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      ARMA 3 Sync Update   07/14/2018

      ARMA 3 Mods Updated! This update restructures our mod package, previously the mods would get added to either GOLIslandsA3 or GOLAddonsA3 and this resulted in a fairly large mod folder. Before downloading this update it is recommended that you delete your current mods first because A3S doesn't always clean up the old mods. To do this you simply need to head to the location that you downloaded the mods to for example: \Steam\steamapps\common\Arma 3 and delete all of the folders that start with @ The benefits of the new structure include: Being able to see what mods we are/aren't running To give you the option of disabling addons that you don't want to run To have the option of adding mods that some may like to run for example: Blastcore To have the option of downloading the mods outside of the GOL Repository for example: Steam workshop or directly from armaholic To have the option of creating campaign specific mod pack presets so users can select the mod set preset and only the mods required for the campaign will be loaded - this will mean better performance. This can be set on the server side so that the preset is made available to everyone for everyone to select.

      An example of this is that we are playing as the Russians against middle-east rebels. Only the mods required for this would need to be loaded and this can be determined by a mod preset - are present there is only one mod preset which is called "ARMA 3 GOL Mod Pack". Another preset can be added called "Battle for the Falklands" for example and then only the mods for this campaign will be loaded. Obviously by only loading the mods for this campaign would mean better load times and performance.

      Keep in mind that as a mission maker that if you save your mission while all of the mods are running then some mods will added themselves as required mods in the mission.sqm meaning that if you try to load the mission again later it will fail because it believes that the required mod is missing. When making the missions only do so with the required mods - if you do mess up then there is the option of opening the mission.sqm in notepad or some other editor and removing the mods from the required mods selection. The download size can be reduced if you choose to manually move the mod files but if you don't have much experience with the mods then please just delete the existing mods and download the mods fresh. Any problems then post a message in the technical support thread and myself and others who can will be happy to help   Download size:  35.44GB

falseprophet

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About falseprophet

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  • Birthday 02/14/1986

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    http://www.eatmyshorts.ch
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    https://steamcommunity.com/id/the_false_prophet/

