Question for BIS (Issues with Combined Ops versus OA Standalone clients)
Basic Issue
If a standalone Arrowhead client connects to a Combined Ops server that is running ArmA2 content, he will be able to connect, load and play the mission but will not be able to see the ArmA2 content.
This invisible ArmA content will still be able to kill the client player
If this same mission is run on a standalone Arrowhead server, the ArmA2 content will not exist, but the only notification of this error can be seen in the server.rpt
Testing done with with mission that has
"BMP2_CDF" x 1 (ArmA2 content)
"US_Delta_Force_Undercover_Takistani06_EP1" x 3 playable slots(OA Content)
No scripts, waypoints, triggers, just a basic mission.sqm
We have been trying to set up our community server so that we can cater to both standalone Arrowhead clients and Combined Ops clients
To do this we need our mission developers to create missions that only use Arrowhead content.
To allow them to do this, they ideally need to load standalone Arrowhead. However they are unable to do this with a combined ops installation.
On the other hand, if they were to install Arrowhead as standalone, without workarounds, they cannot then play on Combined Ops servers.
There are also issues with the server set up and how the two different clients will show the servers in the in-game MP browser.
You'll see a red circle with a question mark unless the client is running exactly the same set of mods as the server. A CO
client will show servers that lists "ca;expansion" with a green circle. A standalone Arrowhead client on the other hand, will list
servers that have "expansion" in their list of mods as green and OK.
The ideal solution for the Combined Ops client would be to allow deselecting ArmA2 from the checkboxes listed under the expansions tab thus loading standalone Arrowhead.
It should then behave just like a standalone Arrowhead client in terms of content available for mission editing and MP server list "negotiations" (mod lists and
green/red indicators).
The ideal situation for the server executable would perhaps be to add an additional command line parameter to make a Combined Ops server act as a standalone OA server.
One could say we're looking for a way to "un-combine" a Combined Ops installation.
Terox post is sort of what we really expected in our game organization. We thought that OA would supplement Arma 2 much in the same way the original Flashpoint Games supplemented and improved on each other.
PBR Streetgang, this is Almighty.. do you read me, over?
Posts
518
Originally Posted by whisper
If mission has requiredAddons "CAblabla", how can a pure OA client connect to it?
Yeah that shouldn't work. The client should be kicked off.
Terox, are you sure you didn't edit the mission.sqm in a text editor instead of the in game editor? When you save the mission out with the regular editor, it should see what external dependencies are required and write them out to addOns[]={} in the mission.sqm.
In other words, OA-only clients should not be able to connect to servers running maps that use A2 addons, they should be kicked off. There shouldn't be invisible objects, that should only happen if:
The mission.sqm was edited by hand, and the dependencies were not added to addOns[].
A unit is created by the scripting engine, and that unit's class is not listed in mission.sqm:addOns[]
Some bug?
This whole thing is a big mess because:
The mods and modfolders the server started up with may have NO IMPACT if a client will be able to join or not. For example, a server can have some server-side utility addons loaded, like armaLib or DAC which have zero impact on clients.
Because of the above, no silly indicator should be showing anything of the sort, its misleading to clients. It's harking back to the OFP -equalmodrequired days.
What does matter, is if the server is using classes on the map currently being played. If a client does not have those classes, he should be kicked. (and this is how it normally works) But instead of BIS adding a gamespy query variable that lists the addons currently in use by the mission, they list the addons that the server started up with (which is meaningless, as explained above).
We've been doing this for a lot of years lads, this is why the question was aimed at BIS. Please re -read the initial post.
Originally Posted by Landdon
Terox post is sort of what we really expected in our game organization. We thought that OA would supplement Arma 2 much in the same way the original Flashpoint Games supplemented and improved on each other.
OA is advertiused as standalone, niot an addon pack lilke OFP resistance
Try recreating the mission, it is not hard, 3 playable units one cdf BMP and host it on a dedicated standalone and a dedicated combined arms and test with 2 clients, 1 standalone OA, one Combined ops.
@Oktane, the initial post clearly states that no scripts were used.
You are correct, when you say the whole this has issues and gamespy is misleading to some clients.
