Page 56 of 78 FirstFirst ... 64652535455565758596066 ... LastLast
Results 551 to 560 of 771

  Click here to go to the first Developer post in this thread.  

Thread: CBA: Community Base Addons for A2, OA and CO

  1. #551
    Perhaps you've missed that you need to have all the CBA modfolders active for CO etc? Please refer to the readme.

    If the game doesn't start anymore when you're not using a -mod= startup parameter, then that's because of limitations when using the ingame mod-manager - you'll have to clear your arma2oaprofile from mods, or add the required ones. As workaround you can use -mod= in startup params or use a launcher.
    I think there's plenty of threads/posts about that in the ARMA2 Troubleshooting section.
    A.C.E. Advanced Combat Environment

    Dev-Heaven.net Free Project Hosting | A2 Community Issue Tracker Help BIS, Help yourself!

  2. #552
    Quote Originally Posted by [TcB]-Psycho- View Post
    If you use latest cba from SU your startparameters have to look following:
    -mod=@cba;@cba_a2;@cba_oa; ......

    Also the needed serverkeys (included in cba dl) must be present in the "keys" folder on server side.
    If you did that and you use the same cba version on client side all work fine. If not the bug is in front of your keyboard.


    regards

    Well I tried both, the latest stable with only CBA in mods as you can see above and I tried latest dev build with CBA CBA_A2 and CBA_OA. None of them worked. If I dont turn CBA_A2 and OA it complains on start how it cant find CBA_A2 (or OA ) XEH if I do then it complains about conflicting addons, which would be as I recall CBA_UI helper in CBA_A2 and CBA_OA. Im just out of ideas here.

    You said to place CBA keys is server keys folder, so I wonder if I did it right now. Will that be in the @CBA folder keys or in the server root keys pr expansion/keys? Its annoying how nothing is explained and you have to hunt information around.
    Last edited by _MaSSive; May 19 2012 at 15:07.

  3. #553
    Staff Sergeant [TcB]-Psycho-'s Avatar
    Join Date
    Sep 29 2009
    Location
    Germany, Brandenburg
    Posts
    256
    Quote Originally Posted by _MaSSive View Post
    You said to place CBA keys is server keys folder, so I wonder if I did it right now. Will that be in the @CBA folder keys or in the server root keys pr expansion/keys? Its annoying how nothing is explained and you have to hunt information around.
    Simple modfolder method - it's the same method since almost 11 years. What for informations you have to hunt?
    C&P the .bikey from every cba folder in the keys folder in CO main dir.

    Show a screenshoot from your mainfolder which show the included modfolders and the content of keys folder. Also your complete start command line.
    Maybee your server .rpt again...



    regards

  4. #554
    Quote Originally Posted by [TcB]-Psycho- View Post
    Simple modfolder method - it's the same method since almost 11 years. What for informations you have to hunt?
    C&P the .bikey from every cba folder in the keys folder in CO main dir.

    Show a screenshoot from your mainfolder which show the included modfolders and the content of keys folder. Also your complete start command line.
    Maybee your server .rpt again...



    regards
    First of all server is linux debian 6 x64 and there is no GUI which makes it a bit more complicated, but not impossible. It might be easy for someone who is longer in this but for someone who is just starting information is scattered aroun the net and you have to pickup pieces around. At least thats how I did it, to make it to setup everything.

    Now my server directory looks like this.



    Code:
    2302.pid            @balkan_war_mod    @ibr_dtowns       player
    2302.run            ban.txt            @ibr_plants       readme_oa.txt
    @ace                battleye           @ibr_rn           readme.txt
    @acex               @brg_africa        install           server
    @acex_ru            @cba               @isla_duala       server_console.log
    @acex_usnavy        @cba_a2            @jayarma2lib_new  tmp2302
    @acre               @cba_oa            keys              tolower
    addons              checkfilelist.lst  lang.ini          tolower.c
    arma2_manual.pdf    common             log.2302.txt      @torabora
    arma2oa.cfg         dll                logo-paul.bmp     userconfig
    arma2oa_manual.pdf  dooacsconfig.sqf   mainserver1.cfg   @vilas_aks
    arma2oaserver       dta                missions          @vilas_wwp
    @asr_ai             expansion          mpmissions
    @balkan             @fallujah          @panthera
    I copied all that from my home PC which has CO installed ( from gamersgate ) patched to 1.6 beta. Downloaded Linux Server beta 1.60.92364 and did as instructed. Then gathered info on how to configure it. Server.cfg network tuning, security, BE rcon etc.

