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rekkless

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Everything posted by rekkless

  1. So I've spent the last few weeks making a Team vs Team vs Team mission where 6 players out of the 30 need a working Diary Entry for some additional intel about their character. I had used the Create Diary entry module in the editor and in all my testing it worked fine. Then on the weekend when we decided to play the mission we rallied the required 30 players onto the server. Went through the briefing only to fine NOT ONE of the players had the Diary Entry work (on the map screen before mission start) on their player which completely killed the mission. Unfortunately this isn't the first time the modules have failed for me. I made a zombie role play mission last year that had diary entries which gave the players background information about their character and their role in the scenario and we found the entries were less than reliable. Especially when it came to players who joined in progress. Anyway I've wasted enough of your time with my gripe. Is there a more reliable way of adding specific diary entries for specific players. Can I write something up in notepad and call for it in the units init box in the editor?? Or is there a better way of doing it, I just need additional intel for specific players to appear in the map screen (or somewhere else they can refer back to) about their role? I need something bullet proof (well bull proof by ArmA standards) that will work for JIP players as well.
  2. Ok so I've searched everywhere for a proper example on how to efficiently make music loop. I have a track that is actually ambient sounds that goes for 6:15. at the end of the 6 minutes and 15 seconds I want to track to replay and keep replaying until the end of the mission. Now I would specifically like it to be classed as a music track so players can adjust the volume using their music volume controls instead of sound effect controls. That was plays can have the option of turning the ambient sounds all the way off, just down a little or have them full blast. I have the music set up already Music 1 in a music folder and I have the music set up already in the description: class CfgMusic { tracks[]={}; class music1 {name = "music1"; sound[] = {"\music\music1.ogg", db+3, 1.0}; }; }; and I know how to get it to play using a trigger. The problem is getting it to loop once the track has finished. Can anyone point me in the right direction please.
  3. So I can't seem to get any of the Virtual Entities to work. Systems > Logic Entities > Virtual Entities None of them seem to work, not the virtual spectator, not the Zeus. Not sure about headless client as I don't have one. I'm trying to make a dedicated Zeus player (like in Master Altis) Typically in the 2d editor (which it still does work) you drop in a Zeus Module, drop in a Zeus Virtual Entity. Give them names and make the Virtual Entity the owner of the module and force the interface. Simple really. However it seems when you try and do that in the 3d editor and try and play that mission, when you get to the briefing screen it is just black like you don't have a map, and as soon as you click play the mission is a failure. In multiplayer on a server the Zeus player will get stuck on the loading screen. For a far more simplified approach, just dropping in a Virtual Spectator entity achieves the exact same result. I have tried syncing modules and entities and all kinds of solutions and nothing will seem to work. So is there a different way of making a Zeus Virtual Entity in the 3d editor or does it simply just not work?
  4. Keelah, I just have to say amazing work. FASTER IMO is certainly the premier server hosting tool. thank you so much for keep up the support and work. This is a must for all server owners.
  5. Medic have always been the ones to only be able to give blodd. It is a skill they poses only. As for the Max Revive Time - Set Fatalities to "Cardiac Arrest Only" and turn the Cardiac Arrest time up as long as you want. Players then will only be able to die after a timer and them being in cardiac arrest.
  6. Ok thanks, I'll give it a try. Update: I gave those settings a try, our settings we pretty close to that as they were. Bbut like I said so long as you have ace_medical_fatalDamageSource = 2; the player is invincible. For example I just put a M112 Demolition block on the ground, stood on top of it and set it off and I didn't die. I went into an unconscious state, I was a total mess, but none the less I could not die from the large explosion or large caliber fire. Now if I set ace_medical_fatalDamageSource = 1; Then that is the opposite. Yes players will die upon going up in an explosion or being hit by a .50cal but they also will be flash killed by a head shot from a 9mm. Prevent Instant Death would prevent players from being killed by small arms (unless the AI double tapped them) but would they would still die from large explosions, land mines, large caliber round etc. etc. I'll keep using these settings for a time being though thanks.
  7. Why did they get rid of prevent instant death? While I think the new medical rewrite is an improvement players are basically now either immortal or vanilla delicate. If you set death to Cardiac Arrest Only: Basically a player can be head shot by small arms, blown away by a .50cal, shot by a tank, step on a land mine, being a vehicle that explodes or in a plane/ heli crash. And they will survive, in many cases they will get out consciously and walk away. If you set death to always it is just the vanilla head shot and you're dead, critical body part and it's over. There is no mid ground. This is what "Prevent Instant Death" did so well. Players would survive being shot with small arms. If they were spotted by an enemy patrol and the player took a 7.62 AK round to the chest or head instead of an instant kill, the players was forced in an unconscious state unless the AI double tapped the player. But if the player stepped on a land mine, was in a vehicle that exploded or in a plane crash they would die. This was a fantastic feature that kept players alive in an infantry firefight most of the time, but kept them cautious if they were driving a vehicle, dealing with explosives or if they were around technicals, static encampments, MRAPS or APCs. Now you have to set it so players either are invincible to everything except the cardiac arrest timer (which is basically the old Revive System) or they are Vanilla dead. Could we please consider bringing back a version of "Prevent Instant Death"
