ReDBaroN Posted April 10, 2015 Report Share Posted April 10, 2015 Hi, I'm having problems trying to get the HC to connect and show up in the lobby. I have logged in as admin and can see the headless client slot, but it says it's empty. I have followed the install guide included in the github download and am running epoch 0301 and arma 1.42. I am using autoinit in my server launch parameters (not sure if this could cause a problem...?) The server rpt shows all the messages of FuMS starting OK but the HC client rpt just seems to stop at the same place: 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 EPE manager release (0|0|0) 11:53:27 EPE manager release (0|0|0) The HC client rpt is below: ===================================================================== == C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\HCserver.exe == "C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\HCserver.exe" -client -connect=127.0.0.1 -port=2312 -mod="@Epoch;" -nosound -password=****** Original output filename: Arma3Retail_Server Exe timestamp: 2015/04/08 16:40:03 Current time: 2015/04/09 11:53:21 Type: Public Branch: Stable Version: 1.42.130244 Allocator: C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\dll\tbb4malloc_bi.dll ===================================================================== 11:53:21 ManagerConfig() 11:53:21 Item STR_CONTROLS_TOOLTIPS_ACTION_IN_MAP listed twice 11:53:21 Item str_usract_action_in_map listed twice 11:53:21 Cannot register unknown string STR_USRACT_SWITCH_GUNS 11:53:21 Cannot register unknown string STR_USRACT_SWITCH_ROCKETS 11:53:21 Cannot register unknown string STR_USRACT_SWITCH_MISSILES 11:53:21 Cannot register unknown string STR_USRACT_SWITCH_BOMBS 11:53:21 Cannot register unknown string STR_CONTROLS_TOOLTIPS_SWITCH_GUNS 11:53:21 Cannot register unknown string STR_CONTROLS_TOOLTIPS_SWITCH_ROCKETS 11:53:21 Cannot register unknown string STR_CONTROLS_TOOLTIPS_SWITCH_MISSILES 11:53:21 Cannot register unknown string STR_CONTROLS_TOOLTIPS_SWITCH_BOMBS 11:53:22 Item str_a3_garage listed twice 11:53:22 Item STR_A3_Showcase_FiringFromVehicles_SITREP_text listed twice 11:53:22 Item STR_A3_DLC_PREMIUM_ITEM_NOTIFICATION_HELI_TEXT listed twice 11:53:22 Item STR_A3_DLC_PREMIUM_ITEM_NOTIFICATION_KART_TEXT listed twice 11:53:22 Item str_a3_flashlight1 listed twice 11:53:24 Updating base class ->Base, by a3\dubbing_radio_f\config.bin/CfgHQIdentities/PAPA_BEAR/ 11:53:24 Updating base class ->Base, by a3\dubbing_radio_f\config.bin/CfgHQIdentities/AirBase/ 11:53:24 Updating base class ->HouseBase, by a3\data_f\config.bin/CfgVehicles/House/ 11:53:24 Updating base class ->Thing, by a3\data_f\config.bin/CfgVehicles/thingX/ 11:53:24 Updating base class RscShortcutButton->RscButton, by a3\editor_f\config.bin/RscDisplayEditObject/Controls/B_OK/ 11:53:24 Updating base class RscSliderH->RscXSliderH, by a3\editor_f\config.bin/RscDisplayEditObject/Slider/ 11:53:24 Updating base class RscText->RscPicture, by a3\editor_f\config.bin/RscDisplayEditObject/Preview/ 11:53:24 Updating base class RscShortcutButton->RscButton, by a3\editor_f\config.bin/RscDisplayMissionLoad/Controls/B_OK/ 11:53:24 Updating base class RscShortcutButton->RscButton, by a3\editor_f\config.bin/RscDisplayMissionSave/Controls/B_OK/ 11:53:24 Updating base class ->House, by a3\structures_f\config.bin/CfgVehicles/House_F/ 11:53:24 Updating base class ->House_F, by a3\structures_f\config.bin/CfgVehicles/House_Small_F/ 11:53:24 Updating base class ->Default, by a3\anims_f\config\sdr\config.bin/CfgMovesBasic/DefaultDie/ 11:53:24 Updating base class ->RifleBaseLowStandActions, by a3\anims_f\config\sdr\config.bin/CfgMovesBasic/Actions/RifleBaseStandActions/ 11:53:24 Updating base class ->Default, by a3\anims_f\config\sdr\config.bin/CfgMovesMaleSdr/States/Crew/ 11:53:24 Updating base class ->StandBase, by a3\anims_f\config\sdr\config.bin/CfgMovesMaleSdr/States/AmovPercMstpSnonWnonDnon/ 11:53:24 Updating base class ->RscControlsGroup, by a3\ui_f\config.bin/RscControlsGroupNoScrollbars/ 11:53:24 Updating base class ->RscControlsGroup, by a3\ui_f\config.bin/RscControlsGroupNoHScrollbars/ 11:53:24 Updating base class ->RscControlsGroup, by a3\ui_f\config.bin/RscControlsGroupNoVScrollbars/ 11:53:24 Updating base class ->RscText, by a3\ui_f\config.bin/RscLine/ 11:53:24 Updating base class ->RscActiveText, by a3\ui_f\config.bin/RscActivePicture/ 11:53:24 Updating base class ->RscButton, by a3\ui_f\config.bin/RscButtonTextOnly/ 11:53:24 Updating base class ->RscShortcutButton, by a3\ui_f\config.bin/RscShortcutButtonMain/ 11:53:24 Updating base class ->RscShortcutButton, by a3\ui_f\config.bin/RscButtonEditor/ 11:53:24 Updating base class ->RscShortcutButton, by a3\ui_f\config.bin/RscIGUIShortcutButton/ 11:53:24 Updating base class ->RscShortcutButton, by a3\ui_f\config.bin/RscGearShortcutButton/ 11:53:24 Updating base class ->RscShortcutButton, by a3\ui_f\config.bin/RscButtonMenu/ 11:53:24 Updating base class ->RscButtonMenu, by a3\ui_f\config.bin/RscButtonMenuOK/ 11:53:24 Updating base class ->RscButtonMenu, by a3\ui_f\config.bin/RscButtonMenuCancel/ 11:53:24 Updating base class ->RscButtonMenu, by a3\ui_f\config.bin/RscButtonMenuSteam/ 11:53:24 Updating base class ->RscText, by a3\ui_f\config.bin/RscLoadingText/ 11:53:24 Updating base class ->RscListBox, by a3\ui_f\config.bin/RscIGUIListBox/ 11:53:24 Updating base class ->RscListNBox, by a3\ui_f\config.bin/RscIGUIListNBox/ 11:53:24 Updating base class ->RscText, by a3\ui_f\config.bin/RscBackground/ 11:53:24 Updating base class ->RscText, by a3\ui_f\config.bin/RscBackgroundGUI/ 11:53:24 Updating base class ->RscPicture, by a3\ui_f\config.bin/RscBackgroundGUILeft/ 11:53:24 Updating base class ->RscPicture, by a3\ui_f\config.bin/RscBackgroundGUIRight/ 11:53:24 Updating base class ->RscPicture, by a3\ui_f\config.bin/RscBackgroundGUIBottom/ 11:53:24 Updating base class ->RscText, by a3\ui_f\config.bin/RscBackgroundGUITop/ 11:53:24 Updating base class ->RscText, by a3\ui_f\config.bin/RscBackgroundGUIDark/ 11:53:24 Updating base class ->RscPictureKeepAspect, by a3\ui_f\config.bin/RscBackgroundLogo/ 11:53:24 Updating base class ->RscMapControl, by a3\ui_f\config.bin/RscMapControlEmpty/ 11:53:24 Updating base class ->RscPicture, by a3\ui_f\config.bin/CA_Mainback/ 11:53:24 Updating base class ->CA_Mainback, by a3\ui_f\config.bin/CA_Back/ 11:53:24 Updating base class ->CA_Mainback, by a3\ui_f\config.bin/CA_Title_Back/ 11:53:24 Updating base class ->CA_Mainback, by a3\ui_f\config.bin/CA_Black_Back/ 11:53:24 Updating base class ->RscTitle, by a3\ui_f\config.bin/CA_Title/ 11:53:24 Updating base class ->RscPictureKeepAspect, by a3\ui_f\config.bin/CA_Logo/ 11:53:24 Updating base class ->CA_Logo, by a3\ui_f\config.bin/CA_Logo_Small/ 11:53:24 Updating base class ->RscButton, by a3\ui_f\config.bin/CA_RscButton/ 11:53:24 Updating base class ->CA_RscButton, by a3\ui_f\config.bin/CA_RscButton_dialog/ 11:53:24 Updating base class ->RscActiveText, by a3\ui_f\config.bin/CA_Ok/ 11:53:24 Updating base class ->RscText, by a3\ui_f\config.bin/CA_Ok_image/ 