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d_pfrommer

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Posts posted by d_pfrommer


  1. I have a dedicated server running my mission. I have it set to "persistent mission", so it continues to run when everyone disconnects. However, the only way I can find to start the mission on the server is to have a player connect to it and click "OK". Is there a way to force the server to start the mission on a timer, so that it will start even if there are no players and it won't automatically start when the first player clicks "OK"?

    Try using the startup parameter -autoInit


  2. Have you tried setting these values via script instead? They seem to stick once placed in init.sqf.

    Hi Shay and Spirit,

    Since R15 I've been running into a number of issues (most of them minor, some of which I've already reported) but one is giving me quite a hard time atm.

    I've tried two methods, but both result in similar issues:

    1.) Editing the init file of the mod itself (my preferred method as it eliminates the chance of other mission makers forgetting to setup 2D editor modules correctly or at all)

    2.) Using the 2D editor module setup

    What settings I would like to achieve:

    However, when in-game these are the settings I get in MCC:

    To make things "worse" I can still manually change these settings and then save it to the mcc profile together with the mission created. However, when I load the mission onto the server later via the "load from profile" function the settings are reversed back onto what is shown in the last screenshot. I don't know if R14 or R15 introduced this issue, but I know that it wasn't present in R13. This is my biggest issue currently as it makes it impossible for me to prepare a mission days in advance, save them to profile and then load them in on operation day as it would activate the MCC interaction menu which causes issues with our current modset. After the profile was loaded in the interaction menu setting can't be reversed anymore. This only happens on the server, not in single player or the editor preview.

    I hope this feedback is useful to you in order to determine the source of the problem. If you need more information feel free to ask.

    Side question: Is there a link for an R13 download?


  3. Hi,

    Is it possible to have a custom objective in which AI profiles are distributed randomly across the custom objective's size/radius?

    For example, on Altis, there are a few areas which Alive does not recognize as a civilian or military area (despite having civilian or military buildings). The only way I believe one can add AI/profiles to that area is to create a custom objective with defined AI placement (infantry, spec ops, etc.); however, the AI get spawned in a very tight area (as opposed to randomly across a define TAOR).

    Thanks!


  4. Just my two cents... These guys carve out quite a bit of time each week of their personal time into this mod, without asking anything in return. Many hours, I'm sure, are spent at night after work and family obligations to ensure we have a fun, quality mod to enhance our entertainment experience.

    IMO, if they want to add some branding, they deserve it. Outside of the workarounds for removing the intro, if the branding is still bothersome, one can always deactivate the mod.


  5. Hi shay,

    I did look up the functions and was able to spawn roadblocks and units in zones when executing on the local machine, but executing in a dedicated server causes errors:

    Spawning infantry in zones...

    [1,"GROUP","LAND",true,"BUS_InfSquad",'configFile >> "CfgGroups" >>"West">>"BLU_F">>"Infantry">>"BUS_InfSquad"',"NOFOLLOW","Security Patrol"] call MCC_fnc_MWSpawnInZone;

    ... Error...

    "MCC: attemping to spawn"

    Error in expression <e select (mcc_zone_number)) select 1)

    , mcc_sidename

    , player

    , mcc_request

    , mc>

    Error position: <mcc_sidename

    , player

    , mcc_request

    , mc>

    Error Undefined variable in expression: mcc_sidename

    File mcc_sandbox_mod\mcc\general_scripts\mcc_SpawnStuff.sqf, line 328

    Error in expression <mcc_iszone_update) then

    {

    if (TypeName _p_mcc_grouptype != "STRING") then {_p_m>

    Error position: <_p_mcc_grouptype != "STRING") then {_p_m>

    Error Undefined variable in expression: _p_mcc_grouptype

    File mcc_sandbox_mod\mcc\pv_handling\mcc_pv_handler.sqf, line 155

    Spawning roadblocks creates the structure, but not the units:

    [(getMarkerPos "roadBlock1"), 90, 'configFile >> "CfgGroups" >>"West">>"BLU_F">>"Infantry">>"BUS_InfSquad"', West] call MCC_fnc_buildRoadblock;

    ...error...

    Error in expression <oup _side};

    _unit = _group createUnit [_type select 0,_spawnPos,[],0.5,"NONE"];>

    Error position: <_type select 0,_spawnPos,[],0.5,"NONE"];>

    Error Undefined variable in expression: _type

    File mcc_sandbox_mod\mcc\fnc\general\fn_garrison.sqf, line 79

    Are there variables I need to set first which define the faction (perhaps these functions are looking for the values set by the drop down box in the console?)? Or, maybe I'm doing something else wrong..

    Thanks in advance!

    Actually, I believe I figured it out:

    1) I need to set the mcc_sidename variable server-side prior to calling the spawninzone function (as this gets passed ultimately to the pv_handler and is mapped to _p_mcc_grouptype locally).

    2) For roadblocks, one has to pass in a constant not a string for side: EAST as opposed to "EAST"

    Is this correct?

