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jackgrolsch

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About jackgrolsch

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  1. ls -1 ~/serverfiles/mods/ lists the mods in your mod directory. If you put them at the server installation root, change the path accordingly. | grep @ will isolate the mods folders, prefixed with @ | grep -v @cba Will take out the cba from this list (ignore that, I do this so I can run @cba befor any mods) | sed -e 's#@#mods/@#' sed replaces "@" with "mods/@", so that the -mod param has the correct path. Again, you should change that to match your own path. If your mods are directly within the main server folder, you don't need this pipe at all. | sed ':a;N;$!ba;s/\n/;/g' Will find newlines (\n) and replace them with ;. If you run this in a terminal, while in your mod folder: ls -1 | grep @ | sed ':a;N;$!ba;s/\n/;/g' You will get the correct string to put into -mod="yourstringhere" when you start the server.
  2. I use this to make my -mod parameter with Daniel Gibbs's script: mods="$(ls -1 ~/serverfiles/mods/ | grep @ | grep -v @cba | sed -e 's#@#mods/@#' | sed ':a;N;$!ba;s/\n/;/g')" It parses my mod folder and build the -mod string accordingly. The "| grep -v @cba" is specific to my folder structure and should be ignored in your case. Then the parms line looks like that, with escaped double quotes around the mod list: parms="-netlog exThreads=1 -ip=${ip} -name=prod -cfg=${networkcfgfullpath} -config=${servercfgfullpath} -mod=\"${mods}\"" Be wary of one thing though, the -mod parameter seems to bug out when the mod string is too long, so I merged my .pbo's into a few @ folders to reduce it.
  3. Hello guys, This is kind of a long shot, but we have been running into an issue with the DAC on A3 dedicated server for linux. The DAC seems to be unable to create zones mid-mission. On a Windows server, the very same script we use works fine, and the zone is properly created. On Linux, it seems to stay stuck at some point into the zone creation. I don't know if the Linux server has a lower tolerance for some scripting forms of if this it is simply a bug on BI's side. Anyway, if anyone has some input on that, or ran into something similar, any help would be appreciated.
  4. Hello Dwarden, I tried to run this last PERF release on our linux dedicated, it calls the new physX libraries ./arma3server: error while loading shared libraries: libPhysX3_x86.so: cannot open shared object file: No such file or directory I cant find them or how to get them, did I miss anything?
  5. jackgrolsch

    ASR AI 3

    Hello, Thank you for this mod Robalo, it really improved our experience. Maybe this has already been asked, and if so I***apologise, but here goes: In my unit, we make heavy use of the DAC to spawn our IA, unfortunately, it binds them to its IA improvement script. I still don't know wich one has the upper hand, the DAC or the ASR AI. If the AI is bound te the DAC behavior scripts, is there anyway to disable the ASR AI mission side? The idea is to avoid a server restart to switch of the ASR AI in our missions using the DAC.
  6. Hello guys. We rencently set up a Linux dedicated server (under Ubuntu 12.04LTS). I am having this kind of CPS curve, wich is pretty weird to me: Basically CPS goes randomly up and down, like 3CPS to 60 and so on. What I know so far is that it is not an ASM glitch, #monitor has the same output, and not a mission issue, we saw that on several ones (with far lower AI numbers). Anybody got input on that? Also, bonus question for the experienced admins here, would you do something particular to manage CPU between the server and headless client (we got 4 cores 8 threads).
  7. jackgrolsch

    RDS A2 Civilian Pack

    Oh great... Welp, good luck to the modders.
  8. jackgrolsch

    RDS A2 Civilian Pack

    Hello! I'm having trouble with the marksman DLC release and the RDS civilian pack. Our server wont launch properly when the mod is enabled. .rpt is spitting all kinds of warnings about this particular class: bin\config.bin/CfgVehicles/Van_01_civil_transport_base_F Any input on that? Also, thank you for this awesome mod!
  9. jackgrolsch

    The Iraqi Warfare Mod [Alpha]

    Hello, and first of, thank you for this mod! I've been toying with it alongside a couple of editors from my group, but we ran into a show stopper: The armor value of the IS units seem to be like the Vanilla one, way too high. We need 4-5 5.56 rounds for one of them to go down. Is this intended or subject to changes? This is a shame, we were about to make the switch from Aggressors in our ME themed missions...
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