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Posts posted by Donnovan
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They turn off the normal DayZ Epoch SetDate.
They turn off infiStar SetDate.
So SetDate is all controled by Joelma's Time Control.
The Epoch Server and infiStar will not be able to change the client date & hour.
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BetterDeadThanZed,
Look at the first post, it was updated with those new lines!
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time_control.sqf was updated with those two lines, to fix the remaining not so early time sycronization:
"infiSTAR_SetDate" addPublicVariableEventHandler {}; //NEW LINE! "PVDZE_plr_SetDate" addPublicVariableEventHandler {}; //NEW LINE!
Edit:Look the first post, to get the new time_control.sqf.
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macdog,
How can i make sure the AI is hosted by the headless client? If the headless client spawn the AI, it will be hosted on it until the headless client crash or the game ends?
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*** UPDATED WITH A MAJOR BUG FIX IN THE DATE 2014-10-06 1:10 PM
*** This update will fix the Repair Vehicle working always in all cases
*** without the need of vehicle parts, wheell, glass, motor or tools
*** The only file that changed was the file lock_god.sqf.
Changed that:
_vehicle addEventHandler ["handleDamage", {_this select 2;}];
to that:_vehicle addEventHandler ["handleDamage", {_this call vehicle_handleDamage;}];
Thanks a lot StiflresM0M! -
*** UPDATED WITH A MAJOR BUG FIX IN THE DATE 2014-10-06 1:10 PM
*** This update will fix the Repair Vehicle working always in all cases
*** without the need of vehicle parts, wheell, glass, motor or tools
*** for vehicles that entered the safezone.
*** The only file that change is the file safezone.sqf.
Changed that:
_vehicle addEventHandler ["handleDamage", {_this select 2;}];
to that:_vehicle addEventHandler ["handleDamage", {_this call vehicle_handleDamage;}];
Thanks a lot StiflresM0M! -
StiflresM0M, you received my private message?
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Thanks ebaydayz,
Added !="true" to waypointcondition.txt filter,
Added !="" to waypointstatement.txt filter.
And no kicks anymore.
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Thankyou, i will talk to hin.
If anyone know how to make a filter to avoid this kick, please tell me:
04.10.2014 11:38:13: Server (127.0.0.1:2304) 91ca24093c09591187f8d8722dcf352c - Condition RemoteExec Restriction #0 ["true", ""] [33:44 group, 1]
04.10.2014 11:56:58: Server (127.0.0.1:2304) 91ca24093c09591187f8d8722dcf352c - Condition RemoteExec Restriction #0 ["true", ""] [3:1860 group, 1]
04.10.2014 12:01:58: Server (127.0.0.1:2304) 91ca24093c09591187f8d8722dcf352c - Condition RemoteExec Restriction #0 ["true", ""] [4:48 group, 1]
04.10.2014 12:18:24: Server (127.0.0.1:2304) 91ca24073c07571187f8d8722dcf352c - Condition RemoteExec Restriction #0 ["true", ""] [6:52 group, 1]
This kick is iniciated by the filter remoteexec.txt, fisrt filter line:
//new
5 "" !="this enableSimulation false;this allowDammage false;this disableAI 'FSM';this disableAI 'ANIM';this disableAI 'MOVE';" !="_this spawn fnc_plyrHit;"
I have not figured out what to add at the end of the line 5 "" !="this enableSimula... to avoid the kick.
Thankyou in advance!
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May be a new feature of infiSTAR 338E that check date in client and server and is not compatible with Joelma's Time Control.
The user will need to decide to disable it or not. I can't do a workaround now.
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BetterDeadThanZed,
Is you using the last infiSTAR version?
I also don't have this problem, but my infiSTAR is outdated for 1 version, i think.
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ukko,
On the BattlEye filter publicvariable.txt search for the line that start with 5 "" and add at the end of it an empty space and than !"cad_pvar_s".
My line is like that after the adition:
5 "" !"PVDZE_" !"norrn" !"usec" !="remExField" !="remExFP" !="drn_AskServerDynamicWeatherEventArgs" !="norrinRAlie" !="BIS_effects_gepv" !="dayzPlayerLogin" !="dayzPlayerLogin2" !"PVAHR_" !="PVAH_AdminReq" !="PVAH_WriteLogReq" !"cad_pvar_s"
***Main post updated with BE filters instructions***
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I'm running DZMS entirely in a Headless Client, since DZMS is standalone from the server (don't use server variables, functions) this was not dificulty to do.
