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Brockie

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Posts posted by Brockie

  1. It took me around a week to get BEC working.  The most frustrating part was when you fix one problem, and then get high hopes that it will work, and then just to get a different error  :wacko:

     

    But it's a great program once you get it configured. 

  2.  Okay, I found my problem. I looked at my "Custom" folder and checked my compiles.sqf and the fn_selfActions. What was missing was a s after fn_selfAction(forgot to add s).sqf added that and it was working. Not sure why my other menu were working without that, but who knows. Played it and it's a really great addon.

     

     However I am getting an error when getting into the server from the added building (bank.sqf): You cannot play/edit this mission; it is dependant on downloadable content that has been deleted mbg_african_buildings.

    open your mission.sqm

    class Mission
    {
    	addOns[]=
    	{
    		"chernarus",
    		"ca_modules_animals",
    		"dayz_anim",
    		"dayz_code",
    		"dayz_communityassets",
    		"dayz_weapons",
    		"dayz_equip",
    		"dayz_epoch",
    		"dayz_vehicles",
    		"cacharacters_pmc",
    		"ca_modules_functions",
    		"glt_m300t",
    		"pook_h13",
    		"csj_gyroac",
    		"map_eu",
    		"jetskiyanahuiaddon",
    		"aif_arma1buildings",    // <--- don't forget to add a comma
    		"mbg_african_buildings"  // <---  you need to add this line for the bank building. NO comma on the last line.
    	};
    

    PS.  I like this script, thanks for sharing.   I use it without the AI

  3. you arent solving a problem by sweeping it under the carpet ...

     

     

     

    what did you do change right before you got this error?

    How much do you want to bet the change was 112555 beta patch...

     

    Want to solve the problem?  Don't use 112555...

     

    Downgrade to 103718 or upgrade to 124802....

     

     Or just add -nologs to your startup parameters...

  4. Hey all,

     

    I have a carrier in the water off the coast of Cherno. My AI spawns on it without any issues. However my static gun emplacements are not. Is that because it is over water? Would it work if I placed metal panels under them? Here is my code:

     

    I'm having the same problem.  Though, I admit I am a noob at this.  I don't know why it's not working.

  5. I am using a Vert hosted server. Thinking the file structure may be different. I do not see a "dayz_server" directory. I t has a Dayz_Epoch_Server directory however. And a sub folder called Addons.

     

    Anyone here running a vert hosted server than can help with the correct placement of the WAI folder?

     

    Also, will I have to change anything in the script to reflect the folder change?

     

    Thanks in advance.

     

     

    Dayz_Epoch_Server is the proper folder. 

     

    @DayZ_Epoch_Server\addons\dayz_server\WAI

     

    You need PBO manager.. you might need to do some research on how to extract and repack PBOs.

  6. :)  How much you have volume for that sound in CfgSounds?

     

    {

            name = "lock";

            sound[] = {Scripts\sounds\lock.ogg,0.2 <-- this one here ,1};

            titles[] = {};

    };

  7. yes its possible, but not exactly easy and will probably require a lot of custom scripting.

     

    Option 1:  and completely modify it to create buildings instead of vehicles.

     

    Option 2:  is basically the same but starting from scratch

     

    Start with finding Maca's Extra Right Click options and install that.

     

    Install Emerald Interior Designer... this is totally optional.  If you install it, you will probably get an idea of how Maca's Right Click works with Emerald Script... incase you are unfamiliar with Maca's Extra_RC.  If you already use Maca's script, then you could choose an item to use as material for building with.  There is not too many extra items to play with but you could use gems, bronze, whatever you want.

     

    create a file that does all the checking, building, etc and link it to Maca's right click option.

     

    At this point you can try and see if it works...  if it works then good for you.  If the buildings disappear when you build them you probably need to edit variables.sqf.