11:53:24 Updating base class ->RscText, by a3\ui_f\config.bin/CA_Ok_image2/ 11:53:24 Updating base class ->RscText, by a3\ui_f\config.bin/CA_Ok_text/ 11:53:24 Updating base class ->RscPicture, by a3\ui_f\config.bin/RscVignette/ 11:53:24 Updating base class ->RscControlsGroupNoScrollbars, by a3\ui_f\config.bin/RscMapControlTooltip/ 11:53:24 Updating base class RscShortcutButton->RscButtonMenu, by a3\ui_f\config.bin/RscDisplayDebug/Controls/B_OK/ 11:53:24 Updating base class RscShortcutButton->RscButtonMenu, by a3\ui_f\config.bin/RscDisplayDebug/Controls/B_Cancel/ 11:53:24 Updating base class RscShortcutButton->RscButtonMenu, by a3\ui_f\config.bin/RscDisplayDebug/Controls/B_Clear/ 11:53:24 Updating base class ->RscText, by a3\ui_f\config.bin/RscDisplayCapture/controls/TimeLines/ 11:53:24 Updating base class RscShortcutButton->RscButtonMenu, by a3\ui_f\config.bin/RscDisplayCapture/controls/ButtonAverages/ 11:53:24 Updating base class RscShortcutButton->RscButtonMenu, by a3\ui_f\config.bin/RscDisplayCapture/controls/ButtonSavePreviousData/ 11:53:24 Updating base class RscShortcutButton->RscButtonMenu, by a3\ui_f\config.bin/RscDisplayCapture/controls/ButtonPreviousData/ 11:53:24 Updating base class RscControlsGroup->RscControlsGroupNoHScrollbars, by a3\ui_f\config.bin/RscDisplayMain/controls/ModIcons/ 11:53:24 Updating base class RscPicture->RscPictureKeepAspect, by a3\ui_f\config.bin/RscDisplayMain/IconPicture/ 11:53:24 Updating base class IconPicture->RscPictureKeepAspect, by a3\ui_f\config.bin/RscDisplayMain/DlcOwnedIconPicture/ 11:53:24 Updating base class IconPicture->RscPictureKeepAspect, by a3\ui_f\config.bin/RscDisplayMain/DlcIconPicture/ 11:53:24 Updating base class RscListBox->RscCombo, by a3\ui_f\config.bin/RscDisplayCustomizeController/Steepness/ 11:53:24 Updating base class ->RscStandardDisplay, by a3\ui_f\config.bin/RscDisplayControlSchemes/ 11:53:24 Updating base class ButtonOK->RscButtonMenuCancel, by a3\ui_f\config.bin/RscDisplayControlSchemes/controls/ButtonCancel/ 11:53:24 Updating base class RscButton->RscButtonMenuOK, by a3\ui_f\config.bin/RscDisplayControlSchemes/controls/ButtonOK/ 11:53:24 Updating base class RscPicture->RscPictureKeepAspect, by a3\ui_f\config.bin/RscDisplayFileSelectImage/controls/OverviewPicture/ 11:53:24 Updating base class RscShortcutButton->RscButtonMenuCancel, by a3\ui_f\config.bin/RscDisplayFieldManual/controls/ButtonCancel/ 11:53:24 Cannot delete class B_KickOff, it is referenced somewhere (used as a base class probably). 11:53:24 Updating base class RscButton->RscButtonMenuCancel, by a3\ui_f\config.bin/RscDisplayPublishMission/controls/ButtonCancel/ 11:53:24 Updating base class RscShortcutButton->RscButtonMenuOK, by a3\ui_f\config.bin/RscDisplayPublishMissionSelectTags/controls/ButtonOK/ 11:53:24 Updating base class ButtonOK->RscButtonMenuCancel, by a3\ui_f\config.bin/RscDisplayPublishMissionSelectTags/controls/ButtonCancel/ 11:53:24 Updating base class ->RscSubmenu, by a3\ui_f\config.bin/RscMainMenu/ 11:53:24 Cannot update non class from class a3\ui_f\config.bin/RscCallSupport/Items/ 11:53:24 Cannot update non class from class a3\ui_f\config.bin/RscRadio/Items/ 11:53:24 Updating base class CA_ServerDetailIsland->RscListBox, by a3\ui_f_mark\config.bin/RscDisplayMultiplayer/controls/CA_ServerDetailExpansion/ 11:53:24 Updating base class CA_ServerDetailIsland->RscListBox, by a3\ui_f_mark\config.bin/RscDisplayMultiplayer/controls/CA_ServerDetailPlayers/ 11:53:24 Updating base class RscStandardDisplay->, by a3\ui_f_mp_mark\config.bin/RscDisplayRespawn/ 11:53:24 Updating base class ->BulletCore, by a3\weapons_f\config.bin/CfgAmmo/BulletBase/ 11:53:24 Updating base class ->Default, by a3\weapons_f\config.bin/CfgMagazines/CA_Magazine/ 11:53:24 Updating base class ->ReammoBox, by a3\weapons_f\config.bin/cfgVehicles/WeaponHolder/ 11:53:24 Updating base class ->SlotInfo, by a3\weapons_f\config.bin/CowsSlot/ 11:53:24 Updating base class ->SlotInfo, by a3\weapons_f\config.bin/PointerSlot/ 11:53:24 Updating base class ->PistolCore, by a3\weapons_f\config.bin/cfgWeapons/Pistol/ 11:53:24 Updating base class ->WeaponSlotsInfo, by a3\weapons_f\config.bin/cfgWeapons/Pistol_Base_F/WeaponSlotsInfo/ 11:53:24 Updating base class ->Default, by a3\weapons_f\config.bin/cfgWeapons/ItemCore/ 11:53:24 Updating base class ->ReammoBox, by a3\weapons_f\ammoboxes\config.bin/CfgVehicles/Bag_Base/ 11:53:24 Updating base class ->ThingX, by a3\weapons_f\ammoboxes\config.bin/CfgVehicles/WeaponHolderSimulated/ 11:53:24 Updating base class VestItem->ItemInfo, by a3\characters_f_mark\config.bin/cfgWeapons/V_PlateCarrierIAGL_dgtl/ItemInfo/ 11:53:24 Updating base class NewTurret->, by a3\static_f_mark\designator_01\config.bin/CfgVehicles/StaticWeapon/Turrets/MainTurret/ 11:53:24 Updating base class ->Ship, by a3\boat_f\config.bin/CfgVehicles/Ship_F/ 11:53:25 Updating base class ->NewTurret, by a3\static_f\aa_01\config.bin/CfgVehicles/StaticWeapon/Turrets/MainTurret/ 11:53:25 Updating base class ->SlotInfo, by a3\weapons_f_mark\config.bin/UnderBarrelSlot/ 11:53:25 ragdollHitDmgLimit (0.000000) is lower than minimum (0.010000) and it was set to min. 11:53:25 Initializing Steam Manager 11:53:25 ManagerConfig() 11:53:25 Steam Manager initialized. 11:53:25 11:53:25 ==== Loaded addons ==== 11:53:25 11:53:25 dta\bin.pbo - unknown 11:53:25 dta\core.pbo - 72362 11:53:25 dta\languagecore_f.pbo - 81684 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\@Epoch\addons\a2_epoch_structures.pbo - unknown 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\@Epoch\addons\a2_epoch_weapons.pbo - unknown 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\@Epoch\addons\a3_epoch_assets.pbo - unknown 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\@Epoch\addons\a3_epoch_assets_1.pbo - unknown 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\@Epoch\addons\a3_epoch_assets_2.pbo - unknown 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\@Epoch\addons\a3_epoch_assets_3.pbo - unknown 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\@Epoch\addons\a3_epoch_code.pbo - unknown 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\@Epoch\addons\a3_epoch_config.pbo - unknown 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\@Epoch\addons\a3_epoch_functions.pbo - unknown 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\@Epoch\addons\a3_epoch_language.pbo - unknown 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\@Epoch\addons\a3_epoch_structures.pbo - unknown 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\@Epoch\addons\a3_epoch_underground.pbo - unknown 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\@Epoch\addons\a3_epoch_vehicles.pbo - unknown 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\@Epoch\addons\a3_epoch_vehicles_1.pbo - unknown 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\@Epoch\addons\a3_epoch_weapons.pbo - unknown 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\mark\addons\anims_f_mark.ebo - 81946 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\mark\addons\characters_f_mark.ebo - 81648 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\mark\addons\data_f_mark.ebo - 81947 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\mark\addons\dubbing_f_mark.ebo - 81923 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\mark\addons\dubbing_f_mp_mark.ebo - 81923 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\mark\addons\functions_f_mark.ebo - 81923 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\mark\addons\functions_f_mp_mark.ebo - 81883 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\mark\addons\languagemissions_f_mark.ebo - 81931 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\mark\addons\languagemissions_f_mp_mark.ebo - 81965 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\mark\addons\language_f_mark.ebo - 81947 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\mark\addons\language_f_mp_mark.ebo - 81967 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\mark\addons\missions_f_mark.ebo - 81940 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\mark\addons\missions_f_mark_data.ebo - 81471 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\mark\addons\missions_f_mark_video.ebo - 81429 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\mark\addons\missions_f_mp_mark.ebo - 81940 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\mark\addons\missions_f_mp_mark_data.ebo - 81558 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\mark\addons\modules_f_mark.ebo - 81710 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\mark\addons\modules_f_mp_mark.ebo - 81923 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\mark\addons\music_f_mark.ebo - 81958 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\mark\addons\music_f_mark_music.ebo - 81930 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\mark\addons\sounds_f_mark.ebo - 81866 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\mark\addons\static_f_mark.ebo - 81968 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\mark\addons\structures_f_mark.ebo - 81185 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\mark\addons\supplies_f_mark.ebo - 79552 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\mark\addons\ui_f_mark.ebo - 81548 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\mark\addons\ui_f_mp_mark.ebo - 81901 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\mark\addons\weapons_f_mark.ebo - 81883 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\heli\addons\air_f_heli.pbo - 81040 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\heli\addons\anims_f_heli.pbo - 80475 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\heli\addons\boat_f_heli.pbo - 79398 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\heli\addons\cargoposes_f_heli.pbo - 80475 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\heli\addons\data_f_heli.pbo - 80757 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\heli\addons\dubbing_f_heli.pbo - 75138 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\heli\addons\functions_f_heli.pbo - 77667 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\heli\addons\languagemissions_f_heli.pbo - 76893 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\heli\addons\language_f_heli.pbo - 81931 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\heli\addons\missions_f_heli.pbo - 81235 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\heli\addons\missions_f_heli_data.pbo - 75977 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\heli\addons\missions_f_heli_video.pbo - 75065 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\heli\addons\modules_f_heli.pbo - 80344 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\heli\addons\music_f_heli.pbo - 76012 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\heli\addons\music_f_heli_music.pbo - 76012 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\heli\addons\soft_f_heli.pbo - 79398 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\heli\addons\sounds_f_heli.pbo - 79398 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\heli\addons\structures_f_heli.pbo - 80344 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\heli\addons\supplies_f_heli.pbo - 80344 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\heli\addons\ui_f_heli.pbo - 76986 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\kart\addons\anims_f_kart.pbo - 80475 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\kart\addons\characters_f_kart.pbo - 79903 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\kart\addons\data_f_kart.pbo - 80888 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\kart\addons\languagemissions_f_kart.pbo - 76770 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\kart\addons\language_f_kart.pbo - 80479 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\kart\addons\missions_f_kart.pbo - 76770 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\kart\addons\missions_f_kart_data.pbo - 75687 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\kart\addons\modules_f_kart.pbo - 80976 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\kart\addons\modules_f_kart_data.pbo - 74588 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\kart\addons\soft_f_kart.pbo - 81498 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\kart\addons\sounds_f_kart.pbo - 79398 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\kart\addons\structures_f_kart.pbo - 80293 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\kart\addons\ui_f_kart.pbo - 73106 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\kart\addons\weapons_f_kart.pbo - 80344 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\curator\addons\data_f_curator.pbo - 80721 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\curator\addons\functions_f_curator.pbo - 78988 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\curator\addons\language_f_curator.pbo - 81931 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\curator\addons\missions_f_curator.pbo - 80344 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\curator\addons\modules_f_curator.pbo - 81185 11:53:25 C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\curator\addons\ui_f_curator.pbo - 78347 11:53:25 addons\a3.pbo - unknown 11:53:25 addons\air_f.pbo - 81260 11:53:25 addons\air_f_beta.pbo - 81193 11:53:25 addons\air_f_epb.pbo - 81040 11:53:25 addons\air_f_epc.pbo - 79398 11:53:25 addons\air_f_gamma.pbo - 79398 11:53:25 addons\animals_f.pbo - 79398 11:53:25 addons\animals_f_beta.pbo - 72362 11:53:25 addons\anims_f.pbo - 81710 11:53:25 addons\anims_f_bootcamp.pbo - 72362 11:53:25 addons\anims_f_data.pbo - 81091 11:53:25 addons\anims_f_epa.pbo - 78608 11:53:25 addons\anims_f_epc.pbo - 72362 11:53:25 addons\armor_f.pbo - 79716 11:53:25 addons\armor_f_beta.pbo - 80344 11:53:25 addons\armor_f_epb.pbo - 81040 11:53:25 addons\armor_f_epc.pbo - 80538 11:53:25 addons\armor_f_gamma.pbo - 81684 11:53:25 addons\baseconfig_f.pbo - 73106 11:53:25 addons\boat_f.pbo - 79398 11:53:25 addons\boat_f_beta.pbo - 79398 11:53:25 addons\boat_f_epc.pbo - 79398 11:53:25 addons\boat_f_gamma.pbo - 81040 11:53:25 addons\cargoposes_f.pbo - 78836 11:53:25 addons\characters_f.pbo - 81823 11:53:25 addons\characters_f_beta.pbo - 81258 11:53:25 addons\characters_f_bootcamp.pbo - 81823 11:53:25 addons\characters_f_epa.pbo - 81235 11:53:25 addons\characters_f_epb.pbo - 79398 11:53:25 addons\characters_f_epc.pbo - 81235 11:53:25 addons\characters_f_gamma.pbo - 79398 11:53:25 addons\data_f.pbo - 81761 11:53:25 addons\data_f_bootcamp.pbo - 76960 11:53:25 addons\drones_f.pbo - 81040 11:53:25 addons\dubbing_f.pbo - 73106 11:53:25 addons\dubbing_f_beta.pbo - 73106 11:53:25 addons\dubbing_f_bootcamp.pbo - 73106 11:53:25 addons\dubbing_f_epa.pbo - 73106 11:53:25 addons\dubbing_f_epb.pbo - 76110 11:53:25 addons\dubbing_f_epc.pbo - 73106 11:53:25 addons\dubbing_f_gamma.pbo - 73106 11:53:25 addons\dubbing_radio_f.pbo - 78704 11:53:25 addons\dubbing_radio_f_data.pbo - 78762 11:53:25 addons\editor_f.pbo - 74164 11:53:25 addons\functions_f.pbo - 81866 11:53:25 addons\functions_f_bootcamp.pbo - 81930 11:53:25 addons\functions_f_epa.pbo - 73434 11:53:25 addons\functions_f_epc.pbo - 73106 11:53:25 addons\languagemissions_f.pbo - 76893 11:53:25 addons\languagemissions_f_beta.pbo - 80928 11:53:25 addons\languagemissions_f_bootcamp.pbo - 81548 11:53:25 addons\languagemissions_f_epa.pbo - 76770 11:53:25 addons\languagemissions_f_epb.pbo - 79149 11:53:25 addons\languagemissions_f_epc.pbo - 79778 11:53:25 addons\languagemissions_f_gamma.pbo - 80928 11:53:25 addons\language_f.pbo - 81931 11:53:25 addons\language_f_beta.pbo - 81931 11:53:25 addons\language_f_bootcamp.pbo - 81931 11:53:25 addons\language_f_epa.pbo - 81931 11:53:25 addons\language_f_epb.pbo - 81931 11:53:25 addons\language_f_epc.pbo - 81931 11:53:25 addons\language_f_gamma.pbo - 81931 11:53:25 addons\map_altis.pbo - 81471 11:53:25 addons\map_altis_data.pbo - 80737 11:53:25 addons\map_altis_data_layers.pbo - 79087 11:53:25 addons\map_altis_data_layers_00_00.pbo - 79087 11:53:25 addons\map_altis_data_layers_00_01.pbo - 79087 11:53:25 addons\map_altis_data_layers_01_00.pbo - 79087 11:53:25 addons\map_altis_data_layers_01_01.pbo - 79087 11:53:25 addons\map_altis_scenes_f.pbo - 73106 11:53:25 addons\map_data.pbo - 81846 11:53:25 addons\map_stratis.pbo - 81471 11:53:25 addons\map_stratis_data.pbo - 80737 11:53:25 addons\map_stratis_data_layers.pbo - 79082 11:53:25 addons\map_stratis_scenes_f.pbo - 73106 11:53:25 addons\map_vr.pbo - 77601 11:53:25 addons\map_vr_scenes_f.pbo - 73106 11:53:25 addons\misc_f.pbo - 79398 11:53:25 addons\missions_f.pbo - 78843 11:53:25 addons\missions_f_beta.pbo - 81548 11:53:25 addons\missions_f_beta_data.pbo - 81548 11:53:25 addons\missions_f_beta_video.pbo - 73106 11:53:25 addons\missions_f_bootcamp.pbo - 81106 11:53:25 addons\missions_f_bootcamp_data.pbo - 72362 11:53:25 addons\missions_f_bootcamp_video.pbo - 75065 11:53:25 addons\missions_f_data.pbo - 73106 11:53:25 addons\missions_f_epa.pbo - 81772 11:53:25 addons\missions_f_epa_data.pbo - 73106 11:53:25 addons\missions_f_epa_video.pbo - 73106 11:53:25 addons\missions_f_epb.pbo - 80344 11:53:25 addons\missions_f_epb_data.pbo - 73106 11:53:25 addons\missions_f_epb_video.pbo - 73106 11:53:25 addons\missions_f_epc.pbo - 80344 11:53:25 addons\missions_f_epc_data.pbo - 73106 11:53:25 addons\missions_f_epc_video.pbo - 73106 11:53:25 addons\missions_f_gamma.pbo - 81923 11:53:25 addons\missions_f_gamma_data.pbo - 76877 11:53:25 addons\missions_f_gamma_video.pbo - 73106 11:53:25 addons\missions_f_video.pbo - 73106 11:53:25 addons\modules_f.pbo - 79398 11:53:25 addons\modules_f_beta.pbo - 81823 11:53:25 addons\modules_f_beta_data.pbo - 80976 11:53:25 addons\modules_f_bootcamp.pbo - 79398 11:53:25 addons\modules_f_data.pbo - 73106 11:53:25 addons\modules_f_epb.pbo - 79398 11:53:25 addons\music_f.pbo - 73106 11:53:25 addons\music_f_bootcamp.pbo - 73106 11:53:25 addons\music_f_bootcamp_music.pbo - 73106 11:53:25 addons\music_f_epa.pbo - 73106 11:53:25 addons\music_f_epa_music.pbo - 73106 11:53:25 addons\music_f_epb.pbo - 73106 11:53:25 addons\music_f_epb_music.pbo - 73106 11:53:25 addons\music_f_epc.pbo - 73106 11:53:25 addons\music_f_epc_music.pbo - 73106 11:53:25 addons\music_f_music.pbo - 73106 11:53:25 addons\plants_f.pbo - 80365 11:53:25 addons\roads_f.pbo - 80359 11:53:25 addons\rocks_f.pbo - 80359 11:53:25 addons\signs_f.pbo - 80365 11:53:25 addons\soft_f.pbo - 81154 11:53:25 addons\soft_f_beta.pbo - 81728 11:53:25 addons\soft_f_bootcamp.pbo - 80760 11:53:25 addons\soft_f_epc.pbo - 79398 11:53:25 addons\soft_f_gamma.pbo - 81091 11:53:25 addons\sounds_f.pbo - 81866 11:53:25 addons\sounds_f_bootcamp.pbo - 80410 11:53:25 addons\sounds_f_epb.pbo - 79398 11:53:25 addons\sounds_f_epc.pbo - 79398 11:53:25 addons\sounds_f_vehicles.pbo - 79715 11:53:25 addons\sounds_f_weapons.pbo - 80217 11:53:25 addons\static_f.pbo - 81684 11:53:25 addons\static_f_beta.pbo - 79398 11:53:25 addons\static_f_gamma.pbo - 79420 11:53:25 addons\structures_f.pbo - 81065 11:53:25 addons\structures_f_bootcamp.pbo - 80293 11:53:25 addons\structures_f_data.pbo - 79398 11:53:25 addons\structures_f_epa.pbo - 80293 11:53:25 addons\structures_f_epb.pbo - 80293 11:53:25 addons\structures_f_epc.pbo - 80293 11:53:25 addons\structures_f_households.pbo - 81823 11:53:25 addons\structures_f_ind.pbo - 80344 11:53:25 addons\structures_f_mil.pbo - 80292 11:53:25 addons\structures_f_wrecks.pbo - 80293 11:53:25 addons\uifonts_f.pbo - 73106 11:53:25 addons\uifonts_f_data.pbo - 73106 11:53:25 addons\ui_f.pbo - 81954 11:53:25 addons\ui_f_bootcamp.pbo - 76325 11:53:25 addons\ui_f_data.pbo - 81954 11:53:25 addons\weapons_f.pbo - 81905 11:53:25 addons\weapons_f_beta.pbo - 81905 11:53:25 addons\weapons_f_bootcamp.pbo - 81923 11:53:25 addons\weapons_f_epa.pbo - 81310 11:53:25 addons\weapons_f_epb.pbo - 80958 11:53:25 addons\weapons_f_epc.pbo - 80374 11:53:25 addons\weapons_f_gamma.pbo - 80772 11:53:25 11:53:25 ======================= 11:53:25 11:53:25 ============================================================================================= List of mods =============================================================================================== 11:53:25 modsReadOnly = true 11:53:25 safeModsActivated = false 11:53:25 customMods = true 11:53:25 hash = '0C4732950D1A40CDEF51A18A1E9ED833471E3FF4' 11:53:25 hashShort = 'c422ac84' 11:53:25 name | modDir | default | origin | hash | hashShort | fullPath 11:53:25 ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 11:53:25 Epoch Mod 0.3.0.1 | @Epoch | false | GAME DIR | df6607b6b80470ee919db32ca0e9e1f893e9b510 | 1ee36a6 | C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\@Epoch 11:53:25 Arma 3 DLC Bundle | dlcbundle | true | NOT FOUND | | | 11:53:25 Arma 3 Marksmen | mark | true | GAME DIR | 5ae9a2c86920c45fce4064a1be19d8c7c27eaa33 | a8a15795 | C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\mark 11:53:25 Arma 3 Helicopters | heli | true | GAME DIR | 84baa1abbb4bde8400500570de101716861cd167 | ead8cc01 | C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\heli 11:53:25 Arma 3 Karts | kart | true | GAME DIR | 7f4f5b99e2f6be1b038f49e1e85608ee16ec4670 | 49bc7563 | C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\kart 11:53:25 Arma 3 Zeus | curator | true | GAME DIR | a11bd0fd4dbcad3ae474be15610337fef36b01ea | ef8d8177 | C:\Users\Administrator\Desktop\Arma 3 Server\A3Master\A3Epoch\curator 11:53:25 Arma 3 | A3 | true | NOT FOUND | | | 11:53:25 ========================================================================================================================================================================================================== 11:53:25 InitSound ... 