  8. Ok can anyone give me a guideline on how to best setup out medical setting with the new system. our group is more focused on fast, high action, Zeus based tactical realism. In the past we have used the basic medical system with the following parameters: Basic Medical Prevent Instant Death 1.4 Player Hit points medics only use Epi, anywhere We added the ACE 3 Canteen mod which allowed for non medics to pour water on players heads to allow a small chance of making up a patient. With these settings we basically wanted Players to be able die in battle which is why we did not run REVIVE. We wanted players to be able to flash killed in an explosion, being shot by a .50 cal technical or just being able to be killed by large events. However we wanted to keep players alive in the event of them being critically shot by small arms, Aks, M4s and the like. Our server for our missions runs a 2 life perma death situation so we want to keep the players alive but not have them feel like terminators. Anyway, We like the idea of the limping and splints that is all pretty straight forward. Where we have gotten lost is really the other settings. We all the bandages set to heal hit points, all the advanced stuff turned off. While it seems Prevent instant death is gone, we thought the cardiac arrest system might be the modern alternative but it doesn't appear so. It also seems that waking people up is very difficult now, morphine doesn't work instantly and it seems only a random chance players will wake up from EPI. While we aren't resistant to change, can someone please show me some documentation or explain how to best setup the medical system for fast paced, tactical realism. Cheers.
  9. Thank you Keelah for your continued support. As much as I love FAST2 it has some breaking bugs that haven't been addressed. FASTER just works.
  10. Any idea if those amazing new sounds are going to conflict with players running JSRS?
  11. I'm not sure if this mod is still supported, but apart from what Mickeymen said I too love this mod, but my unit hates it, mostly because they get their night vision and helmets shot off all the time. Any chance on having a CBA setting where it is set for AI only?
  12. Awe that's a shame. is it complicated is it something I can put into my mission? or is it more of a config that need to be incorporated into the mod itself?
  13. Thanks for the script but I'm looking for the default CUP Terrains snow script, the one that works by default on Chernarus Winter as it doesn't have much affect on FPV and performance on a large scale mission.
  14. Can anyone give me the quick and dirty script to make it snow on maps that are not officially supported by CUP terrains? For example I know on Charnarus Winter all I have to do is make it overcast and rainy and it will automatically make it snow instead of rain. But I'd like to also make it snow on maps like Abramia or Namalsk. Can anyone tell me what script or piece of code I need to use to make it so.
  15. So I've found out that the issue is not actually mod but in our mission framework (initialization scripts and mission settings), I've updated my post with the thought process, however I'm not sure how to proceed with the framework, could you please take a look and see what is in there that could be causing the issue with ACRE 2. Our framework is pretty concise The mission where ACRE worked fine we had all the modules still present, the problem is clearly coming from our scripting. https://github.com/IDI-Systems/acre2/issues/741
  16. I've made a post with as much information as possible for now. I can't seem to enable my own RPT files for some reason even though I do not have -nologs enabled. I'll work on it and get my RPT uploaded.
  17. Ok I'll see what I can do, but all our missions now, when most of the players spawn in they can't hear other players via proximity chat and have to quit back to the lobby to get it to work. And No radios work for anyone. We did some extensive testing yesterday, I can't for the life of me work out if it is our mission framework (which is pretty basic) or it is a conflict with another mod. Either way the previous version of ACRE worked flawlessly. Does anyone know of a location I can download the previous version?
  18. How do I post a RPT on here, everytime I try and put it in either CODE or Spoiler when I hit Submit reply, the browser just craps the bed and nothing happens. Here is the acre_dll.log if it helps from today
  19. Can anyone give me any insight to this. The only variable in this video that has changed is ACRE 2 updating to 2.7 nothing else has changed since ACRE 2 working perfectly fine, we ran this mission two weeks ago with 26 players flawlessly. The issue I'm referring to at the start of the video is this is the second mission we were checking out, the first mission whenever we would spawn in we could not hear each other or operate the radios - this is a similar bug that was present quite a few versions ago, maybe around 2.4 or something like that. We haven't seen this problem in a long time. Anyway although the mission was very bare bones with just some RHS units and a few Arsenals we loaded up "The Brothers Grim" mission we played just 2 weeks ago, it worked perfectly then and our two missions we ran on Friday and Saturday worked perfectly fine then too. Now all of a sudden with 2.7 the radios aren't working at all. https://www.youtube.com/watch?v=ECZzcfNJWk0
  20. Holy Smokes - what an update right out of the blue. Does this new Zeus update mean what I think it means? Zeus will now be able to hear players on the ground? can they communicate via radio as well or just hearing proximity chat for now?
  21. Make sure NONE of your mod names or folders have SPACES in them. For Example: If your server uses GRAD Trenches make sure you rename the mod from @Grad Trenches to either @GradTrenches or @Grad_Trenches
  22. So it appears in the all seeing wisdom Bohemia added a default timer for people sitting in the lobby. Now for King of the Hill Servers or Altis life, sure I can understand this. But when you are running an actual ArmA server with 20-30 players joining not everyone can join in 300 seconds. So very quickly every player other than the admin starts getting kicked for idling in the lobby for too long, when all they are doing is waiting for all players to join so the Mission Maker can start the mission. Long story short, does anyone know how to disable ALL lobby, briefing or any other timeout kicks for idling for too long. Thanks everyone. BTW Bohemia, this should NOT be a default option, but an option Server owners should turn ON rather than have to turn off.
  23. Fantastic, its awesome to see some updates. Might I make a request request though? If you're going to support and update this. Could you write it so keys are automatically copied to the servers KEYS folder when a mod is updated or installed for the fist time. This was an amazing feature in FAST that sadly never made it to FAST2. Also allowing the program to update it itself (Settings > Update Faster doesn't seem to work) Also don't forget to update your first Post with the most recent download link. *EDIT^ No links in the Github page are working as a download.
  24. rekkless

    Renting server

    I've been using Streamline Server for as long as I can remember. I've even made youtube videos on how to set up their servers etc. If you use this link you'll get 5% off the server at checkout: https://streamline-servers.com/billing/aff.php?aff=510 I'll post some setup videos Here is a video I made a while ago:
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