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Topics - neoanonymous

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With notepad++ if you can hit left control key+F then go to "Find In Files" and search your a3wasteland mission's folder with the related variables you wish to change; 90% of your questions can be answered via this method of 'reverse engineering' the code . . . . Thanks for reading this and have a great day.

In example:  You want to change the time it takes for you to get locked to a blufor or opfor team.  Whenever you are locked to a side it displays this; "You have been locked to XYZ"  Well if you "Find In Files": "locked to", it will lead you right to the right place to find the time variable that you desire to change.

You are welcome!

Hello everyone,

I am Isaac Harding owner of IHS Isaac Harding Servers.  A while ago I lost my jobs and had to let the server die because no one had the cash to keep it up.

I am looking for ideas no matter how small or big.  I feel that ArmA 3 is a nice game with nice game modes, however I do not want a nice server, I want an excellent server, the best of the best to ever be had or will be had here and then in the future.

In the best of details lets have a long and thought-out dialogue on what the most idle wasteland should or could be.  Hold nothing back here!

Here are some discussion points I bring fourth.

First person only versus full third person versus third person with peaking disabled if you do not have line of sight you cannot see them.

How much money income is too much money income? 

Does having a billion bank cap feel like too much?  If so, whats a better cap?

Upgrade systems for the player, gear, weapons, and vehicles?

Loot driven server versus mission driven servers?

If loot driven then altis would make since, if mission driven then stratis would make since.

Unmodded or modded?  I have always liked the idea of having more stuff, but is it really a need? If not why? Is so why?

How scared should be the map setup for stores? 

What do you think about the idea of having 'walmarts' all three stores in one. I would make this show that you are in the bounds of the store.

What QOL things are lacking from wasteland that I should take note too?

I will be checking back daily.  So please spend sometime giving me some good data here on these ideas or any other idea that wasteland may need and I will do my best to make it so if we have seen it worth it.

Technical Support / How to disable VoteKick?
« on: Feb 22, 2018, 07:58 PM »
How to disable VoteKick?

Hosting & Management / Banning systems
« on: Nov 30, 2017, 12:30 AM »
How can I get a central ban list across two servers?

Technical Support / Headless client problems.
« on: Oct 09, 2017, 07:28 AM »
Hey guys, so I am trying to get my headless client to work properly here.

Let me explain what I have done and what the issue is.  So before you ask, yes I have allowed the IP addresses, local and of the public IP addresses just to see if that was the issue and it was not.

See the problem is whenever I assign an IP address in the start up parameters the server as follows.

Code: [Select]
Start arma3server_x64.exe -ip= -port=2302 -config=#server1.cfg -world=empty -filePatching -BEpath=C:\gameservers\isaac\ArmA\MA3Server\Battleye -High -autoinit -cpuCount=4 -nosound -affinity=4 -affinity=5 -affinity=6 -affinity=7 -profiles=C:\gameservers\isaac\ArmA\MA3Server\Profiles -nanme=Administrator -noSound -ServerMod=@extDB3;@marma; -loadMissionToMemory
But when I use the follow the headless clients connects.

Code: [Select]
Start arma3server_x64.exe -port=2302 -config=#server1.cfg -world=empty -filePatching -BEpath=C:\gameservers\isaac\ArmA\MA3Server\Battleye -High -autoinit -cpuCount=4 -nosound -affinity=4 -affinity=5 -affinity=6 -affinity=7 -profiles=C:\gameservers\isaac\ArmA\MA3Server\Profiles -nanme=Administrator -noSound -ServerMod=@extDB3;@marma; -loadMissionToMemory
But because I need to assign an IP address to the server I need to keep the address command there.

Any help would be nice.

Isaac Harding Servers Wasteland+ Simplified Vehicles
Name: IHS Wasteland+ Malden SV US#1

QOL Improvements:
•   Floating rocks and seeing players be hide terrain is not a thing here.
•   Money does not get blown away.
•   Revive animation lock is no longer a thing on our server.
•   Deposit All button in the ATM.
•   Custom store interfaces.
•   FPS improvements.  It seems that I get 10-20 more FPS on the server.
•   AI is super aggressive and smarter than vanilla but have potato aim.
•   Player icons render out to 5 clicks, this is to help prevent team killing from far distances.
•   Optimally organized stores: Put frequently bought items towards the top on the general store.
•   Future mod, be able to look straight up with an AA launcher, also adding our own launch and/or long range supersonic titan AA missiles if we choice to do it that was.