     

    make a new array in variables.sqf: -above dayz_allowedObjects = [

    CustomBuildingsArray = ["STRUCTURE_CODE1","STRUCTURE_CODE2"];
    

    now at the end of dayz_allowedObjects = [ where you see the closing bracket ]; add   +  CustomBuildingsArray in between the closing backet ] and the semi-colon;

    ] + CustomBuildingsArray;
    

    Add all the buildings you want to allow to be built into your CustomBuildingsArray.  Obviously, remove or change STRUCTURE_CODES, that's just for example.  This should stop the buildings from disappearing when you build them.

  8. auto repair, or action menu might cause it.  Check RPT file for errors.  Do you use custom variables.sqf?  if yes, post it in a spoiler or on pastebin, also post RPT errors if you can.  I do not use action menu, nor auto repair/refuel so I am unfamiliar with those scripts and probably can't help much.

  9. I could never get the markers to work so I can't even check to see if zedz are spawning.

     

    I posted how to make marker appear on the page 3.

     

      If you can't get it to work, you could alternatively look in your RPT file shortly after startup and it should tell you if the camps spawned and the coordinates..  I use a program called DayZKoordinatenumrechner to convert the map coordinates to GPS coordinates.

  10. This is the post that explains better what I meant to say.

     

    Hey,

     

    There is probably not that much discussion on this as there isn't a massive amount you can do hardware-wise, so really most optimizations are software based (and by that I mean SQF optimizations rather than system software).  Of course, you need to start with decent hardware, but you very quickly hit a wall.

     

    IMO the main things to focus on are CPU and network, and even then once you hit a point (quite early on), there is little you can do.

     

    CPU: The arma2 engine is known to be largely single threaded.  Yes, it "can" use multiple CPUs, but in reality the amount it can effectively do in parallel is low, so you really end up with a 2 CPU/Core situation.  And the second thread is really just IO offload (handling network connections etc..).  What that means is that you want to get CPU with the highest clock speed possible, not the most cores.  In practical terms that usually means a quad-core processor and in fact the desktop range of CPU (such as intel i7) can be a good bet here (some more on that later).  If you really want max performance, make sure hyper-threading is off also (only makes sense if you want to run multiple servers on the same hardware at a profit, as opposed to running a serve at max performance).

     

    Network.  You don't need much bandwidth, even for a high pop server, but consistently is important (both bandwidth and latency).  If you are renting from a hosting provider then you will likely to be subject to what they provide.  The lowest you usually see a dedicated hardware server rental come with is 100mbps guranteed.  This is more than enough, the issue is the quality, and in reality, you are unlikely to know until you try it, although you can do some research to get an indication (check their peering etc.. but I wont go into that here).

     

    Really, not much else is likely to make a difference hardware wise.

     

    Memory. Arma2 server is 32bit, so theoretical max usage is 4GB.  From memory I don't think it has been compiled to use large address spaces (wrong term, but cba to look it up know) so in fact I believe actually caps out at 2GB.  Even so, a 50 player epoch server with ~5k DB objects still comes in comfortably below that level.  Memory speed however will make a marginal difference.  ECC ram (the type you get in proper servers) will be slower but includes more error checking.  Its a game server, not a banking system, so you dont need ECC, so best to go for performance.  That again usually means looking at the desktop range of technology as opposed to server tech (ie, the i7 mentioned above).  So, for a windows instance running 1 game server, anything above 4GB (even with mysql running on the same box) is wasted.

     

    Storage: Maybe I am missing something, but from all testing/measuring I have done, this makes almost zero difference to performance.  The arma2 server process should be running entirely in RAM and unless you have badly underspecced the server (see above) then nothing should be getting swapped out to disk.  The epoch DB is so small (even with ~5k objects), that I'm pretty sure will be entirely cached by mysql.  Even so, I haven't checked but I assume DB writes are asych (ie, lazy) so shouldn't really impact performance anyway.  Most reads happen when the game server starts up.  In this case the only difference I would expect an SSD to make is faster server restarts (of the order of maybe 30 secs vs 1min).  Again, keen to hear if I have this one wrong, as I see lots of people bragging about SSDs, but honestly dont think it gives them anything.