Mission was created in the mission editor and as stated does not use ANY scripts NONE nor was it manually edited.
This is the mission.sqm
Code:
version=11;
class Mission
{
addOns[]=
{
"cacharacters_e",
"CATracked",
"desert_e"
};
addOnsAuto[]=
{
"cacharacters_e",
"CATracked",
"desert_e"
};
randomSeed=1180125;
class Intel
{
startWeather=0.30000001;
forecastWeather=0.30000001;
year=2012;
month=6;
day=24;
};
class Groups
{
items=1;
class Item0
{
side="WEST";
class Vehicles
{
items=3;
class Item0
{
position[]={1317.4917,42.760551,1333.3591};
special="NONE";
id=0;
side="WEST";
vehicle="US_Delta_Force_Undercover_Takistani06_EP1";
player="PLAYER COMMANDER";
leader=1;
skill=0.60000002;
};
class Item1
{
position[]={1331.366,42.573521,1336.8037};
special="NONE";
id=1;
side="WEST";
vehicle="US_Delta_Force_Undercover_Takistani06_EP1";
player="PLAY CDG";
skill=0.60000002;
};
class Item2
{
position[]={1341.4628,42.746643,1333.8442};
special="NONE";
id=2;
side="WEST";
vehicle="US_Delta_Force_Undercover_Takistani06_EP1";
player="PLAY CDG";
skill=0.60000002;
};
};
};
};
class Vehicles
{
items=1;
class Item0
{
position[]={1329.1509,42.152397,1352.0128};
azimut=250;
id=3;
side="EMPTY";
vehicle="BMP2_CDF";
skill=0.60000002;
};
};
};
class Intro
{
addOns[]=
{
"desert_e"
};
addOnsAuto[]=
{
"desert_e"
};
randomSeed=7125972;
class Intel
{
startWeather=0.30000001;
forecastWeather=0.30000001;
year=2012;
month=6;
day=24;
};
};
class OutroWin
{
addOns[]=
{
"desert_e"
};
addOnsAuto[]=
{
"desert_e"
};
randomSeed=8225385;
class Intel
{
startWeather=0.30000001;
forecastWeather=0.30000001;
year=2012;
month=6;
day=24;
};
};
class OutroLoose
{
addOns[]=
{
"desert_e"
};
addOnsAuto[]=
{
"desert_e"
};
randomSeed=12187450;
class Intel
{
startWeather=0.30000001;
forecastWeather=0.30000001;
year=2012;
month=6;
day=24;
};
};
Our serverside install was done using the following procedure.
1) Install OA as standalone and patch it to 1.52
2) Make a copy of the install and use that copy for the standalone test server
3) Uninstall OA
4) Reinstall OA as a combined ops install to the armA2 root
5) Use copies of this master install as the combined ops server.
If you want to try and reproduce this, make sure it is vanilla. The new CBA/CBA_OA used for standalone installs adds some classnames that are ArmA2 based and therefore some classes from ArmA2 can be present in the OA standalone, this by pure chance also includes the cdf bmp. Take NOTE, once we discovered this we shut dowen the cba mod folders and reproduced the problem described above in a vanilla OA server
The reason is that there may be some pbos that are being shared. Having installed as stands alone and CO, would you mind checking how many of the A2 pbos are used with OA.
In A2 folder, there should be a folder called "common". Check how many of these are in the OA_standalone install.
PBR Streetgang, this is Almighty.. do you read me, over?
Posts
518
I did not imply you were using a script, I just mentioned that that is an avenue that can create non addOns=[] sanitychecked objects that would be invisible to clients that didn't have it. (they should get a popup error once however)
While not ideal to create OA-only suited missions with a A2+OA dev enviroment (ie your map editor), it does serve to demonstrate a big issue if the game is no longer kicking players based on certain missing content. That may be a huge problem. I think it is due to the config overrides as others have mentioned. I am guessing the common folder contains updated data for the old units in A2, via partial classes which inherit the original A2 addons and override them with the new features. In Common\tracked.pbo, there exists a class patch for CATracked which has no units in it:
Which may explain why OA-Only clients are able to get in without errors, but then have invisible objects? More knowledgeable people would know if that's relevant. (but a lot don't visit the BIF anymore) There are no CATracked classes in OA proper, they are all appended with CATracked_E_Classname. There are no references to BMP2_CDF in OA or Common at all, it only exists in stock ArmA2 addons.
