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Everything posted by =VG= SavageCDN
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If you have the Alpha please login to the feedback site and vote up this ticket http://feedback.arma3.com/view.php?id=504 This issue is preventing a lot of scripts and mods from being released for A3 (AI suppression, ACRE, more) New RH Pack!! http://imageshack.us/a/img843/2374/arma32013031408390180.png http://forums.bistudio.com/showthread.php?149966-RH-PDW-pack
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Yeah as Outlanders said hop on our teamspeak server and the password is in the A3 channel description. We don't post it on the website as there are just too many idiots out there and not enough server admin tools for A3 at the moment.
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Community Event - **Postponed until Saturday March 23rd**
=VG= SavageCDN replied to =VG= SavageCDN's topic in Arma II
So after speaking with Jager from LAMBS we will put this off until NEXT weekend March 23rd. With the new A3 being released I think it might be tough to get enough players - we have 10 signups and probably another 10 from LAMBS / Banterwagon... but we have not done any prep work on the event yet. Sorry hopefully everyone can still make it next weekend. If you CAN'T please post it here otherwise I'll assume if you've already signed up you are OK for the 23rd. That being said we could do something ourselves this Saturday.. A2 or A3.. does everyone who signed up have the A3 Alpha? -
Nothing just join and play my friend!!! If you tried to join yesterday and got kicked that was a problem with the mission but it has been fixed now (no longer requires CBA). If you were playing last week and got horrible lag give it a try again most of the lag problems have been fixed. Check 2nd post in thread - added optional Client Side addons pack
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If you want to try a harder DAC version there is a mission called Dynamic War Sandbox v14c DAC available on the server for testing. Basically more patrols covering the island north and centre... beefed up a few key areas. DAC Groups will respawn (how many times? I'll never tell)
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De-pbo program: http://forums.bistudio.com/showthread.php?82738-DePBO More info here although some links might be outdated: http://www.veterans-gaming.com/vg-plugins/forum/forum_viewtopic.php?15961
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Updated to v1.4c today -added mortar pit -tried the MSO UID thing to limit pilots to certain players but it didn't work (will spend more time on it or look for other solution) -updated VAS ammobox script -removed RSLO Loadout manager (VAS has same feature now) Tweaked the profile settings for Veteran mode - removed group icons, adjusted AI skill and precision, other tweaks Thanks for the feedback guys and Outlanders for testing McKillem - are you MadRobert on teamspeak?
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Hiya Beast thanks for the report!! 20:20:55 BattlEye Server: Verified GUID (8d28d0f78dc4a16bab6ae59634ace7bf) of player #3 Neo-Spirit<br /><br />20:20:56 BattlEye Server: Verified GUID (8855dc597b24ade2de448100d3322ea8) of player #4 Trerb4<br /><br />20:20:56 BattlEye Server: Verified GUID (48ea49b7d04781af2e74b3b3b285710b) of player #5 L_Adversaire BANHAMMER !! If they make the effort to register and appeal the ban I would consider lifting it.
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Joining the server means you have already downloaded the mission which is currently running. To access it you need to look in: C:\Users\username\AppData\Local\ArmA 2 OA\MPMissionsCache Also note Insurgency is not an easy mission to edit ;)
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Yeah the red squares are a bit weird.... they are a leftover of another mission I think and aren't in any way connected to the AI spawning scripts in this mission.. they are just there to show red or blue markers. I think the way the CQB thing works in MSO is a % chance of spawning per building per player...so if it's just a few guys around a small house and shed it probably won't spawn much if anything. ..and yeah there isn't much of an 'end game' with this type of mission. I'm sure that will change in future updates. Forgot MSO has a MP rights feature where only approved UIDs are allowed to fly. Gonna test this out. Asked MSO Devs about dead bodies staying longer... can't figure it out myself "Search for deleteVehicle keyword in the CQB module and you should find it. Technically, you could comment it out as the standard Garbage Collector will remove dead bodies if they have been there for 5 mins and there are no players within 500m of the dead body. "
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Wooz =VG= LAN_WROTE ... Is there any way to increase the time it takes for enemy bodies to disappear? trying to loot enemies for ammo and weapons is near impossible due to them despawning moments after they have been killed. Will check Ingo =VG= LAN_WROTE ... if we open up the server i would like to see a only pilots can fly script getting kinda tired when trying to lead a infantry squad and then someone just flies off Y U no liek walking to AO only to change marker to blue? Good idea will check
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^ it should be there if you filter for Veterans Sometimes gamespy doesn't show the A2 servers either I think it is just that gamespy sucks :) The only problem with removing the password now is we have no admin control over the server. The only way to deal with idiots is to actually be on the server and logged in as admin, kick them from the server, manually write down their Arma GUID, and ban them later. Now if we have a bunch of VGs on the server we can open it up but for general use I don't think it's a good idea at the moment. I've been updating my signatures on various forums to pimp our server but they all say you must join TS for the password. What's great is that players are actually doing that to play on our server.. that never usually happens.
