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ZertyKchan

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Posts posted by ZertyKchan


  1. The original 0.97 hasn't been updated by Benny since he last updated the OP (iirc last time i spoke to him he said he was waiting for more content before coming back to Arma 3). A few people have continued developing from this 0.97 version, namely Zerty, Spanishsurfer/OFPS (don't think their particular mission is public per say) and ourselves.

    Well since OFPS mission is using some of my code, it should be (share alike all that stuff).

    if you want to follow the development of my version (or contribute by forking and making pull requests) the git hub is there:

    https://github.com/zerty/Benny-Edition-CTI-0.97-Zerty-Modification

    And I need to take the time to update the BiS post and arma holic ...

    also for the group problem:

    while {!CTI_GameOver} do {
     {if ((count(units _x) == 0) && local _x && ! ( groupID _x == "Defense Team") ) then {deleteGroup _x} ;true }count allgroups;
     sleep 10;
    }
    

    You can run that on both server and clients.

    And BTW, Nice release Sari.


  2. I had a similar problem once, the AI commander FSM was colliding with the regular order FSM.

    If the regular order is still running on the COM AI you need to put it in a standby state.

    Another problem was that the Com unit was never in a unitready state, so i removed this condition and also increase minimum range that needs to be reached for the com to build a factory.

    My version of those fsms are:

    https://github.com/zerty/Benny-Edition-CTI-0.97-Zerty-Modification/blob/master/Server/FSM/update_commander.fsm

    https://github.com/zerty/Benny-Edition-CTI-0.97-Zerty-Modification/blob/master/Server/FSM/update_ai.fsm

    Hopping it can be of some help.


  3. Thanks for the feedback.

    This is already implemented in the interface too, you just need to select the player in your group (right side) and then click Promote. ;)

    Thank you for the quick reply. Another suggestion would be to either modify the function viewer textbox so we can explore the full file (the scrollbar is bugging at some point) or break it on separate files. But I am guessing all the modes will be described on release :)

    By the way, thanks for that new feature, it saves me the pain to write my own :) .


  4. Just two things on the group management system present in dev:

    - A give leadership button would be nice, so the current leader of a group can give leadership to another player of its own group. The command is present in the function but not on the UI.

    - I am not sure that the player count of a group is resilient to players waiting for respawn, disconnecting or getting kicked,I'll do more tests when I got the time.


  5. My single biggest issue is Pay-to-access server, that is only going to drive a iron rod right through the community and general player base and has no actual good outcome what so ever. That's the biggest problem with this, take that with the other monetization routes combined and it's nothing but a cash grab. The community its self is to fragile right now and this will be the finishing blow that will leave a great series in the dust like all the other ones. I'm more happy with no action then this type of action. They say no one can monetize without your permission but again... Too many moving parts to regulate that and to keep regulating it for already approved servers.

    I would not say that it would "drive an iron rod" in the community firstly because the requirements to be approved for monetization are so high that very few servers would be able to go through the process (most mission and contents are a results of a constant evolution, thus the full content IP is rarely owned by only one or group of peoples); secondly I have faith that most part of the server owners community is still able to part rigth from wrong.

    More generally, i would not say that the monetization problem is just BiS problem, because part of the process which consist in reporting server would likely be driven by people of the community. Either way, a strict definition of all rules that are applied in the application process needs to be written somewhere. BiS first needs to say once and for all "Those are the rules", gather all the legal tools that they can use to make sure that they can actually enforce the defined monetization rules correctly without exception.

    Currently, the defined set of rules would never have allowed A3L to get donations.


  6. Got one (last/more) question:

    The monetization page specifies:

    Accepting donations is allowed, but to avoid any doubts: not providing donations must not prevent anyone from accessing the content.

    If a person is accepting donations (for his work which might be based on some other works) and by a strange coincidence is also owning a Arma3 server, do that person needs to go through the application for approval process for his server even if it is not strictly speaking monetization (since nothing is traded)?

    Or does that line need to be considered with at least one of the ones above it (meaning that it could only be true if already in a monetization process)?

    ps: sorry just trying to brush all possible cases


  7. Sequisha that was already stated already that greedy people had to ask for your permission first.

    Problem is if they make people pay for server access, they could be able to use content without IP owner consents without anyone actually noticing.

    Non-observability induces non-controllability, this principle is an axiom in most control theories.


  8. why do paywalls suddenly have to be allowed? i think it's still shit even if people use their "own" addons which in many cases are straight ports from other games like forza.

    I agree that this position of "allowing only to paying users" is dangerous, because if BiS is mosly dependant on reports to enforce that monetization process, those server will not ever be reported, since noone except paying users can see what is used by those. Thus, it is kind of making most of the monetisation process moot.


  9. Agreed, this monetization stuff is IMO a sad news.

    Well, time will tell but using the reason that "Based on feedback from server operators we acknowledge that the costs connected to hosting a server can be prohibitive and thus rules out a lot of gamers/squads from being able to afford one" is false since we have at least one dedicated server for every 1.97 players (around 2150 dedicated for 4250 players max at the same time ref: arma3.swec.se).

    Also, we should maybe make a group of server owners againsts monetization.

    And BiS should be clear on what content could be on those monetized servers, because for now it seems that any server owner can monetized any missions or addons, regarless to the licencing of thoses elements.


  10. Its just to build a filename, it can be concatenated to something like

    /arma3server -par=startupparameter.txt 1>>"arma3server_$(date +%s).rpt" 2>>"arma3server_$(date +%s).rpt"

    then the rpts are stored on the same folder as your arma3 server.

    for a different folder

    /arma3server -par=startupparameter.txt 1>>"/path/to/arma3server_$(date +%s).rpt" 2>>"/path/to/arma3server_$(date +%s).rpt"

    • Like 1

  11. The linux binaries are not generating RPTs , but rather output errors to STDOUT and STDERR.

    If you are using a bash script to launch the server you can add this at the end of the line lauching the server (and before the & if there is one:

    1>>"$TIMESTAMPLOG" 2>>"$TIMESTAMPLOG"

    Which specifies to put both STDOUT and STDERR lines inside the $TIMESTAMPLOG file (the variable $TIMESTAMPLOG is the varname)

    For example I am using a generated name for the log file depending on the date when the server is launched:

    ARMA_LOG="/home/arma/logs/S2_arma_"
    EXT=".log"
    TIMESTAMPLOG=$ARMA_LOG$(date +%s)$EXT
    

    (run those before actually launching the server)

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