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[SOLVED] 1.58 Bug Fixes/Discussion

371 posts in this topic

8 minutes ago, Irish said:
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class CfgDifficultyPresets
{
    defaultPreset = Regular;
 
    // Parameters that affect difficulty and which are shared among presets
    myArmorCoef = 1.5;
    groupArmorCoef = 1.5;
 
    //Parameters that affect the Limited distance choice for Group Indicators, Friendly Name Tags, Enemy Name Tags and Detected Mines.
    //They determine on which distance the indicators are fully visible and how many more meters it takes until the indicator fades-out completely.
    fadeDistanceStart = 40.0;
    fadeDistanceSpan = 10.0;
 
    recoilCoef = 1;
    visionAidCoef = 0.8;
    divingLimitMultiplier = 1.0;        //Multiplier to limit capacity of lungs for soldiers.
 
    animSpeedCoef = 0;
    cancelThreshold = 0;            //Threshold used for interrupting action.
    showCadetHints = true;
    showCadetWP = true;
 
    class Recruit
    {
        displayName = "Recruit";    //Name of the difficulty preset.
 
        class Options
        {
            // Simulation
            reducedDamage = true;    // Reduced damage
 
            // Situational awareness
            groupIndicators = 2;      // Group indicators   (0 = never, 1 = limited distance, 2 = always)
            friendlyTags = 2;         // Friendly name tags (0 = never, 1 = limited distance, 2 = always)
            enemyTags = 0;            // Enemy name tags    (0 = never, 1 = limited distance, 2 = always)
            detectedMines = 2;        // Detected mines     (0 = never, 1 = limited distance, 2 = always)
            commands = 2;             // Commands           (0 = never, 1 = fade out, 2 = always)
            waypoints = 2;            // Waypoints          (0 = never, 1 = fade out, 2 = always)
 
            // Personal awareness
            weaponInfo = 2;           // Weapon info        (0 = never, 1 = fade out, 2 = always)
            stanceIndicator = 2;      // Stance indicator   (0 = never, 1 = fade out, 2 = always)
            staminaBar = true;        // Stamina bar
            weaponCrosshair = true;   // Weapon crosshair
            visionAid = true;         // Vision aid
 
            // View
            thirdPersonView = true;   // 3rd person view
            cameraShake = true;       // Camera shake
 
            // Multiplayer
            scoreTable = true;        // Score table
            deathMessages = true;     // Killed by
            vonID = true;             // VON ID
 
            // Misc
            mapContent = true;        // Extended map content
            autoReport = true;        // Automatic reporting
            multipleSaves = true;     // Multiple saves
        };
    };
 

Do you have the "Recruit" section of the cfgDifficulties like in the spoiler above?

I only have this:
Found it in one of the previous posts.

 

Spoiler

difficulty="Custom";
class DifficultyPresets
{
    class CustomDifficulty
    {
        class Options
        {
            groupIndicators=0;
            friendlyTags=0;
            enemyTags=0;
            detectedMines=0;
            commands=0;
            waypoints=1;
            weaponInfo=0;
            stanceIndicator=0;
            reducedDamage=0;
            staminaBar=0;
            weaponCrosshair=0;
            visionAid=0;
            thirdPersonView=1;
            cameraShake=1;
            scoreTable=1;
            deathMessages=0;
            vonID=1;
            mapContent=0;
            autoReport=0;
            multipleSaves=0;
        };
        aiLevelPreset=2;
    };
    class CustomAILevel
    {
        skillAI=1;
        precisionAI=0;
    };
};
singleVoice=0;
maxSamplesPlayed=96;
sceneComplexity=1000000;
shadowZDistance=100;
viewDistance=3800;
preferredObjectViewDistance=3200;
terrainGrid=3.125;
volumeCD=10;
volumeFX=10;
volumeSpeech=10;
volumeVoN=10;
vonRecThreshold=0.029999999;
 

 

Edited by bFe

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@bFe Here is my whole cfgDifficulties section. It seems to work for me. If you change the difficulty is "class Missions" to veteran or custom you will lose thirdPersonView, even if you change the value for that parameter. 

