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ReDBaroN

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Posts posted by ReDBaroN

  1. You have a point there.

     

    OTOH, I spent my days replacing so called "lost keys" so many times that I agree with the "nightmare" part.

     

    The problem arises when you want to keep players on your server, but then start whining everytime they die and find some excuse how they not have spares, and threaten to leave your server forever with their friends because the "admins suck since they don't replace keys".

     

    There has been a post where devs told they're considering making custom locktimes (beyond server restarts) possible; THAT will be the right way.. It's alpha, sit it out, a solution will come.

    The only problem with that idea, as I've seen mentioned before, is that you'll get trolls who fly round the server and unlock/lock all the cars they can find leaving far fewer/none for other players. Even if you had a variable limit that could be set of say 5 vehicles per player, it would only take a group of 5-10 players to troll and still upset the balance but, that could be one of line of thought for a solution.

     

    Tbh, I don't like the way it is now and can understand player's frustration at not being able to lock for longer than a restart, especially with helis which can't be hidden. I honestly don't know how you can beat the key system in arma 2 epoch.

     

    You'll find that how much players moan about lost keys really comes back to your attitude as the server owners and admins as to how you deal with each player's circumstance and excuse for losing the key as well as how you configure your server. One of the biggest reasons for key loss has to be with players lack of knowledge that keys use weapons slots and a safe will eat the key if overfilled. It also depends what feel of server you have. If you have lots of pay 2 win options; spawning with weapons, spawning at bases; spawning with OP load out, protective domes at bases etc., you will tend to get a less veteran feel to your server as the vets won't touch it with a barge pole. So you can then end up with a lot of high maintenance players who expect to be given anything and everything on demand.

     

    I vote for the key system to be brought back but, maybe with an easier option for players to make copies of keys.

  2. Hi, I wonder if anyone can help me. I get a lot of these messages spammed in my client rpt. They are not in my arma2oaserver.rpt:
    WARNING: Function 'name' - 3941a040# 1065478: ohara.p3d REMOTE has no unit
     - network id 2:9818
     - person 
     - dead
    WARNING: Function 'name' - 311be040# 1055496: rocker.p3d REMOTE has no unit
     - network id 75:6
     - person 
     - dead

    Has anyone else seen these and been able to resolve? I am running the old WAI and EMS (variant of DZMS). Also running DZGM group management, Plot 4 Life and ESS, enhanced spawn.

     

    There are some more examples in the spoiler below.

     

    Any help would be greatly appreciated.

     

    WARNING: Function 'name' - 45212040# 1066866: man_survivor.p3d REMOTE has no unit
     - network id 84:178
     - person George Smith
     - dead
    WARNING: Function 'name' - 311bc080# 1055523: man_survivor.p3d REMOTE has no unit
     - network id 75:165
     - person George Smith
     - dead
    WARNING: Function 'name' - 3b4a2040# 1066720: man_survivor.p3d REMOTE has no unit
     - network id 114:6
     - person George Smith
     - dead
    WARNING: Function 'name' - 37c82040# 1066037: ghillie_overall.p3d REMOTE has no unit
     - network id 101:6
     - person Ewan Jones
     - dead
    WARNING: Function 'name' - 3105e040# 1055687: man_survivor.p3d REMOTE has no unit
     - network id 89:19
     - person George Smith
     - dead
    WARNING: Function 'name' - 3e334080# 1069108: annie_original.p3d REMOTE has no unit
     - network id 89:196
     - person Haley Smith
     - dead
    WARNING: Function 'name' - 38b8a040# 1065823: man_survivor.p3d REMOTE has no unit
     - network id 84:7
     - person George Smith
     - dead
    WARNING: Function 'name' - 38b8e040# 1065817: loc_soldier02.p3d REMOTE has no unit
     - network id 2:10589
     - person Umar Adel
     - dead
    WARNING: Function 'name' - 313ee040# 1055346: acr_soldier_spec1.p3d REMOTE has no unit
     - network id 51:361
     - person Taras Hujer
     - dead
    WARNING: Function 'name' - 38b94080# 1065816: loc_soldier04.p3d REMOTE has no unit
     - network id 2:10597
     - person Jamal Adel
     - dead
    WARNING: Function 'name' - 38bd4080# 1065811: loc_soldier01.p3d REMOTE has no unit
     - network id 2:10586
     - person Abdul-Latif Ahmed-Khan
     - dead
     

     

  3. +1

    I would love to see the key system return that is currently in DayZ Epoch. Much more fun for PvP as Edin mentioned.