We are launching this server on the 5th of June 2020 at 6 PM EDT.

Player Loadout System (PLS) you can save your loadouts.  It’s also inside of the spawn box so you can buy your gear from spawn.

Vehicle Loadout System:  Allows you to edit the pylons on planes and/or attack helicopters.  You can also save those loadouts.

Walmart:  It’s named that because you can get everything there.

Spawn Shop:  It has general and gun store in one interface.  Spawn Shop takes money from your bank account.

Autorun with – key.

Money mission payout bracketing system:  So as more players join it increases the payouts of the missions,  0-19 1x, 20-39 1.25, 40-59 1.5x, 60-79 1.75x, 80+ 2x plus there is a chance for a super hard but high payout mission can spawn whenever there are 80+ players connected.

Garage: Vehicle limit set to ten, cost to take a vehicle out is 100 bucks.

Thermals are disabled on vehicles.

Shikra is mission earned only.

Allowed mods:
•   Blastcore.
•   JSRS.
•   Dynasound 2.
•   Enhanced Soundscape.
•   As much as I would like to allow Advanced Movement here it probably won’t happen since our admin team will get flooded with tickets of “hackers.”

AI’s drop money, between 1 to 1000 bucks.

I feel our economy is possibly the most well thought-out and rewarding economy there is in wasteland. 

We are running the server off of a 9900k CPU OC’d to 5 GHz on all cores 32 GBs of 3200 MHz RAM.  As with all our servers we will only run them off of a 5 GHz CPU with 3000+ MHz RAM.  RAID 1 970 evo plus NVME 250 GBs.  The dedicated box reboots once a day to do windows updates and help clear out windows memory leaks.  This should help with keeping the ticket rate high thus providing a smooth gaming experience.

We plan on opening stratis version of this as well once the malden gets populated.

For the other players that like different tastes here is what we have in the pipelines for you:

Warlocks: probably on Altis; everything goes here, all vehicles have thermals, all vehicles, all gear, all guns.

Scavenger: no player loadout system inside of spawn or at any shops, stores will not sell everything; we have thought about making the stores rotate what they are selling every 30 minutes.  Maybe having military vehicles be earnable via missions.  Gear, guns, ammo will be lootable.  We are also thinking this game mode will be best on Altis.  We may also just open an exile server in place of this game mode not sure, some feedback about this would be nice.

Infantry only: we are thinking that this would be fun for those that want an infantry only experience inside of the Wasteland game mode.  Should we allow the PLS in spawn here?  No buyable military vehicles here, although we are considering the idea of military vehicles being mission earned here as well.  What are your thoughts?  What do you think this game mode should feel and look like?

Have a coding block your having issues with?  Just ask me to help you out.  I will give you my discord and I shall do my best to help you out. 

I am not asking for any money at all either, however you want to donate to me, all donations will go towards helping me out or my small community out.

-Isaac Harding

Hello everyone, so something I hace noticed is that the A3W forum etiquetes are almost none existant.  What I mean by this is if you have a problem and you make a post about it then get the answer to your problem answered, you should change the title to "[Solved]Problem title here" it really helps us people that are looking to help people out because we can know right away if the problem was solved or not before even wasting out time clicking on that post.  Thanks!!!

So I am trying to make a vehicle store on the new USS Freedom carrier, however all my vehicles keep spawning at the button of the sea.  Is there any fix to this?  I have tried putting a hidden pear below the spawn point of the marker.  Any other ideas?

Server Discussion / Fractured Complete Chaos
« on: Jan 12, 2016, 11:59 PM »
What is Fracture complete Chaos Stratis?

