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Kroenen

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Posts posted by Kroenen

  1. Just followed the instructions from vbawol as follows to the letter;

    Server Admin Upgrade Notes (Updating from 0.3.3.0 to 0.3.3.1):

    • Update @epoch client files and remove old 0330 bisigns
    • Add new 0331 bikey to keys folder and remove 0330.
    • If using a custom CfgEpochClient in your description.ext change epochversion from 0.3.3.0 to 0.3.3.1 and repack your mission file.
    • Update server pbo's in the @epochhive/addons/ folder.
    • Update server hostname to reflect running version 0.3.3.1.

    Now getting the following message in the RPT, but can't figure out why...

    11:38:34 "Epoch: Starting ArmA3 Epoch Server, Version 0.3.3.1"
    11:38:34 "Epoch: Version mismatch! Current: 0.3.3.1 Needed: 0.3.3.0"
    11:38:34 "Epoch: Version mismatch! Current: 0.3.3.1 Needed: 0.3.3.0"
    11:38:34 "Epoch: Version mismatch! Current: 0.3.3.1 Needed: 0.3.3.0"

    Can't understand why it says it's starting 0.3.3.1, then says it needs 0.3.3.0

     

    Any ideas?

     

  2. Not sure what you mean by allowed vehicles, but it counts how many vehicles are physically on the map AS WELL AS vehicles that are in the traders inventory. So if you're cap is, say, 200 vehicles ....

    Yes, and this cap is made up of adding all the 'allowed vehicles' types together, so eg: 5 hatchbacks, 5 hatchback sports, 5 tempests etc etc. So if there are already 5 hatchbacks on the map or on traders, it won't spawn any more. The original post however is for a completely new added vehicle of which it should spawn 5 on the map (since there can't be any on traders), and I haven't found one yet.

  3. If you are working off an existing database you may need to clean up some traders to get them to spawn in

    But the cap is made up of adding up all the 'allowed vehicles' .......isn't it?

     

     

     

    Hi Kroenen

     

    Add these

     

    //M900

    {"C_Heli_Light_01_cival_F",2},
    {"C_Heli_light_01_blue_F",2},
    {"C_Heli_light_01_red_F",2},
    {"C_Heli_light_01_ion_F",2},
    {"C_Heli_light_01_blueLine_F",2},
    {"C_Heli_light_01_digital_F",2},
    {"C_Heli_light_01_elliptical_F",2},
    {"C_Heli_light_01_furious_F",2},
    {"C_Heli_light_01_graywatcher_F",2},
    {"C_Heli_light_01_jeans_F",2},
    {"C_Heli_light_01_light_F",2},
    {"C_Heli_light_01_shadow_F",2},
    {"C_Heli_light_01_sheriff_F",2},
    {"C_Heli_light_01_speedy_F",2},
    {"C_Heli_light_01_sunset_F",2},
    {"C_Heli_light_01_vrana_F",2},
    {"C_Heli_light_01_wasp_F",2},
    {"C_Heli_light_01_wave_F",2},

     

    These aren't epoch vehicles....I was looking for the ones added in 0310

    {"C_Heli_Light_01_civil_EPOCH",5}

  4. After updating to 0310, I whizzed around the map looking for one of these, and couldn't find it.

     

    Anyone know what they're called when shown on the admin map?

     

     

    [Added] Epoch version of the M-900 helicopter with all texture variants.

    Before anyone asks, yes it's been added to my epochconfig.hpp :)