Btw, since it's run now entirely on a client, it's monitored by BattlEye, as all clients are... and this is a pain in the ass, because it get kicked all the time by BE filter violation.
Anyone have BE filters that allow DZMS to run in the client without problems?
Do you have any work on that, The Vampire?
Thankyou!
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Hi,
It's possible, for a server owner, to disable BE, on his server, for specific clients?
Thankyou!
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dopeycuhz,
What revision you want?
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I will release the version with dinamic weather on the second post (its reserved), so people can use if wanted. Also, you can see if you have a hit in fps.
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Still using it, BetterDeadThanZed?
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Nice! \o/
If your players miss the dinamic wheather, i can give you a time_control.sqf with a few changes that allow dinamic wheather with smooth clouds.
The badie about that, in my tests, if a inpact in fps, so this is why the release don't use it.
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Hi! Main post updated! Please follow all steps!
Any problem tell me!
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Sorry for the triple combo! HAHAHA!
The fix for the bots shoting in the wrong direction.
on basic.cfg.MinErrorToSendNear=0;
MinErrorToSend=0;
This will recuce the position error for away moving objects to zero to all clients, including the Headless Client.
AS FUCKIN EXPECTED!
But those high precision MinError decrease fps a lot and increase bandwidth usage.
Default values are:
MinErrorToSendNear=0.01;
MinErrorToSend=0.001;
But people connomly use less precise values like:
MinErrorToSendNear=0.05;
MinErrorToSend=0.004;
I'm using that, and bots precision is bad.
My next test:
0 - Set default MinError values.
1 - Put HC client on one side of the map (Chernarus).
2 - Spawn HC ai on the other side of the map.
3 - Connect as client and meet the ai.
4 - See if this gives a aceptable error (search for the blood arround me when i get hit).
Blood is processed by the ai owner, in this case the Healess Client. So if your blood is away from you, then the error is not acceptable.
If the error is aceptable for the default values i will stick to it.
Result: The default values does not give good precision. Set MinError to zero is not sensate, since it kill fps. Also tried 0.001 to the two options (this is the minimum value)... no precision.
I'm stuck again.
Anyone can help with that precision problem?
EDIT NUMBA FIVE:
UHAUAHAUHHAHAAHAUHAUHAHAAUHAUHAUAUUAHAUHAUHH!
Thankyou macdog_2000 for the answer!
On config.cfg, the setting localclient[] = {"127.0.0.1"}; make MinError zero to all clients on the same machine of the host! I believe i can now put the HC on china and make it spawn bots on USA.
I have not used this setting by default because i was not able to figure out its purpose!
Son of a Daughter Headless Clients on the way!
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I then modify all of the scripts that define the functions for spawning AI so that rather than actually doing anything, they parse all the parameters received from the original spawn request in the specific mission file and send it to the HC using <ID> publicVariableClient [spawn parameters]
macdog,
I did that with DZMS, but all the DZMS code is in the mission file, and it runs only on the unique Headless Client.
On DZMS the isServer checks was changed to give true to Headless Clients and all \z\addons\dayz_server\DZMS references was changed to hc\DZMS to use the DZMS on the mission files.
All DMZS runs on the Headless Client. I did a quick search and not saw any code asking for a specific server variable.
The Headless Client player is on the midle of the map.
It works ok, But the AI shot to a completely wrong direction, where there is no one.
Do you had this problem with your Headless Client bots?
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Hi!
What is the purpose of creating a CIV slot for the Headless Clients?
Thankyou!
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Hi.
_agent = createAgent [_type, _position, [], _radius, _method]; _agent removeAllEventHandlers "local"; // attach our own later _agent addEventHandler ["local", { diag_log "Locality Event"; if(_this select 1) then {[(position (_this select 0)),(_this select 0),true] execFSM "hc\compiles\zombie_agentHC.fsm" };}];
This code is from HCE, from the file zombie_generateHC.sqf.Can you tell me what the third line do (_agent addEventHandler...)?
Thanks in advance!
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sixgunzx2,
You want vehicle invunerability only if they are near a plot pole?
Joelma's Time Control
in A2: Epoch Mods (1.0.5.1)
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BetterDeadThanZed,
When server overload, time sincronization on player join may be not instantly, but happens in the first 30 seconds of gameplay.
I was having some overload on my server, and the problem started to happens, this is why i did this fix.
What is the processor of your server? How many players? Can i know?
I have a Xeon E3 1240 v2 Processor with 12 Gb of No-ECC memory. 30/40 players.