FCC is a very well optimized PvP ArmA 3 server.
Bodies delete in 30 seconds
Vehicles delete in 10 seconds
client and server side caching
Fixed the floating rocks issue
Dual headless clients on the server
Only 3 missions allowed at once

You have access to everything in the game aside from aside from admin tools
Upon spawn you have access to VA and that allows you to save your loadouts and load them in next time you spawn
century guns
Advanced base building

The server is setup for capture the flag type of game mode.

General Discussion / recruiting for wasteland
« on: Aug 16, 2015, 10:46 AM »
Does anyone got tips on how to grow your pop for wasteland?

Technical Support / Anti-Hack force quit
« on: May 07, 2015, 07:31 AM »
Hey guys, I have looked up and down for a post about this and cannot find an answer.  I have some friends that cannot join my server and get Force Quit include A3W files.  I am running extDB and cannot find where to allow them back onto the server.

Technical Support / Money mission
« on: Dec 13, 2014, 09:35 PM »
I want to change the value of the money missions, here is my code below for the changes I want to make.  It does not work because it will not spawn the money mission in once the 15 mins wait time is up.

// ******************************************************************************************
// * This project is licensed under the GNU Affero GPL v3. Copyright © 2014 *
// ******************************************************************************************
//   @file Version: 2.1
//   @file Name: mission_MoneyShipment.sqf
//   @file Author: JoSchaap / routes by Del1te - (original idea by Sanjo), AgentRev
//   @file Created: 31/08/2013 18:19

if (!isServer) exitwith {};
#include "moneyMissionDefines.sqf";

private ["_MoneyShipment", "_moneyAmount", "_convoys", "_vehChoices", "_moneyText", "_vehClasses", "_createVehicle", "_vehicles", "_veh2", "_leader", "_speedMode", "_waypoint", "_vehicleName", "_numWaypoints", "_cash"];

_setupVars =
   _locationsArray = LandConvoyPaths;