In any case, since you've been around so long you should know the BIF is not the place for serious bugs amidst all the noise, that's what the CIT is for. You can wait and if by chance a BIS dev sees this, he'll likely tell you the same.. suggest to make a CIT bug for it. (doubt? do an advanced search Keyword(s): CIT ; Posts Made By: Dwarden) If it is a reproducible bug from a sanity checked environment, it will likely be taken care of by BIS very quickly and the result contained within the upcoming beta patches if possible. http://dev-heaven.net/projects/cis/wiki
The major problem this causes is the inability to create Vanilla OA mission content without resorting to hacky crapy shit.
A lot of us wanted to just create missions to welcome in new players as it stands we have to leap through hacking loops to do it, for new ArmA players how the heck are they going to be able to do so?
Directory of C:\Program Files (x86)\Bohemia Interactive\ArmA 2 Operation Arrowhead
07/07/2010 09:06 AM <DIR> .
07/07/2010 09:06 AM <DIR> ..
07/07/2010 09:03 AM 19,467,400 arma2OA.exe
07/07/2010 09:06 AM 5,185,156 ARMA2OA_manual.pdf
07/07/2010 09:02 AM 467,803,272 ARMA2Patch_1_07.exe
07/07/2010 09:03 AM 226 bis.url
07/07/2010 09:06 AM <DIR> Common
07/07/2010 09:09 AM 0 dir.txt
07/07/2010 09:08 AM <DIR> Expansion
07/07/2010 09:04 AM 152,976 lang.ini
07/07/2010 09:04 AM 58,856 logo-paul.bmp
07/07/2010 09:03 AM <DIR> Missions
07/07/2010 09:03 AM <DIR> MPMissions
07/07/2010 09:04 AM 279,880 paul.dll
07/07/2010 09:06 AM 3,387 readme_OA.txt
07/07/2010 09:02 AM 3,385,656 Setup_BattlEyeARMA2OA.exe
07/07/2010 09:06 AM 2,760 UnInstall_OA.csv
07/07/2010 09:06 AM 584,840 UnInstall_OA.exe
12 File(s) 496,924,409 bytes
6 Dir(s) 71,529,226,240 bytes free
Common Spoiler:
Directory of C:\Program Files (x86)\Bohemia Interactive\ArmA 2 Operation Arrowhead\Common
07/07/2010 09:06 AM <DIR> .
07/07/2010 09:06 AM <DIR> ..
07/07/2010 09:02 AM 15,514,732 a10.pbo
07/07/2010 09:02 AM 287 a10.pbo.bi.bisign
07/07/2010 09:02 AM 12,907 ah64.pbo
07/07/2010 09:02 AM 287 ah64.pbo.bi.bisign
07/07/2010 09:02 AM 63,637,565 air.pbo
07/07/2010 09:02 AM 287 air.pbo.bi.bisign
07/07/2010 09:02 AM 157,894,654 air2.pbo
07/07/2010 09:02 AM 287 air2.pbo.bi.bisign
07/07/2010 09:02 AM 268,471 air3.pbo
07/07/2010 09:02 AM 287 air3.pbo.bi.bisign
07/07/2010 09:02 AM 10,263,388 animals.pbo
07/07/2010 09:02 AM 287 animals.pbo.bi.bisign
07/07/2010 09:02 AM 78,489,410 animals2.pbo
07/07/2010 09:02 AM 287 animals2.pbo.bi.bisign
07/07/2010 09:02 AM 650,211,825 anims.pbo
07/07/2010 09:02 AM 287 anims.pbo.bi.bisign
07/07/2010 09:02 AM 58,100,345 buildings.pbo
