maca134
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Site: http://marma.io mARMA is a web-based tool that monitors various aspects of your ARMA server. Inspired by the well-known tool ASM, mARMA has been developed further to make remote-administration easier. mARMA has been written so work is as many places as possible including GSP servers, Windows & Linux dedicated servers. Monitor Performance CPS, FPS, IO, Memory, Objects, Players are monitored by default. Ability to add monitor any ingame custom values, i.e Vehicles, Buildings, Dead Bodies, Rabbits Custom Message Events & Metric History The ability log custom messages to mARMA.io. Maybe you want to log what your admins are doing? Live Maps 2D & 3D Maps Support for AIATIP / CUPS Terrains / Bornholm / Esseker Watch player movements, with red tail lines. Remote Execute Commands Run Custom SQF Code to execute on your server. Ability to save SQF Code for future use or for other admins on your server. Share Access with other Admins You are able to define what your admins are allowed to access i.e access Performance, Live Maps, Remote Code Execution etc… Remote execute code on your server from Atom Editor, perfect for test You are able to define what your admins are allowed to access i.e access Performance, Live Maps, Remote Code Execution etc… Atom Editor Plugin View Metrics for your Server while coding. View mARMA Logs for your Server aswell . Ability to remote execute code + return data from Atom Editor. Very useful for testing / debugging some code on a server. mARMA Atom Plugin We have more feature just around the corner too! Developers: Torndeco & Maca134 (me) http://marma.io
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Information at https://github.com/maca134/ExileLootDrop Download at https://github.com/maca134/ExileLootDrop/releases A server mod/extension to replace the Exile loot drop function with a dll. Examples: Get single item (returns string so is backwards compatible with Exile): _item = 'table' call ExileServer_system_lootManager_dropItem; Get multiple items (returns an array of items, this is good for mission stuff): _items = ['table', 10] call ExileServer_system_lootManager_dropItem; To Install: Run the mod on the server and stick the below into CfgExileCustomCode in you mission files class CfgExileCustomCode { ... ExileServer_system_lootManager_dropItem = "\ExileLootDrop\ExileServer_system_lootManager_dropItem.sqf"; ExileServer_system_lootManager_spawnLootInBuilding = "\ExileLootDrop\ExileServer_system_lootManager_spawnLootInBuilding.sqf"; ... }; Now replace @ExileLootDrop\ExileLootDrop.cfg with your own servers loot (this is the default Exile table). The loot is in the "pre-compiled" format.
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So, I got around to making 3DEN easier to use for adding crap to the map and getting the output as SQF. (It will export objects, traders and relative positions). THE OBJECT OUTPUT ARRAY IS NOT HE SAME FORMAT. YOU HAVE TO COPY-PASTE ALL THE SQF OUTPUT AND NOT JUST COMBINE ARRAYS FROM OLDER VERSIONS OF M3E. Download will be on A3Launcher. Github: https://github.com/maca134/m3e_3den Tutorials: By @[TiC] ucjohn
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http://bfe.marma.io/ I small tool that allows you to open be filters and edit them in a human readable way.
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Source/Download: https://github.com/maca134/exile-server-package This package contains unmodified mission/server files in the source directory This is a collection of batch file to make deploying an Exile server on a dedicated machine or local server really easy. You need SteamCMD, you can get it from here and MySQL server from here, if you dont already have them. Install Download the latest release of this repo here & Exile client modExtract the folder to the location were you want the server.Create a database and execute the exile.sqlTURN OF SQL STRICT MODE InfoEdit config.bat to your needsRun download_arma.bat to download ARMA 3 from SteamRun start.bat and your server should runBatch Files config.bat - Contains the servers settingsdownload_arma.bat - Download ARMA 3 via SteamCMDprestart.bat - Sets up the servers configs etc (use this in firedeamon)start.bat - Runs the prestart.bat and starts the server exeFolders config: This contains all the various config files needed. Battleye filters live in here.dump: Used to copy src files and run find/replacerun: This is were all the live files get compiled to. Editing stuff in here is pointless. You may need to view RPT/Be logs in here while the server is running.source: This is were all the exile servers (mission, exile_server, exile_server_config) files are stored.Credits Mikero ToolsExile TeamAlso if anyone wants to contribute please feel free to submit a pull request.
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The loot table is too deep means there are too many levels to the loot table or you may have a circle reference. GrpA -> GrpB -> GrpC ->GrpA.....