    So if CBA keys are not in arma2server/keys CBA will not work? Why is it complaining that its missing XEH if it will work but you will not be able to connect? Also I have Dooacs and some PvP addons ( disable stock OA/A2 missions and some others ) and DooACS requires CBA but its not reporting that its missing, although I cant see if it works or not.


    Ill try placing CBA keys in server directory/keys and Ill report back. Also I dont know where server rpt file should be I cant find it.


    Edit: Here are the keys I have on server. I copied missing ones there from all @mods/store/keys folders

    Code:
    abih.bikey                      ibr.bikey
    abihv.bikey                     ibr.bikey.gz.zsync
    ace_b522.bikey                  ibr_duala195.bikey
    acex_b353.bikey                 ibr_duala195.bikey.gz.zsync
    acex_ru_b64.bikey               jayarma2lib.bikey
    acex_ru_b64.bikey.gz.zsync      senadhvo.bikey
    acex_usnavy_b67.bikey           senadvrs.bikey
    acex_usnavy_b67.bikey.gz.zsync  shezan74.bikey
    acre2.bikey                     shezan74.bikey.gz.zsync
    acre2.bikey.gz.zsync            six_brg_africa.bikey
    acre.bikey                      six_fallujah.bikey
    acre.bikey.gz.zsync             six_fallujah.bikey.gz.zsync
    akr.bikey                       six_ibr_dtowns.bikey
    asr_ai.bikey                    six_ibr_plants.bikey
    asr_ai.bikey.gz.zsync           six_ibr_rn.bikey
    bi2.bikey                       six_isla_duala.bikey
    bi.bikey                        six_isla_duala.bikey.gz.zsync
    brg.bikey                       six_panthera.bikey
    cba_a2_b7.bikey                 six_panthera.bikey.gz.zsync
    cba_b175.bikey                  six_torabora.bikey
    cba_oa_b4.bikey                 six_torabora.bikey.gz.zsync
    cba_v0-8-3.bikey                six_vilas_wwp.bikey
    chill.bikey                     vilas.bikey
    chill.bikey.gz.zsync
    Forgot to say that I used this script for syncing addons

    Code:
    #!/bin/bash
    #
    # ACE Update script for linux
    #
    # by Dr.Pulp - www.FAKKer.de
    #
    #
    #
    # READ FIRST!!!
    #
    # In order to use this script you need to have gunzip and rsync installed!
    #
    # You will also need two seperate folders to use the advantage of rsync,
    # because otherwise "tolower" will alter the filenames and rsync will download
    # them again everytime you use the script.
    #
    # After the script finish succsessfully, you will have new folders depending of the number
    # of mods you like to synchronize. the folders a called like the mod with a leading @.
    #
    ##################################
    # Configuration start            #
    ##################################
    
    # Directory where the arma server is installed
    ARMA_DIR=/home/*****/arma2/******
    
    # Directory where rsync stores the data. DON'T use a subdirectory of your arma directory!
    ARMA_SYNC_DIR=/home/*******/arma2/notserverdir
    
    # List of available Mirrors. You can add new mirrors, or delete ones that are no longer functioning. Leave a blank between mirrors!
    MIRRORLIST=(dev-heaven.net s01.6thsense.eu s02.6thsense.eu 64.34.164.115 arma2.armagoons.com 213.245.0.237 six.bssnet.dk zeus2.zeus-community.net)
    