    allowedVehiclesList[] = {
    	{"C_Offroad_01_EPOCH",8},
    	{"C_Quadbike_01_EPOCH",8},
    	{"C_Hatchback_01_EPOCH",10},
    	{"C_Hatchback_02_EPOCH",10},
    	{"C_SUV_01_EPOCH",10},
    	{"C_Rubberboat_EPOCH",2},
    	{"C_Rubberboat_02_EPOCH",2},
    	{"C_Rubberboat_03_EPOCH",2},
    	{"C_Rubberboat_04_EPOCH",2},
    	{"C_Van_01_box_EPOCH",8},
    	{"C_Van_01_transport_EPOCH",9},
    	{"C_Boat_Civil_01_EPOCH",2},
    	{"C_Boat_Civil_01_police_EPOCH",2},
    	{"C_Boat_Civil_01_rescue_EPOCH",2},
    	{"B_Heli_Light_01_EPOCH",2},
    	{"B_SDV_01_EPOCH",2},
    	{"B_MRAP_01_EPOCH",3},
    	{"B_Truck_01_transport_EPOCH",1},
    	{"B_Truck_01_covered_EPOCH",2},
    	{"B_Truck_01_mover_EPOCH",1},
    	{"B_Truck_01_box_EPOCH",1},
    	{"O_Truck_02_covered_EPOCH",2},
    	{"O_Truck_02_transport_EPOCH",1},
    	{"O_Truck_03_covered_EPOCH",1},
    	{"O_Truck_02_box_EPOCH",1},
    	{"I_Heli_light_03_unarmed_EPOCH",3},
    	{"O_Heli_Light_02_unarmed_EPOCH",3},
    	{"I_Heli_Transport_02_EPOCH",3},
    	{"O_Heli_Transport_04_EPOCH",3},
    	{"O_Heli_Transport_04_bench_EPOCH",3},
    	{"O_Heli_Transport_04_box_EPOCH",3},
    	{"O_Heli_Transport_04_covered_EPOCH",3},
    	{"B_Heli_Transport_03_unarmed_EPOCH",3},
    	{"jetski_epoch",2},
    	{"K01",2},
    	{"K02",2},
    	{"K03",2},
    	{"K04",2},
    	{"ebike_epoch",5},
    	{"mosquito_epoch",5},
    	{"C_Heli_Light_01_civil_EPOCH",5}
    
  5. Usually what I do to fix the issue is either go through the database or teleport around the map and remove excess vehicles that are not locked to anyone. This will bring the vehicles back on server restart.

     

    I can see what the Dev's are trying to do with the hard cap, however this is an Alpha and it's stuff like this that helps them shape the mod... I wouldn't call this a bug, I would call it a concept that needs revisiting. 

    I agree, and maybe the feedback thread may have been a better avenue for this. However, nothing should cause database vehicles to just 'not load', so in my opinion, it still needs attention brought to it whatever you call it.

  6. As helpful as that script is, it only affects when you get in or out of the vehicle. Helis can also explode completely on their own without getting in,  as players move in and out of range, and the enable simulation kicks in.

  7. It's a bug as far as I'm concerned because of the way the DB loads the items back in. We all know that people will add missions, some of them save vehicles. On that basis, it just won't work correctly, unless we all play vanilla with no vehicle saving missions. I'm obviously aware this isn't an epoch problem as such, but it should be a possibility since mod authors seem to be able to add missions and other 'addons' faster than the dev team, some of which get incorporated into future builds.

  8. the location is france , not the language :)

    That's a fair point, however the world doesn't work like that. Personally, I'm in the UK (as are most of our regulars), and I would look for a UK server. If I was French, I'd try to find a French server, because you figure there will be a better ping, and French folk to talk to. We had it before with GTX. Despite ordering a UK server, they put us in France, and lo and behold....a lot of French players were joining, and a lot couldn't speak English.

     

    Since we're in a 'which server host' thread, I'll add in my short reviews of the ones to avoid;

     

    GTXGaming - 3/10 - Server was never without problems of one kind or another. After they performed a 'scheduled maintenance' the server was broken, and a 3 week long battle ensued. The support staff and managers are often quite dismissive and unhelpful, and openly admit they don't read the ticket before making suggestions (usually reinstall or move server).

     

    FastPointGaming - 0/10 - Not only was the server poorly setup (with really old arma/epoch files), they suffered FTP timeouts constantly, their tcadmin panel takes 15 minutes to do anything, and the server has yet to even start after a week. Their support is pretty much non-existent other than 'we're investigating'. Their forums were filled with people with all sorts of servers (ark, arma, RoK etc) with the same issues. Broken servers and no support answering...a few days ago their forums were 'suspended'. The server still won't start, and support seem to have stopped answering. If I had to guess, I'd say they did a runner.

  9. Already reported in Bug reports. It's caused by the server having more vehicles than your vehicle caps, either caused by missions saving vehicles, or admins spawning them in. Go add your report in the bug reports thread, and maybe the more who mention it, the more likely it will get fixed.

