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Donnovan

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Posts posted by Donnovan

  1. 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.

  2. 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.

  3. *** 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!
  4. *** 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!
  5. 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!

  6. 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***

  7. 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!

  8. Sorry for the triple combo! HAHAHA!

     

    The fix for the bots shoting in the wrong direction.

    MinErrorToSendNear=0;

    MinErrorToSend=0;

    on basic.cfg.

     

    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!

  9. 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?

  10. 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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