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lordhughes

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Everything posted by lordhughes

  1. lordhughes

    [MP] =BTC= Hearts and Minds

    Doh thank you Giallusio, bit of googling and turns out its a known issue http://feedback.arma3.com/view.php?id=22323 running server with 2gb maxMem and mission has loaded just fine.
  2. lordhughes

    [MP] =BTC= Hearts and Minds

    I attempted to load the mission onto my server (linux) and it throws back to the mission select screen, the logs are showing this error 'bin\config.bin/CfgVehicles/APC_Wheeled_01_base_F/Turrets/MainTurret/ViewGunner/' is not defined ('initAngleY' accessed) not sure if its something you can fix for your next release. But thought I would let you know.
  3. lordhughes

    @A3MP - ArmA 3 Map Pack

    First of great addon, love it. secondly Went to use it on my linux server last night and ran into a few issues with file name case , basically it was looking for lower case file names when in fact they are mixed case. I did a batch rename to convert everything to lowercase in the /addons folder and it worked. Just a heads up on potential issues or maybe put a note in the addons readme file to tell people running it on a linux server they need to rename the files.
  4. No problem, if you want help testing on a linux server let me know.
  5. yeah I meant to was just a little rushed for time this morning as I had to get to work. Will do it at some point today.
  6. I found m problem (I actually alluded to it in my previous post), some .pbo files in /addons are capitalised (OPCOM, CQB, sys_GC), so when the system is looking for sys_gc it can't find it as linux file system is case sensitive. So I did a little renaming and eureka, it works :P well, it works to the point the server loads, loading the insurgency mission from alive.com crashes the server :S
  7. yes i did call my user arma3, and its not problematic as linux is case sensitive.
  8. It's not trying to load a mission, just start the server with CBA and Alive in the mod line.
  9. damn that new binary is blessed by someone, jesus or nurgle I don't care. I was struggling to get my FPS above 2. its now 50 :D
  10. trying to start my server with Alive mod (its an ubuntu server) getting the following error ../lib/Network/networkServer.cpp ClearNetServer:NOT IMPLEMENTED - briefing! Cannot open file '/home/arma3/Arma3/@ALiVE\addons\sys_gc' anyone know what the issue is?
  11. I don't think so, will do a bare bones test tonight but each time I have had it happened it has been on Alive servers. The only other possibility is Medx but i think that was only on one of the servers.
  12. lordhughes

    Iron Front as mod in Arma 3

    oh ok I should be able to just wget it straight to the box :D even quicker. Thanks for your replies, sorry for the daft questions.
  13. Has anyone else come across an issue with not being able to get into vehicles after re spawning on alive servers?
  14. lordhughes

    Iron Front as mod in Arma 3

    ah yes of course, sorry silly question. So just a case of uploading the IF44 mod folder and adding it to my severs mod line? big upload :(
  15. lordhughes

    Iron Front as mod in Arma 3

    Is it possible to create a server using the headless client (have a linux box running an a3 server), if so is there a guide on setting one up?
  16. Hi guys I have an issue which only seems to happen with Alive, I can join servers and play fine, then when I die and respawn I suddenly can't get in vehicles (does the animation but I end up stood outside the vehicle), Other players can't see me and if i drop back to the role selection screen I cant change slot. I have only ever experienced this twice once on my own server when we had alive active, and again on the Official alive server (hosted by TIB), I am using the latest CBA's. I am just wondring if you have come across this before and if anyone knows of a fix. It may not be Alive, but its the only common factor when these problems have arisen.
  17. I am currently setting up a server but want to allow certain mods (JSRS, Blastcore, SThud) but I do not want the mods to be mandatory. In my .cfg I have verifySignatures = 2 and the old equalModRequired commented out (as according to the wiki this is outdated). For each of the mods I have put the .bikey file in the root Keys directory on the server. When joining the server with the mods enabled I get kicked, No message about unsigned content it just kicks me once I have spawned. Joining without any mods and It works fine. Can anyone shed some light on a possible issue here? or something I have overlooked in the config? Cheers.
  18. lordhughes

    Allowing mods on the server

    Yep it's public, search for two bears (20 slots), we are running invade and annex, insurgency and sometimes alive missions.
  19. lordhughes

    Allowing mods on the server

    cba/sthud seem to be working fine. Blastcore is giving me a signing error even though the files are on the server (and in my Keys folder, not sure if they need to be there too but they are :P). With JSRS enabled its just saying kicked from server. ---------- Post added at 17:16 ---------- Previous post was at 16:40 ---------- fixed blastcore, the .bisign key was no in the addons folder (duh!) now jsrs is giving a headache still, updated my client side copy and put the new bikey on the server but still getting kicked. ---------- Post added at 19:01 ---------- Previous post was at 17:16 ---------- Thanks for the help guys, I was apparently doing things correctly I had a dodgy download of JSRS, redownloading it from the JSRS site and its working now. Thank you for the replies.
  20. lordhughes

    Allowing mods on the server

    I had CBA-A3 enabled client side, and it was on the server with the bikey in the Keys folder. So I tried your suggesstion and ran CBA-A3 on the server (added it to -mod) and it still kicked me when I tried to join.
  21. I have the CQB module in my mission, is the CQB module just to populate buildings or does it also make the AI patrol the streets? me and my group are looking for more street fighting but it seems a large majority of Alive AI spawn in fields surrounding the towns when the marker is placed over the town.
  22. Does anyone know if the FIA can be hostile towards normal Nato forces? I am creating a mission and the FIA look more suitable for the enemy than any of the other factions.
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