PAR4NA Posted February 17, 2015 Report Share Posted February 17, 2015 horbin, How do I set the time of the missions? I want to make it start with only one player 1 in server test! Link to comment Share on other sites More sharing options...
horbin Posted February 17, 2015 Author Report Share Posted February 17, 2015 Look in the FuMS.pbo under the Themes folder. Themes/BaseServer.sqf - this file allows you to set which themes you want running, as well as tell FuMS the specifics about the map you are using. Themes/<theme name> (ex: Themes/Test) ../ThemeData.sqf - this file allows you to configure the specifics for the theme. Respawn delay is controlled here. If you just did the 'stock' install, there should be 2 missions and a helo patrol running as soon as the Headless Client connects. No wait time. So if you are not seeing those on the Map, something else may be going on. Link to comment Share on other sites More sharing options...
Plysken Posted February 17, 2015 Report Share Posted February 17, 2015 Hi, more than 1 hour my server is up, still no mission, nothing. we are two player in. My desc file author = "Epoch Mod Team"; class Header { gameType = Sandbox; minPlayers = 1; maxPlayers = 100; }; respawn = "BASE"; respawnDelay = 600; respawnDialog = 0; onLoadMission= "Epoch"; OnLoadIntro = "Welcome to Epoch Mod"; loadScreen = "\x\addons\a3_epoch_assets\pictures\loadScreen_ca.paa"; OnLoadIntroTime = False; OnLoadMissionTime = False; onLoadName = "Epoch Mod"; disabledAI = true; scriptedPlayer = 1; disableChannels[]={0,2,6}; enableItemsDropping = 0; briefing = 0; debriefing = 0; enableDebugConsole = 0; joinUnassigned = 0; respawnOnStart = 0; forceRotorLibSimulation = 1; corpseManagerMode = 1; corpseLimit = 10; corpseRemovalMinTime = 1200; corpseRemovalMaxTime = 3600; wreckManagerMode = 1; wreckLimit = 2; wreckRemovalMinTime = 60; wreckRemovalMaxTime = 360; class CfgRemoteExecCommands {}; class CfgSounds { //******************* sounds[] = {}; class radio1 { name = "radio01"; // filename, volume, pitch sound[] = {"radio01.ogg",1,1}; titles[] = {0,""}; }; //********************** }; class RscTitles { //************************ class radioChatterBar { idd = -1; onLoad = "uiNamespace setVariable ['radioChatterBar', _this select 0]"; onUnload = "uiNamespace setVariable ['radoiChatterBar', objNull]"; onDestroy = "uiNamespace setVariable ['radioChatterBar', objNull]"; fadein = 0; fadeout = 10; duration = 10e10; movingEnable = 0; controlsBackground[] = {}; objects[] = {}; class controls { class statusBarText { idc = 1010; x = safezoneX; y = safezoneY; // upper left hand corner //x = safezoneX + safezoneW - 1.5; //y = safezoneY + safezoneH - 0.4; //H w = 1; h = 0.3; //hopefully makes it 10 lines tall shadow = 2; colorBackground[] = { 1, 0.3, 0, 0.0 }; // uncomment and increase 4th number to have a background font = "PuristaSemibold"; size = 0.03; type = 13;// CT_TYPES = CT_STRUCTURED_TEXT style = 1; text="Loading server info..."; class Attributes { align="left"; color = "#FFFFFF"; //"#00FF09";BrightGreen //#FF8700 }; }; }; }; //*********************************** }; Save me? Link to comment Share on other sites More sharing options...
horbin Posted February 17, 2015 Author Report Share Posted February 17, 2015 Send me a copy of your server's .rpt where it shows the Headless client connecting. Also a copy of your HC's .rpt. I'll see what is going on for ya! Link to comment Share on other sites More sharing options...
Plysken Posted February 17, 2015 Report Share Posted February 17, 2015 Sorry for the question but where i got them? :P edit : found : http://www.plysken.com/divers/rpt.rar <-- fresh files HC's.rpt, i don't know where are they Link to comment Share on other sites More sharing options...
laurent09 Posted February 17, 2015 Report Share Posted February 17, 2015 Laurent09, You have RscTitles defined twice. Just take the code located between the //************************** lines and place it inside the 1st definition. easy fix! thanks my server start now . but after 1 hour no mission spawn . Link to comment Share on other sites More sharing options...
horbin Posted February 17, 2015 Author Report Share Posted February 17, 2015 If you have not set up a -profiles option for the HC, they HC's rpt is located in the default player folder such as: C:\User\horbin\AppData\Local\Arma 3\ Also, once in game, log in as admin and #kick your headless client. See if it reconnects and the missions start. Link to comment Share on other sites More sharing options...
horbin Posted February 17, 2015 Author Report Share Posted February 17, 2015 lauren09, I found a bug that may have been causing your issue with the HC not initializing. I am posting a fix to the github shortly. This will require a reinstall of all files, but it will fix the problem, and provide a little better reporting in the logs. Link to comment Share on other sites More sharing options...