11:53:25 InitSound - complete 11:53:25 PhysX3 SDK Init started ... 11:53:25 PhysX3 SDK Init ended. 11:53:25 EPE manager release (0|0|0) 11:53:25 EPE manager release (0|0|0) 11:53:25 Preloaded texture textureProne not found in bin\config.bin/CfgInGameUI/CfgStanceIndicatorTextures/ 11:53:25 Preloaded texture textureProneAdjustDown not found in bin\config.bin/CfgInGameUI/CfgStanceIndicatorTextures/ 11:53:25 Preloaded texture textureProneAdjustUp not found in bin\config.bin/CfgInGameUI/CfgStanceIndicatorTextures/ 11:53:25 Preloaded texture textureProneAdjustLeft not found in bin\config.bin/CfgInGameUI/CfgStanceIndicatorTextures/ 11:53:25 Preloaded texture textureProneAdjustRight not found in bin\config.bin/CfgInGameUI/CfgStanceIndicatorTextures/ 11:53:25 Preloaded texture textureCrouch not found in bin\config.bin/CfgInGameUI/CfgStanceIndicatorTextures/ 11:53:25 Preloaded texture textureCrouchAdjustDown not found in bin\config.bin/CfgInGameUI/CfgStanceIndicatorTextures/ 11:53:25 Preloaded texture textureCrouchAdjustUp not found in bin\config.bin/CfgInGameUI/CfgStanceIndicatorTextures/ 11:53:25 Preloaded texture textureCrouchAdjustLeft not found in bin\config.bin/CfgInGameUI/CfgStanceIndicatorTextures/ 11:53:25 Preloaded texture textureCrouchAdjustRight not found in bin\config.bin/CfgInGameUI/CfgStanceIndicatorTextures/ 11:53:25 Preloaded texture textureStand not found in bin\config.bin/CfgInGameUI/CfgStanceIndicatorTextures/ 11:53:25 Preloaded texture textureStandAdjustDown not found in bin\config.bin/CfgInGameUI/CfgStanceIndicatorTextures/ 11:53:25 Preloaded texture textureStandAdjustUp not found in bin\config.bin/CfgInGameUI/CfgStanceIndicatorTextures/ 11:53:25 Preloaded texture textureStandAdjustLeft not found in bin\config.bin/CfgInGameUI/CfgStanceIndicatorTextures/ 11:53:25 Preloaded texture textureStandAdjustRight not found in bin\config.bin/CfgInGameUI/CfgStanceIndicatorTextures/ 11:53:26 Attempt to override final function - rscminimap_script 11:53:26 Attempt to override final function - rscdisplayloading_script 11:53:26 Attempt to override final function - rscdisplayloading_script 11:53:26 Attempt to override final function - rscdisplayloading_script 11:53:26 Attempt to override final function - rscdiary_script 11:53:26 Attempt to override final function - rscdisplaysinglemission_script 11:53:26 Attempt to override final function - rscdiary_script 11:53:26 Attempt to override final function - rscdisplayremotemissions_script 11:53:26 Attempt to override final function - rscdisplayloading_script 11:53:26 Attempt to override final function - rscdiary_script 11:53:26 Attempt to override final function - rscdiary_script 11:53:26 Attempt to override final function - rscdisplaystrategicmap_script 11:53:26 Attempt to override final function - rscdisplaycommon_script 11:53:26 Attempt to override final function - rscdisplayloading_script 11:53:27 Attempt to override final function - rscdisplaycurator_script 11:53:27 Attempt to override final function - rscdisplayattributes_script 11:53:27 Attempt to override final function - rscdisplayattributes_script 11:53:27 Attempt to override final function - rscdisplayattributes_script 11:53:27 Attempt to override final function - rscdisplaywelcome_script 11:53:27 Attempt to override final function - rscdisplaywelcome_script 11:53:27 Attempt to override final function - rscdisplaywelcome_script 11:53:27 Attempt to override final function - rscdisplaycommon_script 11:53:27 Attempt to override final function - rscdisplaydebriefing_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 Attempt to override final function - rscunitinfo_script 11:53:27 EPE manager release (0|0|0) 11:53:27 EPE manager release (0|0|0) Hi, can anyone help with this please? HCServer.exe launches but HC doesn't connect to the server. I have tried using shortcuts, firedaemon and batch files to start and get the same result....or lack of result. Link to comment Share on other sites More sharing options...
stonXer Posted April 10, 2015 Report Share Posted April 10, 2015 Hi, can anyone help with this please? HCServer.exe launches but HC doesn't connect to the server. I have tried using shortcuts, firedaemon and batch files to start and get the same result....or lack of result. whats your hc launch command? Link to comment Share on other sites More sharing options...
ReDBaroN Posted April 10, 2015 Report Share Posted April 10, 2015 whats your hc launch command? Hi, i have tried the following below: -client -connect=127.0.0.1 -mod="@Epoch;" -nosound -client -connect=127.0.0.1 -mod="@Epoch;" -nosound -password=xxx -client -connect=127.0.0.1 -port=2312 -mod="@Epoch;" -nosound -client -connect=127.0.0.1 -port=2312 -mod="@Epoch;" -nosound -password=xxx -client -connect=37.187.136.241 -mod="@Epoch;" -nosound -client -connect=37.187.136.241 -mod="@Epoch;" -nosound -password=xxx -client -connect=37.187.136.241 -port=2312 -mod="@Epoch;" -nosound -client -connect=37.187.136.241 -port=2312 -mod="@Epoch;" -nosound -password=xxx I have also tried setting the server.cfg to: //FuMS HC localClient[]={127.0.0.1}; headlessClients[] = {"127.0.0.1","37.187.136.241"}; battleyeLicense=1; I am running 4 servers (one A2 epoch, 2 A3 Epoch, 1 A3 Wasteland) on my box but this is the only HC trying to connect to one A3 epoch server. Thanks for your help :) Link to comment Share on other sites More sharing options...
horbin Posted April 10, 2015 Author Report Share Posted April 10, 2015 localClient[]={127.0.0.1}; You will want to add your HC's IP to this line too. Failing to do this will restrict data flow between the HC and Server. Not related to your issue, but it will be helpful once you get it working :) Try this for troubleshooting: Stop your Server 1) Run server with only the most basic paramaters: arma3server.exe -profiles=D:\Games\Arma3\a3server\SC -config=D:\Games\Arma3\a3server\SC\config.cfg 2) While the above is running, run the server again with the following:(same .exe, same folders) arma3server.exe -client -connect=127.0.0.1 Observer server window to see if you obtain an HC connection. Other thing to try.Attempt to have your HC connect to this IP (my test server) 68.106.177.98 port 2302 ReDBaroN 1 Link to comment Share on other sites More sharing options...
Darth_Rogue Posted April 10, 2015 Report Share Posted April 10, 2015 Small note on the world data: the map names MUST be all lower case. Otherwise the script skips it and pulls the generic world name. Link to comment Share on other sites More sharing options...