    # Mods you like to synchronize with this script. For a complete list of available mods look at http://updater.dev-heaven.net/main !
    # You can use every mod listet there -> just use the modname without @. Leave a blank between mods!
    MODS="cba cba_a2 cba_oa ace acex acex_ru acex_usnavy acre"
    
    ##################################
    # Advanced Configuration         #
    ##################################
    # Define some of the OS tool the script uses. If you encounter an error you can check is your pathnames may differ with the type command. example: type rm
    # this will tell you your exact path to your rm. in case it differs, edit this part...otherwise leave it as it is.
    RM="/bin/rm -r"
    RSYNC="/usr/bin/rsync --times -O --no-whole-file -r --delete --progress -h --exclude=.rsync rsync://"
    CP="/bin/cp -r"
    GUNZIP="/bin/gunzip -r"
    ##################################
    # Configuration end              #
    ##################################
    
    # Function: random mirror selection
    RANDOM_MIRROR() {
    MIRRORCOUNT=${#MIRRORLIST[*]}
    MIRRORCOUNT=`expr $MIRRORCOUNT - 1`
    MIRRORCOUNT=`expr 32767 / $MIRRORCOUNT`
    MIRROR=${MIRRORLIST[$(($RANDOM/$MIRRORCOUNT))]}
    }
    
    # Loop: deleting folder, rsync, decompress ad copy for each mod you selected
    for MOD in $MODS
    do
      $RM $ARMA_DIR/@$MOD
      INFOSYNC='Starting to synchronize '$MOD'!'
      echo '   ----------------'
      echo $INFOSYNC
      OK=1
      BAILOUT=0
      until [ "$OK" -lt "1" ]
      do
        RANDOM_MIRROR
        $RSYNC$MIRROR/rel/$MOD/./.pack/ ${ARMA_SYNC_DIR}/@$MOD
        OK=$?
        BAILOUT=`expr $BAILOUT + 1`
        if [ "$BAILOUT" -gt 10 ]
        then
          ENDE='There is a problem with rsync of mod '$MOD'! Aborting Script to prevent a loop! Check your directorys, user-rights or maybe just all mirrors are full at the moment'
          echo $ENDE
          exit
        fi
      done
      INFOCOPY='Copying '$MOD' Mod to the destination folder!'
      echo $INFOCOPY
      $CP ${ARMA_SYNC_DIR}/@$MOD ${ARMA_DIR}
      INFOZIP='Decompressing '$MOD' Mod!'
      echo $INFOZIP
      $GUNZIP ${ARMA_DIR}/@$MOD/*
    done
    
    # Converting filenames to lower case letters
    ${ARMA_DIR}/tolower
    
    # copying keys, mpmissions and userconfig to the right folders
    for MOD in $MODS
    do
      if test -e ${ARMA_DIR}/@$MOD/store/keys
        then
          $CP ${ARMA_DIR}/@$MOD/store/keys/* ${ARMA_DIR}/keys
      else
          if test -e ${ARMA_DIR}/@$MOD/keys
          then
             $CP ${ARMA_DIR}/@$MOD/keys/* ${ARMA_DIR}/keys
          fi
      fi
      if test -e ${ARMA_DIR}/@$MOD/mpmissions
        then $CP ${ARMA_DIR}/@ace/mpmissions/* ${ARMA_DIR}/mpmissions
      fi
      if test -e ${ARMA_DIR}/@$MOD/userconfig
        then
        if test -e ${ARMA_DIR}/userconfig/$MOD
          then
          $CP ${ARMA_DIR}/@$MOD/userconfig/* ${ARMA_DIR}/userconfig/$MOD/
        else
          /bin/mkdir -p ${ARMA_DIR}/userconfig/$MOD
          $CP ${ARMA_DIR}/@$MOD/userconfig/* ${ARMA_DIR}/userconfig/$MOD/
        fi
      fi
      if test -e ${ARMA_DIR}/@$MOD/store/userconfig
        then
        if test -e ${ARMA_DIR}/userconfig/$MOD
          then
          $CP ${ARMA_DIR}/@$MOD/store/userconfig/* ${ARMA_DIR}/userconfig/$MOD/
        else
          /bin/mkdir -p ${ARMA_DIR}/userconfig/$MOD
          $CP ${ARMA_DIR}/@$MOD/store/userconfig/* ${ARMA_DIR}/userconfig/$MOD/
        fi
      fi
    done
    exit
    I must say that its not quite reliable so use at your own risk.