Plysken Posted February 17, 2015 Report Share Posted February 17, 2015 In my "Local\Arma 3\", it's empty, no file I logged on admin mod. What i find in the web : GUI Headless clients can be seen in the Role assignment display when creating a MP game If you are admin (host) You will see HCs listed in the Players list on the right You will see a category called Virtual (it can contain both Zeus and HCs) on the left Note: HCs are automatically assigned to their slots But on mine, nothing, just me. So i can't kick anything Link to comment Share on other sites More sharing options...
horbin Posted February 17, 2015 Author Report Share Posted February 17, 2015 I saw your HC connect in the logs. As admin you should see the HC in the Lobby. Did you set up this in your 'mission.sqm'? (part of normal HC setup). class Groups { items = 100; class Item0 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={10720.502,12.714643,11356.243}; id=100; side="LOGIC"; vehicle="HeadlessClient_F"; player="PLAY CDG"; init="this enableSimulation false; this allowDamage false"; leader=1; skill=0.60000002; text="HC_HAL"; }; }; }; class Item1 { .........basically change your first class Item0 to the info above! Link to comment Share on other sites More sharing options...
Plysken Posted February 17, 2015 Report Share Posted February 17, 2015 Edit Ok now i have a Headlessclient, but it kicked of my server constantly Link to comment Share on other sites More sharing options...
SilentHog Posted February 18, 2015 Report Share Posted February 18, 2015 my descriptions.ext : author = "Epoch Mod Team"; class Header { gameType = Sandbox; minPlayers = 1; maxPlayers = 100; }; respawn = "BASE"; respawnDelay = 600; respawnDialog = 0; onLoadMission= "Epoch"; OnLoadIntro = "Welcome to Epoch Mod"; loadScreen = "\x\addons\a3_epoch_assets\pictures\loadScreen_ca.paa"; OnLoadIntroTime = False; OnLoadMissionTime = False; onLoadName = "Epoch Mod"; disabledAI = true; scriptedPlayer = 1; disableChannels[]={0,1,2,6}; enableItemsDropping = 0; briefing = 0; debriefing = 0; enableDebugConsole = 0; joinUnassigned = 0; respawnOnStart = 0; forceRotorLibSimulation = 1; corpseManagerMode = 1; corpseLimit = 10; corpseRemovalMinTime = 1200; corpseRemovalMaxTime = 3600; wreckManagerMode = 1; wreckLimit = 2; wreckRemovalMinTime = 60; wreckRemovalMaxTime = 360; class CfgRemoteExecCommands {}; class RscTitles { #include "dialog\statusBar.hpp" }; class CfgSounds { //******************* sounds[] = {}; class radio1 { name = "radio01"; // filename, volume, pitch sound[] = {"radio01.ogg",1,1}; titles[] = {0,""}; }; //********************** }; class RscTitles { #include "scripts\statusBar.hpp" //************************ class radioChatterBar { idd = -1; onLoad = "uiNamespace setVariable ['radioChatterBar', _this select 0]"; onUnload = "uiNamespace setVariable ['radoiChatterBar', objNull]"; onDestroy = "uiNamespace setVariable ['radioChatterBar', objNull]"; fadein = 0; fadeout = 10; duration = 10e10; movingEnable = 0; controlsBackground[] = {}; objects[] = {}; class controls { class statusBarText { idc = 1010; x = safezoneX + 0.5; y = safezoneY; // upper left hand corner //x = safezoneX + safezoneW - 1.5; //y = safezoneY + safezoneH - 0.4; //H w = 1; h = 0.3; //hopefully makes it 10 lines tall shadow = 2; colorBackground[] = { 1, 0.3, 0, 0.0 }; // uncomment and increase 4th number to have a background font = "PuristaSemibold"; size = 0.03; type = 13;// CT_TYPES = CT_STRUCTURED_TEXT style = 1; text="Loading server info..."; class Attributes { align="left"; color = "#FFFFFF"; //"#00FF09";BrightGreen //#FF8700 }; }; }; }; //*********************************** }; that when i had this line that my server don't start! yes you have doble : class RscTitles { #include "dialog\statusBar.hpp" }; Link to comment Share on other sites More sharing options...