ReDBaroN Posted April 10, 2015 Report Share Posted April 10, 2015 localClient[]={127.0.0.1}; You will want to add your HC's IP to this line too. Failing to do this will restrict data flow between the HC and Server. Not related to your issue, but it will be helpful once you get it working :) Try this for troubleshooting: Stop your Server 1) Run server with only the most basic paramaters: arma3server.exe -profiles=D:\Games\Arma3\a3server\SC -config=D:\Games\Arma3\a3server\SC\config.cfg 2) While the above is running, run the server again with the following:(same .exe, same folders) arma3server.exe -client -connect=127.0.0.1 Observer server window to see if you obtain an HC connection. Other thing to try.Attempt to have your HC connect to this IP (my test server) 68.106.177.98 port 2302 Horbin, massive thanks for the troubleshooting suggestion. I did as you said in 1) & 2) and it worked first time. So, I gradually built up the rest of the parameters until I found the problem. The problem was with the server.exe startup parameters including the external IP. I'm not sure why I had this set this way but, can only say that it must have come from one of the arma dedi install set up guides on armaholic or bistudios forums or the firedaemon forums. It doesn't need to be there as will default to server IP. So, I'm surprised only I bumped into this unless this post does help others... Someone wrote earlier about having problems using firedaemon. I'm now running it fine with both the server and HC in firedaemon. I just had to remove: -ip=37.187.136.241 ...from the server's parameters and all works ok. On your point about headless client IP, it's all running on the same box. I only added the server's external address trying to fix the issue. I'm guessing I can now go back to your default instructions like below?: localClient[]={127.0.0.1}; headlessClients[] = {"127.0.0.1"}; battleyeLicense=1; Thanks very much for your assistance. I'm now off to have a play around with it and get to know the config. :) Link to comment Share on other sites More sharing options...
horbin Posted April 10, 2015 Author Report Share Posted April 10, 2015 awesome news! And ya, I know a couple other folks have been having connectivity issues. I think the best process is what you did. If it doesn't work, fall back to the most basic config lines for the .exe and go from there. ReDBaroN 1 Link to comment Share on other sites More sharing options...
PAR4NA Posted April 11, 2015 Report Share Posted April 11, 2015 horbin I have an island with much loot, and I'm using A3EAI, as I added your mission system and more helicopters doing round? Link to comment Share on other sites More sharing options...
Darth_Rogue Posted April 11, 2015 Report Share Posted April 11, 2015 I'm having trouble with missions completing. After a restart the first mission completes fine. After that, no other missions will complete, despite all win conditions being met. No errors in the server or HC RPTs. Any ideas? Link to comment Share on other sites More sharing options...
horbin Posted April 11, 2015 Author Report Share Posted April 11, 2015 Post me a copy of one of the missions and its associated ThemeData.sqf, or if it is one of stock themes, unmodified, let me know which. Link to comment Share on other sites More sharing options...
Darth_Rogue Posted April 11, 2015 Report Share Posted April 11, 2015 Here are the two themes I'm running, both are edited the way I want them. missions.zip Link to comment Share on other sites More sharing options...
horbin Posted April 11, 2015 Author Report Share Posted April 11, 2015 Darth, SEM you have on a 15min respawn (900 sec delay in ThemeData.sqf) so those will only respawn 15minutes after one is completed. I ran this on my server it works 4.0 over multiple missions. Small - you have BodyCount set to 6, and there are only 6 AI spawned at the encounter. Documentation for Bodycount, it has to exceed the number to flag true. :) I will change the documentation to be greater than or equal to flag true. I think this is probably a little more intuitive. Also, to fix this problem for you right now: \FuMS\HC\Triggers\BodyCount.sqf change line 13 from if (FuMS_BodyCount select _themeIndex > _numAI) then { _result = 1;}; to if (FuMS_BodyCount select _themeIndex > (_numAI-1)) then { _result = 1;}; I've made the change in my source and in the documentation to reflect the new behavior of the trigger. Link to comment Share on other sites More sharing options...
Darth_Rogue Posted April 11, 2015 Report Share Posted April 11, 2015 Yeah I wanted a little delay between the missions for a couple reasons. Having one mission right after the other gives players no time to regroup and reset after each mission. They need time to sort the crate loot, rearm, patch up the injured or possibly retrieve fallen comrades after their respawn from being killed by the AI. Having a 15 minute delay gives players a little time to breathe before going in again if they so choose. So you're saying that the Body Count in the mission win conditions always has to be at least one less than the total count of AI spawned by the mission? That does seem odd. Why would it be a win if all the AI spawned in aren't dead? For now, I'll update my BodyCount file and see how that works. Thanks! Link to comment Share on other sites More sharing options...
horbin Posted April 11, 2015 Author Report Share Posted April 11, 2015 As a side note, with v1.5c if you add the key word "LAND" to the end of the 1st line of each mission config: ["SniperAlley", 75, "LAND"], // Mission Title NOSPACES!, and encounter radius Because the theme is using totally random locations, if it finds this "LAND" flag it will ensure the following when picking a new mission location: 1) No players inside mission radius 2) No portion of the mission falls into water 3) No plot poles are within the radius, if players are near. :: Using "WATER" does the same as above, but ensures it is in water vs land..... This will allow you to have instant respawn, and not worry about an encounter dropping in on their head. Note: This feature only works if the mission does not have a static location, or there are no entries in the 'Locations' section of the Theme. BodyCount was coded to permit a Win if you killed a percentage of the AI, or maybe the goal is only to kill 20 AI before the mission ends. The TownInvasion mission works like this. Over the course of the mission close to 50 AI come in and out of the mission between the pickup/drop off vehicles and the scouting AI. If players manage to kill 25 before the AI leaves, they are rewarded with a victory. Using the BodyCount trigger in the Phase01 section would also allow the mission to take action after say 3 AI are killed. Maybe launch another mission that drops in Helo troops, or causes changes to buildings or triggers events in other parts of the map. Last updated 4/11/15 This file contains details on the various FuMS 'Triggers' that can be defined within each mission. FuMS triggers should not be confused with ARMA3 triggers. Though FuMS does use some ARMA3 triggers, many of the triggers within FuMS behave differently than a standard ARMA3 trigger. Every mission has 5 states in which 'triggers' can be defined: WIN, LOSE, Phase01, Phase02, Phase03. In order for a state to be considered 'complete', all triggers defined in that state must return 'true'. Once all triggers in a state return true, the applicable mission result occurs. Phase01, 02, and 03 when complete will launch a follow on mission as defined within the 'parent' mission file. While the child mission executes, all triggers of the 'parent' mission are suspended. Special case: ["NO TRIGGERS"] - only define in the NO TRIGGERS area!!! If this is defined in the area after Phase03 in the mission file, all triggers, win/lose conditions are ignored. When the mission containing the ["NO TRIGGERS"] is executed it will simply spawn the objects defined within its mission file. Use of the ["NO TRIGGERS"] option allows for creation of additional AI, loot, and buildings for a mission, without suspending the triggers of the 'parent' mission. ["Reinforce",chance,"<fileName>"] - only define in the WIN state!! If this is defined in the WIN state, then when a unit in this mission calls for help, there is a 'chance' percent that the Theme's base operations will respond with reinforcements. If base ops does send in reinforcements it will occur through the execution of the mission file named <fileName>. <fileName> is a .sqf file and needs to be in the Theme's folder. The default reinforcement file included is Reinforcements.sqf. Note: The reinforcement file does not require the use of the ["NO TRIGGERS"] option, but if it is desired to not suspend the parent triggers, ensure that NO TRIGGERS is commented out of the reinforecment mission. Note: Reinforce trigger is not considered in the WIN conditions of the WIN state. ["LowUnitCount", side, numAI, radius, offset] ["HighUnitCount", side, numAI, radius, ofset] ["ProxPlayer",offset, range, numPlayers] ["Detected", group#, vehicle#] ["BodyCount", numAI] ["Timer", seconds] ["AllDeadorGone"] ["Reinforce", chance, "mission"] <-- only use in Win State trigger area! Defined Trigges ["LowUnitCount", side, numAI, radius, offset] -side: "EAST","WEST","GUER","CIV","LOGIC","ANY" -numAI: number of AI of type 'side' below which make the trigger TRUE. -radius: distance the trigger searches when counting AI -offset: centroid of the trigger. Supports 2D offset, or 3D map absolute positions. Behaviour: When the number of units on a 'side' drop below 'numAI' within 'radius' of 'offset' the trigger registers TRUE. ["HighUnitCount", side, numAI, radius, ofset] Behaviour: When the number of units on a 'side' exceeds 'numAI' within 'radius' of 'offset' the trigger registers TRUE. ["ProxPlayer",offset, range, numPlayers] -offset: centroid of the trigger. Supports 2D offset, or 3D map absolute positions. -range: range from 'offset' the count is counducted. -numPlayers: the number of 'players' the number of players to count. Behaviour: When at least 'numPlayers' are detected within 'range' of 'offset' the trigger registers TRUE. ["Detected", group#, vehicle#] -group# : group that is performing the 'detection' check. 1st group is indexed at 0. -vehicle#: vehicle driver that is performing the 'detection' check. 1st driver is indexed at 0. Behaviour: If the indicated group or vehicle is actively detecting a player the trigger will register TRUE. A value of -1 will turn off the check for that type. A value of 99 will run the check for all of that type. Ex: ["Detected", -1, 99] will run the check for all vehicles, and no groups. Ex: ["Detected", 2 , 3] will run the check for the 3rd group in the mission file, and the 4th vehicle crated. Note: Unoccupied vehicles count in this check if you are trying to determine a vehicle number in a 2nd convoy group. Note: AI spawned via reinforcements or phase changes will not register this trigger. ["BodyCount", numAI] -numAI: number of AI, reguardless of side that are killed by players during mission execution. Behaviour: If the number of AI killed during mission execution exceeds 'numAI' [or is equal] the trigger will register TRUE. Note: AI from 'reinforcements' and phased missions will count towards this total. Note: AI killed by player vehicles will not count. ["Timer", seconds] -seconds: time in seconds Behaviour: After 'seconds' of time elapse from mission start the trigger will register TRUE. ["AllDeadorGone"] Behaviour: true when all ai associated with a mission and its phase missions have been killed or have despawned. This check is done MAP wide, so may be more useful in detecting mission state on some large area mission. PAR4NA 1 Link to comment Share on other sites More sharing options...
