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baron556

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Everything posted by baron556

  1. Thank you so much for continued support on this, over the years of running the server for my small arma group I've gone from manual config, to TADST, to FAST then FAST2, and when FAST2 suddenly stopped working a month or so ago I found FASTER in a mad scramble to get things running before the next session. It's awesome to see continued support for these kinds of tools from the community, and it makes running a dedicated server so much easier.
  2. Awesome, appreciate it. So, packing missions up into a pbo makes them show up in the list but even after selecting one it gives me the "Please make sure all fields are filled in and the profile is saved" popup when I try to launch. Going through all the tabs, it looks like I have something in every field that should be relevant. Is there a way to know what field is causing an issue? Any common ones I might not be thinking of as important? EDIT - Nevermind, I think I got it. I didn't have the actual server exe selected. Thanks again for your work and diligence in updating.
  3. @FlaxThe pbo part explains it, all of our missions are sqm right out of the editor and we usually dont binarize or pack them. I'll pack one and see, but it sounds like that should fix the issue I'm having. Won't be able to try until after work though. Any chance of having it look for unpacked missions as well?
  4. So I'm having a bit of trouble, and I hope it's just that I'm overlooking something simple. I'm pretty sure I've got everything setup, but I can't get any missions to show up in the list. Does it just pull from the mpmissions folder, or is it looking for them somewhere else? I tried refreshing, but nothing ever shows and the server won't launch because there is no mission selected (I assume, it says "please make sure all fields are filled in and the profile is saved"). Did I miss something? Awesome tool, btw. I've been looking for a good replacement to TADST for a long time. Even when it doesn't really work on large mods, it's already easier than manually updating or setting up a steamcmd script. Have you thought about doing a donation ability or something? I know I for one would be happy to toss a few bucks your way to reward your hard work on something that will help the community as a whole once it's complete.
  5. baron556

    Achilles

    Is there any trick to using the rappelling functions? I have advanced rappelling installed, but I can't seem to get the AI to rappel out of a helo with either the specific waypoint or the reinforcement module. With the WP, it just sits there and won't move, and with the reinforcement module the helo will fly to the location and then more or less fall out of the sky and explode. Any tips or tricks that I might be missing?
  6. baron556

    Tier 1 Gear Pack

    Gear looks great, as always. Every time you update though, some saved loadouts and missions will have bits and pieces disappear. I assume this is because classnames are being changed? Like the CIRAS back panel sets are still in the mod, but they have disappeared from saved loadouts and missions where they were used with the last version.
  7. baron556

    VSM - WARFIGHTERS (AOR)

    Looks good, I like the mixed camo uniforms. Also, which HK416/HK417 is that?
  8. baron556

    Bo-105 Helicopter

    I went to go and test it again to make sure, and now everything seems to be working fine. Nothing has changed in the mods, but the dedicated server launch software (TADST) was updated so maybe it was something with that. The other variants of the BO-105 seem to be working just fine now, and I have no idea why but I'll take it. We use a peer to peer sync program to keep all our players and the server up to date on the mods we use, so I know it's on the server. The HOT1 gunner view and missile use is still weird, but the other stuff appears to be working now. Is there a trick to the HOT missiles, or are they supposed to be fly by wire similar to the TOW?
  9. baron556

    Bo-105 Helicopter

    As a heads up, none of the new variants (any of the gunpod versions, or the cannon or HOT1) work on dedicated server as far as I can tell. The dedicated throws up a "No entry 'bin\config.bin/CfgVehicles.sfp_bo105_pah1'." for whichever version you put in and switches to the next mission in the list. The bench seat and the standard guided AT seem to work fine, although it shows all of the external weapon options at once (but they cannot be used) (http://i.imgur.com/MsXI2u6.jpg). Also, Not sure if the gunner on the HOT1 is bugged or what, but you cant look around and switching to the weapon sight view locks it into an over the shoulder perspective, like you are looking past the pilots in the front seat.
  10. baron556

    DG British Armed Forces

    deltagamer: yeah I ended up just using kio's original release, because it was causing lag issues when spawning in units. Much less of a delay spike with the binarized one.
  11. baron556

    DG British Armed Forces

    Great work, awesome attention to detail. Glad to see a Lynx with the landing gear and an actual gunpod. Quick question though, how come the kio_l85a2.pbo that comes with this mod is around 65mb larger than the latest release of the mod by itself? The one in your pack is 175mb and the latest release from kio is only 109mb.
  12. So I'm trying to set up a custom reinforcement pool, and I can't seem to get them to show up in the list in Ares. I'm using the RHS optional file and I just added another faction onto the bottom by copy/pasting and changing the info to what I wanted. I'm trying to make an insurgent reinforcement pool, using CAF_AG infantry units and vehicles from massi's vehicle pack. The RHS units show up fine, like normal but no matter what I try I can't get the insurgent faction to show up in the drop down. I think it has something to do with the root class line, but I don't know enough about it to know how to fix it. Any ideas on what I should do? I've tried various ones from CAF, and I tried "" but it won't show up. I know I'm changing the right file, because I've also been adding in extra vehicles from other mods for the russian and us factions and they are working, but not my insurgent faction.
  13. Hi, I'm having an issue with r12 where the only weapon sounds I can hear from other players is bullet impacts, explosions and full auto fire. Cannot hear semiauto fire or any of the launchers across the board. It worked fine in r10 (or whatever I had before, I'm not sure) but started happening when I updated to r12 on 1/18. The group I play with uses a TON of mods, but I have narrowed the culprit down to MCC for sure. With it on, no sound. With it off, sound. If nobody can think of an immediate fix, would it be possible to get a download link to older versions so I could just go back to r10?
  14. That worked perfectly, and was easy to do. Thanks! Now I need to look into making my own reinforcement pools...
  15. Unfortunately most of that stuff is over my head. Is there a way I can add the ability to spawn RHS reinforcements back to Ares for all missions, or can it only be done on a per mission basis? Sorry, I barely know what I'm doing when it comes to scripting.
  16. Did the RHS options get removed from the reinforcement module? I really liked having a quick easy way to bring in RHS troops, and the only options I see are NATO, CSAT and AAF now. I didn't see any mention of it in the changelogs either, just when it was added initially back in 1.01.
  17. This tool is amazing, but I keep having problems updating files that are already installed. We are using an HTTP server for it and whenever a new version of a mod comes out and I update it on the repository, it won't download the file unless you go to the A3 install folder and delete the one it is trying to replace. It gives an error 503, unless you go and delete the old one from your install and then it works flawlessly. You can work around it, but it's very annoying. Is there any sort of fix for that?
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