    Was there any specific line of thought to change the locking system to what it is now? Or, is it planned to be the sane and just simply further along the roadmap?

  4. Hi,

     

    See attached IgiLoad.sqf customized for our server, has been modified with some anti-glitch for no loading and unloading around EPOCH walls.

     

    If you attempt to load or unload within a specified distance you will get the normal load / unload screen with a message saying there has been a malfunction due to a nearby Jammer.

    Hi Brunz, this is great :)

     

    Quick question though, you have some other edits to that file from the standard one. For the benefit of people like me that can't read the code could you tell me the lines to edit just for preventing loading/unloading near buildings. I'm guessing it's just the blocks at lines 44, 1000 & 1349 but, just wanted to make sure the others weren't important for this enhancement. 

     

    Thanks again :)

  5. Relaxing the filters is the easy part, the problem is then to get the hackers kicked that use createUnit to run their exploits.

    Yes, sorry I had a think afterwards and after reading your post the git, then realised that what's you meant...sorry then, I think this goes beyond the level of my ability to help.

  6. Hi everyone,

     

    I'm now running WAI on a headless client setup with just a few little changes to the code. I just had to remove all the "if (isServer)" checks from the code, which is not a problem if you spawn the init from the correct context, either from server_monitor or the mission with an "if (!isDedicated && !hasInterface)" check. To get the code on the HC without putting it into the mission, I moved the WAI folder to an addons subfolder and added a $PREFIX$ of "z\addons\WAI", which means that you can pack the folder to WAI.pbo, sign it with the bohemia tools and start the HC with -mod=WICKED-AI.

    To put this into production, I still need a solution for BattlEye filtering. Of course you can just allow all the actions that the mission system needs to be allowed to do, but I'd rather not allow createUnit, createVehicle etc for the players.

    If you're interested in this, please refer to https://github.com/f3cuk/WICKED-AI/issues/137where I've also posted a link to my fork with the changes needed to get this running.

     

    Thanks f3cuk and Jossy for this great mission system!

    Hey man, this is great work and is definitely the way forward. I think running this as a HC with hopefully some clear up tweaks will make this system amazing.

    wrt battleye, have you tried setting up on a test box and just running it and making an exception each time it's kicked? Or, is that what you're saying you don't want to do?

  7. I have tried bringing the quantity of AI right down, making the missions spawn further apart, reduced the AI share your distance, reduced ai behaviour, reduced all the clean up times for missions, bodies, etc. I have even tried reducing number of zeds, loot chance to see if that would help and still got poor results.

     

    Same as you, if I switch off and go back to running the 2 old mission systems side by side (WAI & EMS) with an overall higher quantity of AI and 3 missions running at the same time, performance comes right back.

     

    With this system running, it takes 10-14 seconds for the trader menus to refresh, same for unlocking/locking a car and anywhere from 30-60 seconds for a car to spawn when purchased at a trader. Normally, with all these things, even when fully loaded with 55 players up they take around 2-4 seconds.

     

    I am also running serious enterprise level, dedicated hardware with 12 logical processors clocked to 3.9ghz running 1 A2 epoch server, 1 A3 wasteland server and 1 A3 epoch server.....

     

    I have a feeling that it may not be just load but, maybe more to do with the code of mission system (...without being rude.. :/). My reasoning is that I haven't seen a fall in server FPS of any noticeable amount.

