horbin Posted June 22, 2015 Author Report Share Posted June 22, 2015 Thanks guys. Got it in the master for the next distro. Making BIG changes to the mission logic model. Expect some significant improvement in control over mission branching, custom scripting, and mission asset inheritance. happydayz 1 Link to comment Share on other sites More sharing options...
horbin Posted June 22, 2015 Author Report Share Posted June 22, 2015 You want to move that 'testmission' onto some land and go check it out! Just make sure you are in god mode :) Richie 1 Link to comment Share on other sites More sharing options...
Richie Posted June 22, 2015 Report Share Posted June 22, 2015 You want to move that 'testmission' onto some land and go check it out! Just make sure you are in god mode :) Yeah, as soon as i work out how :lol: Awesome mission pack but wow it's complex, i'll get there .... Link to comment Share on other sites More sharing options...
DirtySanchez Posted June 22, 2015 Report Share Posted June 22, 2015 Yeah, as soon as i work out how :lol:Awesome mission pack but wow it's complex, i'll get there ....LOL yep Richie its very involved and probably the reason for many not using it.its a bit to wrap your head around but after a bit of playing and searching you will get to understand it a bit better.First thing is first, get in your themes folder and check out the files. Each one of them is for the missions. The soldiers the loot boxes, the ammo and guns the ai use and more.Each of them have been customized to my liking, especially having a singled out 'Rocketeer' allowing for me to place only 1 or 2 soldiers with rockets rather than allowing an entire class of riflemen shotting RPG's at people. Link to comment Share on other sites More sharing options...
Richie Posted June 23, 2015 Report Share Posted June 23, 2015 My headless client hates me :( when i had it on the same server using local it worked fine, putting it on a different server it won't connect. In my main servers config.cfg i have the server IP the HC is connecting from : //Headless Client localClient[]={46.236.34.205}; headlessClients[] = {"46.236.34.205"}; battleyeLicense=1; In my HC launch parameters i have the servers IP & Port to connect to : HCserver.exe -client -connect=46.236.34.203 -port=2502 -mod="@Epoch;@allinarmaterrainpack;@Australia" -nosound So where did i go wrong ? anyone have any idea :unsure: Link to comment Share on other sites More sharing options...
happydayz Posted June 23, 2015 Report Share Posted June 23, 2015 hahaha i have gone down this route so many times... every machine seems to like a different way of launching... mine is different and only works on my home PC test Dedi if I run it like this: cd "C:\Program Files (x86)\Steam\steamapps\common\Arma 3\" arma3.exe -client -mod="@Epoch;" -nosound -name=HC -profile=HC ------------------- Where as the Dedi Server starts with --------------------- C:\Games\Arma3\A3Cherno\HCserver.exe -client -connect=127.0.0.1 -port=2312 -mod="@allinarmaterrainpack;@mas;@Epoch;" -nosound Link to comment Share on other sites More sharing options...
happydayz Posted June 23, 2015 Report Share Posted June 23, 2015 just looking at it tho... try swapping your launch param for the mod around to put: -mod="@allinarmaterrainpack;@australia;@epoch;" what error are you getting... just the connect disconnect loop? Link to comment Share on other sites More sharing options...
ZENITHOVMAN Posted June 23, 2015 Report Share Posted June 23, 2015 Choose your HC Profile. this is what mine looks like. startHC.bat cd "C:\Program Files (x86)\Steam\steamapps\common\Arma 3\" arma3battleye.exe 0 1 -client -mod="@Epoch;" -nosound -name=HC_HAL2 -profile=HC_HAL2 -connect=119.252.190.45 -port=2302 Hope this helps richie Stench Link to comment Share on other sites More sharing options...
happydayz Posted June 23, 2015 Report Share Posted June 23, 2015 hey horbin... quick question... is there a way to define the location that a phase mission will spawn at or allow it to be random... rather than as say an offset of the original mission... I have tried defining paths in the //phase 1, //phase 2 area example: //Phase01 ["BanditCamp",[12825,16675]], ["Horde",[["Villages"],["Cities"],["Capitals"]]], //phase 2 "" //blank phase but this errored out (tooke me hrs to figure out it was this causing the error as the rpt showed the min fps as having the error in its file....and then sometimes the server would work and it would all start up... sigh... everytime my phase mission spawns it errors out saying that there is no "bandit mission" at location ......... (......... being the location of the original mission) Link to comment Share on other sites More sharing options...