    Also this is my start script posted in my first post. Not complete just editable part

    Code:
    !/bin/bash
    #
    # armaserver: ArmA 2 Linux Dedicated Server Control Script
    #  (c) 2010 BIStudio
    #  ArmA 2 binary version must be 1.04 or later
    #
    
    #=======================================================================
    #========               CONFIGURATION PARAMETERS                ========
    #======== MUST BE EDITED MANUALLY TO FIT YOUR SYSTEM PARAMETERS ========
    #=======================================================================
    ARMA_DIR=/home/*******/arma2/*******
    CONFIG=******.cfg
    PORT=2302
    PIDFILE=${ARMA_DIR}/${PORT}.pid
    RUNFILE=${ARMA_DIR}/${PORT}.run
    LOGFILE=${ARMA_DIR}/log.${PORT}.txt
    SERVER=${ARMA_DIR}/server
    OTHERPARAMS=-cpucount=4
    OTHERPARAMS=-mod=@cba\;@ace\;@acex\;@acex_ru\;@acex_usnavy\;@acre
    #=======================================================================
    ulimit -c 1000000
    With changes it should be like this

    Code:
    !/bin/bash
    #
    # armaserver: ArmA 2 Linux Dedicated Server Control Script
    #  (c) 2010 BIStudio
    #  ArmA 2 binary version must be 1.04 or later
    #
    
    #=======================================================================
    #========               CONFIGURATION PARAMETERS                ========
    #======== MUST BE EDITED MANUALLY TO FIT YOUR SYSTEM PARAMETERS ========
    #=======================================================================
    ARMA_DIR=/home/*******/arma2/*******
    CONFIG=******.cfg
    PORT=2302
    PIDFILE=${ARMA_DIR}/${PORT}.pid
    RUNFILE=${ARMA_DIR}/${PORT}.run
    LOGFILE=${ARMA_DIR}/log.${PORT}.txt
    SERVER=${ARMA_DIR}/server
    OTHERPARAMS='-cpucount=4 -mod=@cba\;@cba_a2\;@cba_oa\;@balkan\;@ace\;@acex\;@acex_ru\;@acex_usnavy\;@acre'
    #=======================================================================
    ulimit -c 1000000
    @balkan contains folder addons with the following:

    Code:
    disabledstockmpmissionoa_server_c_pvpscene.pbo   disabledstockmpmissionsa2_server_c_pvpscene.pbo.pvpsceneco.bisign  dooacs.pbo
    disabledstockmpmissionsa2_server_c_pvpscene.pbo  disabledstockmpmissionsoa_server_c_pvpscene.pbo.pvpsceneco.bisign  dooacs.pbo.doo.bisign
    Should I have keys of these addons in server root/keys too?



    EDIT - FINALLY : After some fight with version errors and copying latest dev build to server, and copying its keys to serverroot/keys I got it working finally. No CBA errors anymore, but my server is shown in red, even though I can connect to it. How can I work with that?
    Last edited by _MaSSive; May 20 2012 at 09:35.

  5. #555
    I personally think CBA needs to be brought up to date,to work without throwing errors as almost all mods rely on this and it seems to me that its starting to become somewhat of a problem. Fact stated if Mod makers can put time into making a mod work for the Community without errors then surely the Foundation of Arma2 and Arma2 Co mod Gaming can be at the very least kept up with to not throw errors.

    Ive up until now never once had an issue launching OA by itself without mods. And never once did it require CBA till the last update. Ive been running sixupdater for many months with CBA constantly saying CBA mismatch When I join with ACE or if other people join with ACE. Its very concerning to me that the Very Foundation of Mod gaming isn't being kept tidy knowing that almost all mods are built to work or rely on CBA.

