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SaltyMedic

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About SaltyMedic

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    sandy, UT, USA
  1. SaltyMedic

    United States Air Force( 2015)

    Two helicopter questions: The Air Force CSAR birds are being replaced. Will the new mod reflect the change to the HH-60W The USAF security forces that guard nuclear missile sites are getting a new helo to replace their Huey's. The MH-139 is planned to replace it. Just curious if y'all were aware and if it was planned. Thanks for all of your work on this great mod Jason
  2. SaltyMedic

    United States Air Force( 2015)

    There are three speed tiers for Armaholic. Ranked from slowest to fastest: Guest Member Subscriber You only need to sign up for a free Armaholic login in order to get the improved speeds of Member. Subscriber will cost you money. Armaholic Subscription System
  3. Trying to get this working for a mission. When I put the OPFOR near where the mission starts with a trigger nearby, I can get the OPFOR to come in once I cross the trigger. When I move that same trigger and OPFOR group out to the part of the map I want to use it, nothing happens. I even put in hint"opfor"; in the trigger so I know I am hitting it. Any ideas on why I can not get this to work? What other information do you need from me? My mistake. It was spawning too close to friendlies and I had to use PAUSE to get the units to spawn in. Thanks for making this script. Jason
  4. SaltyMedic

    Spawn OPFOR on trigger

    Seems to work great! Thanks for the tip. Jason
  5. I'm working on building a mission. I want to have OPFOR spawn in as triggers get activated along the way rather than having AI bogging things down waiting for their time to become relevant. Most of what I've seen involves scripting. I was wondering if anything easier for this has come about now that Eden is around? I have already placed a bunch of the units on the map, and I was wanting to transfer them over to getting spawned in as bluefor hits triggers. There is this 3 part video series by something something games: Hoping that there is a more point and click way to do this Thanks Jason
  6. SaltyMedic

    RHS Escalation (AFRF and USAF)

    Has anyone had luck getting these RHS mods to run on a dedicated linux server? I've made sure the directory and file names are all lowercase If I remove all mods except RSHUSF and RHSARF, It will load the RHSARF mod but not the RSHUSF. Ideally I want to use other mods too, but one step at a time Thanks Jason
  7. SaltyMedic