Richie Posted June 23, 2015 Report Share Posted June 23, 2015 what error are you getting... just the connect disconnect loop? Tried everything suggested and still no luck, it worked perfectly when testing using the local IP, now on it's own server it won't connect. Nothing in the logs and the HC console shows 'Dedicated client created' but makes no attempt to join the other server. Link to comment Share on other sites More sharing options...
He-Man Posted June 23, 2015 Report Share Posted June 23, 2015 My headless client hates me :( when i had it on the same server using local it worked fine, putting it on a different server it won't connect. In my main servers config.cfg i have the server IP the HC is connecting from : //Headless Client localClient[]={46.236.34.205}; headlessClients[] = {"46.236.34.205"}; battleyeLicense=1; In my HC launch parameters i have the servers IP & Port to connect to : HCserver.exe -client -connect=46.236.34.203 -port=2502 -mod="@Epoch;@allinarmaterrainpack;@Australia" -nosound So where did i go wrong ? anyone have any idea :unsure: A few more Informations would be nice. - Is the HC trying to connect? - Get a failure Message in the Server window / HC window? My startparameters: ...\HCServer.exe -client -connect=127.0.0.1 -mod="@Epoch;" -nosound I'm not sure but it could be, that after "@Australia" there must be a ";" ?! Link to comment Share on other sites More sharing options...
Richie Posted June 23, 2015 Report Share Posted June 23, 2015 A few more Informations would be nice. - Is the HC trying to connect? - Get a failure Message in the Server window / HC window? My startparameters: ...\HCServer.exe -client -connect=127.0.0.1 -mod="@Epoch;" -nosound I'm not sure but it could be, that after "@Australia" there must be a ";" ?! I don't see it on the main live server trying to connect, no mention in the RPT of a connection attempt. The HC console just shows 'Dedicated client created' nothing more A semi-colon isn't required after the last addon. It worked fine when the HC was on the same server, moving it to another dedi it just sits there, does anyone know what port a HC would use ? I don't think it's a firewall issue but i should rule that out. Link to comment Share on other sites More sharing options...
horbin Posted June 23, 2015 Author Report Share Posted June 23, 2015 Happy, Right now all phases are pretty much offsets only. Next update is going to be providing very extensive configuration options wrt missions, trigger responses, and compound logic statements. I am hoping to have this code done by late next week. Richie, I was just able to connect to your server with my HC. Server kicked me, but it worked. arma3server.exe -client -connect=46.236.34.203 -port=2502 Possibly something wrong with the install on your new HC machine? Link to comment Share on other sites More sharing options...
Richie Posted June 23, 2015 Report Share Posted June 23, 2015 Thanks Horbin, i'll do a reinstall tomorrow, good old arma, worked fine yesterday and today it's broken :D Link to comment Share on other sites More sharing options...
second_coming Posted June 23, 2015 Report Share Posted June 23, 2015 Did you update the HC binary to the same version as the server? Link to comment Share on other sites More sharing options...
Richie Posted June 23, 2015 Report Share Posted June 23, 2015 Did you update the HC binary to the same version as the server? Yes, both servers have the latest A3 and Epoch files, hopefully a fresh install fixes it or i find what i missed. Link to comment Share on other sites More sharing options...
tinboye Posted June 27, 2015 Report Share Posted June 27, 2015 My headless client hates me :( when i had it on the same server using local it worked fine, putting it on a different server it won't connect. In my main servers config.cfg i have the server IP the HC is connecting from : //Headless Client localClient[]={46.236.34.205}; headlessClients[] = {"46.236.34.205"}; battleyeLicense=1; In my HC launch parameters i have the servers IP & Port to connect to : HCserver.exe -client -connect=46.236.34.203 -port=2502 -mod="@Epoch;@allinarmaterrainpack;@Australia" -nosound So where did i go wrong ? anyone have any idea :unsure: check out my hc info at Link to comment Share on other sites More sharing options...
He-Man Posted June 28, 2015 Report Share Posted June 28, 2015 Horbin, - Is it possible, that the cappoint only can be capped, when NOT inside a vehicle? - Can you add a start timer / delay for each mission? Now all missions come up instant after Server start. Link to comment Share on other sites More sharing options...
happydayz Posted June 29, 2015 Report Share Posted June 29, 2015 You can't delay but u can do a player number.... So I'm using it as a kind of delay. He-Man 1 Link to comment Share on other sites More sharing options...
