removing the AGM AI pbo to see if it affects anything, but seeing that it didn't change anything on my PC, I doubt it will help. any more ideas are welcome.

    EDIT: That did not help. Removed agm_ai.pbo from both client and server and ran a test mission, no effect whatsoever.

    EDIT 2: I don't know how to output the full RPT to a file. I use 2> rpt.txt but that doesn't seem to do the whole output. I can find ASR in there, so that seems to indicate that it's running, but I don't know how to see the full output.

    EDIT 3: I tried running ONLY asr_ai3 and cba_a3 on both server and client. still no change at all. absolutely no idea what to do at this point.


  3. I don't know how to fix the thousands of errors we get. I assumed that was a normal part of running an arma server. we might reduce the number of mods we use in the future, but I don't know what else would fix it.

    AGM's wiki says that AGM AI ensures compatibility with script-based mods like ASR.

    we might be spawning AI on clients, so we'll run the mod on both clients and the server and see what happens.


  4. ASR is referenced in the RPT when starting the server once, so something is loading

    12:14:04 Updating base class Man->Civilian, by x\asr_ai3\addons\sysaiskill\config.bin/CfgVehicles/Civilian_F/
    

    By "stopped working" I mean has no effect whatsoever. the enemies no longer throw smoke grenades like they did with ASR in the past, and they have laser-accurate AI; it's just vanilla AI again.

    If there's any other information I can give you, let me know

    EDIT: Here is an RPT after loading a mission and going in to kill some enemies: http://pastebin.com/ihULuCPt

    here is my settings .hpp file. All I did was change some of the skill numbers: http://pastebin.com/eAWP078S

    this is located in /arma3/userconfig/asr_ai3/asr_ai3_settings.hpp


  5. I have ASR_AI3 installed and running on my Ubuntu server and it seems to have stopped working ever since a more recent update. I copied the settings .hpp into the userconfig/asr_ai3 folder in the dedicated server installation and it just doesn't work at all. Could I have missed something? I looked in the OP and there aren't any extra instructions that I saw. We've been using RHS and CAF Aggressors.


  6. If my understanding of Nou is correct, its not going to be fixed as its the "correct" thing for the radios to do. Inform people to stop doing it every time they do it, took me a few weeks to explain that to someone but in the end they got the picture (I kept deliberately doing it to them when they were talking till they understood it)

    Which reminds me, I have one person in my group who always has the end of his messages cut off over the radio. Is this person just failing to use the radio properly or is this a bug?

    It's hard to believe. So radios really beep over and over again over the entire net if people try to talk over each other? It doesn't sound right to me. I thought that if one person is already talking, and another person tries to talk, the second radio will simply beep once locally and not transmit over the net. Am I wrong? They actually beep repeatedly over the whole net?


  7. Hello,

    why is ALiVE crashing my dedicated server?

    When we run ALiVE in missions on certain maps, it crashes the dedicated server (Ubuntu Server). This does not happen when previewing the mission locally. So far we have confirmed that Sahrani and Bornholm crash the server as soon as enemies spawn from the profiling system.

    Why?

    EDIT: I know Sahrani isn't indexed, and that Bornholm needs to be re-indexed, right? Does that have anything to do with it? I used custom objectives on Bornholm and it worked very well when I previewed it on my machine, so why does it crash the server?


  8. I was wondering if it's possible to get the ARP2 objects pack to show up in MCC's editor. I really feel it would be easier to place objects using MCC's 3D editor, but it seems like the ARP2 objects weren't configured properly and don't show up anywhere except in the regular mission editor. So I wanted to ask, is there a way to see those objects in MCC? They certainly don't appear in Zeus.


  9. How do I completely remove MCC from my mission?

    I use MCC to help edit my missions (Zeus, 3D editor for some placement, etc) but I seem to have made a small mistake and now it won't run at all on my server (which does not run MCC). When I start the mission, players can join and slot up, but actually loading the mission causes the server to kick out to the mission select screen. It says MCC things in the RPT which should never be happening, and then it says "Attempt to override final function - mcc_fnc_makemarker" before it kicks out to the select screen.

    I simply do not want MCC in my mission. I tried removing a crate that seemed to be from MCC, removing some markers from my map, and resaving the mission and reuploading it to my server. I cannot seem to remove it from my mission.

    I checked the mission.sqm file and there is no reference to MCC whatsoever. Why is it loading in my mission even if there's no mention of it in the .sqm file? How do I remove it completely?


  10. Are Military Custom Objectives working properly? There isn't a lot of information on the wiki about them and when I try to have one in my mission, even with very few infantry the mission simply stays stuck loading. Huge disappointment for certain terrains where I want to have bases in otherwise empty space.

    EDIT: This is on Diaoyu islands, seems to be working in the VR map. Not sure why the map has anything to do with it, given that it's a custom objective and doesn't depend on towns or bases.

    EDIT2: Also, are there issues currently with Bornholm? when I place CQB and Mil Civ placement modules in it, the mission just won't load, ever.

    EDIT3: Just saw the post about Bornholm not being indexed yet, but wouldn't that just throw errors instead of never loading? And why won't missions with ALiVE load in Diaoyu if I'm just using the custom objectives?


  11. Probably easier to use some normally placed units with a Guard waypoint. ALiVE does not (yet) react to an objective under threat but will only attack once the objective has been lost to the enemy.

    oh man, I could have sworn I saw a tutorial video about this when ALiVE was first released. it might have just been syncing opcom to enemy mil. placements though, which I understand just turns those into objectives

    what about the AI logistics module sending reinforcements at 50% forces lost? wouldn't that do what I'm asking?


  12. basically, what I'm trying to do is have it so that the AI will send people to protect a military base when the players attack it. I actually tested this by syncing the OPCOMs to enemy objectives and the BLUFOR one did attack the OPFOR one I wanted, but what I was looking for was OPFOR sending in forces from a nearby town to defend the base while it's being attacked. instead, BLUFOR just attacked the base and all the other forces even just 300m away kept patrolling as if nothing was happening.

    On the other hand, you could place a custom military objective and set a 500 priority on it for both the Military AI commanders. If you do both of these (synch enemy mil.Obj to allied and add a custom military objective that is synched to both military AI commanders) you will have the results you are looking for.

    this sounds like it might do what I want (except I won't have two OPCOMs since it's the players who will be attacking), so i'll try it. thank you

    but if anybody else can chime in that would be nice too. all ideas are welcome


  13. I have a quick question

    I have two military placement modules, one for mil. obj. and another for civ. obj. I thought that, when synced to a military AI commander module, there would be "communication" between all the units and they would send people to defend areas being attacked. so I set up a mission where a bunch of blufor (manually placed) groups attack an opfor base with an opfor occupied town nearby (simulating the players moving in to attack). basically the guys in town and around the base ignored the attack and kept doing what they were doing.

    what I want to know is, how do I make it so if a base or a town is attacked, a nearby force will basically come to the rescue? I could have sworn I read about this being able to happen easily, but I can't figure it out. I have the military placement modules and a logistics module synced to military AI commander, but I don't know where to take it from there.

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