     

    Everything else comes down to how reliable do you want it to be.  I have mentioned desktop class tech a couple of times.  There are providers that do this, but you may not get things like redundant power supplies.  All hardware goes pop at some point, so this means you could be left off-line for a few hours to maybe a day or 2.

     

    Personally, this is what I use: http://www.online.net/en/dedicated-server/dedibox-lt2k14  Not quite following all my own advice, but it close enough to ideal, reliable (enough) and cheap!  This currently hosts 1 epoch server that can cope with 50 players, but only has half the resources assigned, so should cope with 2 maxed out servers.  Thats even with 2 AI mission systems running, so if I get around to sorting out headless clients, things should get better.

     

    What disappointing me the most is from the little I have read into Arma3 servers, most of the same limitations apply.  Not done much reading, so honestly hope I am wrong here and someone can correct me :)

     

    I host on a PC and it works great.

  11.  

    is this the correct way to add more items to my extra_rc

    class ExtraRc {
        class ItemRadio {
            class Use {
                text = "Call Evac-Chopper";
                script = "execVM 'custom\JAEM\CallEvacChopper.sqf'";
            };
        };
        class ItemEmerald {
            class PicFrame {
                text = "Picture Frame";
                script = "createDialog ""WGT_INTERIOR1"";";
            };
            class Chairs {
                text = "Chair";
                script = "createDialog ""WGT_INTERIOR2"";";
            };
            class Beds {
                text = "Bed";
                script = "createDialog ""WGT_INTERIOR3"";";
            };
            class Bath {
                text = "Bathroom";
                script = "createDialog ""WGT_INTERIOR4"";";
            };
            class Shelf {
                text = "Shelf";
                script = "createDialog ""WGT_INTERIOR5"";";
            };
            class Misce {
                text = "Misc";
                script = "createDialog ""WGT_INTERIOR6"";";
            };
            class Tablz {
                text = "Table";
                script = "createDialog ""WGT_INTERIOR7"";";
            };
            class extr {
                text = "Exterior";
                script = "createDialog ""WGT_INTERIOR8"";";
            };
        };
    }; 
    
    
    
  12. ..and if it is in the cards, you can host a dedicated server from work/from home.  The requirements are not super crazy or anything.  Fast CPU GHz, Good fast Ram, Fast Hard Drive, Fast Internet is the 4 most important things.  You can run an arma server from PC does not need to be a true server rig.  Infact the faster core and ram of a PC, among other factors, probably make it a better candidate, but either way is fine.  You can even host the server on the same pc you play on but oviously this is not highly recommended. 

     

  13. what you want to do is edit the original mission.sqm file.

     

    to add a new marker copy and paste a marker code, edit it to your liking, and update the total number of markers at the top of the list (items=)

     

    to add more repeat.

     

    to change existing markers just edit the name/color/marker etc.

     

    my mission.sqm for an example:

     

