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Found 7 results

  1. I configured v.0.9.7.53 dedicated server without setting the internet address ( gameHostRegisterBindAddress="", 😞 In this way I can see the server in the steam server list, and I can connect from home from another PC from the Server's LAN, double clicking on the server name in the server list and then also, trying the "direct access" option, digiting the exact LAN IP address of the server. In this configuration the PING is 9999 and more than this, friends can't connect to it due to the PRIVATE IP address. When I set the gameHostRegisterBindAddress="my wan address", then I can see the PING value, but the SERVER is not more accessible from home through the server list (getting a connection error) and neither through the "direct access". At this time is pretty impossible for me sharing the server and at the same time playing on it from my home. This situation is very unconfortable and I'm sure that something is wrong. This is the tested config.json file that lets connecting from the LAN but it don't share the WAN IP, so nobody can connect to it. It is the standard config.json with very few modifications: { "dedicatedServerId": "xxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxx", "region": "EU", "gameHostBindAddress": "", "gameHostBindPort": 2001, "gameHostRegisterBindAddress": "", "gameHostRegisterPort": 2001, "adminPassword": "**********", "game": { "name": "[ITA] Conflitto nell'isola di Arland - FabLab UDINE GameServer", "password": "", "scenarioId": "{C41618FD18E9D714}Missions/23_Campaign_Arland.conf", "playerCountLimit": 32, "autoJoinable": false, "visible": true, "supportedGameClientTypes": [ "PLATFORM_PC", "PLATFORM_XBL" ], "gameProperties": { "serverMaxViewDistance": 2500, "serverMinGrassDistance": 50, "networkViewDistance": 1000, "disableThirdPerson": false, "fastValidation": true, "battlEye": true, "VONDisableUI": true, "VONDisableDirectSpeechUI": true, "missionHeader": { "m_iPlayerCount": 40, "m_eEditableGameFlags": 6, "m_eDefaultGameFlags": 6, "other": "values" } }, "mods": [] }, "a2sQueryEnabled": true, "steamQueryPort": 17777 } and this is the bat file to start the server, it's very minimal: ArmaReforgerServer.exe -config ".\configs\Conflitto_Arland.json" -maxFPS 30 -language it_it -disableShadersBuild I think that there is the need of an option to let accept connections as from LAN and as from WAN at the same time. This should be already possible because "gameHostBindAddress": "", option means that the server accepts connections from everywhere, but it doesn't work; I already tried adding "-a2sIpAddress" or "-bindIP" options in the starting bat file, to overide the json configuration file with the same results. Please does anyone know any tip to solve this problem? May be that it is just a Bohemia job and I need to wait for new versions? Thanks in advance for any help.
  2. It's useful to discuss updates to the Steam Experimental build in one centralized place. The changelog thread can be found here. This thread mainly serves for our team to rapidly see if a daily update is very broken or very epic. Actual issue reporting should still happen via the Feedback Tracker. Thank you!
  3. Someone pls halp, I am hosting one of the only populated servers in the game right now and I have been racking my brain trying to implement a custom scenario/map. I have applied the proper formatting for the mod in my config JSON file to no avail. "mods": [ { "modId": "5A54BB9103829754", "name": "BARZAN", "version": "1.3.0" }, What am I doing wrong? Right now, I suspect it is not possible at the moment but I am persistent and want to deliver a fresh experience for my community. Thank you for any clarification.
  4. Kalvoy YouTube Trailer/Showcase I'm currently hosting a Free-For-All server on this map! Can't guarantee it will have players, but search for "Kalvoy" in the server browser if you wanna hop on & try it out 🙂 Kalvoy (Kalvøy) is a small & dense map based in southern Norway. The map currently contains 3 walled off Free-For-All modes, and a plain sandbox mode. I've been working on this map for a few weeks, and plan on adding a couple of missions + doing playtests & bug-fixing. Bugs are to be expected, so feel free to comment here or @ me in the Arma discord if you want to report bugs or just give some feedback. Cheers! Doktor Plekter
  5. Hello all! By trade, I am a 3D artist, and I hope to create many mods for Arma Reforger and Arma 4. My 3D skills are still in their early stages, but I hope to improve to AAA quality and continue to work on my passion project in my spare time. I intend to create a Ghost Recon conversion mod heavily influenced by the GRAW and GRAW2 games, but in a modern setting. My work will be referred to as RGAW for copyright reasons. RGAW (Recon Ghosts Advanced Warfighter). The 3D aspect of the first gun for the project (MR-C) is complete. Now I have to make sure I export it correctly and get it working in the engine. Wish me luck Anyone who wishes to reach out to me is welcome, I would love to join a mod community if there is one for the Infusion Engine (Discords etc.).
  6. Hi all, New to the forums and reforger modding but was looking for some help with the vehicle creation wiki tutorial [here]. I have been following along using the golf model file provided in the sample new car mod on github [here]. I get to a point where I can enter/exit the vehicle with the start car animations all working. However the car remains static with no movement or steering. I feel like the tutorial is either missing some critical steps or I have misunderstood at some point. I'll lay out where I get a little confused with the process below and hopefully someone can help point me in the right direction or provide some external resources! Action Contexts - [here] Using the model listed in the github repo I cannot find any of the door_xxx_int options as action contexts. And whenever I reach this section, when I drag my prefab into the world editor I can enter/exit the vehicle however it remains static with no drop to the ground physics, steering or engine noise upon the character start animation (I always assumed this should happen later when setting up VehicleWheeledSimulation). Wheel/Tyres - [here] Once I have completed the majority of engine setup When I try to select a class for Tyre it would crash my workbench, I later inherited "VehicleSimulationonTire_M151A2.conf" from the arma reforger prefab that would allow me to set the tyre class without crashing the workbench. Once I have completed the above I am either left with a car that I can enter/exit but not move, or as soon as i spawn into the world editor to test the car, the entity will simply disapear. So I am Hoping for any kind of help as I'm excited with the possibilities, assuming my car starts to move :).
  7. Just gonna post this here since Discord is giving me headaches... I'm trying to add a new ActionListener on the "CharacterWalk" action, but for some reason it never fires... 😕 I've overridden the UpdateLocalPlayerController method in the SCR_PlayerController component : All debug hints are printed in the log console - except for "TEST W key down". I'm tempted to believe that for some reason that specific action doesn't fire - but it does have 2 vanilla methods (OnWalk and OnEndWalk) plugged to it... What's going on here?
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