   // Money Shipments settings
   // Difficulties : Min = 1, Max = infinite
   // Convoys per difficulty : Min = 1, Max = infinite
   // Vehicles per convoy : Min = 1, Max = infinite
   // Choices per vehicle : Min = 1, Max = infinite
   _MoneyShipment =
      // Easy
         "Small Money Shipment", // Marker text
         125000, // Money
            [ // NATO convoy
               ["B_MRAP_01_hmg_F", "B_MRAP_01_gmg_F"], // Veh 1
               ["B_MRAP_01_hmg_F", "B_MRAP_01_gmg_F"] // Veh 2
            [ // CSAT convoy
               ["O_MRAP_02_hmg_F", "O_MRAP_02_gmg_F"], // Veh 1
               ["O_MRAP_02_hmg_F", "O_MRAP_02_gmg_F"] // Veh 2
            [ // AAF convoy
               ["I_MRAP_03_hmg_F", "I_MRAP_03_gmg_F"], // Veh 1
               ["I_MRAP_03_hmg_F", "I_MRAP_03_gmg_F"] // Veh 2
      // Medium
         "Medium Money Shipment", // Marker text
         250000, // Money
            [ // NATO convoy
               ["B_MRAP_01_hmg_F", "B_MRAP_01_gmg_F"], // Veh 1
               ["B_APC_Wheeled_01_cannon_F", "B_APC_Tracked_01_rcws_F", "B_APC_Tracked_01_AA_F"], // Veh 2
               ["B_MRAP_01_hmg_F", "B_MRAP_01_gmg_F"] // Veh 3
            [ // CSAT convoy
               ["O_MRAP_02_hmg_F", "O_MRAP_02_gmg_F"], // Veh 1
               ["O_APC_Wheeled_02_rcws_F", "O_APC_Tracked_02_cannon_F", "O_APC_Tracked_02_AA_F"], // Veh 2
               ["O_MRAP_02_hmg_F", "O_MRAP_02_gmg_F"] // Veh 3
            [ // AAF convoy
               ["I_MRAP_03_hmg_F", "I_MRAP_03_gmg_F"], // Veh 1
               ["I_APC_Wheeled_03_cannon_F", "I_APC_tracked_03_cannon_F"], // Veh 2
               ["I_MRAP_03_hmg_F", "I_MRAP_03_gmg_F"] // Veh 3
      // Hard
         "Large Money Shipment", // Marker text
         375000, // Money
            [ // NATO convoy
               ["B_APC_Wheeled_01_cannon_F", "B_APC_Tracked_01_rcws_F", "B_APC_Tracked_01_AA_F"], // Veh 1
               ["B_MBT_01_cannon_F", "B_MBT_01_TUSK_F"], // Veh 2
               ["B_APC_Wheeled_01_cannon_F", "B_APC_Tracked_01_rcws_F", "B_APC_Tracked_01_AA_F"] // Veh 3
            [ // CSAT convoy
               ["O_APC_Wheeled_02_rcws_F", "O_APC_Tracked_02_cannon_F", "O_APC_Tracked_02_AA_F"], // Veh 1
               ["O_MBT_02_cannon_F"], // Veh 2
               ["O_APC_Wheeled_02_rcws_F", "O_APC_Tracked_02_cannon_F", "O_APC_Tracked_02_AA_F"] // Veh 3
            [ // AAF convoy
               ["I_APC_Wheeled_03_cannon_F", "I_APC_tracked_03_cannon_F"], // Veh 1
               ["I_MBT_03_cannon_F"], // Veh 2
               ["I_APC_Wheeled_03_cannon_F", "I_APC_tracked_03_cannon_F"] // Veh 3
      // Extreme
         "Heavy Money Shipment", // Marker text
         500000, // Money
            [ // NATO convoy
               ["B_APC_Wheeled_01_cannon_F", "B_APC_Tracked_01_rcws_F", "B_APC_Tracked_01_AA_F", "B_MBT_01_cannon_F", "B_MBT_01_TUSK_F"], // Veh 1
               ["B_APC_Tracked_01_AA_F", "B_MBT_01_cannon_F", "B_MBT_01_TUSK_F"], // Veh 2
               ["B_APC_Wheeled_01_cannon_F", "B_APC_Tracked_01_rcws_F", "B_APC_Tracked_01_AA_F", "B_MBT_01_cannon_F", "B_MBT_01_TUSK_F"], // Veh 3
               ["B_APC_Wheeled_01_cannon_F", "B_APC_Tracked_01_rcws_F", "B_APC_Tracked_01_AA_F", "B_MBT_01_cannon_F", "B_MBT_01_TUSK_F"] // Veh 4
            [ // CSAT convoy
               ["O_APC_Wheeled_02_rcws_F", "O_APC_Tracked_02_cannon_F", "O_APC_Tracked_02_AA_F", "O_MBT_02_cannon_F"], // Veh 1
               ["O_APC_Tracked_02_AA_F", "O_MBT_02_cannon_F"], // Veh 2
               ["O_APC_Wheeled_02_rcws_F", "O_APC_Tracked_02_cannon_F", "O_APC_Tracked_02_AA_F", "O_MBT_02_cannon_F"], // Veh 3
               ["O_APC_Wheeled_02_rcws_F", "O_APC_Tracked_02_cannon_F", "O_APC_Tracked_02_AA_F", "O_MBT_02_cannon_F"] // Veh 4
            [ // AAF convoy
               ["I_APC_Wheeled_03_cannon_F", "I_APC_tracked_03_cannon_F", "I_MBT_03_cannon_F"], // Veh 1
               ["I_APC_tracked_03_cannon_F", "I_MBT_03_cannon_F"], // Veh 2
               ["I_APC_Wheeled_03_cannon_F", "I_APC_tracked_03_cannon_F", "I_MBT_03_cannon_F"], // Veh 3
               ["I_APC_Wheeled_03_cannon_F", "I_APC_tracked_03_cannon_F", "I_MBT_03_cannon_F"] // Veh 4
   call BIS_fnc_selectRandom;

   _missionType = _MoneyShipment select 0;
   _moneyAmount = _MoneyShipment select 1;
   _convoys = _MoneyShipment select 2;
   _vehChoices = _convoys call BIS_fnc_selectRandom;

   _moneyText = format ["$%1", [_moneyAmount] call fn_numbersText];

   _vehClasses = [];
   { _vehClasses pushBack (_x call BIS_fnc_selectRandom) } forEach _vehChoices;