    class Markers


    {
    items=26;
    class Item0
    {
    position[]={7839.6055,381.33774,8414.7324};
    name="center";
    type="Empty";
    };
    class Item1
    {
    position[]={-7245.377,365.98782,19535.367};
    name="respawn_west";
    type="Empty";
    };
    class Item2
    {
    position[]={4932,0,1989};
    name="spawn0"; //spawn_balota
    type="Empty";
    };
    class Item3
    {
    position[]={2236,0,1923};
    name="spawn1"; //spawn_kamenka
    type="Empty";
    };
    class Item4
    {
    position[]={8738,0,2122};
    name="spawn2"; //spawn_cherno
    type="Empty";
    };
    class Item5
    {
    position[]={10909,0,2422};
    name="spawn3"; //spawn_elektro
    type="Empty";
    };
    class Item6
    {
    position[]={13510,0,5249};
    name="spawn4"; //spawn_sol
    type="Empty";
    };
    class Item7
    {
    position[]={12048,0,8352};
    name="spawn5"; //spawn_berezino
    type="Empty";
    };
    class Item8
    {
    position[]={6326.4805,304.99265,7909.4888};
    name="Tradercitystary";
    text="Stary Black Market & Trader Outpost";
    type="mil_circle";
    colorName="ColorBlack";
    };
    class Item9
    {
    position[]={4361.4937,3,2259.9526};
    name="wholesaleSouth";
    text="Walmart Inc.";
    type="mil_dot";
    colorName="ColorBrown";
    };
    class Item10
    {
    position[]={13532.614,3.0083523,6355.9497};
    name="wholesaleEast";
    text="Costco Inc.";
    type="mil_dot";
    colorName="ColorBrown";
    };
    class Item11
    {
    position[]={7989.3354,0.30462033,2900.9946};
    name="BoatDealerSouth";
    text="Sea Doo Inc.";
    type="mil_dot";
    colorName="ColorBlue";
    };
    class Item12
    {
    position[]={12060.471,158.85699,12638.533};
    name="AirVehicles";
    text="The Boneyard";
    type="mil_dot";
    colorName="ColorBlack";
    };
    class Item13
    {
    position[]={1606.6443,289.70795,7803.5156};
    name="BanditDen";
    text="Cut-throat Corner.. Bandit Camp";
    type="mil_dot";
    colorName="ColorRed";
    };
    class Item14
    {
    position[]={11447.91,317.27109,11364.536};
    name="Klen";
    text="Klen Trader Outpost";
    type="mil_circle";
    colorName="ColorOrange";
    };
    class Item15
    {
    position[]={13441.16,1.1406164,5429.3013};
    name="BoatDealerEast";
    text="Jet Ski Inc.";
    type="mil_dot";
    colorName="ColorBlue";
    };
    class Item16
    {
    position[]={4064.2258,365.13501,11665.938};
    name="TradercityBash";
    text="Bash Trader Outpost";
    type="mil_circle";
    colorName="ColorOrange";
    };
    class Item17
    {
    position[]={12944.227,210.19823,12766.889};
    name="HeroTrader";
    text="The Last Home.. Hero Camp";
    type="mil_dot";
    colorName="ColorGreen";
    };
    class Item18
    {
    position[]={6759.25,12717.1,9375.8};
    name="RitesRangeTXT";
    text="Rite's Shooting Range";
    type="mil_dot";
    colorName="ColorPink";
    a=0.1;
    b=0.1;
    };
    class Item19
    {
    position[]={9700.1,12717.1,13500.02};
    name="PobedaCity";
    text="Terrorists' AI Stronghold";
    type="mil_objective";
    colorName="ColorRed";
    a=2;
    b=2;
    };
    class Item20
    {
    position[]={8600.1,12717.1,10100.02};
    name="MassGrave1";
    text="Infected Battlefield Ruins";
    type="hd_warning";
    colorName="ColorRed";
    };
    class Item21
    {
    position[]={10400.1,12717.1,9800.02};
    name="MassGrave2";
    text="Infected City Ruins";
    type="hd_warning";
    colorName="ColorRed";
    };
    class Item22
    {
    position[]={6529.25,12700.1,9379.8};
    name="RitesRangeCH";
    text="";
    type="hd_destroy";
    colorName="ColorBlack";
    };
    class Item23
    {
    position[]={1000.25,3.0637,2259.9526};
    name="BoiiCity";
    text="Boii";
    type="mil_dot";
    colorName="ColorBlack";
    a=0.1;
    b=0.1;
    };
    class Item24
    {
    position[]={600.25,3.0639,1850.9526};
    name="BohemiaCity";
    text="Bohemia";
    type="mil_dot";
    colorName="ColorBlack";
    a=0.1;
    b=0.1;
    };
    class Item25
    {
    position[]={13250,3.0638,4000.9526};
    name="MoraviaCity";
    text="Moravia";
    type="mil_dot";
    colorName="ColorBlack";
    a=0.1;
    b=0.1;
    };
    };

     

    Notice I have updated the items= to the number of markers I have.  without this it will not work.

     

    Also take note that I have an extra spawning point because I use a custom spawn selection mod.

     

    Sensors is used for popup text when entering an area (for example "now entering trader city klen") and also for safe zones etc.  Sensors are not needed for markers and should be left the way it is.

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