Spoiler

class Missions
{
    class Exile
    {
        //template = Exile.Altis;  // Exile.Namalsk
        template = Exile.Chernarus_winter;
        difficulty = "Regular"; // ExileRegular or ExileHardcore
    }; 
};

class CfgDifficultyPresets
{
    defaultPreset = Regular;
 
    // Parameters that affect difficulty and which are shared among presets
    myArmorCoef = 1.5;
    groupArmorCoef = 1.5;
 
    //Parameters that affect the Limited distance choice for Group Indicators, Friendly Name Tags, Enemy Name Tags and Detected Mines.
    //They determine on which distance the indicators are fully visible and how many more meters it takes until the indicator fades-out completely.
    fadeDistanceStart = 40.0;
    fadeDistanceSpan = 10.0;
 
    recoilCoef = 1;
    visionAidCoef = 0.8;
    divingLimitMultiplier = 1.0;        //Multiplier to limit capacity of lungs for soldiers.
 
    animSpeedCoef = 0;
    cancelThreshold = 0;            //Threshold used for interrupting action.
    showCadetHints = true;
    showCadetWP = true;
 
    class Recruit
    {
        displayName = "Recruit";    //Name of the difficulty preset.
 
        class Options
        {
            // Simulation
            reducedDamage = true;    // Reduced damage
 
            // Situational awareness
            groupIndicators = 2;      // Group indicators   (0 = never, 1 = limited distance, 2 = always)
            friendlyTags = 2;         // Friendly name tags (0 = never, 1 = limited distance, 2 = always)
            enemyTags = 0;            // Enemy name tags    (0 = never, 1 = limited distance, 2 = always)
            detectedMines = 2;        // Detected mines     (0 = never, 1 = limited distance, 2 = always)
            commands = 2;             // Commands           (0 = never, 1 = fade out, 2 = always)
            waypoints = 2;            // Waypoints          (0 = never, 1 = fade out, 2 = always)
 
            // Personal awareness
            weaponInfo = 2;           // Weapon info        (0 = never, 1 = fade out, 2 = always)
            stanceIndicator = 2;      // Stance indicator   (0 = never, 1 = fade out, 2 = always)
            staminaBar = true;        // Stamina bar
            weaponCrosshair = true;   // Weapon crosshair
            visionAid = true;         // Vision aid
 
            // View
            thirdPersonView = true;   // 3rd person view
            cameraShake = true;       // Camera shake
 
            // Multiplayer
            scoreTable = true;        // Score table
            deathMessages = true;     // Killed by
            vonID = true;             // VON ID
 
            // Misc
            mapContent = true;        // Extended map content
            autoReport = true;        // Automatic reporting
            multipleSaves = true;     // Multiple saves
        };
    };
 
    class Regular
    {
        displayName = "Regular";   //Name of the difficulty preset.
 
        class Options
        {
            // Simulation
            reducedDamage = false;    // Reduced damage
 
            groupIndicators = 1;      // Group indicators   (0 = never, 1 = limited distance, 2 = always)
            friendlyTags = 1;         // Friendly name tags (0 = never, 1 = limited distance, 2 = always)
            enemyTags = 0;            // Enemy name tags    (0 = never, 1 = limited distance, 2 = always)
            detectedMines = 1;        // Detected mines     (0 = never, 1 = limited distance, 2 = always)
            commands = 1;             // Commands           (0 = never, 1 = fade out, 2 = always)
            waypoints = 2;            // Waypoints          (0 = never, 1 = fade out, 2 = always)
 
            // Personal awareness
            weaponInfo = 2;           // Weapon info        (0 = never, 1 = fade out, 2 = always)
            stanceIndicator = 2;      // Stance indicator   (0 = never, 1 = fade out, 2 = always)
            staminaBar = true;        // Stamina bar
            weaponCrosshair = true;   // Weapon crosshair
            visionAid = false;        // Vision aid
 
            // View
            thirdPersonView = true;   // 3rd person view
            cameraShake = true;       // Camera shake
 
            // Multiplayer
            scoreTable = true;        // Score table
            deathMessages = true;     // Killed by
            vonID = true;             // VON ID
 
            // Misc
            mapContent = true;        // Extended map content
            autoReport = true;        // Automatic reporting
            multipleSaves = true;     // Multiple saves
        };
    };
 
    class Veteran
    {
        displayName = "Veteran";    //Name of the difficulty preset.
 
        class Options
        {
            // Simulation
            reducedDamage = false;    // Reduced damage
 
