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Everything posted by Dulgan

  1. Dulgan

    Flying bodies Physics Mod

    Any video of it ? If it's just for fun I think it'll be enough to entertain me, no need to install it ;)
  2. Hi all, My community already have a way to properly sync all players / server / HC mods an keys, but we're using a wide variety of addons and some of them don't have any bisign... So currently we didn't put on the signature check on our server. The problem we're facing is that some players are coming in our server without up to date addons and that could cause a LOT of problems. So I tried to solve the problem by signing addons with our private key like I thought it was described here : http://community.bistudio.com/wiki/Armed_Assault:_Addon_Signatures#Advanced_usage_scenario:_Server_keys in the advanced usage server section. What I did : 1) Copy all pbo in a test folder 2) create my own private/public key couple 3) Sign all addons with this key and put these keys in an other folder 4) Check this with "DSCheckSignature my_pbo_folder my_bisign_folder" Result : "No signature found for my_pbo_folder/mod" for all pbo in the my_pbo_folder folder. Any idea on how to achive what I want to do in a simple way, like a global key or something ? Thanks, Dulgan CPC - Conflit de Canard
  3. Dulgan

    Server side signature

    Thanks for your help, I'll try it asap
  4. Dulgan

    Server side signature

    Yes that's what I did (batch file creating keys), but I'm not able to verify signatures with DSCheckSignatures, it give me a signature not file message (depsite there is a signature in the given folder for each mod) Will it work even it DSCheckSignature is not able to find them ?
  5. Well, it's not "not working", their bullets suppress me, and they move with correct behaviour, but only after beeing directly hit
  6. Update to what I said yesterday, IA behaviour is good with HC on dedi, BUT they wait to get one bullet ON THEM before moving and find cover. Is this the standard tpwcas behaviour ? I don't thinks it was working yesterday, but today with a new version of the VTS mission, this is what I get. And here are the logs : server : http://www.mediafire.com/download/924u75i42814s2c/arma3server_2013-11-11_09-00-37.rpt hc : http://www.mediafire.com/download/ztql5jwx8v8out7/arma3_2013-11-11_09-00-39.rpt and mine client side contained that about tpwcas : "0 twpcas mode init check: Server: [false] - MP: [true] - tpwcas_isHC: [false] - isNil tpwcas_mode: [true]" "0 waiting for twpcas client mode variable set by server" "JayArmA2Lib: ACTIVE" c:\w\c_branch\poseidon\futura_stable\lib\ui\uimap.cpp DisplayGetReady::Destroy:NOT IMPLEMENTED - briefing! ... "############################# co166_vts40_A3_beta21 #############################" Fresnel n must be >0, given n=0,k=10 ... Fresnel k must be >0, given n=2.51,k=0 ... "15.149 twpcas client mode set to tpwcas_mode: [2]" "15.149 enabled tpwcas client mode: tpwcas_mode = 2" ... "20.202 - TPWCAS_A3 v5.2 Initiated - tpwcas_mode: [2]" "20.756 - TPWCAS_A3 v5.2 Mainloop started" "20.756 - TPWCAS_A3 v5.2 Active - tpwcas_mode: [2]"
  7. The behaviour, I begin to know what AI should do when fired, and with HC the mod is just not functionning. I didn't test debug because other clients were presents and I didn't want to disturb :) I'll post RPT asap.
  8. Hi there, I gave it a shot on a dedi + HC with mode 2, it still doesn't work with this configuration, but works fine without HC ;) Any other idea to improve that part of the addon ? Thanks for your work !
  9. Thanks for your update, good to see that you keep on fighting :) Could you please package the latest version, I'll test it on a dedicated server with HC asap !
  10. We're using the stable branch (so no asr ai update for now), and yes, the HC keep launching the first mission launched by the server, no matter what you try to do to avoid this, you'll have to login as admin, go back to missions selection and attribute HC slot manually, otherwhise nothing works as expected ^^
  11. We gave it another shot on our dedicated server with this time MCC to spawn units. MCC allows mission maker to spawn IAs either on headless or server. HC still doesn't care of tpwcas where server does...
  12. I'm just putting the same tpwcas/tpwcas_v2.hpp in HC, Server and clients userconfig folder. Debug mod = 2 & tpwcas_mode = 2; The tpwcas.pbo is in an addon pack (it is correctly launched as it works when HC is out). I then launch VTS mission beta 17 (18 still buggy without HC), and spawn a group of 8 units. When firing between them they don't react. When hitting one of them they're looking for the source (vanilla behaviour). Without HC and the same test, IAs show debug balls, smokes and flags and are facing the player shooting as soon as a bullet fly toward them.