  10. There's a Intel Xeon E3-1240v3 3.40Ghz + ILO with 2x 600GB SAS 10K HW RAID 1 - 32GB RAM on a 1Gbit port for €50 or (£35.58) or ($56.04)

    Zero setup fee and no contract hosted in France, that's a cracking deal :)

     

    or for the same price have 2 x 120GB SSD with HW raid, OVH are usually SW raid

    Just curious Richie, is that the box UKGZ runs? Just wondering how many servers could be hosted on that hardware. We're currently desperate to rid ourselves of the shockingly bad GTX Gaming.

  11. Redis (unsurprisingly) doesn't show anything helpful, probably as it was a kick, not a ban. Seems to happen when reviving a player.

    This is the RPT around the time of the kick
    14:02:03 "DEBUG server_revivePlayer : [B Alpha 1-1:2 (Biteshten) REMOTE,B Alpha 1-1:1 (Cookie) REMOTE,"jxvsskt"]"
    14:02:03 "DEBUG Group Found: B Alpha 1-1"
    14:02:03 No speaker given for Latif Amin
    14:02:03 Given magazine[] not found)
    14:02:04 Speaker Male06_F not found in CfgVoiceTypes
    14:02:04 NetServer::SendMsg: cannot find channel #1459436793, users.card=6
    14:02:04 NetServer: users.get failed when sending to 1459436793
    14:02:04 Message not sent - error 0, message ID = ffffffff, to 1459436793 (Biteshten)
    14:02:04 "playerDisconnected:GUID:Biteshten"
    14:02:04 No player found for channel 2087027328 - message ignored
    14:02:04 No player found for channel 2087027328 - message ignored
    14:02:04 Client: Remote object 18:0 not found
    14:02:33 Road not found
    14:02:48 "playerConnected:GUID:Biteshten"

    And the kick as shown by DaRT;

    [2015-06-27 | 14:02:05] Player #4 Biteshten (GUID) has been kicked by BattlEye: Admin Kick (<null>)
  12. Redis (unsurprisingly) doesn't show anything helpful, probably as it was a kick, not a ban. Seems to happen when reviving a player.

     

    This is the RPT around the time of the kick

    14:02:03 "DEBUG server_revivePlayer : [B Alpha 1-1:2 (Biteshten) REMOTE,B Alpha 1-1:1 (Cookie) REMOTE,"jxvsskt"]"
    14:02:03 "DEBUG Group Found: B Alpha 1-1"
    14:02:03 No speaker given for Latif Amin
    14:02:03 Given magazine[] not found)
    14:02:04 Speaker Male06_F not found in CfgVoiceTypes
    14:02:04 NetServer::SendMsg: cannot find channel #1459436793, users.card=6
    14:02:04 NetServer: users.get failed when sending to 1459436793
    14:02:04 Message not sent - error 0, message ID = ffffffff, to 1459436793 (Biteshten)
    14:02:04 "playerDisconnected:GUID:Biteshten"
    14:02:04 No player found for channel 2087027328 - message ignored
    14:02:04 No player found for channel 2087027328 - message ignored
    14:02:04 Client: Remote object 18:0 not found
    14:02:33 Road not found
    14:02:48 "playerConnected:GUID:Biteshten"
    

    And the kick as shown by DaRT;

    [2015-06-27 | 14:02:05] Player #4 Biteshten (GUID) has been kicked by BattlEye: Admin Kick (<null>)
    
  13.  

    Hello, i have a problem when a player try revive to other player.

    Battleye kick reviv player.

    RPT Log:

    "DEBUG server_revivePlayer : [B Alpha 1-1:1 (Nullfati) REMOTE,B Alpha 1-2:1 (Makc) REMOTE,"wdhkhosmm"]"
    "DEBUG Group Created: B Alpha 1-3"
    No speaker given for Jabr Yusufzai
    Speaker Male01_F not found in CfgVoiceTypes
    "playerDisconnected:76561198264053798:Nullfati"
    

    How fix that?

     

    Been getting this issue too. First time I've seen a <null> admin kick. Anyone else?

  14. So after installing the recent update to b9, our server.log was showing the following

    2015-06-12 21:44:01 [Redis] The system tried to join a drive to a directory on a joined drive.
    2015-06-12 21:44:02 [Redis] The system tried to join a drive to a directory on a joined drive.
    2015-06-12 21:44:03 [Redis] The system tried to join a drive to a directory on a joined drive.
    2015-06-12 21:44:03 [Redis] Server not reachable
    

    There were no other errors in the RPT file, but the server would continually restart. On the advice of GTXGaming, we did a complete reinstall, and they reset some permissions. Now the server starts, and gets to the following in the RPT file before simply stopping with no errors...