            // Situational awareness
            groupIndicators = 0;      // Group indicators   (0 = never, 1 = limited distance, 2 = always)
            friendlyTags = 0;         // Friendly name tags (0 = never, 1 = limited distance, 2 = always)
            enemyTags = 0;            // Enemy name tags    (0 = never, 1 = limited distance, 2 = always)
            detectedMines = 0;        // Detected mines     (0 = never, 1 = limited distance, 2 = always)
            commands = 1;             // Commands           (0 = never, 1 = fade out, 2 = always)
            waypoints = 1;            // Waypoints          (0 = never, 1 = fade out, 2 = always)
 
            // Personal awareness
            weaponInfo = 1;           // Weapon info        (0 = never, 1 = fade out, 2 = always)
            stanceIndicator = 1;      // Stance indicator   (0 = never, 1 = fade out, 2 = always)
            staminaBar = false;       // Stamina bar
            weaponCrosshair = false;  // Weapon crosshair
            visionAid = false;        // Vision aid
 
            // View
            thirdPersonView = false;  // 3rd person view
            cameraShake = true;       // Camera shake
 
            // Multiplayer
            scoreTable = true;        // Score table
            deathMessages = true;     // Killed by
            vonID = true;             // VON ID
 
            // Misc
            mapContent = false;       // Extended map content
            autoReport = false;       // Automatic reporting
            multipleSaves = false;    // Multiple saves
        };
    };
 
    class Custom
    {
        displayName = "Custom";        //Name of the difficulty preset.
 
                //All options of the Custom preset are set by the engine. The values in config
        class Options
        {
            // Simulation
            reducedDamage = false;    // Reduced damage
 
            // Situational awareness
            groupIndicators = 2;      // Group indicators   (0 = never, 1 = limited distance, 2 = always)
            friendlyTags = 1;         // Friendly name tags (0 = never, 1 = limited distance, 2 = always)
            enemyTags = 0;            // Enemy name tags    (0 = never, 1 = limited distance, 2 = always)
            detectedMines = 1;        // Detected mines     (0 = never, 1 = limited distance, 2 = always)
            commands = 0;             // Commands           (0 = never, 1 = fade out, 2 = always)
            waypoints = 2;            // Waypoints          (0 = never, 1 = fade out, 2 = always)
 
            // Personal awareness
            weaponInfo = 1;           // Weapon info        (0 = never, 1 = fade out, 2 = always)
            stanceIndicator = 1;      // Stance indicator   (0 = never, 1 = fade out, 2 = always)
            staminaBar = false;       // Stamina bar
            weaponCrosshair = false;  // Weapon crosshair
            visionAid = false;        // Vision aid
 
            // View
            thirdPersonView = true;  // 3rd person view
            cameraShake = true;      // Camera shake
 
            // Multiplayer
            scoreTable = true;       // Score table
            deathMessages = true;    // Killed by
            vonID = true;            // VON ID
 
            // Misc
            mapContent = false;       // Extended map content
            autoReport = false;       // Automatic reporting
            multipleSaves = false;    // Multiple saves
        };
    };
};

 

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@Irish

SC.Arma3Profile
 

Spoiler

class CfgDifficultyPresets
{
    defaultPreset="Regular";
    myArmorCoef=1.5;
    groupArmorCoef=1.5;
    fadeDistanceStart=40;
    fadeDistanceSpan=10;
    recoilCoef=1;
    visionAidCoef=0.80000001;
    divingLimitMultiplier=1;
    animSpeedCoef=0;
    cancelThreshold=0;
    showCadetHints="true";
    showCadetWP="true";
    class Recruit
    {
        displayName="Recruit";
        class Options
        {
            reducedDamage="true";
            groupIndicators=2;
            friendlyTags=2;
            enemyTags=0;
            detectedMines=2;
            commands=2;
            waypoints=2;
            weaponInfo=2;
            stanceIndicator=2;
            staminaBar="true";
            weaponCrosshair="true";
            visionAid="true";
            thirdPersonView="true";
            cameraShake="true";
            scoreTable="true";
            deathMessages="true";
            vonID="true";
            mapContent="true";
            autoReport="true";
            multipleSaves="true";
        };
    };
    class Regular
    {
        displayName="Regular";
        class Options
        {
            reducedDamage="false";
            groupIndicators=1;
            friendlyTags=0;
            enemyTags=0;
            detectedMines=0;
            commands=0;
            waypoints=2;
            weaponInfo=2;
            stanceIndicator=2;
            staminaBar="false";
            weaponCrosshair="true";
            visionAid="false";
            thirdPersonView="true";
            cameraShake="true";
            scoreTable="true";
            deathMessages="true";
            vonID="true";
            mapContent="true";
            autoReport="true";
            multipleSaves="true";
        };
    };
    class Veteran
    {
        displayName="Veteran";
        class Options
        {
            reducedDamage="false";
            groupIndicators=0;
            friendlyTags=0;
            enemyTags=0;
            detectedMines=0;
            commands=1;
            waypoints=1;
            weaponInfo=1;
            stanceIndicator=1;
            staminaBar="false";
            weaponCrosshair="false";
            visionAid="false";
            thirdPersonView="false";
            cameraShake="true";
            scoreTable="true";
            deathMessages="true";
            vonID="true";
            mapContent="false";
            autoReport="false";
            multipleSaves="false";
        };
    };
    class Custom
    {
        displayName="Custom";
        class Options
        {
            reducedDamage="false";
            groupIndicators=2;
            friendlyTags=1;
            enemyTags=0;
            detectedMines=1;
            commands=0;
            waypoints=2;
            weaponInfo=1;
            stanceIndicator=1;
            staminaBar="false";
            weaponCrosshair="false";
            visionAid="false";
            thirdPersonView="true";
            cameraShake="true";
            scoreTable="true";
            deathMessages="true";
            vonID="true";
            mapContent="false";
            autoReport="false";
            multipleSaves="false";
        };
    };
};
singleVoice=0;
maxSamplesPlayed=96;
sceneComplexity=1000000;
shadowZDistance=100;
viewDistance=3800;
preferredObjectViewDistance=3200;
terrainGrid=3.125;
volumeCD=10;
volumeFX=10;
volumeSpeech=10;
volumeVoN=10;
vonRecThreshold=0.029999999;
 