     

    Help us F3cuk! My players and I absolutely love this system and how varied and random it is but, I won't be able to keep it running for much longer as I'll lose population due to lag.

    Very unfortunately and owing to the problem above I have had to change back to my 2 old mission systems. It seems that whatever I did to try and resolve the problem by changing the config didn't seem to make the lag problem reduce.You can see the config settings I tried in my quoted post. I also later tried making vehicles not save to the database and turning flares/smokes off at the crates but, that didn't help. Also the missions started to stall sometimes even with the default setting of 30% AI to be killed. i.e. crate empty, all AI dead and mission still there. (before anyone asks, I am using infiSTAR and did white list all the crate types)

     

    As this problem seems get progressively worse from the half way point in the restart cycle up to the end if you have a population over 40, I'm wondering if there may be something not quite right in the clean up? The old 2 systems I'm running have more overall AI, 3 missions running at the same time, spawn closer together and clean up later. 

     

    But, the system itself is amazing, the randomness of everything is really well thought out and works really well so, I would love to use it but, simply can't. It was just taking players too long to trade and lock/unlock vehicles and our population started to decline. :(

     

    Please take a look guys and see if there's anything that can be tweaked. Or, maybe headless client support/instructions? :)

  8. I am seeing this error in my rpt since installing this:

    if (({_x == _loot} count exclcontainer_list) > 0) th>
     0:40:28   Error position: <_loot} count exclcontainer_list) > 0) th>
     0:40:28   Error Undefined variable in expression: _loot
     0:40:28 File mpmissions\__cur_mp.Altis\LSpawner\fn_LSgetBuildingstospawnLoot.sqf, line 146
     0:40:28 Error in expression <d", "repairkit", true];
    };
    

    I'm running the same files as in the pumpkinpieman git except for some tweaks to the building list and loot list as my server is on A3 epoch Altis and not chernarus....

     

    Any ideas anyone? Anyone else getting this? It spams like crazy in my rpt

  9. My home pc can run 15-20 players with WAI and DZMS 4 missions on WAI, 2 on DZMS, several added buildings, traders, and 2 static AI cities with zero lag.  I realize that isn't a lot of players, however i'm running an i7 4820k @4.5Ghz with 16GB ddr3 @2400 with a 50/5mb connection. Also, Arma isn't coded for multi-core support, 6 core CPUs are a waste of money with Arma servers unless you are running several.

    sigh...where's this going... well that's really nice for you but totally irrelevant with 15-20 players. 

     

    I'm aware of arma 2's cpu limitations. I am running 1 A2 server and 2 A3 servers as I said in my earlier post and I intend to run more. My tests/problems are focused on 55 players. not sure what your posts are attempting to do other than deviate from a valid situation.... when you posted that I had a weak server, you didn't even know what hardware I was running.

     

    With the same server, same hardware, same internet, same number of players, same missions and server pbos but, with WAI 2.2.0 turned off and the older version of WAI and EMS running with more AI and more missions, my trader menus, buying vehicle time and locking/unlocking cars works perfectly well. With the only change being the 2 missions systems turned off and WAI v2.2.0 switched on with reduced config, I get a major slow down on these aspects with cars taking up to a minute to appear. The problem seems to start anywhere from around half way through the restart cycle through to the end. 90mins to 3 hour mark.

     

    F3cuk, could there be a problem with the mission system's cleanup? Or, could it be problems to do with mission vehicles saving to the database?

     

    As I said before, I would love to keep this system going but, won't be able to for much longer... :(

  10. Your problem is a weak server. I promise you it's not WAI. 90% of popular servers use this script with no issues. If you run a high pop server (40+) you need a dual cpu (not dual core but 2 seperate cpus) dedi with at least 50mbps upload or you will have desync and lag issues with any AI system

    Weak server! 

    E51650v2 - 128GB ECC RAM - 240GB SSD RAID - Gb up/down guaranteed, come on man.....

     

    and btw I have 2 cpu's set on affinity to run just this server dedicated.