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    Zurich (Switzerland)
  1. the gameplay, tactics, movement and usage of equipment in pvp is severly different to pve. on my part i dislike pvp in arma, i rather play squads, rising storm2, post scriptum or insurgency as the pvp gameplay is way better there then in arma. so i guess i got to pass unless you want to play one of said games
  2. @unionjak are you refering to the public server? mods are not restricted. ArmA3Sync is not mandatory. I guess the simple way is, given that you have all the mods from your arma3sync folder installed to your gamefolder, to connect trough the Arma3-Launcher or steam to the server. Just click on the server tab and the button "Add Server," enter the IP Adress: 31.214.159.54 and the port 2302. The rest will be done automatically. The game launcher will only load the essential mods, which are CBA_A3 and Task Force Radio. If you don't have them installed, because your arma3sync is different from the gamefolder, steam might load them beforehand. It is really easy, because we basically use no mods except task force radio.
  3. @Jason when Filth or Raider are here, they usually coordinating everything very well. if they both are absent and on LOA, somebody else should take this part. So i would suggest someone takes the role as an "OP coordinator", who just picks the mission for the evening and tests beforehand if the mission / server start without errors. i guess that won't take a long time and / or responsibility for said person and ofc and indepth test of the mission takes too long, therefore just a simple start-test to see, if the slots / mods work.
  4. i don't think the day had a big influence on what happend this saturday. i think it was the combination of LOAs and lack of coordination which caused this outcome. Therefore i would suggest to have some sort of backup-plan for those circumstances, like a backup mission prepared for those events and the configuration on the public server prepaired to backup our GOL server if necessary. @Pilgrim is right when saying we could have done other things with friends and family instead of wasting an evening in front of the PC without really playing anything.
  5. @Pilgrimwe've had a couple missions, like the 4 malden missions, the quicky one and even more, but those all were made for the public server, where we had not enough manpower to beat them. i made them for 5-15 players, not just us three people. at least we had a fun time with antistasis later on. overall still it was a rather disappointing evening from my perspective. how did the wasteland bit turn out?
  6. maybe it was the flu or just beeing a tired of a long flight back home, but i've really had issues locating the enemies. if you have two squadmates with binoculars, both scanning the sector, but you ain't got one yourself, you are reliant to receive informations in regard to hostile location / distance. unionjak and wazowski really did a good job trying to share those important informations with me, altough i guess i was just a bit too off to catch up with them :S
  7. i was looking for ideas for improvment. the password will change anyways as soon as we use the server. acex is installed on the server, but i can disable it.
  8. server.cfg // // More information at: http://community.bistudio.com/wiki/server.cfg // // GLOBAL SETTINGS hostname = "-{GOL}- Public [CBA_A3, ACE3, ACEX, TFR]"; // The name of the server that shall be displayed in the public server list password = ""; // Password for joining, eg connecting to the server passwordAdmin = "hallowelt1234"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz' serverCommandPassword = "hallowelt1234"; //reportingIP = "arma3pc.master.gamespy.com";logFile = "server_console.log"; // Tells ArmA-server where the logfile should go and what it should be called // WELCOME MESSAGE ("message of the day") // It can be several lines, separated by comma // Empty messages "" will not be displayed at all but are only for increasing the interval motd[] = { "Guerrillas of Liberation", "gol-clan.co.uk", "ArmA Realism Unit", "", "don't play rambo. play with your team!", "", "", "", "Guerrillas of Liberation", "gol-clan.co.uk", "ArmA Realism Unit" }; motdInterval = 10; // Time interval (in seconds) between each message // JOINING RULES maxPlayers = 32; // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player. kickDuplicate = 1; // Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing. verifySignatures = 1; // Verifies the players files by checking them with the .bisign signatures. Works properly from 1.08 on equalModRequired = 0; // Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server. // VOTING voteMissionPlayers = 1; // Tells the server how many people must connect so that it displays the mission selection screen. voteThreshold = 0.33; // 33% or more players need to vote for something, for example an admin or a new map, to become effective // INGAME SETTINGS disableVoN = 0; // If set to 1, Voice over Net will not be available vonCodecQuality = 5; // Quality from 1 to 10 persistent = 1; // If 1, missions still run on even after the last player disconnected. regularcheck=""; // MISSIONS CYCLE class Missions { class ARMA3 { template = MP_COOP_m01.Stratis; difficulty = "Custom"; }; }; forcedDifficulty = "Custom"; ------------------------------------------------------------------------------------------------------------------------------------------------------------------- arma3.ArmA3Profile difficulty="Custom"; class DifficultyPresets { class CustomDifficulty { class Options { groupIndicators=2; friendlyTags=1; enemyTags=0; detectedMines=0; commands=1; waypoints=0; weaponInfo=1; stanceIndicator=1; reducedDamage=0; staminaBar=0; weaponCrosshair=0; visionAid=0; thirdPersonView=1; cameraShake=1; scoreTable=0; deathMessages=1; vonID=1; mapContent=0; autoReport=0; multipleSaves=0; }; aiLevelPreset=2; }; class CustomAILevel { skillAI=1; precisionAI=0; }; }; singleVoice=0; maxSamplesPlayed=96; sceneComplexity=400000; shadowZDistance=100; viewDistance=1000; preferredObjectViewDistance=800; terrainGrid=25; volumeCD=10; volumeFX=10; volumeSpeech=10; volumeVoN=10; vonRecThreshold=0.029999999;
  9. sounds like a good plan. i'm just not sure about liberation as the main mission. i've had it running for a good while in vanilla and in an ace version. I saw barely any public players joining. So i would rather say a good cycle of custom missions and/or even escape stratis, as both had most public players joining. cba and ace is installed by the majority of players, therefore not a huge difference to vanilla except "user", "administrator" and all other complete new users wont join. the experince is indeed way better if some of us could moderate the game, otherwise you wont get any teamplay whatsoever. I guess we just need to try it. I'm up for the project. First of all those who want to be moderater should get a nitrado.net account, so they can change the settings, upload missions, restart the server or simply ban people. if you want to give it a try, just connect. the admin password is: hallowelt1234
  10. i'm happy to try everything out and sharing the server with you guys
  11. you guys just need to register yourself at nitrado.net and tell me your username, so i can add you to the admin interface, where you get all the necessary options.
  12. i can provide access to the ftp / admin interface. the host is nitrado with server location germany.
  13. i am have not set a mission cycle thus far. it will just run liberation trough if selected, otherwise just random stuff. i can post / change the config if you want
  14. The server is set to persistent = 1, so a game could run permenant. i've had liberation running for a while and a couple of my missions. My friends got their own server, so mine is empty most of the time. if you have a good idea, i'm up for that. I can also rename it or edit the motd to draw some attention. i'm open for any idea
  15. Just for your information: i got a little 32 player public arma3 server running 24/7. it has ace, acex, tfr installed aswell as some custom missions IP: 31.214.159.54:2302 Admin password on request (not sure if this part of the forum is public).

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We enjoy playing ArmA3 in a tactical and professional way and ensuring at the same time a high level of fun is kept within the game. We use tactics and procedures from various armies and modify them to suit our own needs. This allows us to operate in the ArmA 3 platform effectively.

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