07/07/2010 09:02 AM 287 buildings.pbo.bi.bisign
07/07/2010 09:02 AM 83,560,997 buildings2.pbo
07/07/2010 09:02 AM 287 buildings2.pbo.bi.bisign
07/07/2010 09:02 AM 135,732,171 Ca.pbo
07/07/2010 09:02 AM 287 Ca.pbo.bi.bisign
07/07/2010 09:02 AM 244,748,642 characters.pbo
07/07/2010 09:02 AM 287 characters.pbo.bi.bisign
07/07/2010 09:03 AM 177,116,259 characters2.pbo
07/07/2010 09:02 AM 287 characters2.pbo.bi.bisign
07/07/2010 09:06 AM 0 dir.txt
07/07/2010 09:03 AM 1,426 dubbing.pbo
07/07/2010 09:03 AM 287 dubbing.pbo.bi.bisign
07/07/2010 09:03 AM 92,878 editor.pbo
07/07/2010 09:03 AM 287 editor.pbo.bi.bisign
07/07/2010 09:03 AM 2,460,239 language.pbo
07/07/2010 09:03 AM 287 language.pbo.bi.bisign
07/07/2010 09:03 AM 7,533,467 languagemissions.pbo
07/07/2010 09:03 AM 287 languagemissions.pbo.bi.bisign
07/07/2010 09:03 AM 172,399,732 misc.pbo
07/07/2010 09:03 AM 287 misc.pbo.bi.bisign
07/07/2010 09:03 AM 45,920,685 misc2.pbo
07/07/2010 09:03 AM 287 misc2.pbo.bi.bisign
07/07/2010 09:03 AM 125,795,552 misc3.pbo
07/07/2010 09:03 AM 287 misc3.pbo.bi.bisign
07/07/2010 09:03 AM 2,404,101 missions.pbo
07/07/2010 09:03 AM 287 missions.pbo.bi.bisign
07/07/2010 09:03 AM 2,270,211 modules.pbo
07/07/2010 09:03 AM 287 modules.pbo.bi.bisign
07/07/2010 09:03 AM 19,322,525 roads2.pbo
07/07/2010 09:03 AM 287 roads2.pbo.bi.bisign
07/07/2010 09:03 AM 389,161,553 sounds.pbo
07/07/2010 09:03 AM 287 sounds.pbo.bi.bisign
07/07/2010 09:03 AM 257,981,140 structures.pbo
07/07/2010 09:03 AM 287 structures.pbo.bi.bisign
07/07/2010 09:03 AM 83,464,400 tracked.pbo
07/07/2010 09:03 AM 287 tracked.pbo.bi.bisign
07/07/2010 09:03 AM 46,529,278 tracked2.pbo
07/07/2010 09:03 AM 287 tracked2.pbo.bi.bisign
07/07/2010 09:03 AM 20,351,905 UIFonts.pbo
07/07/2010 09:03 AM 287 UIFonts.pbo.bi.bisign
07/07/2010 09:03 AM 4,269,672 warfare2.pbo
07/07/2010 09:03 AM 287 warfare2.pbo.bi.bisign
07/07/2010 09:03 AM 2,365,273 water2.pbo
07/07/2010 09:03 AM 287 water2.pbo.bi.bisign
07/07/2010 09:03 AM 276,939,839 weapons.pbo
07/07/2010 09:03 AM 287 weapons.pbo.bi.bisign
07/07/2010 09:03 AM 8,414,696 weapons2.pbo
07/07/2010 09:03 AM 287 weapons2.pbo.bi.bisign
07/07/2010 09:03 AM 125,600,153 wheeled.pbo
07/07/2010 09:03 AM 287 wheeled.pbo.bi.bisign
07/07/2010 09:03 AM 99,569,483 wheeled2.pbo
07/07/2010 09:03 AM 287 wheeled2.pbo.bi.bisign
07/07/2010 09:03 AM 3,215,935 wheeled3.pbo
07/07/2010 09:03 AM 287 wheeled3.pbo.bi.bisign
71 File(s) 3,371,625,554 bytes
2 Dir(s) 72,729,362,432 bytes free
Expansion Spoiler:
Directory of C:\Program Files (x86)\Bohemia Interactive\ArmA 2 Operation Arrowhead\Expansion
07/07/2010 09:08 AM <DIR> .
07/07/2010 09:08 AM <DIR> ..