     

    And as I mentioned before, I was running 2 mission systems side by side with 3 missions up at once with a greater total quantity of AI and everything worked perfectly....

     

    I'm telling you how life is with 55 players using v2.2.0 as is also LunatikCH

  11. Yes exactly the same.

    You can run a mission with just 1-2 bots and the traders, vehiclespawning, any action any player will do like unlocking cars/doors take ages.

    So i dropped this and chose an old WAI which i had before and every thing is working fine, even with 50ppl online a car takes like 3 seconds to spawn at trader and with this 2.0+ WAI it takes like 1minute with 15 players on. Im running on a Dedi with enough performance to run multiple full servers so its not that this would cause the problem.

    I have tried bringing the quantity of AI right down, making the missions spawn further apart, reduced the AI share your distance, reduced ai behaviour, reduced all the clean up times for missions, bodies, etc. I have even tried reducing number of zeds, loot chance to see if that would help and still got poor results.

     

    Same as you, if I switch off and go back to running the 2 old mission systems side by side (WAI & EMS) with an overall higher quantity of AI and 3 missions running at the same time, performance comes right back.

     

    With this system running, it takes 10-14 seconds for the trader menus to refresh, same for unlocking/locking a car and anywhere from 30-60 seconds for a car to spawn when purchased at a trader. Normally, with all these things, even when fully loaded with 55 players up they take around 2-4 seconds.

     

    I am also running serious enterprise level, dedicated hardware with 12 logical processors clocked to 3.9ghz running 1 A2 epoch server, 1 A3 wasteland server and 1 A3 epoch server.....

     

    I have a feeling that it may not be just load but, maybe more to do with the code of mission system (...without being rude.. :/). My reasoning is that I haven't seen a fall in server FPS of any noticeable amount.

     

    Help us F3cuk! My players and I absolutely love this system and how varied and random it is but, I won't be able to keep it running for much longer as I'll lose population due to lag.

  12. @echo off
    
    for /f "tokens=1-7 delims=:/-, " %%i in ('echo exit^|cmd /q /k"prompt $d $t"') do (
       for /f "tokens=2-4 delims=/-,() skip=1" %%a in ('echo.^|date') do (
          set dow=%%i
          set %%a=%%j
          set %%b=%%k
          set %%c=%%l
          set hh=%%m
          set min=%%n
          set ss=%%o
       )
    )
    
    set dumppath="C:\DayZDB"
    
    echo %dow% %yy%-%mm%-%dd% @ %hh%:%min%:%ss%
    
    cd /d %dumppath%
    start "" "7za" a -mx9 %yy%-%mm%-%dd%-OverpochDB.7z *.sql
    
    timeout 180
    del *.sql
    
    timeout 30
    cls
    @exit
    

    further to an sql dump script. this is a batch file i run once every day. (just run it using windows scheduler)

    it requires 7zip, but it compresses all the sql files from the day into a datestamped.7z archive.

    then it deletes all the sql files.

     

    http://www.dotnetperls.com/7-zip-examples

    basically it just compresses roughly 70mb of data (4 servers, each sql dump every 30 mins) into a 1-2mb 7z file..

     

    after that is complete. i have a seperate batch file which then moves the files from C:\dayzdb to my google drive folder so it then syncs on my home pc, my dedi box and of course my google drive

     

    i've been the victim of hard drive failure on the server box once. if i'm that unlucky again.. i'll be prepared next time

     

    Hey, thanks for this :)

     

    Having a slight problem again though with my regional settings. When I run this above I get this as the 7zip folder name:

    22-2015-01

     

    Can you tell me what to change to get it to reflect the right date with UK regional settings?