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From the MSO manual re: CQB populator: CQB_EnPop - Uses houses and fortification as spawnpoints, provides Close Quater Combat and brings a new dimension to MSO. If players gets in range AI is spawned in houses, if out of range they are moving back to their houses and get deleted (incl. groups). Uses a Serverside Garbage Collector, cleared positions are stored to PDB. Settings /// CQB AI Limit: Max. 10 AI spawned local on each client (20 players x 10 AI = 200 AI in crowded areas), ?Off? means the spawnpoint is suspended after 1 group has spawned (recommended) /// CQB Group limit: Groupcount must be lower than this limit for CQB to spawn. Recommended settings are 10% / off / off (not change that until you know what you do). Use markers ammo and ammo_1 for a safezone of at least 1000 mtrs around base (it uses safe-zone setting from rmm_enpop or falls back to 1000 default). You have the option to place additional 10 Blacklist-markers on map, with name CQB_BL0 - CQB_BL9 for blacklists of 500m. Spawns in any buildings/structures not just towns. More buildings = more spawns. More players in area = more spawns. TortiaBoy =VG= LAN_WROTE ... is the CQB Spawn thing set for ALL the towns or just individual towns? because 20% might be good for the main town but perhaps to much for the smaller one? if that makes sense at all... It's an overall setting which also depends on the number of players in the area Current settings are 20% pop with CQB AI Limit and CQB Group Limits OFF From what I've read this mission is optimized for higher player counts (see the video for 61 player COOP - http://youtu.be/WBhSXDctY-g ) After testing yesterday the server was still at 45'ish FPS after about 2 hours. I'll upload a newer version tonight with CQB cranked up to 40% and we'll see how it runs - or if there is an admin on today you can try restarting the server, go into paramters, and change the CQB Populator to 40% (don't change anything else for now)
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Client-side Pack - click link below to download files and read install instructions below *** THESE ARE NOT REQUIRED TO JOIN THE SERVER *** If you don't see an addon here it's probably because it does not have a server .bikey file. Any mods we use on our servers MUST have this key file or else we cannot use them. ** If you have downloaded previous versions please remove them and update with v2 pack ** A3_Clientside_Addons_v2.zip http://debian.veterans-gaming.com/~six/A3_Clientside_Addons_v2.zip Info: @CBA_A3 (required for some other addons) http://forums.bistudio.com/showthread.php?147535-CBA-Community-Base-Addons-ARMA-3-Alpha @sthud - ShacTac fireteam HUD * https://dev-heaven.net/projects/sthud/files?sort=created_on%3Adesc%2Cfilename (top file sthud_A3) @HMM_StanceIndicator - 1st person Stance indicator * **THIS WAS REMOVED DUE TO A PROBLEM WITH THE MODs SERVER KEY FILE** @FA_gpstr_watermark - Move GPS to top right of screen http://forums.bistudio.com/showthread.php?148485-FA_gps-Get-that-GPS-out-of-my-face! @BEARB_Compass - Digital Compass indicator * http://forums.bistudio.com/showthread.php?150533-Digital-Compass-Bearing @tao_foldmap_a3 - Selectable small 'folded' map on screen * http://forums.bistudio.com/showthread.php?148517-Tao-Folding-Map-2-1 @norrn_rflocc - CQB Rifle Collision fix (WIP) * http://forums.bistudio.com/showthread.php?147706-Rifle-Collision-Addon To unzip files: 7zip http://www.7-zip.org/download.html Installing the Arma3 Clientside Addons Pack: Download the zip file (top link in post - A3_Clientside_Addons_v2.zip) and extract it to your Arma3 install directory (ie: C:\Program Files\Steam\steamapps\common\Arma 3). You should now see a bunch of new folders there: @CBA_A3 @FA_gpstr_watermark @BEARB_Compass * @norrn_rflocc * @sthud * @tao_foldmap_a3 * There is also a \userconfig folder included in the .zip - make sure it gets extracted as well into your Arma 3 directory (this is for the compass mod). Launch Arma3, Main menu, Options, Expansions Select each @mod folder and click Enable Click OK then Restart Now - game will restart with those mods enabled. To disable, go back to Expansions, uncheck, restart. PLEASE NOTE: @CBA_A3 is required for some mods, marked with * March 14th v1a - updated Norrins Rifle Collisions and CBA version March 25th v2 - updated all mods please remove existing folders and re-install
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Server info: Clan Info: If you're searching for a group of team play gamers then please give us a look. We operate well managed servers, and we have an awesome community of supporters! ARMA 3 PUBLIC SERVER LIST See our ARMA 3 TS3 "channel description" area for up-to-date server info: ts3.veterans-gaming.com VETERANS-GAMING PUBLIC #1 ver. N Dynamic_War_Sandbox_VG VETERANS-GAMING PUBLIC #2 ver. N Dynamic_War_Sandbox_VG VETERANS-GAMING PUBLIC #3 ver. N Dynamic_War_Sandbox_VG Missions: Dynamic_War_Sandbox_VG Dyn_War_Sand_VG_v14x_pub.Stratis COOP max 25 players Uses MSO's CQB populator and a few other MSO features (no persistence) BTC revive, respawn and mobile respawn system Virtual Ammobox System (replaced the fill scripts)* BTC Teamkiller script - disabled for now while server is passworded Scripts to prevent grenade throwing in base Original mission by zorrobyte and MSO Dev Team AWS Domination co30_AW_Domination_VG_1a.Stratis COOP max 30 players Removed as server default although still available for selection - needs more work before full release. Original mission by AWS ************************************************* *Due to a bug with ammo box fill scripts and the Alpha version there will be missions (that use a fill script) which will cause lag running on the server, especially at higher player counts. If you want to check out some missions on your own and perhaps post your results here (ie: does it suck? how many players? COOP or DM?) Feedback re: missions or server setup would be appreciated. !gam
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[poll] Send Your Questions to the Arma 3 Devs - Post here!