    Arma3 Headless Client Guide

    I have found that there has been a change in the password flag used to startup the headless client. Your tutorial shows using the -pass flag. That doesn't work, but the -password flag does work. This is for running on a linux dedicated server with a linux HC. Also, putting the startup option flags within single quotes ' ' makes it work for me as it doesn't without. For version 1.54 ./arma3server '-client -connect=127.0.0.1 -password=XXXX -port=2302 mods=@mod1;@mod2'
  8. Thanks so much for looking into that for me. I didn't think to try some of the changes that you made. I'm surprised the flag for password -pass and -password are different from the tutorial and what the BIWiki says. That's an important distinction. I also had not thought to use the single quotes in the start line I was able to get it to run from a script by using the single quotes ./arma3server '-client -connect=127.0.0.1 -password=XXXX -port=2302 mods=@mod1;@mod2' Thanks so much for your help Now to figure out how to use this headless client Jason
  9. From what I've read, you don't need to buy a second copy of the game to run a HC. The arma3 server that runs on Linux will also run as a HC when started with the -client flag Here's a link to Monsoon's tutorial https://forums.bistudio.com/topic/178434-arma3-headless-client-guide/ From the BIWiki https://community.bistudio.com/wiki/Arma_3_Headless_Client Thanks for looking into this Jason
  10. Thanks for the information. As to the public IP, I have a dynamic public IP. I also have a domain name that updates to that changing IP. I've tried putting that domain name in there, and it doesn't have any affect. The tutorial I read said pointing it to 127.0.0.1 should work. Here is my starup line: ./arma3server −client −connect=127.0.0.1 −port=2312 −pass=XXXXX -noSound -name=hc -profile=hc.Arma3Profile Still, no joy. From what I understand, the default directory for the profile is ~/.local/share/Arma 3 - Other Profiles/ Within that, I have both hc and headlessclient directories. I'm not sure which one is supposed to be there. I did try putting in the absolute path to that profile file, and it still didn't work Thanks Jason
  11. I checked for spaces and whatnot on the startup line, no problems there. The ports are open, but I'm doing this all within the network, so that shouldn't matter I changed the variable in my server.cfg file for BattleEye from 1 to 0. I'm assuming that is how you start the server without battleye. Tried flipping the ports. They started on their respective ports when flipped, but the -client just doesn't seem to start as client as it just starts as another server It seems the -client flag is ignored Thanks Jason
  12. Thanks for the input, but that did not fix it either The terminal window for starting the HC shows: Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script 17:19:44 BattlEye Server: Initialized (v1.207) 17:19:44 Host identity created. [S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed. CreateBoundSocket: ::bind couldn't find an open port between 2303 and 2303 Arma 3 Console version 1.54 : port 2314 I don't know why it shows starting on port 2314, the startup line I have says -port=2312 The terminal window for the server shows: Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script 17:15:31 BattlEye Server: Initialized (v1.207) 17:15:31 Host identity created. [S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed. Setting breakpad minidump AppID = 107410 17:15:31 Game Port: 2302, Steam Query Port: 2303 17:15:31 Initializing Steam server - Game Port: 2302, Steam Query Port: 2303 Arma 3 Console version 1.54 : port 2302 17:15:32 Connected to Steam servers I would think that if it was successful it would have shown that the HC connected in the server window Thanks Jason
  13. New to Arma 3 administration. I'll post as much info as I can think might be useful. If I need to post more info please tell me what. I have an Ubuntu 14.04.3 headless server running at home. I'm wanting to add Arma 3 game hosting to its list of duties. Specs: Intel Xeon E3-1246 V3 (3.5GHz Quad-Core Processor) 16 GB Ram I first installed steamCMD and then Arma 3. I followed this site mostly to get it running. I am able to connect to the server and play off of it. https://medium.com/arma-3-server-administration/installation-and-configuration-of-an-arma-3-linux-dedicated-server-7875c9030b7#.mvkckrsyk I've managed to create a couple of missions and now I'm wanting to get into adding a headless client. I've followed Monsoon's tutorial for getting a HC running, but something isn't working for me. I've been reading lots of pages, forums, etc. and nothing I've tried seems to work. There seems to be some conflicting information out there for this as far as things used to work one way and now they are no longer necessary. I'm not sure what is current or not. At one point, I was able to get the HC to connect and it would then disconnect on its own within a minute (according to what my terminal was saying). Not successful. Now something that I've changed (and I can't track down what that was) it just starts up as another server instead of as a client trying to connect to the server. When I got to mulitplayer > LAN, it shows two servers. The one I tried to start up as a client is not connectable though, not that I want it there. I'm running the server and HC all on the same machine. I'm running the playable Arma 3 game itself on a separate Windows 8.1 machine on the same LAN. The terminal tells me the Arma 3 server I'm running: Arma 3 Console version 1.54 : port 2302 Arma server config file contents: //source: https:||community.bistudio.com/wiki/server.cfg // server.cfg // // comments are written with "//" in front of them. //Add headless client headlessClients[]={"127.0.0.1"}; localClient[]={"127.0.0.1"}; // GLOBAL SETTINGS hostname = "SaltyMedic Server"; // The name of the server that shall be displayed in the public server list password = "XXXXX"; // Password for joining, eg connecting to the server passwordAdmin = "XXXXX"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz' serverCommandPassword = "XXXXX"; // Password required by alternate syntax of [[serverCommand]] server-side scripting. //reportingIP = "armedass.master.gamespy.com"; // For ArmA1 publicly list your server on GameSpy. Leave empty for private servers //reportingIP = "arma2pc.master.gamespy.com"; // For ArmA2 publicly list your server on GameSpy. Leave empty for private servers //reportingIP = "arma2oapc.master.gamespy.com"; // For