  13. Thanks a lot for the mod packaging, I made a few test on it and unfortunately it seems that it still doesn't work with HC. At least there isn't any debug balls over AI handled by HC, and they don't react over suppression fire. Again as soon as HC is out, even if IAs were handled by HC at the disconnection of HC, debugs balls and IAs behaviours are working as expected. Without any HC the mod still work really fine ;)
  14. Thanks a lot for the update, I'll give it a look asap. Is this script version conflicting with the mod version ? If it is, is it possible to have a mod version ? Thanks again, can't wait to test it :)
  15. The problem is still present, doesn't work with HC and spawning units (not tried with mission with IA already spawned). Gagi did you test with HC and without AsrAI ?
  16. As far as I can tell, the lastest test mod version is fully functionnal with this configuration.
  17. I tested it and, again, this doesn't work at all with HC on spawned IA. Here are some clues that tell me that it's not a problem with spawned units : Test 1 : tpwcas mode 2, addon on server, HC and client, VTS beta 18 by L'Etranger 1) Spawned units aren't affected by the script 2) I shut down the HC, already spawned units are affected by tpwcas and debug mode works fine 3) Bug from VTS beta 18, it is no more possible to spawn units without HC. Players are affected by the script when HC is out. Test 2 : tpwcas mode 2, addon on server, HC and client, VTS beta 17 by L'Etranger 1) Exactly the same as test 1, doesn't work with HC, already spawned units are affected when HC is shut down 2) Spawned units (without HC) are also affected. I made the same test with mode 3 and results are similar... Keep working guys, you'll do it ;) Thanks anyway for update.
  18. I'm using VTS to spawn units too, maybe the addon is fully functionnal with missions created with AI already in... Could you post the script version of the test subject #2 ?
  19. Yep, user1 is me from my computer, HC_AI is the HC User running on the dedicated server, vts_x are spawned AI. Alpha 1-xx are the groups places for vts_x (spawned units) If I assume user1 is me, it is not possible as HC is running on a dedicated server, the one where the arma3server is also running. I made a test with mode 3, and the results are exactly the same, not working with HC, working without. I can post logs if you want to (In this case I'll put really full logs, hosted on a file hosting service). With HC, AI doesn't seem to hear bullets, you have to shoot them directly to make them react. But they still hear you talking (we use acre)
  20. I posted my logs in my edited message, I'll try it with mode 3 asap Here are the lines from the HC (I didn't it was tpwcas) :
  21. I think I took the wrong one (ie an old version) This is the one from the headless : And the one from the server look like the following : I saw green ball over 2 HC handled units, no matter how many bullets I keep firing at them, balls were staying green. I never saw any suppression effect on my side, even with 15 IA firing at me. And this is the full log (shorten to keep this message under 50 000 char) of the battle (from me, client), I shut down the HC during the fight :
  22. "0 tpwcas_mode = 2 - Server: [false] - MP: [true] - config: [2] - isNil: [false]" and later : "############################# co166_vts40_A3_beta17 #############################" "15.012 - TPWCAS_A3 v5.0 Initiated - tpwcas_mode: [2]" "15.012 - [0,2,4,11] supported version of ASR_AI found" "--- tpwcas parameters ---------------------------------------------------" "15.135 TPWCAS Var: tpwcas_mode - [2]" "15.135 TPWCAS Var: tpwcas_ir - [25]" "15.135 TPWCAS Var: tpwcas_st - [6]" "15.135 TPWCAS Var: tpwcas_bulletlife - [1.5]" "15.135 TPWCAS Var: tpwcas_skillsup - [1]" "15.135 TPWCAS Var: tpwcas_minskill - [0.2]" "15.135 TPWCAS Var: tpwcas_reveal - [0]" "15.135 TPWCAS Var: tpwcas_canflee - [0]" "15.135 TPWCAS Var: tpwcas_getcover - [1]" "15.135 TPWCAS Var: tpwcas_coverdist - [30]" "15.135 TPWCAS Var: tpwcas_playershake - [1]" "15.135 TPWCAS Var: tpwcas_playervis - [1]" "15.135 TPWCAS Var: tpwcas_debug - [2]" "-------------------------------------------------------------------------" This is the arma 3 rpt log, on a dedicated server, HC on, mod on clients (me and HC) and server with the same userconfig set. No modules on the VTS mission but as I was alone, I thinks this doesn't matter, is it ? Same as before, with HC it doesn't work, without it works like a charm ;)
  23. Thanks for your amazing work, sounds great, can't wait to test it. Since I've the same conf as gogi I thinks it wont work with HC but I'll test it anyway asap, maybe tomorrow !