=VG= SavageCDN replied to =VG= SemlerPDX's topic in Arma III
When will we see things like documentation for new editor features? -
^ I use the T button for grenades (T for throw??)
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Calv =VG= LAN_WROTE ... Plus, I am not looking forward to the inevitable fashion show at the gear box as people decide which vest, webbing, backpack and helmet combo is "in" this season. QFT !lolol
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So little info out there for setting up a dedi in alpha.. here's what I've figured out so far: - needs to be launched thru Steam (boooo) with the -server parameter - Arma2OA config file seems to work just fine (at least no errors) - gamespy master browser should be "arma3pc.master.gamespy.com" - defaults to port 2302 unless server is already running on that port - you can apparently install using steam on server, run in offline mode, then connect with client under same steam account http://forums.bistudio.com/showthread.php?147537-Tutorial-How-to-run-ArmA3-server-on-a-dedicated-server Current Steam params: -server -port 2326 -config=server.cfg -cpuCount=4 -maxMem=4096 -exThreads=7 -name=A3Server -mod=@CBA_A3;@sthud https://developer.valvesoftware.com/wiki/SteamCMD Dwarden on IRC: 12:42 i already said dedicated server package will come when ready http://forums.bistudio.com/showthread.php?148288-Dedicated-server-status Reddit: "I keep getting server creation failed though, and it doesn't show up in the server browser. EDIT: Nevermind, had to disable battleEye" User account that runs A3 now has batch file on desktp that will startup the server, monitor it and restart it if it crashes or gets shut down for any reason. It's the best we can do until dedicated server binaries are released.
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ridDle =VG= LAN_WROTE ... Did we find out if we can host dedi servers or not during the alpha? Sorta... has to be run thru Steam though A3 Alpha Testing - server is up and running 5.9.23.136 port 2326 password "vg"
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wow guess they got sick of trying to make it work in Arma?
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[poll] Send Your Questions to the Arma 3 Devs - Post here!
=VG= SavageCDN replied to =VG= SemlerPDX's topic in Arma III
WTF is with the 'rainbow' scripting command?? lol -
Arma 2 ACE Multi-Session Operations thread
=VG= SavageCDN replied to =VG= SemlerPDX's topic in Arma II
MSO server has been updated... trying to narrow down the source of recent problems. - removed @rangers - removed @snr - removed @ASR_MapGrids - removed leftover event-specific stuff - disabled Team Roster script - disabled stuffbox for now (generates error in RPT) - updated @kyo_MH47E Adjusted some default params (including CQB up to 40% now) Six-Updater repo URL has been updated. Please delete your existing preset and re-import. sixupdater://debian.veterans-gaming.com/~six/six_repo/2322.yml Don't forget to check your SU profile after import - make sure it's set to A2 OA Combined Ops (forced) and re-add any client-side mods like @JSRS_ACE or @stmovement Here's my SU launch params for mods (with no client-side stuff) @CBA_A2;<br />@CBA_OA;<br />@CBA;<br />@ACE;<br />@ACEX;<br />@ACEX_RU;<br />@JayArma2Lib;<br />@ACRE;<br />@st_interact;<br />@ACEX_USNavy;<br />@sthud;<br />@exa_rg31;<br />@yup_uh60;<br />@mad_build;<br />@mad_resh;<br />@stmovement;<br />@kyo_MH47E Enjoy!! -
Community Event - **Postponed until Saturday March 23rd**
=VG= SavageCDN replied to =VG= SavageCDN's topic in Arma II
Post reserved Roster: SavageCDN Gaz Wooz Poffadder Torts new PC Antoin BludKlot Murderface Sparky Ciro Speirs Castor Ingo Mabye: Semler Rev Hulio -
We are looking at doing another joint operation with LAMBS and Banterwagon on Saturday March 23rd... probably same start time as last one but not confirmed yet. Please post if you would like to attend we are trying to get an idea of numbers by this coming weekend so we can tailor the mission/MSO to suit. Obviously more details to follow.... Date changed!! Also we might limit it to signups only... meaning if you aren't on the list you can't get in. Makes it easier to organize and ensure everyone has proper mods, etc.