Darth_Rogue Posted April 11, 2015 Report Share Posted April 11, 2015 Ok yeah I can see where that would be necessary under certain circumstances. Fix seems to be working fine now. Link to comment Share on other sites More sharing options...
horbin Posted April 12, 2015 Author Report Share Posted April 12, 2015 someone link me your favorite armed vehicle for AI please ;) Link to comment Share on other sites More sharing options...
DirtySanchez Posted April 13, 2015 Report Share Posted April 13, 2015 I_MRAP_03_GMG_F hahahahahahahah Link to comment Share on other sites More sharing options...
ReMuS Posted April 13, 2015 Report Share Posted April 13, 2015 HI all run perfect but only admin can mission make and only by admin are the missin succes when player make the mission always mission failed??? Link to comment Share on other sites More sharing options...
chrisa Posted April 13, 2015 Report Share Posted April 13, 2015 Guys i got a kick #0 What can i do? Thnx http://gyazo.com/c80eeb56b7d9733703bbf06a40e5a39d Link to comment Share on other sites More sharing options...
MillerTime Posted April 13, 2015 Report Share Posted April 13, 2015 Post the error from your log public variable log Chrisa Link to comment Share on other sites More sharing options...
ReMuS Posted April 14, 2015 Report Share Posted April 14, 2015 hi give it a trigger that delete the ai after mission failed i found nothing like that?? and in the small missions the trigger ["AllDeadorGone"] work not in sem missions worked the trigger?? anybody a idea?? Link to comment Share on other sites More sharing options...
horbin Posted April 14, 2015 Author Report Share Posted April 14, 2015 ReMus, I am not too sure what you are asking but I will try to hit the mark. 1) There is no trigger to 'delete' AI after a mission. When a mission completes the AI and the vehicles they control are automatically cleaned up. The exception to this is: IF the AI are engaged with players, then those AI remain on the server until they go 3 minutes without seeing a player. 2) The 'Small' missions utilize 3 triggers, 2 for Win conditions, 1 for Loss conditions. Win condition: LowUnitCount, 1 = When number of AI drops to 1 or less within the mission radius this is TRUE ProxPlayer, 50, 1 = When 1 or more player are within 50m of the encounter center this is TRUE. Together these establish a victory condition of All AI but 1 are dead AND at least 1 player is within 50m of the encounter center. Lose condition: TIMER, 3000 = After 50 minutes the encounter ends. So if the Win conditions are not met within 50min of the start of the mission it will end. In either case, Win or Lose, the remaining 'living' AI are removed and the Theme waits its configured delay before spawning a new mission at a new location. 3) "AllDeadorGone" - This triggers TRUE when ALL AI associated with the mission AND THEME are either dead or have despawned (based upon their AI Logic, such as XFILL). This trigger does not check encounter radius, but works MAP wide. Additionally this trigger tracks reinforcements, so if you are using the 'Reinforce' trigger in your mission it will track these AI when they are created. This trigger is THEME wide, so if your mission branches into phases, the AI from those are included. You could put this in as an additional WIN condition, which would override the functionality of the LowUnitCount trigger. The result would be that Every single AI spawned by the encounter would have to be killed to establish a WIN. I have found this could be problematic in cases where an AI wonders off someplace, or gets into a location that is difficult for the players to locate. The AllDeadorGone trigger was designed to be used with missions that cover a large area or do not have a fixed locality (such as the Convoy or Helo missions). As an example, you set up a mission with the following: Main mission file: Mission spawns 6 AI that are set to guard an outpost building Phase01 mission creates a truck with 15 AI in it that spawns 500m east of the encounter, has NO TRIGGERS set in its file. Win: AllDeadorGone Lose: HighUnitCount, Guer, 15,100 , [0,0] Phase01: ProxPlayer [0,0], 50, 0 Now with these triggers, if a player gets within 50m of the outpost before all the AI are dead, the Phase01 mission is launched. This creates the truck 500m east of the encounter. Now because the win condition is AllDeadorGone, the players will have to kill all the AI associated with this phase mission in addition to the AI spawned with the parent mission in order to 'win' the event. If the players had been able to kill all the AI without ever getting within 50m of the mission center, the phase01 would never launch, making their life a lot easier. Link to comment Share on other sites More sharing options...