    Up until now i never had a problem and now I'm being told that the way I have things set up is the problem. I don't know about all that. In al,l I appreciate all the hard work that has gone into ACE and many other mods,along with the Strong foundation CBA did have to stay up to date without errors but it wouldn't be giving people all these problems with launching the game and errors in game if it was kept up to be a bit more reliable with today's mods.

    As for the launcher thing I either use Sixupdater or I use Arma2 Launcher I hate using Arma2 launcher nowadays however because of random
    game crashing with the Error--------> "Arma2 Reinforcements has encountered a problem and need to close."

    In regards to setup for launching my game Ive kept the same setup for a few years now and it has stayed the same but CBA has been updated a few times and I stick to my guns that all was well with launching stock OA without a launcher or requirement for CBA till the last update of ACE and CBA which now requires not just CBA but 2 more CBA types to be loaded.

    When I don't get that problem I get the XEH not found problem. I will say no more and eagerly await a fix for this problem so that CBA is not required to launch Stock OA. Thanks for listening to the feedback from your users and I REALLY DO APPRECIATE THE WORK THAT HAS GONE INTO THIS THUS FAR. Just have really had my share of the errors and believe its time to get to the bottom of this.

    Either way the Cookie Crumbles You guys are amazing at this stuff so Im sure youll eventually get it cleared up,Im not stepping on anyones feet here. Good luck with fixing the issues.
    Last edited by Eaglezero6205; May 20 2012 at 12:31.

  6. #556
    CBA is not required to start A2OA. Check your launcher setup/presets. Btw there is a possibility to (re-) start A2OA with addons/mods just with vanilla A2OA - check/uncheck addons or mods in "Expansion" menu.

  7. #557
    @Eaglezero6205:
    Not sure what you are on about.
    CBA should work flawless without any errors. If there are errors to report, please create a bug report with details like the rpt file, error message etc; https://dev-heaven.net/projects/cca/issues and we will take care of it ASAP.

    CBA version mismatch is not an error, its at best a warning, and it should be correct. Keeping servers up2date is not our responsibility.

    As to startup problems, requirements simply have changed a few weeks ago, readme updated, and you need to adjust your launch methods for it, unless if you use SU since that takes care of everything automatically.
    Please refer to my earlier post about the limitations of the ingame mod manager (out of our control!), and how to workaround or resolve.

    Lastly, let me stress again, if there are actual issues, please report them with details incl the RPT file to the Issue Tracker and we will dispatch a fix ASAP.
    Feedback is welcome there too.

  8. #558
    Ok rgr that. Hear you loud and Clear. One thing I have to mention is I like the latest Updater and Launcher Idea. Icon looks cool too. Nice work. So is Sixlauncher a way of launching DAYZ ? I thought it had something to do with launching Six updater without updating or something.
    Last edited by Eaglezero6205; May 22 2012 at 13:22.

  9. #559
    Quote Originally Posted by Eaglezero6205 View Post
    Ok rgr that. Hear you loud and Clear. One thing I have to mention is I like the latest Updater and Launcher Idea. Icon looks cool too. Nice work. So is Sixlauncher a way of launching DAYZ ? I thought it had something to do with launching Six updater without updating or something.
    Cheers

    If you want to disable SU's auto-update, you can do so by adding a startup parameter, refer to the documentation for info.
    You can find the details about Six Launcher over at http://forums.bistudio.com/showthrea...=1#post2152990
    Also please refer to that thread for anything Six Updater/Launcher related

  10. #560

    Question taskdefend parameters

    hey guys,

    could someone give me an example, of how i change the parameters of the cba_taskdefend?

    apparently i'm not very good at scripting. let's say i want to call the cba_task_defend at a waypoint with Building Size Threshold set to 3 and can patrol = true.
    what would i have to put in the waypoint-on-act.-line?

    also, is there an easy way to tell the unit to cancel the task_defend and continue with the next waypoint?

    your help is much appreciated
    arma community is the best!
    greetings from germany, twistking

Page 56 of 78 FirstFirst ... 64652535455565758596066 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •