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second_coming

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Posts posted by second_coming

  1. Save the above code in your mission file as EnergyBoost.sqf and in your init.sqf put :
     

    if (!isDedicated and hasInterface) then 
    {
    	// EnergyBoost
    	[] execVM "EnergyBoost.sqf";
    	systemchat("EnergyBoost activated...");	
    };
     

    Just be careful if you adjust the max amount it gives you as if you try to make it go over 2500 energy infiSTAR will ban you (not sure about the stock AH). That's why I limited it to 2000

  2. I use this to give energy when in range of a friendly jammer:

    while {true} do 
    {
    	uiSleep 60;
    	{ if ( (_x getVariable ["BUILD_OWNER", "-1"]) in [getPlayerUID player, Epoch_my_GroupUID] ) then 
    		{
    			//In range of your own jammer boost energy gain
    			if(EPOCH_playerEnergy < 2000) then
    			{
    				EPOCH_playerEnergy = EPOCH_playerEnergy + 50;
    				systemchat("Jammer boosted energy: You have just received 50 Energy");
    			};				
    		}; 
    	} forEach nearestObjects [player, ["PlotPole_EPOCH"], 225];
    };
    
  3. Can you give me some idea's as to clock speed recommendations?

     

    I have my own dedicated server. It's an i5 quad-core 3.5Ghz with 16GB RAM and an SSD. I have it overclocked up to 3.75Ghz, but could push it further if needed.

     

    I'm running two server instances on this one machine. Both have 100 slots, but the most I've ever seen on one of my servers is 22 players, which was putting CPU usage at 65%. Missions and AI are offloaded on a headless client running on a totally separate machine.

     

    Thanks!

    My server is a dedicated i7 3770 @3.9GHz, 16GB RAM, running Windows 2008 server (with Arma3 running from a dedicated SSD).

    Before the latest round of Arma 3 and Epoch patches it was just about coping with 55 players (running both the server and headless client with FuMS and A3EAI, approx 40 AI).

    As it is at the moment it is now lucky to handle 40-45 players and keep the fps/cps over 10 (not that recently I've had that many players online at once).

    The main issue I'm seeing recently is that the FPS/CPS drops at random and the CPU usage doesn't come anywhere near maxing out (ie. there is lots of unused CPU capacity). I think it's an Arma3 issue rather than Epoch.

  4. you need to change some settings in your run.sqf then:

    /*  Use EH_Fired check   */ _EHF = false;	/* true or false */	/* Some mods revert the EventHandlers by default and can cause problems with this check. Tested on Epoch and AltisLife. */
    
    There may be some others you need to change also.
  5. 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];
    
  6. You can remove the clone room and cloning vats with the following in your init.sqf: (can't remember where I found this)
     

    if(isServer)then{
    [] spawn{
            waitUntil{uiSleep 0.2;!isNil "EPOCH_diag_fps"};
            {deleteVehicle _x;}count nearestObjects [getMarkerPos "respawn_west",["clone_empty_static_F","clone_male_static_F","clone_female_static_F","Debug_static_F"], 10];
       };
    };
    
  7. I trying this: 1024.85,2023.52,0.224995 but it doesn't work then I hanged in onPlayerRespawn.sqf

    if((player distance cloneroomsafezone) < 25) then
    

    to that

    if((player distance [1024.85,2023.52,0.224995]) < 25) then 
    

    and it works

     

    You have the coordinates wrong in the mission file:

    		class Item6
    		{
    			position[]={1025,0,2022};
    			a=50;
    			b=50;
    			activationBy="ANY";
    			repeating=1;
    			interruptable=1;
    			age="UNKNOWN";
    			name="cloneroomsafezone";
    			expCond = "(player distance cloneroomsafezone) < 25;";
    			expActiv="sleep 1; hint ""Welcome to the clone room, we've got fun and games!"";  inSafeZone = true; execVM ""custom\StartingLoadoutHC.sqf"";";
    			expDesactiv="hint ""You are leaving the Safe Zone!"";  inSafeZone = false;";
    			class Effects
    			{
    			};
    		};
    

    That is from my mission file and it works every time, check the order of the coordinates it is different in the mission file to how you have it.

  8. They are the coordinates for changing the angle at which the building sits, if you remove them it will work fine on flat land but if they are placed on a hill they won't be how you placed them in the editor when you get in game.

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