    Thanks


  6. Yes you can call MCC functions from a script just read the function description and learn how to use it.

    Hi shay,

    I did look up the functions and was able to spawn roadblocks and units in zones when executing on the local machine, but executing in a dedicated server causes errors:

    Spawning infantry in zones...

    [1,"GROUP","LAND",true,"BUS_InfSquad",'configFile >> "CfgGroups" >>"West">>"BLU_F">>"Infantry">>"BUS_InfSquad"',"NOFOLLOW","Security Patrol"] call MCC_fnc_MWSpawnInZone;

    ... Error...

    "MCC: attemping to spawn"

    Error in expression <e select (mcc_zone_number)) select 1)

    , mcc_sidename

    , player

    , mcc_request

    , mc>

    Error position: <mcc_sidename

    , player

    , mcc_request

    , mc>

    Error Undefined variable in expression: mcc_sidename

    File mcc_sandbox_mod\mcc\general_scripts\mcc_SpawnStuff.sqf, line 328

    Error in expression <mcc_iszone_update) then

    {

    if (TypeName _p_mcc_grouptype != "STRING") then {_p_m>

    Error position: <_p_mcc_grouptype != "STRING") then {_p_m>

    Error Undefined variable in expression: _p_mcc_grouptype

    File mcc_sandbox_mod\mcc\pv_handling\mcc_pv_handler.sqf, line 155

    Spawning roadblocks creates the structure, but not the units:

    [(getMarkerPos "roadBlock1"), 90, 'configFile >> "CfgGroups" >>"West">>"BLU_F">>"Infantry">>"BUS_InfSquad"', West] call MCC_fnc_buildRoadblock;

    ...error...

    Error in expression <oup _side};

    _unit = _group createUnit [_type select 0,_spawnPos,[],0.5,"NONE"];>

    Error position: <_type select 0,_spawnPos,[],0.5,"NONE"];>

    Error Undefined variable in expression: _type

    File mcc_sandbox_mod\mcc\fnc\general\fn_garrison.sqf, line 79

    Are there variables I need to set first which define the faction (perhaps these functions are looking for the values set by the drop down box in the console?)? Or, maybe I'm doing something else wrong..

    Thanks in advance!


  7. Interesting idea, but of course Ventrillo not handles frequencies...

    Yes, definitely not a robust solution as it has many limitations.

    That second stream of audio tied to TFR would be ideal. If one could have two TeamSpeak instances up hooked into the same plugin (or a way for the current implementation to separate out the two streams on the receiving end), that would be fantastic.


  8. Currently not possible because only 1 audio stream may be sent over TS. In case if I will mix game and TS sound into one - all peoples near transmitter will hear his game as voice.

    Hi nKey,

    Actually, we were able to come up with a configuration which enables both user voice and audio sounds to be transmitted across to all clients.

    We used:

    1. Teamspeak + TFR

    2. Ventrilo

    3. VoiceMeeter

    Using the above pieces of software (with some configuration changes), we send system sounds (game sounds, gun fire, vehicle sounds, foot steps, etc.) over Ventrilo triggered by CAPS LOCK only, while using the default CAPS LOCK or ALT to send expected voice via TFR/Teamspeak.

    This effectively gives our team the ability to hear each other via 3D audio while speaking normally (using the ALT key), but when we're using the radio, it will transmit all local ambient sounds blended with the person's voice. This gives the natural effect of hearing what is around the person (while under fire, etc.) when using the radio.


  9. Hi,

    TFR is fantastic, btw, and definitely adds quite a bit to the game.

    Is there a way to blend game sounds into the TFR radio transmission so that one's game sounds get blended into the transmission? For example, using the radio, those receiving can hear gunfire, or chopper sounds, etc.

    I've just started to look into using VB-Voicemeeter and their virtual cable to exclude Teamspeak sounds, was wondering if anyone hear had any additional ideas?

    Thanks!


  10. Hi Asset, It should, but I haven't had the chance to test it yet. I've got a group of friends testing it Thursday night. Feel free to test it yourself if you like. :) I really really really want to make this work on dedi!!! lol

    Hi Mikey,

    I did run your script in a hosted environment (i.e., Play->Multiplayer->New), and I did see quite a bit of movement from the AI, as well as use of artillery; however, when the same map (and mods) run on a dedicated server, I did not see the same type of behavior. As a matter of fact, they never used artillery or even moved in the same fashion.

    Prior to looking into it more deeply, I wanted to first ask if this was intended to work on a dedi. I can certainly help to review this further if you'd like.


  11. Hi,

    Quick question about MCC and its control over local units spawned in by Zeus...

    When running a mission on a dedicated server and spawn units as Zeus, I understand that these are still local to the client who spawned them (as opposed to the server). As such, it seems that Gaia cannot provide orders to these units.

    As a workaround, I have to join the newly-added groups to a server-based unit to change locality.

    Can MCC help to transfer the locality of these units to the server, or can Gaia wrest control over these units in some way that I am overlooking?

    Thanks!

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