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eric963

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About eric963

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  1. Good news. Looking forward to your next release. Sent from my iPhone using Tapatalk
  2. You could just -mod and those that need -servermods could just enter that in the extra Params box. There are not that many server side only mods. Pretty sure it’s done that way in TADST. Sent from my iPhone using Tapatalk
  3. Question about -mod= and -servermod= When using F.A.S.T. it generated this line "G:\Games\a3server\arma3server_x64.exe" -port=2302 "-config=G:\Games\Flax Server Tool\servers\New_Server\New_Server_config.cfg" "-cfg=G:\Games\Flax Server Tool\servers\New_Server\New_Server_basic.cfg" "-profiles=G:\Games\Flax Server Tool\servers\New_Server\" -name=New_Server "-serverMod=@ALiVE;@CBA_A3;" Its using -serverMod=@Alive;@CBA_A3 which are mods that the clients must have and which makes them show up when the client views the server in the server browser. Should it be using -mod= instead? And then use in in the Extra Parameters box the -serverMod= for only mods that need to be ran on just the sever like "-serverMod=@Advanced_Rappelling;@Advanced_Urban_Rappelling" I'm still kinds new to the dedicated server stuff but I have been using TADST for the last year and it used -mod= to load them so I thought I would just ask here. Thanks Eric
  4. I starting to think this will be my replacement for TADST. I posted a couple issues on your GitHub but just wanted to let you know that this is really looking good.
  5. V1.3 Beta Just got it updated on my server and am getting ready to give it a test but before I forget there is on thing you might want to check. Some of the difficulty settings now have 3 options available. //All options of the Custom preset are set by the engine. The values in config class Options { // Simulation reducedDamage = 0; // Reduced damage (0 = disabled, 1 = enabled) // Situational awareness groupIndicators = 0; // Group indicators (0 = never, 1 = limited distance, 2 = always) friendlyTags = 0; // Friendly name tags (0 = never, 1 = limited distance, 2 = always) enemyTags = 0; // Enemy name tags (0 = never, 1 = limited distance, 2 = always) detectedMines = 0; // Detected mines (0 = never, 1 = limited distance, 2 = always) commands = 0; // Commands (0 = never, 1 = fade out, 2 = always) waypoints = 0; // Waypoints (0 = never, 1 = fade out, 2 = always) tacticalPing = 0; //Tactical Ping (0 = disabled, 1 = enabled) // Personal awareness weaponInfo = 1; // Weapon info (0 = never, 1 = fade out, 2 = always) stanceIndicator = 0; // Stance indicator (0 = never, 1 = fade out, 2 = always) staminaBar = 0; // Stamina bar (0 = disabled, 1 = enabled) weaponCrosshair = 0; // Weapon crosshair (0 = disabled, 1 = enabled) visionAid = 0; // Vision aid (0 = disabled, 1 = enabled) // View thirdPersonView = 0; // 3rd person view (0 = disabled, 1 = enabled) cameraShake = 0; // Camera shake (0 = disabled, 1 = enabled) // Multiplayer scoreTable = 0; // Score table (0 = disabled, 1 = enabled) deathMessages = 0; // Killed by (0 = disabled, 1 = enabled) vonID = 0; // VON ID (0 = disabled, 1 = enabled) // Misc mapContent = 0; // Extended map content (0 = disabled, 1 = enabled) autoReport = 0; // Automatic reporting (0 = disabled, 1 = enabled) multipleSaves = 0; // Multiple saves (0 = disabled, 1 = enabled)
  6. Will update tonight and check out the new features. Thx!!! Sent from my iPhone using Tapatalk
  7. [MP] =BTC= Hearts and Minds

    In version 1.17 if I want to up the chances of a particular unit being spawned would I now add it in here btc_type_units = btc_type_units + ["Blabla","moreBlabla"]; Thanks Eric
  8. [MP] =BTC= Hearts and Minds

    Nice update. My group will be playing it tonight. Thx!! Sent from my iPhone using Tapatalk
  9. Pretty sure it's every minute Sent from my iPhone using Tapatalk
  10. Good news. Thx. Sent from my iPhone using Tapatalk
  11. [MP] =BTC= Hearts and Minds

    Thx for continuing to update this mission. I Sent from my iPhone using Tapatalk
  12. Thanks for the update. My groups really enjoys playing this!!!
  13. Update on kp_loadout V955 - mouse wheel load option appears and functions properly ( previous attempt was operator error. Needed a 2nd vehicle there for the option to appear) but the next time you load the mission the fob is not there and you are placed on a little island. Happens with vanilla or rhs presets. Note: when making the changes you posted the line numbers did not match where you wanted them to be made. V96dev - the insertion line numbers matched your instructions. The load option worked correctly and next session loaded in properly. Would the .96dev version work with our .955 save? Thanks Eric
  14. I'll check my changes again tonight and if I still can't get it to work I'll join discord and share the pbo. Your mission is all my small group like to play now. Can't wait for civilian death penalties, my guy will all have to learn a little fire control. Thanks again!! Sent from my iPhone using Tapatalk
  15. OK, made the changes but still no scroll wheel LOAD option. Below is what works in my basic test mission. Am I missing something else that needs to be set? // CONFIG START // Should loadouts from the arsenal of the player be available? _arsenal_loadouts = false; // Array for predefined loudouts // Format: ["NAME",["ITEM CLASSNAME","ITEM CLASSNAME","ITEM CLASSNAME"]] _predefined_loadouts = [ ["AA Ammo (2)",["rhs_fim92_mag","rhs_fim92_mag"]], ["Jav Ammo(2)",["rhs_fgm148_magazine_AT","rhs_fgm148_magazine_AT"]] ]; // Classnames of objects which should be provide loading functionality // you can leave it empty, if you just want objects where you've written in the init line: this setVariable ["KP_loadout_cargo_object",1]; // if you want to add objects during a mission to the list of objects do: KP_loadout_cargo_objects pushBack X; publicVariable "KP_loadout_cargo_objects"; (X -> the spawned object which you want to add) _object_classnames = [ "rhsusf_M977A4_AMMO_BKIT_usarmy_wd" ]; // CONFIG END
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