07/07/2010 09:06 AM <DIR> Addons
07/07/2010 09:08 AM 0 dir.txt
07/07/2010 09:06 AM <DIR> Dta
07/07/2010 09:03 AM 352,256 ijl15.dll
07/07/2010 09:03 AM <DIR> Keys
2 File(s) 352,256 bytes
5 Dir(s) 71,411,900,416 bytes free
Addons Spoiler:
Directory of C:\Program Files (x86)\Bohemia Interactive\ArmA 2 Operation Arrowhead\Expansion\Addons
07/07/2010 09:10 AM <DIR> .
07/07/2010 09:10 AM <DIR> ..
07/07/2010 09:04 AM 287,315,801 air_e.pbo
07/07/2010 09:04 AM 287 air_e.pbo.bi.bisign
07/07/2010 09:04 AM 17,467,053 animals_e.pbo
07/07/2010 09:04 AM 287 animals_e.pbo.bi.bisign
07/07/2010 09:04 AM 42,281,509 anims_e.pbo
07/07/2010 09:04 AM 287 anims_e.pbo.bi.bisign
07/07/2010 09:04 AM 11,883,529 ca_e.pbo
07/07/2010 09:04 AM 287 ca_e.pbo.bi.bisign
07/07/2010 09:04 AM 669,044,394 characters_e.pbo
07/07/2010 09:04 AM 287 characters_e.pbo.bi.bisign
07/07/2010 09:04 AM 37,234,930 desert_e.pbo
07/07/2010 09:04 AM 287 desert_e.pbo.bi.bisign
07/07/2010 09:10 AM 0 dir.txt
07/07/2010 09:04 AM 192,904,599 dubbingradio_e.pbo
07/07/2010 09:04 AM 287 dubbingradio_e.pbo.bi.bisign
07/07/2010 09:04 AM 42,624,543 dubbing_e.pbo
07/07/2010 09:04 AM 287 dubbing_e.pbo.bi.bisign
07/07/2010 09:04 AM 22,053,956 l39.pbo
07/07/2010 09:04 AM 287 l39.pbo.bi.bisign
07/07/2010 09:04 AM 4,495,184 languagemissions_e.pbo
07/07/2010 09:04 AM 287 languagemissions_e.pbo.bi.bisign
07/07/2010 09:04 AM 712,007 language_e.pbo
07/07/2010 09:04 AM 287 language_e.pbo.bi.bisign
07/07/2010 09:04 AM 109,181,185 misc_e.pbo
07/07/2010 09:04 AM 287 misc_e.pbo.bi.bisign
07/07/2010 09:04 AM 48,048,669 missions_e.pbo
07/07/2010 09:04 AM 287 missions_e.pbo.bi.bisign
07/07/2010 09:04 AM 743,157 modules_e.pbo
07/07/2010 09:04 AM 287 modules_e.pbo.bi.bisign
07/07/2010 09:04 AM 58,296,181 music_e.pbo
07/07/2010 09:04 AM 287 music_e.pbo.bi.bisign
07/07/2010 09:04 AM 204,326,521 plants_e.pbo
07/07/2010 09:04 AM 287 plants_e.pbo.bi.bisign
07/07/2010 09:04 AM 100,481,903 roads_e.pbo
07/07/2010 09:04 AM 287 roads_e.pbo.bi.bisign
07/07/2010 09:04 AM 21,886,370 rocks_e.pbo
07/07/2010 09:04 AM 287 rocks_e.pbo.bi.bisign
07/07/2010 09:04 AM 17,540,897 signs_e.pbo
07/07/2010 09:04 AM 287 signs_e.pbo.bi.bisign
07/07/2010 09:04 AM 35,909,855 soundmissions_e.pbo
07/07/2010 09:04 AM 287 soundmissions_e.pbo.bi.bisign
07/07/2010 09:04 AM 184,486,041 sounds_e.pbo
07/07/2010 09:04 AM 287 sounds_e.pbo.bi.bisign
07/07/2010 09:05 AM 676,055,857 structures_e.pbo
07/07/2010 09:04 AM 287 structures_e.pbo.bi.bisign
07/07/2010 09:05 AM 51,590,732 takistan.pbo
07/07/2010 09:05 AM 287 takistan.pbo.bi.bisign
07/07/2010 09:05 AM 150,721,670 takistan_data.pbo
07/07/2010 09:05 AM 287 takistan_data.pbo.bi.bisign
07/07/2010 09:05 AM 132,708,892 takistan_data_layers.pbo
07/07/2010 09:05 AM 287 takistan_data_layers.pbo.bi.bisign
07/07/2010 09:05 AM 134,937,511 tracked_e.pbo
07/07/2010 09:05 AM 287 tracked_e.pbo.bi.bisign
07/07/2010 09:05 AM 31,407,192 ui.pbo