    13:39:23 Attempt to override final function - rscunitinfo_script
    13:39:23 Attempt to override final function - rscunitinfo_script
    13:39:23 Attempt to override final function - bis_fnc_init
    13:39:23 EPE manager release (0|0|0)
    13:39:23 EPE manager release (0|0|0)
    

    Does anyone have any idea what might be causing the server to just get stuck and produce no errors? I can provide the full RPT file if more info is needed.

  15. I disagree if you want to hoard then maintain your shelves, tipis and lockboxes please do not include storage under maintenance. If your going to hoard then you pay the price of losing your storage if not updated.

    That's a pretty silly argument really. You shouldn't have a maintain function, and only have it cover items x and z, it should cover EVERYTHING within the jammer range. Hoarders pay the price you speak of when they don't maintain...it's the whole point in having the decay function. 

  16. It doesn't make vehicles disappear, it just stops any new ones of that type spawning as a new vehicle spawn. You could set your hatchback limit to 10 and spawn in 20 with infiSTAR and there would still be those 20 on the map after the server restarted.

    If only this were actually true. Maybe it works for you, but I and lots of other server owners have issues with vehicles saved to the DB, and when it goes over cap, they start disappearing. You can find a thread about it in the Bug Reports section.

  17. Is it possible to have storage items (lockboxes shelves and tipis) included in the maintenance? Most of our playerbase have lots of shelves for sorting and storing items, and it should be able to be simply maintained. But the only way to stop them vanishing is actually taking the time to move items around in each and every container. Even just accessing the inventory on shelves doesn`t stop them despawning, when they should be covered under normal jammer maintenance.

  18. I think the reason it comes down to a discussion on the type of Database used, is it seems to stem from the way the database loads the items on startup. This obviously may be changeable, but as Rob states, when you have missions running, if they save vehicles, the next time the DB loads, it seems to randomly decide what it's going to generate in game. In reality, it  should read the vehicles from the database and load them in game, THEN check the vehicle caps to see if any more of that type need spawning.

     

    This is also a problem if an admin needs to spawn a vehicle for any reason at all. If it takes it over the cap set in epochconfig, then someones vehicle is going to disappear. Unfortunately (and this is my biggest issue with redis), there doesn`t appear to be any way to search or find out which vehicle has caused the issue. At least with the SQL quesries, it was significantly easier to manage and delve into whats going on. On top of that, with hosted servers, you have to download the redis db files, modify them, then upload them again and hope the changes are correct.

     

    At least with SQL, you can run the queries while the server is live, change and restart.

  19. Face at some point have you thought of allowing it so players can have the AI vehicles to be kept by the player that clears out the AI. I know some server owners don't want that but others do.

     

    BTW I used the AI on A2 You out did yourself here. Thank you.

    You definitely don't want to start saving mission vehicles, because of the way the DB works. Say you have 10 Trucks in your epochconfig. Missions create another 5 trucks, which are kept by players. Next restart, the server will ONLY load 10 of those trucks NOT 15, and you'll get a ton of people saying their vehicle has been stolen or whatever.

     

    3 weeks after removing the option to save SEM vehicles, I'm still dealing with the aftermath of having too many Striders on the map. So until they change the way the DB loads vehicles, I'd strongly recommend leaving them to despawn.

  20.  

    Put this in your mission init.sqf and adjust it to how you want it

     

    // Control the epoch ai limit per player
    // 1. Epoch_Cloak_F = Cultist
    // 2. GreatWhite_F = Great White Shark
    // 3. Epoch_Sapper_F = Regular Sapper
    // 4. Epoch_SapperB_F = Super Sapper (dark)
    // 5. I_UAV_01_F = UAV (that spawns the AI)
    // 6. PHANTOM = Invisible phantom 
    // 7. B_Heli_Transport_01_F = Transport helicopter for the mission system
    
    EPOCH_spawnLimits = [0, 0, 0, 0, 0, 0, 0];
    

     

    Any idea what the parameters are for this? It'd be nice to turn UAVs down, but not off entirely, and I assume 0 = off.

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