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starcos

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Everything posted by starcos

  1. Ok, surely I miss something :) As I saw, you can select only the stable, and the development branch. If I chose Stable it tries to update with 107410 steam ID. I presumed the other uses the dev branch (which is the same id). The dedicated server package (the one that's free, so you don't need to buy another arma3 for you server) according to the bistudio wiki uses the 233780 -beta branch. (And thats the way I use used it for years so must be right ;) ).
  2. Just found this tool, and seems great. However, can't use it yet, since I can't find a way to use it with the dedicated server package (233780 -beta). Can you make it possible to choose that branch too?
  3. starcos

    Eden Custom Compositions into Zeus

    I was hoping to find some answer to this question too. (So bump.)
  4. starcos

    Vcom AI V2.0 - AI Overhaul

    Does Vcom AI reacts to players IR lasers? We had a debate, whether we are overcautious ;)
  5. Thanks, I didn't notice this option, it makes my "job" much easier :)
  6. I really hope you find some solution to this, because this way it's a real pain in the ass to keep a local dedicated server's mods updated.
  7. starcos

    3D->2D

    And is that the same as if I was saving it with the 2d editor? Let me ask it in other way: if I save it not binarized, can I load it to 2d editor? Many times saving them in Eden breaks missions that work all right if saved in 2d editor, it'd be nice to have a workaround like this.
  8. I think that if we knew why is it working for some, and why not for others, I bet it'd be much easier to fix ;)
  9. About generating missions... I don't know, that before the hotfix, whether the mission generation was working or not in my mission with mcc mod, when it was saved from the 3d editor. (Because it didn't even start on dedi, but that part is now fixed). It seems that the generator draws the circle, places the objectives, but can't finish the rest. But now I tried it, and no form of the mission generation is working. I tried into a zone, anywhere on map, or with campaign. I tried while hosting, or on the local dedicated server I usually use. The old version of the mission, saved from the 2d editor (even if saved after 1.56), still works perfectly. (One difference I noticed, I don't know if it's related or not: the "old" version shows some synchronizing stuff on the left of the screen after the mission starts, those version I saved from the 3d editor doesn't do this)
  10. Does it still happen after yesterday's Arma hotfix?
  11. Same problem here with the modules. I change the settings, but when I open the module again, they are back to default.
  12. starcos

    RHS Escalation (AFRF and USAF)

    Maybe I'm mistaken, but is the US side really don't have any night vision capable scopes? Even their rangefinders lacks this feature? It's totally possible that I do something wrong, I haven't really used the mod that much yet :)
  13. Funny, I reported these two issues, but I forgot the most frustrating one. :) So, we are playing a campaign. When a mission ends, after some minutes most of the stuff from the finished mission gets deleted. The problem is that not only those stuffs. Even the car/helicopter disappears in what we came. Even when we sit in it... Imagine how fun, that you exfil after a mission well done, and suddenly the chopper disappears under you midair. Or the car, and you find yourself speeding 60 km/h on your ass ;) It hurts :) Is it possible to make only the generated stuff to disappear? Or at least to spare those vehicles that have players in them? :) Thank you!
  14. Now I re-read some of the previous post so I'm not sure what you meant by the mcc zeus module bug - so I write mine down just to be sure :) I found that when use my mission on dedicated server, the mcc modules does not work. I can put them down, but no dialog appears. (For example, I can't start the campaign, only a module-representing circle appears in zeus). Other stuff: I have the time-acceleration setting in the right mcc editor module set to 1x. But when we start the mission, the time acceleration is 12x. (Putting down the right zeus module fixes it). The ambient module sometimes work, sometimes doesn't. I had it in the mission, set to 25%. I was hosting, we traveled through half of Altis, but no encounters (I watched it in mcc the whole time, no enemy icons). I had a crash (unrelated), so I restarted, now on dedi, but that before I changed the probability to 50%. We played 5-6 hours but still no ambient enemies. Two days later I started it again with the exact same settings, and no changes to the mission. This time lots of roaming csat everywhere on the map. Even after server restart, it worked right. Thanks! :)
  15. I don't know if this is a bug report or feature request :) Player requested reinforcement arriving by paradrop are of course subject to wind. However this means that if we want to call in for example a squad to static defend a specific location, they are blown off position, and just stay where they land. It would be nice that paradropped units first go to the marked insertion point, and start their job (reinforce, static defence, whatever) from there.
  16. Thanks, I thought I was doing so, but you showed me the right direction, so I could fix it. :) (The main problem was btw that I didn't know that addAction works only locally)
  17. The logistic functions described in Script snippets don't work on my local dedicated server. I have a simple script to get the global force pool count. It's basically copied over from the ALiVE wiki, with a hint added. When hosting, it works fine, but when I start a dedicated server it doesn't do a thing. I even tried to execute the two main lines directly from the debug console: _currentBLUFORForcepool = [ALIVE_globalForcePool,"BLU_F"] call ALIVE_fnc_hashGet; hint format ["Supply level: %1",_currentBLUFORForcepool]; But no effect. I'm not 100% sure, but I think it worked before the the latest patch and version changes. (Everything is up to date, and I tried without other mods, even without @aliveserver)
  18. starcos