class Missions
{
    class Exile
    {
        template = Exile.Namalsk;
        difficulty = "Regular"; // ExileRegular or ExileHardcore
    }; 
};

 

I still got the No Entry message :-S

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@bFe, you should look through your cfgDifficulties a little closer. I see that you have parentheses in places you don't need them. Compare your cfg to my cfg, make the necessary changes and see if that works.

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@Irish

Edit: Never mind.
I pasted what you posted but I get the same message.

Edit 2: I tried using the one on the BI wiki(here)  but I get the same No Entry thing.

Edited by bFe

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i can't figure out for the life of me where these so called server "profiles" are located.  even doing a search doesn't come up with anything.  is this for people who've ran custom profiles before?  meaning if we didn't do a custom profile before we need to create it?

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Has anyone noticed or had an issue with rcon displaying weird / high pings? Need to know if this is just our servers.

On our servers no matter what rcon tool I use, it displays pings that are not true... (I mean in game the pings look normal and low, but if I look at EPM Rcon or any other tool it displays 100 + and in groups.)

BEC is also seeing the higher than in game pings as it is constantly kicking players. Now this all started, or I noticed around the update time. I have tried googling this issue with no luck. Any ideas or suggestions?

https://gyazo.com/3846e6549a1e66045d0a09eeb6d60f8c

https://gyazo.com/3174fa679ba5a8b6e4612f87da5fe7eb

 

NOTE:

I have followed instructions on here and the instructions on bi forums (https://forums.bistudio.com/topic/190168-battleeye-rcon-new-settings-tutorial/

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9 minutes ago, cGs! mIKE said:

i can't figure out for the life of me where these so called server "profiles" are located.  even doing a search doesn't come up with anything.  is this for people who've ran custom profiles before?  meaning if we didn't do a custom profile before we need to create it?

Usually... where your rpt logs are, there will be a "Users" folder and inside there you should see the user you are using and then a profile file....

ScreenShots:

https://gyazo.com/d7af58a0cf1ce9f377fe5fb7a9790f38

https://gyazo.com/6ee9f10b93f6c835c9da164379f162c6

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8 minutes ago, Mr.Pig said:

Usually... where your rpt logs are, there will be a "Users" folder and inside there you should see the user you are using and then a profile file....

ScreenShots:

https://gyazo.com/d7af58a0cf1ce9f377fe5fb7a9790f38

https://gyazo.com/6ee9f10b93f6c835c9da164379f162c6

Perfect,   I feel stupid for not knowing about that one.  Learn something new every day. 

So, we just edit this with the profile settings we want and then change the server config to use custom?  instead of exile.regular? 

Edited by cGs! mIKE

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6 minutes ago, cGs! mIKE said:

Perfect,   I feel stupid for not knowing about that one.  Learn something new every day. 

+1

I think a lot of people learn something new in arma everyday... every hour... lol Especially when there is an update.

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