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kbbw123

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Posts posted by kbbw123


  1. you can use steam CMD to acctually download mods to your server

    workshop_download_item 107410 541888371

    however you CAN'T download them anomisly, you will have to login on the steamCMD. next up it will store them probebly somewhere you don't want them to be (although you can't delete them there as steam will keep downloading them there)

     

    so If you want the mods to be in a specific folder you will need to create a batch file to copy them there.

     

    Oh and btw (its really handy to create a file where you write the names behind the numbers so that you can see what mods you want where and know what they are)

     

    by example

    541888371 = CUP Vehicles

  2. I have the same problem with my own servers. we made it so that the server downloads the mods from the workshop (the exect same as my own mods that I download) then after moving the keys in their respected folders and having my mod preset loaded ot will tell me that some of the mods are not allowed, when I uncheck all my mods and klick on the setup mods and join it still loads them up (even when they don't show up on the list) Its quite confusing how to properly setup mods for dedicated servers to work correctly with the launcher.

     

    does it:

    1st need the mod to be in a specific format (i.e. addons folder and keys folder directly inside the folder of the mod or does it not matter when someone puts a key folder in as a subfolder of by example addons?)

     

    2nd does ot requier the server admins to do something special with the server config?

     

    3rd Where does it acctually read the mods from? the commandline?

    Because when it come's from the commandline I can't figure out why it wouldn't do it seeing that the mods are both called the same on both server and client?

     

    Kind regards,

    KBBW - Kai


  3. Update Changelog v3.0

     

    **Added**

     

    • Added the new CfgPatches.

       

       

    • Added preview images

       

       

    • Added RPG snow [WIP, texture might change]

       

       

     

    **Fixed**

     

    • Fixed cyrus desert and snow now show up in arsenal with proper names.

       

       

     

    **Changed**

     

    • Brendons backpack got a new camo, renamed it to kitback (miritiem)

       

       

    • Changed KH2002 II 2Rnd Burst sounds [WIP still learning these new sound settings.]

       

       


  4. So, I'm not sure if this is asked before but is it possible to change the default ranks to custom once?

     

    so far what i managed to do:

     

    remove the default once from CfgRanks,

    added custom once to CfgRanks,

     

    problem I'm facing now:

    ArmA still gets the default ranks from somewhere.

    Rank and setUnitRank/setRank still only use default value's.

     

    Is there a way to change this?

     

    Code:

    class CfgRanks
    {
        class EW_0
        {
            rank = "Private";
            displayName = "Private";
            displayNameShort = "PVT";
            textures = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa";
        };
        class EW_1
        {
            rank = "Lance Corporal";
            displayName = "Lance Corporal";
            displayNameShort = "LCorp";
            textures = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa";
        };
        class EW_2
        {
            rank = "Corporal";
            displayName = "Corporal";
            displayNameShort = "Corp";
            textures = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa";
        };
        class EW_3
        {
            rank = "Sergeant";
            displayName = "Sergeant";
            displayNameShort = "Sgt";
            textures = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa";
        };
        class EW_4
        {
            rank = "Staff Sergeant";
            displayName = "Staff Sergeant";
            displayNameShort = "SSgt";
            textures = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa";
        };
        class EW_5
        {
            rank = "Warrant Officer 2nd";
            displayName = "Warrant Officer 2nd";
            displayNameShort = "WO2";
            textures = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa";
        };
        class EW_6
        {
            rank = "Warrant Officer 1st";
            displayName = "Warrant Officer 1st";
            displayNameShort = "WO1";
            textures = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa";
        };
        class EW_7
        {
            rank = "Second Lieutenant";
            displayName = "Second Lieutenant";
            displayNameShort = "2ndL";
            textures = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa";
        };
        class EW_8
        {
            rank = "Lieutenant";
            displayName = "Lieutenant";
            displayNameShort = "L";
            textures = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa";
        };
        class EW_9
        {
            rank = "Captain";
            displayName = "Captain";
            displayNameShort = "Capt";
            textures = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa";
        };
        class EW_10
        {
            rank = "Major";
            displayName = "Major";
            displayNameShort = "Maj";
            textures = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa";
        };
        class EW_11
        {
            rank = "Lieutenant Colonel";
            displayName = "Lieutenant Colonel";
            displayNameShort = "LCol";
            textures = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa";
        };
        class EW_12
        {
            rank = "Colonel";
            displayName = "Colonel";
            displayNameShort = "Col";
            textures = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa";
        };
        class EW_13
        {
            rank = "Brigadier";
            displayName = "Brigadier";
            displayNameShort = "Brig";
            textures = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa";
        };
        class EW_14
        {
            rank = "Major General";
            displayName = "Major General";
            displayNameShort = "Mgen";
            textures = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa";
        };
        class EW_15
        {
            rank = "Lieutenant General";
            displayName = "Lieutenant General";
            displayNameShort = "Lgen";
            textures = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa";
        };
        class EW_16
        {
            rank = "General";
            displayName = "General";
            displayNameShort = "Gen";
            textures = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa";
        };
        class EW_17
        {
            rank = "Field Marshal";
            displayName = "Field Marshal";
            displayNameShort = "Marsh";
            textures = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa";
        };
        delete 0;
        delete 1;
        delete 2;
        delete 3;
        delete 4;
        delete 5;
        delete 6;
        delete 7;
        delete 8;
    };