Arma2: Operation Arrowhead //this option is deprecated since A2: OA version 1.63 //reportingIP = "arma3" //not used at all logFile = "server_console.log"; // Tells ArmA-server where the logfile should go and what it should be called // WELCOME MESSAGE ("message of the day") // It can be several lines, separated by comma // Empty messages "" will not be displayed at all but are only for increasing the interval motd[] = { "", "", "Two empty lines above for increasing interval", "Welcome to our server", "", "", "We are looking for fun - Join us Now !", "http://www.example.com", "One more empty line below for increasing interval", "" }; motdInterval = 5; // Time interval (in seconds) between each message // JOINING RULES checkfiles[] = {}; // Outdated. maxPlayers = 64; // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player. kickDuplicate = 1; // Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing. verifySignatures = 2; // Verifies .pbos against .bisign files. Valid values 0 (disabled), 1 (prefer v2 sigs but accept v1 too) and 2 (only v2 sigs are allowed). equalModRequired = 0; // Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server. allowedFilePatching = 0; // Allow or prevent client using -filePatching to join the server. 0, is disallow, 1 is allow HC, 2 is allow all clients (since Arma 3 1.49+) //requiredBuild = 12345 // Require clients joining to have at least build 12345 of game, preventing obsolete clients to connect // VOTING voteMissionPlayers = 1; // Tells the server how many people must connect so that it displays the mission selection screen. voteThreshold = 0.33; // 33% or more players need to vote for something, for example an admin or a new map, to become effective // INGAME SETTINGS disableVoN = 1; // If set to 1, Voice over Net will not be available vonCodecQuality = 0; // since 1.62.95417 supports range 1-20 //since 1.63.x will supports range 1-30 //8kHz is 0-10, 16kHz is 11-20, 32kHz is 21-30 persistent = 1; // If 1, missions still run on even after the last player disconnected. timeStampFormat = "short"; // Set the timestamp format used on each report line in server-side RPT file. Possible values are "none" (default),"short","full". BattlEye = 1; // Server to use BattlEye system allowedLoadFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; //only allow files with those extensions to be loaded via loadFile command (since Arma 3 build 1.19.124216) allowedPreprocessFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; //only allow files with those extensions to be loaded via preprocessFile/preprocessFileLineNumber commands (since Arma 3 build 1.19.124323) allowedHTMLLoadExtensions[] = {"htm","html","xml","txt"}; //only allow files with those extensions to be loaded via HTMLLoad command (since Arma 3 build 1.27.126715) //allowedHTMLLoadURIs = {}; // Leave commented to let missions/campaigns/addons decide what URIs are supported. Uncomment to define server-level restrictions for URIs // SCRIPTING ISSUES onUserConnected = ""; // onUserDisconnected = ""; // doubleIdDetected = ""; // //regularCheck = "{}"; // Server checks files from time to time by hashing them and comparing the hash to the hash values of the clients. //deprecated // SIGNATURE VERIFICATION onUnsignedData = "kick (_this select 0)"; // unsigned data detected onHackedData = "ban (_this select 0)"; // tampering of the signature detected onDifferentData = ""; // data with a valid signature, but different version than the one present on server detected // MISSIONS CYCLE (see below) class Missions {}; // An empty Missions class means there will be no mission rotation missionWhitelist[] = {}; //an empty whitelist means there is no restriction on what missions' available Arma server startup #!/bin/bash # Wrapper file to start the A3 server # Server installation path #serverConfigDir=â€<a3_install>/public/serverconfig†serverConfigDir=â€serverconfig†# Network settings used in -cfg param networkConfig=â€$serverConfigDir/basic.cfg†# Server configuration settings used in -config param serverConfig=â€$serverConfigDir/server.cfg†# Server profile and difficulty settings used in -name param profileName=â€public†# Server-side mods mods="mods/@cba_a3;mods/@lockheed_c130" # Start server ./arma3server -cfg=â€$networkConfig†-config=serverconfig/server.cfg -name=â€$profileName†-mod=$mods -world=empty -port=2302 -noSound Arma HC startup #!/bin/bash # define directories HOME=/home/steam/ A3DIR=$HOME/arma3/install # setup mods MODS=â€â€; #MODS+=â€@cup;†#MODS+=â€@allinarmaterrainpack;†#MODS+=â€@asdg_jr;†#MODS+="mods/@cba_a3;" #MODS+="mods/@lockheed_c130;" # execute cd $A3DIR ./arma3server −client −connect=127.0.0.1 −port=2302 −pass=XXXX -noSound −mod=$MODS What the terminal shows where I run the arma server starup: . . . Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script 8:19:03 BattlEye Server: Initialized (v1.207) 8:19:03 Host identity created. [S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed. Setting breakpad minidump AppID = 107410 8:19:03 Game Port: 2302, Steam Query Port: 2303 8:19:03 Initializing Steam server - Game Port: 2302, Steam Query Port: 2303 Arma 3 Console version 1.54 : port 2302 8:19:04 Connected to Steam servers What the terminal shows when I start a HC . . . Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script 8:19:20 BattlEye Server: Initialized (v1.207) 8:19:20 Host identity created. [S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed. CreateBoundSocket: ::bind couldn't find an open port between 2303 and 2303 Arma 3 Console version 1.54 : port 2314 I've tried running it with no mods and there is no difference. I'm at a loss as to more trouble shooting. Thanks for any help Jason
  14. I'm new to mission creating and I want to add a UAV to the mission. I can get a UAV to spawn in on the map, but I'm having difficulty getting the terminal. I've tried adding it to the person at the mission start and also adding it to a custom cargo box. For spawning in with the character I use this: this linkItem "B_UavTerminal"; For adding it to a custom supply box I do this: clearMagazineCargo this; clearweaponcargo this; this addItemCargo ["b_uavterminal, 1"]; The mission has me parachuting in. When I have the terminal added to the character. Every time I land, right before I hit the ground, my speed spikes and I either die or am severly injured. This seems to only happen when I try to jump in with the terminal I can't get it to show up in the box when I use the above. Any ideas? Thanks Jason
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