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I wrote something to replace triggers on my servers. Its on github so feel free to do PR's https://github.com/maca134/arma_triggers Usage: // Create triggers _trigger = [ _trigger_position, _trigger_distance, { // Code to run when the players inside the area changes // Predefined Vars: // _players = list of players inside area, order by distance asc // _trigger = _trigger object (which is a local game logic) so you can set/getVariable on it // _triggerId = trigger id }, [_arg1, _arg2] // vars that get passed to code above ] call TRG_fnc_createTrigger; // Delete trigger [_trigger_id] call TRG_fnc_deleteTrigger; Hope it helps someone
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Should be sorted now
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Yup as kuplion says, OCP did come first but it was a mess. The mod had original source files in it, models had errors etc. The original author dump unfinished work on the BIS forums as he had finished with ARMA. Dirty Sant took the stuff and just smashed it in a mod with some hacky way of replacing the buildings and without any work to fix the errors or even remove original textures. So his mod was over a 1gb in size, torn gave the models a day of love, fixed all the bugs, made ai work in them and the result was a 185mb mod which just works on any map using those buildings
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Should be sorted now
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Ok so when i started messing around with C# extensions for ARMA , i made this proof of concept internet radio thing. IT would be amazing to get it working nicely etc but i dont really have to the time needed to get it to a stage were it would be cool Im asking if there is anyone out there that fancies having a crack at it, I would help out as much as I can. Languages used are SQF and C# with abit of dialogs thrown in. http://maca134.co.uk/arma-3/nradio-arma-3-internet-radio-streaming/ https://github.com/maca134/arma-nradio
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this is a dead project i think. No one has offered any support so pfft
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Been working on a new BE RCON tool to replace the functionality of BE. I have made the source open for people to add too, fix, improve etc. It’s setup so it uses plugins to extend functionality and it comes with a Visual Studio templete. So far the tool has the following plugins: Console: Simply outputs stuff to a console window.Logger: Logs various BE events to logs.PlayerCheck: Can be used as a “global” bans list or a whitelister, using a file, http request or mysql database.BEFilterMonitor: Watches bans.txt and filters and reloads them when changed.RestartMessage: A simple plugin to do restart messages.ScheduledTasks: Perform BE commands at certain times.SimpleMessages: Sends messages to server at certain intervals.WebLogger: Sends logs to a URL.WebRcon: A very experimental plugin to allow access to a web-based RCON client.Check it out on Github Downloads: https://github.com/maca134/MBCon/releases Source: https://github.com/maca134/MBCon
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Can you write shorter posts please, cos frankly im not reading that...
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Repackaging/uploading to steam for "version control" makes utterly no sense: Mods breaking servers over updates is par for the course when running an ARMA server (or any modded game server). Although you changed the paths on a pbo, this gets alot harder when you have to deal with binarized content (models/rvmats). "Rebranding" PBO's is one sure fire way to get mod authors backs up. Unless you really know what you are doing, just "combining" pbos will probably cause you more problem in the future when you actually want to update. I've been involved in the ARMA community for quite a while now, I have already encountered the problems above, just stick with the official mods and be prepared to breakages when updates are pushed. PS. If you want email alerts when steam mods updates: http://workshop.a3launcher.com
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Too clear things up, Exile CANNOT be uploaded to Steam without the permission from the authors, please read the licence info here https://creativecommons.org/licenses/by-nc-nd/4.0/ This doesnt apply to individual pbo's, it applies to the files as they are distributed on the website, as in "the package". Ripping out pbos and dumping them into another mod breaks the NoDerivatives clause.
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http://elc.marma.io/
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Here is a tool I have whipped up so server owner can download mods without needing steam/launcher on the server. We all know the pain for uploading crap... Its a quick job, might crash Get it here http://a3.launcher.eu/download It lists both A2 + A3 mods, it also verifies files in the same way A3Launcher does, so when mods update, your only downloading changes. It will download the mods to the directory it is ran from, didnt have time for a folder option
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The problem is ARMA not the extension. It seems there is some odd issues with numbers. The function ExileClient_util_string_scalarToString seems to be borked at least on 64 bit. It doesnt deal with negative numbers now for some reason. Try running If it returns "10.234" then you have the problem. The function is only ran on the server but it is a client function. Overriding it with this code fixes the issue: Running that on my servers and it all looks good for now
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Just had a look, text data types have no default value. So just increasing the length of varchar will work too. 1024 should be more than enough.
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worst idea ever
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Both Torn and me are pretty experienced when it comes to ARMA, we wrote mARMA to be as seamless as is possible and use the smallest amount of resources. Using anything to monitor your server will reduce the amount of available resources, the only real way to find out is to test it and see for yourself.
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Download This is an extension/mod that will allow you to compile/run C#/Javascript (NodeJS)/Python on the fly. The mod has only 2 functions: Load some c# or JS, returns a pointer _pointer = [_path_to_cs] call ARMAEXT_fnc_load Run the script and return the results _result = [_pointer, _args] call ARMAEXT_fnc_run; The c# has to implement the follow pattern so its as close as possible to the actual DllExport: class Startup { public static string Invoke(string input) { return "Hello World"; } } If you use this on clients, DISABLE BATTLEYE! This work is licensed under Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
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You need to install the required nuget packages first