_setupObjects =
   private ["_starts", "_startDirs", "_waypoints"];
   call compile preprocessFileLineNumbers format ["mapConfig\convoys\%1.sqf", _missionLocation];

   _createVehicle =
      private ["_type", "_position", "_direction", "_vehicle", "_soldier"];

      _type = _this select 0;
      _position = _this select 1;
      _direction = _this select 2;

      _vehicle = createVehicle [_type, _position, [], 0, "None"];
      _vehicle setVariable ["R3F_LOG_disabled", true, true];
      [_vehicle] call vehicleSetup;

      _vehicle setDir _direction;
      _aiGroup addVehicle _vehicle;

      _soldier = [_aiGroup, _position] call createRandomSoldier;
      _soldier moveInDriver _vehicle;

      _soldier = [_aiGroup, _position] call createRandomSoldier;
      _soldier moveInCargo [_vehicle, 0];

      if !(_type isKindOf "Truck_F") then
         _soldier = [_aiGroup, _position] call createRandomSoldier;
         _soldier moveInGunner _vehicle;

         _soldier = [_aiGroup, _position] call createRandomSoldier;

         if (_vehicle emptyPositions "commander" > 0) then
            _soldier moveInCommander _vehicle;
            _soldier moveInCargo [_vehicle, 1];

      [_vehicle, _aiGroup] spawn checkMissionVehicleLock;


   _aiGroup = createGroup CIVILIAN;

   _vehicles = [];
      _vehicles pushBack ([_x, _starts select 0, _startdirs select 0, _aiGroup] call _createVehicle);
   } forEach _vehClasses;

   _veh2 = _vehClasses select (1 min (count _vehClasses - 1));

   _leader = effectiveCommander (_vehicles select 0);
   _aiGroup selectLeader _leader;

   _aiGroup setCombatMode "GREEN"; // units will defend themselves
   _aiGroup setBehaviour "SAFE"; // units feel safe until they spot an enemy or get into contact
   _aiGroup setFormation "STAG COLUMN";

   _speedMode = if (missionDifficultyHard) then { "NORMAL" } else { "LIMITED" };

   _aiGroup setSpeedMode _speedMode;

      _waypoint = _aiGroup addWaypoint [_x, 0];
      _waypoint setWaypointType "MOVE";
      _waypoint setWaypointCompletionRadius 25;
      _waypoint setWaypointCombatMode "GREEN";
      _waypoint setWaypointBehaviour "SAFE"; // safe is the best behaviour to make AI follow roads, as soon as they spot an enemy or go into combat they WILL leave the road for cover though!
      _waypoint setWaypointFormation "STAG COLUMN";
      _waypoint setWaypointSpeed _speedMode;
   } forEach _waypoints;

   _missionPos = getPosATL leader _aiGroup;

   _missionPicture = getText (configFile >> "CfgVehicles" >> _veh2 >> "picture");
   _vehicleName = getText (configFile >> "cfgVehicles" >> _veh2 >> "displayName");

   _missionHintText = format ["A convoy transporting <t color='%1'>%2</t> escorted by a <t color='%1'>%3</t> is en route to an unknown location.<br/>Stop them!", moneyMissionColor, _moneyText, _vehicleName];

   _numWaypoints = count waypoints _aiGroup;

_waitUntilMarkerPos = {getPosATL _leader};
_waitUntilExec = nil;
_waitUntilCondition = {currentWaypoint _aiGroup >= _numWaypoints};

_failedExec = nil;

// _vehicles are automatically deleted or unlocked in missionProcessor depending on the outcome

_successExec =
   // Mission completed

   for "_i" from 1 to 10 do
      _cash = createVehicle ["Land_Money_F", _lastPos, [], 5, "None"];
      _cash setPos ([_lastPos, [[2 + random 3,0,0], random 360] call BIS_fnc_rotateVector2D] call BIS_fnc_vectorAdd);
      _cash setDir random 360;
      _cash setVariable ["cmoney", _moneyAmount / 10, true];
      _cash setVariable ["owner", "world", true];

   _successHintMessage = "The convoy has been stopped, the money and vehicles are now yours to take.";

_this call moneyMissionProcessor;

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