3 Commando Brigade

Realism. Tactics. Fun.

+ New Topic Locked

Public Server Feedback

2023 posts in this topic
Posted: Wed Nov 19, 2014 9:58 pm     Super secret spam barrier
Offline
Marine
Marine
Other duties:
Modder
Founder

Posts: 6832
Ribbons:
Service Medal (7) Donator (1) Modding Team (1)
Frag of the match (1) Operation Medal (1)
Andy1 wrote:
I just CTD'd it after serious lag, it may be down to the fact that I had no logs off and got a 700kb RPT file, that 10056 lines in total.

Although you were getting some general PC crashes earlier today too, so maybe not ArmA related?


Posted: Thu Nov 20, 2014 12:20 pm     Super secret spam barrier
Offline
Marine
Marine
Other duties:
Modder
Founder

Posts: 6832
Ribbons:
Service Medal (7) Donator (1) Modding Team (1)
Frag of the match (1) Operation Medal (1)
Mission updated.

Mission
Apollo_IronJustice_v06.Zargabad
Changelog


Posted: Fri Nov 21, 2014 1:42 am     Super secret spam barrier
Offline
Marine
Marine
Other duties:
Modder
Founder

Posts: 6832
Ribbons:
Service Medal (7) Donator (1) Modding Team (1)
Frag of the match (1) Operation Medal (1)
Those rockets are part of either the EvW or Iraqi-Warfare mod, and I guess not designed for players to use, just the AI.
Stick to the Titan's and NLAW's for realism.


Posted: Fri Nov 21, 2014 11:10 am     Super secret spam barrier
Offline
Marine
Marine
Other duties:
Modder
Founder

Posts: 6832
Ribbons:
Service Medal (7) Donator (1) Modding Team (1)
Frag of the match (1) Operation Medal (1)
Quads respawn after 15 minutes when you move more than 10m away.
Take any other vehicle and you'll get 2 hours before it disappears.
It's in the Map > Briefing information.


Posted: Fri Nov 21, 2014 11:55 am     Super secret spam barrier
Offline
Marine
Marine
Other duties:
Modder

Posts: 2308
Ribbons:
Service Medal (5) Donator (1) Modding Team (1)
Leadership (1) Operation Medal (2)
Pero thanks for the suggestions, to answer your questions before Apollo gets here.  As a community we have created our own mod packs with both uniforms and weapons these are currently being held back as they are dependant on Trixies British Weapons which are know to crash due to an issue with the sights.  We are trying to fix this but as I am sure Apollo will both agree and probably say himself we are reluctant to add mods which we would have to go through and test completely just to remove them again.  On the subject of TAO Foldmap I think it was also found to cause crash to desktops and as such was removed from the mods list.

Thanks again for the suggestion, if you think of anything else that we may benefit from please don't hesitate to throw it out their.


Posted: Fri Nov 21, 2014 12:43 pm     Super secret spam barrier
Offline
Major
Major
Other duties:
Site Admin
Game Admin
Modder
Founder

Posts: 3774
Location: London, UK
Ribbons:
Service Medal (7)
Following from Andy's post, here's the 3CB BAF Units he's referring to:

http://forums.bistudio.com/showthread.php?184928-3CB-BAF-Units


Posted: Tue Nov 25, 2014 12:51 pm     Super secret spam barrier
Offline
Marine
Marine
Other duties:
Modder
Founder

Posts: 6832
Ribbons:
Service Medal (7) Donator (1) Modding Team (1)
Frag of the match (1) Operation Medal (1)
Server has been running stable, no client ctd's reported.
Still getting large rpt logs caused by Alive and HC (tested with AAF, with/without HC on Alive CQB). Doesn't seem to affect performance or stability.

Adding in the HLC AK weapons pack today, so that the insurgents are armed appropriately. Not for players to use!

The optional Iraqi Warfare config (is_cfg.pbo) has been placed on the server mods to give the insurgents the AK's. Clients don't have to worry about doing the same thankfully.


Modset 25/11/14
@agm
@alive
@allinarmaterrainpack
@asdg_jr
@beretpack2
@burnes_challenger
@cba_a3
@chinookpack
@evw
@hlcmods_ak [Added]
@hlcmods_core [Added]

@iraqi_warfare
@psylandrover
@rh_m4_a3
@st_nametags
@sthud_a3
@task_force_radio

Mission
Apollo_IronJustice_v07.Zargabad
Changelog

Server Command Line
__a3__\@cba_a3;
__a3__\@allinarmaterrainpack;
__a3__\@agm;
__a3__\@alive;
__a3__\@asdg_jr;
__a3__\@hlcmods_core;
__a3__\@hlcmods_ak;

__a3__\@rh_m4_a3;
__a3__\@evw;
__a3__\@iraqi_warfare;
__a3__\@beretpack2;
__a3__\@burnes_challenger;
__a3__\@chinookpack;
__a3__\@psylandrover;
__a3__\@task_force_radio;
__a3__\@asm;

Headless Client
Bikeys On, BattleEye Off.


Posted: Tue Nov 25, 2014 3:40 pm     Super secret spam barrier
Offline
Colour Sergeant
Colour Sergeant
Other duties:
Modder
Operations Design Team
Public Mission Admin

Posts: 3094
Ribbons:
Service Medal (7) Modding Team (1) Mission Designer (1)
Public Regular (1) Operation Medal (5) Weapons Operator (1)
Depro is correct. We had to leave someone to die in a vanilla AAF truck because we couldn't get them out of the vehicle during the Dim Transaction mission. It was Andy or TheGuy I think?? Different people tried with AGM, we tried shooting him, moving the truck, etc... Nothing. He just lay flat across the back benches. Seems more like an AGM issue rather than the Landrovers or Chinook packs.

"Never turn down an ale, who knows if it may be your last."


Posted: Wed Nov 26, 2014 8:29 pm     Super secret spam barrier
Offline
Major
Major
Other duties:
Site Admin
Game Admin
Modder
Founder

Posts: 3774
Location: London, UK
Ribbons:
Service Medal (7)
pero wrote:
That is how Task Force Radio is set, same frequencies cannot be used by different factions (only ACRE supports that), meaning, only BLUFOR radios can communicate between them.


This is actually set server-side in the mission (it's called encryption) and can be easily changed.


Posted: Wed Nov 26, 2014 8:30 pm     Super secret spam barrier
Offline

Posts: 1585
Location: Zurich, Switzerland
Ribbons:
Donator (1)
pero wrote:
Scofer wrote:
May be some bugs between radios and mod vehicles. Some friendlies were inside an enemy APC and they nearly got blown up by our Zulu element as we couldn't hear each other over comms, even though we were both on frequency 50.

That is how Task Force Radio is set, same frequencies cannot be used by different factions 
Technically that's incorrect. TFAR simulates encrypted radio traffic, implemented by having an "encryption code" for each faction.
The encryption key is implicitly applied to all radios (personal, backpack and vehicle) of that faction (afaik it cannot be changed by players, it seems to be a fixed mission setting).
It is possible to set two side's encryption code to the same, allowing them to communicate. (One our missions, "Dim Transactions", a 3-Faction TvTvT, uses this).
However, on the public we tend to run different encryption keys for all factions

EDIT: Jamie was faster ;)


+ New Topic Locked


Who is online

Users browsing this forum: No registered users and 35 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

phpBB © Forum Software
© 3 Commando Brigade Gaming Community
All images belong to their respective owners


3CB Modern design by Jamie Goodson
WysiBB