  5. Update Changelog v2.0:

     

    **Added**

    • Bubblybill
    • Bill70
    • Warhound
    • Silvers backpack (I always keep my promise ):D )
    • HMG and GMG versions of the Oshkosh M-ATV
    • New Experimental uniform for maritiem

    **Fixed**

    • Fixed Eden support (all is nice and tidie)
    • Fixed VhC support
    • Fixed Advanced protection support

    **Changed**

    • Changed the EW patch on the WL uniform slightly to make it fit better.
    • Changed after doing some recearch I decided to rename the Leopard 2A7 to Leopard 2A4 Revolution MBT

     

    Download link in the first post is still active


  6. the problem is is that your class itemInfo is supposed to be inside you uniform class but it aint.

     
    class cfgWeapons {
        
        class Uniform_Base;
        class UniformItem;
     
        class RTAF_CombatUniform_wdl : Uniform_Base {
            scope = 2;
            displayName = "RTA Uniform";
            picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";
            model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
            };
     
        class ItemInfo : UniformItem {
            uniformModel = "-";
            uniformClass = "Example_Soldier_F"; //would be same as our made soldier class
            containerClass = "Supply20"; //how much it can carry
            mass = 80; //how much it weights
        };
    };
    
    

    should be:

     
    class cfgWeapons {
        
        class Uniform_Base;
        class UniformItem;
     
        class RTAF_CombatUniform_wdl : Uniform_Base {
            scope = 2;
            displayName = "RTA Uniform";
            picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";
            model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
            class ItemInfo : UniformItem
            {
             uniformModel = "-";
             uniformClass = "Example_Soldier_F"; //would be same as our made soldier class
             containerClass = "Supply20"; //how much it can carry
             mass = 80; //how much it weights
            };
        };
    };
    
    
    • Like 2

  7. regarding the fps issue people complain about, I'm 100% confident that its just bad scripting (sorry if I offend anyone)

     

    I have tested it myself throughoutly! When testing missions we make we are having ofcoarse cheats running on us for debug testing (you know the usual allowdamage false, infinete ammo etc.)

     

    but befor that I get a stable 60 fps with roughly 100 - 200 units. when I start using some of the scripts it goes down to 20, if the cleanup script is not working properly it goes down to 15 fps. people have to remember that just because stuf is applied locally to one guy doesn't mean it won't be I guess distributed to other guys, if your walking around with scripts affecting you it wil also harm other units because they have to recieve the info about what happens to you.

     

    Missions like Altis life and epoch and such have loads of local commands running on them which are broadcasted to other clients effectifly balasting them (the server wont feel shit on my tests my server was always stable between 40 and 50 fps only when we spawned 800+ guys in one AO with HC it went down to 25)

     

    Coders have to think more about optimization than cool stuf that drains fps for everyone, by example there is no need for an admin menu in a mission.. just make it so that the logged in admin has the debug console done, because an admin menu will decrease the fps drasicly if the admin uses his admin code ;)

    • Like 1
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