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razzkulz

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About razzkulz

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  1. I've got the following parameters in my server.cfg: // Signature Verification onUnsignedData = "kick (_this select 0)"; onHackedData = "kick (_this select 0)"; onDifferentData = "kick (_this select 0)"; Yet people are able to connect without having those three mods (ace, CBA & task force radio). They are not kicked upon joining the server for some reason. The icon next to the server is also green but should be red if you don't have the correct mods enabled.
  2. I took your advice but I'm running into the same issue. My folder structure looks like this: - @ ace - @ cba - @ tfr - keys - - [TF]Nkey8.bikey - - [TF]Nkey9.bikey - - a3.bikey - - ace_3.12.2.33.bikey - - cba_3.7.1.180604.bikey - arma3server.exe And I'm using these parameters to run the server: script /dev/null screen -S armaserver cd steamcmd/arma3 ./arma3server -name=server -config=server.cfg "-mod=@ace;@tfr;@cba"
  3. I'm trying to load mods onto my server and verify that the client trying to connect has the same mods, but it keeps saying the server and client are different, even though I've literally dragged the mod folder from my computer to my dedicated server a minute before starting the server, so they should be the same version. These are my parameters: equalModRequired = 1; onUnsignedData = "kick (_this select 0)"; onHackedData = "kick (_this select 0)"; onDifferentData = "kick (_this select 0)"; And when I run my server I use the following lines: script /dev/null screen -S armaserver cd steamcmd/arma3 ./arma3server -name=server -config=server.cfg "-mod=@ace;@task_force_radio;@CBA_A3" Anyone got an idea what I might be doing wrong? I read somewhere on a Steam thread that Linux doesn't work well with mods and Windows should be used, but I'm not sure how accurate that information is.
  4. razzkulz

    NSS Admin Console

    When I give myself Zeus through the admin menu it works fine but when I die and I try to give myself Zeus again it doesn't work anymore. Is there a way to fix this?
  5. I did. I have no server machine, I'm hosting via the "Host Server" tab on the server browser. I also have the userconfig folder with ace/serverconfig.http or something inside with all my settings with force settings set to true and all that.
  6. I have a mission where I'm trying to enforce all ACE settings that I configured via my description.ext, located in my mission folder. The description.ext contains nothing else but the exported ACE settings as I followed instructions on via ACE's website. I'm hosting it locally via the "Host Server" tab and the mission folder with mission.sqm and description.ext is located in My Documents - Arma 3 Other Profiles - Razzkulz - mpmissions - (mission name) Can anyone help me figure out why it's not working? Here's my description.ext file: http://pastebin.com/eRSr7aRR Am I supposed to export the mission or host it via a dedicated server before the description.ext will work? I also don't think I forgot any ;'s in the description file.
  7. Voted yes, but I can't help think that one of the modders of this talented community will find a way to still have a sweet ViV transport system by actually driving it.
  8. My mission is finally completed but I'm facing some difficulties. I have a Zeus game logic synced to a Curator game logic and a Game Master module. In multiplayer options, I set "respawn" to disabled with ace_spectator and mission failed when all players are dead checked. However, when people die during the mission and go back to the lobby or when they join the server when the mission's already started, and they go into the Zeus slot, they just spawn with a black screen. They can't do anything. Also, when I set "respawn" to "respawn on custom position", Zeus isn't able to spawn because he has to select a respawn point but there isn't any. Can anyone help me with this?
  9. If I place a Zeus in my mission and enable "Respawn on custom position" so that BLUFOR units can spawn back at base, Zeus has to choose a spawn point when the mission starts but there is no spawn point for Zeus.. How do I make Zeus spawn immediately and 'bypass' this spawn menu for Zeus only?
  10. But how do I link this command to checking if both tasks are completed and then creating another task to return to base?
  11. I currently have two tasks in my mission which are 1. destroy the ammo caches and 2. repel the convoy. Once those two missions are are completed, I want a new task to be created with "return to base". I got far enough to know that I should do something with triggers and link them to my task modules, but I just don't know how to create the small scripting part that goes into the trigger's condition or on activation field.
  12. Thanks so much for your help! I got a question though. I didn't formulate my problem correctly, I want HQ to notify the player in side chat at the beginning of the mission that they have to go clear the town, not when they enter it. HQ notifying the players of the upcoming convoy when they enter the town is correct though. I'm gonna try all of this out right now! Also, for the side chat text, what should I fill in the 'player' section? Is it just player SideChat text or something like rhs_officer SideChat "Hi";? Edit: Okay so I've got everything working save for a couple of things. I'm trying to have a conversation in the trigger section by doing this; player sideChat "Hello"; sleep 5; player sideChat "Hi"; sleep 5; player sideChat "Bye"; This just spawns me with a black box and an error saying "ERROR Generic error in expression" as soon as this trigger gets activated. Also, how do I make the 'player' part into like something named HQ or Crossroads?
  13. I'm making a mission but I need to implement some final features before I want to play it with my unit. It's a simple mission where you have to destroy two ammo caches and I got the task working. Now there are three things that I fail to find any tutorial on; I have a convoy stationed in the town above and once a BLUFOR unit enters the town with the ammo caches, the convoy should move to that town and a new task should be created with 'Repel the convoy', and succeed if all three technicals are destroyed. At the beginning of the mission and when the convoy gets triggered, SideChat text should come up with HQ saying "Go clear that town blah blah" and when the convoy comes "Intel suggest a convoy may be heading your way blah blah". I know only the basics of Eden so it's a bit hard for me to figure these things out.
  14. I am making a mission in Eden in which a small team has to destroy two ammo caches. After some long troubleshooting, I got the task modules and all that to work. Now there's a convoy consisting of three ISIS trucks in a town nearby which I want to move to the town containing the ammo caches, but I want them to move after 10 minutes, not right away when the mission starts. I can't seem to figure out how to make this work, I tried typing "sleep 400" in the init field of the group settings but that didn't work.
  15. razzkulz

    Eden Editor snaps everything

    Ah that worked, I feel like an idiot now. Thanks!
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