laurent09 Posted February 18, 2015 Report Share Posted February 18, 2015 yes you have doble : class RscTitles { #include "dialog\statusBar.hpp" }; yes i see that. i corrected . thanks Link to comment Share on other sites More sharing options...
horbin Posted February 19, 2015 Author Report Share Posted February 19, 2015 1.2c on the hub. Recommend fresh install. Many changes made to assist admins in identifying errors in custom mission files. -Minor change needed to any current custom mission files (see comments at end!) Fixes: -Issue with HC hanging when restarted at the same time as the server corrected. Recommendation: Do not reboot your HC, but maybe once every couple days. Rebooting HC with server is not required under normal circumstances! And don't forget, you can 'kick' your HC just like a player to get FuMS to do a full reset! -Changed 'options' for AI "BUILDINGS" logic to mirror most of the other logic types: See Docs\AI_Logic.txt for details before customizing your own missions! -Enhanced error reporting to server and HC .rpt for mistakes in config files. -An error in a mission file will no longer cause FuMS to hang. FuMS will report the error, skip the mission and continue to run all configured themes. -"Random" boxes for mission loot have been restricted to the following: "B_supplyCrate_F","O_supplyCrate_F","I_supplyCrate_F","CargoNet_01_box_F" Other boxes can be used, but only if specified in the mission file's loot section: ["Random",[0,0]] -->> ["<your box name>",[0,0]] - Corrected an error in building placement that was causing mission buildings to ignore 'rotation' settings. - Volume of radio static has been reduced to 60% (was at 100%). see your 'description.ext' sound[] = {"HC\Encounters\Sounds\radio01.ogg",.6,1}; **Contributor: MillerTime : http://hightimez-gamerz.enjin.com/home -Loot Box smoke now more patriotic. Box smoke also persists through the duration of the box to aid in locating it. - Color enhancements to Global Hint message. -Adjusted location of AI radio message window to no longer interfere with 'Action' menu. ************************* -New Theme Options - Admins can now consolidate all loot and soldier specs into two common files for ALL mission themes. Global Loot Data - theme will use server's master loot definitions Global Soldier Data - theme will use server's master soldier definitions See Themes/Test/ThemeData.sqf for syntax No changes required to current mission or themes. Any Theme with the flag set to true will now use the GlobalLootData.sqf or GlobalSoldierData.sqf located in the root /Themes folder. -New Soldier Options - Admins can now specify default magazine counts when using the 'RifleXXXPairs' set of values in their SoldierData.sqf's. See BaseSoldier.sqf. for settings. -New AI Options - Anti-Tank! See GlobalSoldierData.sqf for how to now include anti-tank weaponry to allow your ai to combat those armored vehicles! Ex: [ true, true, true], // DiverOverWater, UnlimitedAmmo, anti-tank! Any AI with this gear will have it deleted upon death. -New Building Support - See MazeTest2.sqf for example: Building placement code modified to better support 3D offsets. In the building section if the 1st building in the list is designated at a position of [0,0,0], then all other building locations are treated as offsets. This will provide the ability to import pre-designed bases and building layouts, and move them around the map. -Global Variable Conforming: To reduce risk of conflict with other Mods and addons, FuMS global variables have been modified. ******************************************************************** **Admins: Make corrections to your files in the \FuMS\Themes folders for any custom missions you are currently using! ** Missions distributed with FuMS are up to date. ******************************************************************** FuMS_ServerData - BaseServer.sqf - was ServerData FuMS_THEMEDATA - bottom of all ThemeData.sqf files - was THEMEDATA FuMS_LOOTDATA - bottom of all LootData.sqf - was LOOTDATA FuMS_SOLDIERDATA - bottom of all SoldierData.sqf - was SOLDIERDATA <if you are using the new 'global' Data and Soldier files the above changes don't need to be made immediately> ******************************************************************* Link to comment Share on other sites More sharing options...
second_coming Posted February 19, 2015 Report Share Posted February 19, 2015 Hi Horbin,in your themedata.sqf you have a few typos: ["Detected", "Clones nearbye <MSNNAME>."],should be:["Detected", "Clones nearby <MSNNAME>."],and["Less50", "We have you Lima Charlie. Stand bye!"],should be:["Less50", "We have you Lima Charlie. Standby!"], Link to comment Share on other sites More sharing options...
horbin Posted February 19, 2015 Author Report Share Posted February 19, 2015 I'll take it as a good thing, that the 'bugs' are with spelling ;) Thanks. Btw, had a bug related to radiochatter in the 1.2c release. I pushed a fix up to the github last night if anyone recently downloaded the newest version. Link to comment Share on other sites More sharing options...