ReMuS Posted April 14, 2015 Report Share Posted April 14, 2015 //Small1.sqf // Horbin // 1/11/15 // Based upon drsubo Mission Scripts [ ["SniperAlley", 75], // Mission Title NOSPACES!, and encounter radius ["Sniper Alley","mil_objective","ELLIPSE","ColorOrange","FDiagonal",75], [ [// NOTIFICATION Messages and Map display Control. true, 1, 0, true, // Notify players via global message true,// Show encounter area on the map 30, // Win delay: Time in seconds after a WIN before mission cleanup is performed 30 // Lose delay: Time in seconds after a lose before mission cleanup is performed //NOTE: the above delay must occur before the mission is considered 'complete' by the mission manager control loop. ], // Spawn Mission Message [ "Sniper's Have Been Spotted!", "A Small Patrol Was Spotted", "You have our permission to confiscate any property you find as payment for eliminating the threat!." ], // Mission Success Message ["Mission Success", "SniperAlley", "The bandits have been destroyed." ], // Mission Failure Message ["Mission Failure!", "SniperAlley", "The Sniper's have escaped." ] ], [ // Loot Config: Refer to LootData.sqf for specifcs ["None" , [18,-9] ], //[static loot, offset location] - spawns with the mission ["Land" , [0,0] ], // Win loot, offset location - spawns after mission success ["None" , [-7,0] ] // Failure loot, offset location - spawns on mission failure ], [//BUILDINGS: persist = 1: building deleted at event completion, 1= building remains until server reset. //["Land_BagBunker_Tower_F",[0,0],0,0] //type, offset, rotation, presist flag ], [ // AI GROUPS. Only options marked 'Def:' implemented. [["RESISTANCE","COMBAT","RED","LINE"], [ [2,"HUNTER"] ], ["BoxPatrol",[6,-6],[0,0],[50] ]], //[["RESISTANCE","COMBAT","RED","LINE"], [ [2,"HUNTER"] ], ["BoxPatrol",[-6,6],[0,0],[50] ]], [["RESISTANCE","COMBAT","RED","LINE"], [ [2,"LMG"] ], ["BoxPatrol", [0,0],[0,1], [50] ]], [["RESISTANCE","COMBAT","RED","LINE"], [ [2,"SNIPER"] ], ["BoxPatrol", [0,0],[1,0], [50] ]] ], // Vehicles [ ], [ // NOTE: side RESISTANCE for groups == side GUER for Triggers. [ //WIN Triggers and Controls //["LowUnitCount", "GUER", 1, 100, [0,0]], // 3 or fewer enemies within 500m //["ProxPlayer", [0,0], 100, 1], // 1 player is within 100 meters of encounter center. ["AllDeadorGone"] ], [ //LOSE Triggers and Controls ["TIMER", 1500] // Encounter fails after 1500 seconds (25 minutes) ], [ //Phase01 Triggers and Controls // ["Detected",0,0] //Launch mission if any group or vehicle detects a player ], [ //Phase02 Triggers and Controls ], [ //Phase03 Triggers and Controls ], [ // NO TRIGGERS: Uncomment the line below to simply have this mission execute. Mission triggers from a mission that // launched this mission will continue to be observed. // Uncommenting this line will ignore all triggers defined above, and mission will pass neither a WIN or LOSE result. // ["NO TRIGGERS"] ] ], [ // "TestPhase1", //Phase01 // "TestPhase2", //Phase02 // "TestPhase3" //Phase03 ] ]; my small1.sqf the problem is the mission is succes after 5 kills of ais! but i have the trigger ["AllDeadorGone"] but the trigger dont work. i want that the mission success is only when all kis are killed can you set me that pls and with no range trigger . player sniping from 900meters or more . that why i need the ["AllDeadorGone"] trigger .by the sem work fine with only the ["AllDeadorGone"] trigger in win section only in small pack wprks not //BanditCamp.sqf // Horbin // 12/31/14 // Based upon drsubo Mission Scripts [ ["BanditCamp", 200], // Mission Title NOSPACES!, and encounter radius ["Bandit Camp","mil_objective", "ELLIPSE","ColorGreen","FDiagonal",200], // Map Markers ["MapText", "SHAPE", "COLOR", "FILL", size]; // type is "mil_objective" [ [// NOTIFICATION Messages and Map display Control. true, 1,0, true, // Notify players via global message true,// Show encounter area on the map 30, // Win delay: Time in seconds after a WIN before mission cleanup is performed 30 // Lose delay: Time in seconds after a lose before mission cleanup is performed //NOTE: the above delay must occur before the mission is considered 'complete' by the mission manager control loop. ], // Spawn Mission Message [ "Bandit Base Camp", "", "A bandit camp has been located!" ], // Mission Success Message [ "Mission Success", "", "The Bandits have been terminated." ], // Mission Failure Message [ "Mission Failure!", "", "The Bandits have escaped!" ] ], [ // Loot Config: Refer to LootData.sqf for specifcs ["None" , [18,-9] ], //[static loot, offset location] - spawns with the mission ["LAND" , [-5,0] ], // Win loot, offset location - spawns after mission success ["None" , [0,0] ] // Failure loot, offset location - spawns on mission failure ], [//BUILDINGS: persist = 0: building deleted at event completion, 1= building remains until server reset. ["Land_BagBunker_Tower_F",[6,6],0,0] //type, offset, rotation, presist flag ], [ // AI GROUPS. Only options marked 'Def:' implemented. [["RESISTANCE","COMBAT","RED","LINE"], [ [3,"Sniper"] ], ["BoxPatrol",[0,0],[0,0],[0] ]], [["RESISTANCE","COMBAT","RED","LINE"], [ [3,"Rifleman"],[1,"LMG"] ], ["BoxPatrol",[6,6],[0,0],[0] ]], [["RESISTANCE","COMBAT","RED","LINE"], [ [3,"Rifleman"] ], ["BoxPatrol",[-6,-6],[0,0],[0] ]] ], // Vehicles [ ], // Triggers and Event control. [ // NOTE: side RESISTANCE for groups == side GUER for Triggers. [ //WIN Triggers and Controls //["LowUnitCount", "GUER", 0, 0, [0,0]], // all enemies are dead: side options "EAST","WEST","GUER","CIV","LOGIC","ANY" ["AllDeadorGone"], ["Reinforce", 25, "Random"] ], [ //LOSE Triggers and Controls // ["HighUnitCount", "GUER",10,40,[0,0]] // 10 enemies get within 40m's of encounter center // ["TIMER", 15000] // Encounter fails after 1500 seconds (250 minutes) ["TIMER", 1500] ], [ //Phase01 Triggers and Controls // ["Detected",0,0] //Launch mission if any group or vehicle detects a player ], [ //Phase02 Triggers and Controls ], [ //Phase03 Triggers and Controls ], [ // NO TRIGGERS: Uncomment the line below to simply have this mission execute. Mission triggers from a mission that // launched this mission will continue to be observed. // Uncommenting this line will ignore all triggers defined above, and mission will pass neither a WIN or LOSE result. // ["NO TRIGGERS"] ] ], [ // "TestPhase1", //Phase01 // "TestPhase2", //Phase02 // "TestPhase3" //Phase03 ] ]; my Sem BanditCamp.sqf Link to comment Share on other sites More sharing options...
RC_Robio Posted April 14, 2015 Report Share Posted April 14, 2015 edit: Nevermind Fixed. Quick question, so I built my own theme's, and missions specific to our server. Every thing seem to be running well and loving the flexibilty. Something that is driving me nuts though. A few missions where I have adjusted the lootbox simply choose when they want to spawn. planecrash.sqf [ // Loot Config: Refer to LootData.sqf for specifcs ["None" , [18,-9] ], //[static loot, offset location] - spawns with the mission ["LOOTBOX" , [-5,0] ], // Win loot, offset location - spawns after mission success ["None" , [0,0] ] // Failure loot, offset location - spawns on mission failure ], Then lootdata.sqf for that mission. ["LOOTBOX", "RANDOM"], [// All weapons and quantity [RifleSniper762, 2], [RifleSniper127, 2], [RifleSniper408, 2], [RifleSniper65, 2], [RifleLMG762, 2], [RifleLMG65, 2], [RifleLMG556, 2], [Rifle65Lnchr, 2], [Rifle556Lnchr, 2], [RifleAssault762, 2], [RifleAssault556, 2] ], [// All magazines and quantity [Ammo762, 4], [Ammo762, 4], [Ammo762, 4], [Ammo762, 4], [Ammo762, 4], [Ammo762, 4], [Ammo762, 4], [Ammo762, 4], [Ammo127, 4],[Ammo127, 4],[Ammo127, 4],[Ammo127, 4],[Ammo127, 4],[Ammo127, 4],[Ammo127, 4],[Ammo127, 4], [Ammo127, 4], [Ammo65, 4],[Ammo65, 4],[Ammo65, 4],[Ammo65, 4],[Ammo65, 4],[Ammo65, 4],[Ammo65, 4],[Ammo65, 4],[Ammo65, 4], [Ammo556, 4],[Ammo556, 4],[Ammo556, 4],[Ammo556, 4],[Ammo556, 4],[Ammo556, 4],[Ammo556, 4],[Ammo556, 4] ], headlessclient .rpt shows: 13:27:57 "##LogicBomb: ["Glory",-1] PlaneCrash completed with status WIN" 13:27:57 "## MissionInit: Mission PlaneCrash finished with status of :WIN" 13:27:57 "##FillLoot: SmokeBox Proximity:150 Dur:2 minutes Colors:["Red"]" Server.rpt shows no errors. Link to comment Share on other sites More sharing options...
Metalfoundry Posted April 17, 2015 Report Share Posted April 17, 2015 Nice work!! 1. Is it possible to make the weapons unlootable for the players? I dont want, that they can loot the big sniper rifles.. but I dont want to take them out of the solder loot table. 2. Is it possible to add random weapons like RifleLMG65 ? Problem is, if I add the Group RifleLMG65 for example, to add a random LMG with this caliber, the first line of the loot box is empty and an error message is shown. Link to comment Share on other sites More sharing options...
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now