     

    Thanks

  13.  

    image.png

     

    My code 

     

    timeout /t 9
    @echo off
    
    
    :::::::::::::: CONFIG ::::::::::::::::::
    
    :: Set your Arma3 Epoch Base installation directory. LEAVE OFF THE ENDING \
    set arma3srvpath=C:\Arma 3 Server
    
    :: Set your Default server profile name. This is the name of the directory that stores your server.cfg
    :: This will be used in the case that you don't launch this script without the server param.
    :: Example: SC, US6, Chicago13, ect
    :: DEFAULTPROFILE
    set srvname=SC
    :: Delete Original log files after they have been rotated? This keeps your logs more organized and saves space.
    :: This will not work unless the server is stopped first. This option works best set to 1 when using FireDaemon's Pre/Post Service tab
    set deloriglogs=0
    
    
    ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    :::::::::::::::::::::::::::  STOP EDITING ::::::::::::::::::::::::::::::::::::::
    ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    
    
    :: Set Time and Date
    set now=%TIME:~0,-3%
    set now=%now::=%
    set now=%now: =0%
    set now=%DATE:~-4%%DATE:~3,2%%DATE:~0,2%_%now%
    
    ::copy
    md "C:\BACKUP\A3_EPOCH\%now%"
    xcopy "%arma3srvpath%\DB\dump.rdb"  "C:\BACKUP\A3_EPOCH\%now%\"
    
    
    del /Q /F "%arma3srvpath%\%servername%\A3Master_*.log"
    del /Q /F "%arma3srvpath%\%servername%\arma3server_*.rpt"
    
    exit
    

    Thanks! Sorry for slow reply, will give this a go now. :)

  14. I seem to lag a bit with 2.2.0 v3 beta. I'm not sure why though.

     

    we are a pretty well loaded server but, I have literally used this to replace the old WAI and also EMS which I had running at the same time. They also had more AI combined than 2.2.0 v3.

     

    Just seems to be when we are at 30-55 players during the middle of a cycle and towards the end. But interestingly seems to get better and worse during this later half of the restart cycle. So one minute it's quite bad and then 5 minutes later it seems much better.

     

    Server FPS seems to remain the same as before but, trader menus slow, bought cars take longer to appear, cars slower to unlock etc.

     

    Anyone else with medium to high population experiencing the same. This is the only change we are working on currently so, nothing else has changed.

  15. Is it a mission vehicle? I was having the opposite drama whereby mission vehicles (with keys) were being taken and sold, then re-appearing exactly where the mission was after a restart so I changed it to false so they would disappear. 

     

    Also, would anyone be able to tell me where to insert the line of code from inf***** that deals with _createvehicle for my WAI missions? Via PM is fine if there is an issue.

    Yes, it one of the vehicles in the mission vehicle array in config. All other types seem to be OK but this one class seems to have problems. I may just take it out but, would prefer to fix it.

     

    I would go to the infiSTAR board for help with your create vehicle edit. :)

  16. 2.2.0 v3 beta

    Not sure if anyone else is getting this problem but the armored suv always seems to still disappear on restart? All other vehicles seem to be ok so far.

     

    I'm going to have a poke around in the files and see if I can spot anything obvious but, if anyone else has already sorted this I would appreciate any info... 

     

    Thanks

  17. Hello MattL!

    Your code is incredible simple and effective!

    I just did my bit of work to make it more simple: Just add that at the end of init.sqf and voyla! We have Take Clothes!

     

    [] spawn {
    	private ["_playerBody","_skin","_skinOk","_result"];
    	waitUntil {r_player_dead};
    	_playerBody = player;
    	_skin = typeOf _playerBody;
    	_skin = "Skin_" + _skin;
    	_skinOk = isClass (configFile >> "CfgMagazines" >> _skin);
    	if (_skinOk) then {
    		_result = [_playerBody, _skin] call BIS_fnc_invAdd;
    		if (!_result) then {
    			(unitBackpack _playerBody) addMagazineCargoGlobal [_skin, 1];
    		};
    	};
    };
    The line waitUntil {r_player_dead} check for player death, but since this is a boolean check (true/false) it has little to no performance impact!

     

    Hey Donnovan, so just put this at the end of the init and nothing else? No code needed anywhere else for ai etc?

     

    Thanks

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