PAR4NA Posted February 20, 2015 Report Share Posted February 20, 2015 My misison not start! I need help Epoch_Altis_2015-02-20_14-28-50.rpt scripts.txt init.sqf description.ext Link to comment Share on other sites More sharing options...
larsmos2011 Posted February 20, 2015 Report Share Posted February 20, 2015 My misison not start! I need help Epoch_Altis_2015-02-20_14-28-50.rpt scripts.txt init.sqf description.ext Is your headless client connected ? you need a headless client in order to use these missions:) if it is connected, send its rpt logs aswell. else: follow this tutorial to create a Headless Client. Link to comment Share on other sites More sharing options...
PAR4NA Posted February 20, 2015 Report Share Posted February 20, 2015 Is your headless client connected ? you need a headless client in order to use these missions:) if it is connected, send its rpt logs aswell. else: follow this tutorial to create a Headless Client. This is really necessary? I will not be able to install Link to comment Share on other sites More sharing options...
horbin Posted February 20, 2015 Author Report Share Posted February 20, 2015 If you have installed your own server. This is all that is required to get an HC up and running: HC Setup: #Assumes you are using the BIS Arma3 server installation default install. If you installed your Arma3 server to a different folder, adjust instructions as necessary. 1) add to C:\Games\ArmaA3\SC\config.cfg localClient[]={127.0.0.1}; headlessClients[] = {"127.0.0.1"}; battleyeLicense=1; Note: If your HC is on a different virtual or physical machine from the server, add the HC's IP addr to both the local and headless client lists! 2) modify mission.sqm file. a. Locate: class Groups { items = 100; class Item0 { b. Change the contents of 'class Item0' to the following: class Item0 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={10720.502,12.714643,11356.243}; id=100; side="LOGIC"; vehicle="HeadlessClient_F"; player="PLAY CDG"; init="this enableSimulation false; this allowDamage false"; leader=1; skill=0.60000002; text="HC_HAL"; }; }; }; Note: HC_HAL will be used as the HC's name in game. This is the name you will be able to use to 'kick' the HC if needed. 3) Make a copy of C:\Games\Arma3\arma3server.exe and rename it to HCserver.exe 4) Start your HC with the following: C:\Games\Arma3\HCserver.exe -client -connect=127.0.0.1 -mod="@Epoch;" -nosound Note: HC does not require a restart with the server, nor a restart upon updating mission files. Link to comment Share on other sites More sharing options...
Cig Posted February 20, 2015 Report Share Posted February 20, 2015 I am hoping someone else has seen this, I keep getting a BE kick for.... #96 "rom 0 to 5 do { _animation = 1 + 0.8 * round (1 - abs sin ((BIS_fnc_guiEffectTiles_coef -8/12 + _ix/12) * 180)); for "_iy" from " Does anyone know what script or section of code this is coming from? Link to comment Share on other sites More sharing options...
Plysken Posted February 21, 2015 Report Share Posted February 21, 2015 Edit Ok now i have a Headlessclient, but it kicked of my server constantly All is OK, thx for your mod Link to comment Share on other sites More sharing options...
assasin172 Posted February 22, 2015 Report Share Posted February 22, 2015 Does anyone here have some SoldierData.sqf file with Hardcore settings? My players were complaining about difficulty of AI's. I tried some tweaks but when i tried it again AI's response and behaviour was worse. My goal is to eliminate the problem when players go to the mission and with sniper rifle kills entire mission. Link to comment Share on other sites More sharing options...
MillerTime Posted February 22, 2015 Report Share Posted February 22, 2015 "Sniper",[.60, .90, .80, .90, .90, .85, .80, .90], "Rifleman",[.50, .75, .70, .90, .90, .85, .80, .90], "LMG",[.40, .80, .80, .90, .90, .85, .80, .90], "Hunter",[.30, .70, .80, .90, .90, .85, .80, .90], Cig and assasin172 2 Link to comment Share on other sites More sharing options...
horbin Posted February 22, 2015 Author Report Share Posted February 22, 2015 Thanks Miller. MillerTime and Cig 2 Link to comment Share on other sites More sharing options...
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