07/07/2010 09:05 AM 287 ui.pbo.bi.bisign
07/07/2010 09:05 AM 261,844 warfare2_e.pbo
07/07/2010 09:05 AM 287 warfare2_e.pbo.bi.bisign
07/07/2010 09:05 AM 302,359,672 weapons_e.pbo
07/07/2010 09:05 AM 287 weapons_e.pbo.bi.bisign
07/07/2010 09:06 AM 542,581,292 wheeled_e.pbo
07/07/2010 09:05 AM 287 wheeled_e.pbo.bi.bisign
07/07/2010 09:06 AM 211,082,819 zargabad.pbo
07/07/2010 09:06 AM 287 zargabad.pbo.bi.bisign
63 File(s) 4,342,634,662 bytes
2 Dir(s) 71,529,222,144 bytes free
DTA Spoiler:
Directory of C:\Program Files (x86)\Bohemia Interactive\ArmA 2 Operation Arrowhead\Expansion\Dta
07/07/2010 09:10 AM <DIR> .
07/07/2010 09:10 AM <DIR> ..
07/07/2010 09:06 AM 4,883,238 bin.pbo
07/07/2010 09:06 AM 287 bin.pbo.bi.bisign
07/07/2010 09:06 AM 367,264 core.pbo
07/07/2010 09:06 AM 287 core.pbo.bi.bisign
07/07/2010 09:10 AM 0 dir.txt
07/07/2010 09:06 AM 1,659,580 languagecore.pbo
07/07/2010 09:06 AM 287 languagecore.pbo.bi.bisign
07/07/2010 09:03 AM 258 product.bin
8 File(s) 6,911,201 bytes
2 Dir(s) 71,529,402,368 bytes free
Keys Spoiler:
Directory of C:\Program Files (x86)\Bohemia Interactive\ArmA 2 Operation Arrowhead\Expansion\Keys
07/07/2010 09:11 AM <DIR> .
07/07/2010 09:11 AM <DIR> ..
07/07/2010 09:03 AM 155 bi.bikey
07/07/2010 09:11 AM 0 dir.txt
2 File(s) 155 bytes
2 Dir(s) 71,529,136,128 bytes free
I made a folder with just Expansion, Common, and the client and server exe, and ran a server and client just fine on PC that already had Combined Operations install. I was able to launch just standalone OA that way. Hope that info helps...
EDIT - That is a OA standalone intall from Sprocket. It had not been patched yet when I did this. I'll edit it after I patch it (if I feel like using an activation on this).
EDIT - Here's what I did...
1. On computer 2 I have OA Standalone (patched, no Arma 2) installed. I ran server from there with -exThreads=1 and config=server.cfg only. (with beta you don't need exThreads=1)
2. On computer 1, I have combined operations installed, but I ran AO client only from my separate standalone folder I made (Common, Expansion, arma2ao.exe). I created MP mission in this standalone mode.
3. I put MP mission on computer 2 standalone server and connected with standalone from computer 1 and ran it fine.
4. I also connected to computer 2 standalone server with computer 1 combined operations client and ran same mission.
Result - You can make AO only missions with CO install by just creating folder with stuff I said above and running standalone AO client. AO standalone and CO clients can play these missions. Also you can run just standalone AO server this way.
There's another thread discussing the same thing more or less, so if I'm confusing the two, sorry... And maybe there's an easier way, but I didn't want to start renaming stuff and fucking with my CO install. It was easier to just make a new folder...
Last edited by Mosh; Jul 7 2010 at 15:06.
Reason: more info