Carp! Posted June 29, 2015 Report Share Posted June 29, 2015 Still having an issue where sometimes my HC runs out of memory and crashes. Does not happen every day, more like once every other day. Could this be because I have a 4 hour restart and not a 3 hour? I'm already 1.5hrs in on this reboot and the HC is peaking 4gb. Server has 32gb with HC and Arma3 server on different cores. Any other information needed to help diagnose this? Link to comment Share on other sites More sharing options...
1Man Posted June 30, 2015 Report Share Posted June 30, 2015 What does the rpt file show for your HC? 4gb is a lot for something that isn't rendering graphics/sound/etc. maybe it's time to disable resources that aren't used? Link to comment Share on other sites More sharing options...
Carp! Posted June 30, 2015 Report Share Posted June 30, 2015 Heres one instance of some errors in the rpt: 17:05:55 "playerConnected:HC3400:HC_HAL" 17:07:28 NetServer::SendMsg: cannot find channel #344847686, users.card=0 17:07:28 NetServer: users.get failed when sending to 344847686 17:07:28 Message not sent - error 0, message ID = ffffffff, to 344847686 (HC_HAL) 17:07:28 NetServer::SendMsg: cannot find channel #344847686, users.card=0 17:07:28 NetServer: users.get failed when sending to 344847686 17:07:28 Message not sent - error 0, message ID = ffffffff, to 344847686 (HC_HAL) 17:07:28 "<infiSTAR.de>ConnectLog| Disconnected: HC_HAL(HC3400) - time: 2903.71 - serverTime: 0h 49min | - serverFPS: 44.6927 (v0188b)" 17:07:28 Client: Remote object 8:0 not found Again, it doesn't happen all the time. For example it hasn't happened in 2 days. We currently have the server locked and noone is on it. Link to comment Share on other sites More sharing options...
horbin Posted June 30, 2015 Author Report Share Posted June 30, 2015 Below is a preview of the changes to the mission logic coming in the next update. Last thing I have to work on is the 'Actions' for spawning missions and having some of the triggers properly inherit objects/settings from child missions. [ //Define all the triggers this mission will be using // Trigger names must be unique within each mission. // NOTE: "FuMS_KillMe" is a reserved trigger word. Do not use!!! // NOTE: "OK" is a reserved trigger. Do not define it here. // "OK" can be used in the actions section to force an action to occur at mission start! ["PROX",["ProxPlayer",[0,0],10,1] ], ["LUCNT",["LowUnitCount","GUER",3,0,[0,0]] ], ["HUCNT",["HighUnitCount","GUER",6,0,[0,0]] ], ["Detect",["Detected","ALL","ALL"] ], ["BodyCount",["BodyCount",3] ], ["Timer",["TIMER", 1800] ], // offset radius time(s) Name ["Zuppa", ["ZuppaCapture",[ [ [-100,-100], 50, 90, "Point 1" ], [ [100,100], 50, 90, "Point 2" ] ]] ], ["VehDmg1", ["DmgVehicles", ["1,2-4",0.8] ], ["BldgDmg1", ["DmgBuildings", ["2,3,7", 1.0] ] ], [ // Define what actions should occur when above trigger logics evaluate to true // Note: a comma between two logics is interpreted as "AND" [["WIN"],["LUCNT","OR","DETECT","BODYCOUNT","OR","Zuppa" ]], // // [["CHILD","Help_Helo",[0,0]],["OK" ]], // // [["Reinforce","Help_Vehicle","VehDmg1"]], [["LOSE"],["TIMER", "OR", "VehDmg1", "BldgDmg1"] ], [["END"],["TIMER","OR","LUCNT" ]] ] Link to comment Share on other sites More sharing options...
happydayz Posted June 30, 2015 Report Share Posted June 30, 2015 WOOT AND/OR's!!!!!!!!!!!!! :D :D :D Link to comment Share on other sites More sharing options...
ZENITHOVMAN Posted June 30, 2015 Report Share Posted June 30, 2015 O YEAH BABY!! :) :) Link to comment Share on other sites More sharing options...
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