    ASOR Gear Selector

    It happens always, when I open the Gear selector. In fact, even the opening of the interface is slower than usual. But since Zriel claimed that they use it with Alive, I did some test, and it turns out, it only happens when I use Alive AND AGM. I had the script running in another mission, with AGM enabled, without problems. Now I tried it with Alive and without AGM, and no problem. Only when both are enabled. (We use AGM without these modules: disposable, markers, medical, noradio, scopes) Shortywz is also right: the bug doesn't show up when I run it on a dedicated server, only when hosting. When I wrote yesterday, I thought it's only some disagreement between Alive's visualization and this script. But now I see, it's much more complicated than that :) Anyways, my problem is kinda solved, since we'll run the mission on dedicated server, it only runs locally hosted when I test it. :) Thanks for the replies!
  19. starcos

    ASOR Gear Selector

    I love this script. However, it doesn't seem to work right with Alive. The whole thing becomes slow, and the character on the right floats in the air (as if he were parachuting). I hope there is some kind of solution for this :)
  20. I know it can be done this way, but to take over command of the whole side just to call arty strikes? ;) As far as I know there are two different approaches. One works the way you described, the other gives the observer authority over the batteries, so he give orders to them directly. (Of course the commander can order the observers when or where to strike, but working out the details and communicating with the batteries is their responsibility) Sadly, with mcc this can't be done any more (only if you use basic arma methods).
  21. But what if we want to designate a player as spotter, so he can call in arty strikes directly? If I'm not mistaken, it's done by the commander console, and if only the commander has it, this is not possible.
  22. Oh, I see, the medical module makes problems. Sorry, I didn't mention that we don't use that, so that's why we don't have this kind of problem :)
  23. I use them together, but not with AGM respawn, I chose ALiVE multispawn. No problem here.
  24. I did it now with that test mission I wrote about. (In my former test, all units was spawned by Alive). First the NATO side had only four tank platoon, and CSAT was spawning its own units, second time CSAT had 8 tank section, and NATO spawned its own. Both times it went down the very same way as yesterday: CSAT gave four units waypoints to attack. Those came, they fought, but after that played down, no more action was initiated on either side. The units patrolled around their spot, and reacted to the enemy - but they didn't get any "strategic" command to move or attack something. (Opcom kept giving these reserve orders).
  25. We have an issue in the last few days. It seems it began after the Arma update, but I'm not entirely sure. I made a mission, where on the west side of Altis, CSAT and NATO fight an "eternal war", with about 1000 units per side. We had some serious fun in the last weeks, while testing it I sometimes just watched the AI units fight for hours :) But now there's are no fights. The AI commanders don't send their troops anywhere. When I activate profile debug, I see that there are no waypoints. With the AI Commander debug turned on, I see that it orders units to some reserve objectives (or something like that, I didn't write it down exactly). Normally I only use Alive and AGM (and cba), but it's the same without AGM. I spent two evenings trying to get them moving, but no success. One time (out of two dozen tries) about four nato unit got orders to move forward about one click, but that was all, and I could not repeat even this. Yesterday I made a quick mission from scratch, with two small TAOR with military objectives, 200-200 troops. The result was that about four CSAT unit got orders to attack, but after an initial contact they stood still, and no one moved any more. I ran out of ideas, what to try to make it work again. Funny thing is it worked well even last weekend, and nothing changed since except for the Arma update. All these tries were hosted by myself, but yesterday we tried with a fellow player hosting (who was the host of the last few weeks play), and same there. I haven't tried with dedicated server yet (I will, but first I have look it up, how to do that :) ).
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