82ndAB_Bravo17
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Posts posted by 82ndAB_Bravo17
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We are getting a similar or the same issue on ours server. Myself, and a fresh spawn, have been able to join, but 3 non-admins haven't.
EDIT - It seems to be to do with the perf versions - if server is perf v11 then client can join using v11, if server is stock then client needs to be stock as well.
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Yes, that seems to be the issue. It seems to be solved by adding the code for checking for and creating the weaponholder just before it is used, at line 167
Sometimes there is quite a delay before the itema actually appear on the ground.
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Actually Awol, wouldn't that test need to go at line 167? Or am I misreading something?
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Will give it a try, thanks for the quick response.
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We are not getting any materials back when removing building parts about 60% - 80% of the time. I removed about 30 corrugated walls one after the other, during which time the server conditions would have been nearly identical, and got back only about 4 sets of materials. The same thing was happening with all the other types of building items that I tried.
I have also tested on completely stock Epoch server with similar results.
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We've had those kicks for a while, probably because we were using one of the 'performance updates' that must have incorporated the new methods.
Had to turn off addweaponcargo kicks totally because it seemed to be able to happen with any items - but for some strange reason, not all the time.
eg
Spoiler#0 "U_Test1_uniform" 2:4047 B_Carryall_oli
#0 "ItemGPS" 2:4047 B_Carryall_oli
#0 "G_Shades_Black" 2:4047 B_Carryall_oli
#0 "ItemGPS" 2:2853 O_Truck_02_covered_EPOCH
#0 "U_Test1_uniform" 2:2853 O_Truck_02_covered_EPOCH
#0 "bipod_01_F_snd" 2:2836 I_MRAP_03_EPOCH
#0 "bipod_01_F_snd" 2:4719 Supply160
#0 "U_Test1_uniform" 2:5012 CouchProxy_EPOCH
#0 "ItemMap" 8:128 GroundWeaponHolder
#0 "EpochRadio0" 8:128 GroundWeaponHolder
#0 "G_B_Diving" 8:128 GroundWeaponHolder
#0 "U_Test1_uniform" 8:128 GroundWeaponHolder
#0 "U_O_FullGhillie_lsh" 13:131 GroundWeaponHolder
#0 "U_O_FullGhillie_lsh" 2:4773 B_Kitbag_sgg
#0 "U_Test1_uniform" 2:5433 WeaponHolderSimulated
#0 "U_C_Driver_1_orange" 2:4534 B_Carryall_oucamo
#0 "U_C_Driver_2" 2:4534 B_Carryall_oucamo
#0 "U_C_Driver_3" 2:4534 B_Carryall_oucamo
#0 "U_C_Driver_1" 2:4534 B_Carryall_oucamo
#0 "U_C_Driver_1_blue" 2:4534 B_Carryall_oucamo
#0 "U_C_Driver_1_orange" 2:3517 StorageShelf_EPOCH
#0 "U_C_Driver_2" 2:3517 StorageShelf_EPOCH
#0 "U_C_Driver_3" 2:3517 StorageShelf_EPOCH
#0 "U_C_Driver_1" 2:3517 StorageShelf_EPOCH
#0 "U_C_Driver_1_blue" 2:3517 StorageShelf_EPOCH
#0 "U_C_Driver_1_red" 2:4534 B_Carryall_oucamo
#0 "U_C_Driver_1_red" 2:3553 StorageShelf_EPOCH
#0 "U_O_CombatUniform_ocamo" 2:4534 B_Carryall_oucamo
#0 "U_O_GhillieSuit" 2:4534 B_Carryall_oucamo
#0 "U_O_GhillieSuit" 2:4534 B_Carryall_oucamo
#0 "U_O_CombatUniform_ocamo" 2:3347 StorageShelf_EPOCH
#0 "U_O_GhillieSuit" 2:3363 StorageShelf_EPOCH
#0 "U_O_GhillieSuit" 2:3363 StorageShelf_EPOCH
#0 "U_C_Driver_1_blue" 2:4534 B_Carryall_oucamo
#0 "U_C_Driver_1" 2:4534 B_Carryall_oucamo
#0 "U_C_Driver_3" 2:4534 B_Carryall_oucamo
#0 "U_C_Driver_2" 2:4534 B_Carryall_oucamo
#0 "U_C_Driver_1_orange" 2:4534 B_Carryall_oucamo
#0 "U_CamoBlue_uniform" 2:4534 B_Carryall_oucamo
#0 "U_C_Driver_1_blue" 2:3553 StorageShelf_EPOCH
#0 "U_C_Driver_1" 2:3553 StorageShelf_EPOCH
#0 "U_C_Driver_3" 2:3553 StorageShelf_EPOCH
#0 "U_C_Driver_2" 2:3553 StorageShelf_EPOCH
#0 "U_C_Driver_1_orange" 2:3553 StorageShelf_EPOCH
#0 "U_CamoBlue_uniform" 2:3553 StorageShelf_EPOCH
#0 "U_OG_Guerilla3_1" 2:4534 B_Carryall_oucamo
#0 "U_C_WorkerCoveralls" 2:4534 B_Carryall_oucamo
#0 "U_C_Journalist" 2:4534 B_Carryall_oucamo
#0 "U_C_Scientist" 2:4534 B_Carryall_oucamo
#0 "U_C_Scientist" 2:3517 StorageShelf_EPOCH
#0 "U_C_Scientist" 2:4534 B_Carryall_oucamo
#0 "U_OG_Guerilla3_1" 2:3517 StorageShelf_EPOCH
#0 "U_C_WorkerCoveralls" 2:3517 StorageShelf_EPOCH
#0 "U_C_Journalist" 2:3517 StorageShelf_EPOCH
#0 "U_C_Scientist" 2:3517 StorageShelf_EPOCH
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Has anyone else had an issue with removed building parts not always giving back the items that they were supposed to, not giving back anything at all?
Doesn't seem to always happen, but more often than not it seems. And some pieces are more prone to having it happen than others.
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Yes, I noticed it as well, on Altis.
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I have noticed that if you take the weapon first from a lootable gun case that has the weapon and a magazine for the weapon in it, the ammo vanishes. If you take the magazine first and then the weapon you seem to be OK.
I think that this has only been happening since 0.3.8.0, but I can't be 100% sure.
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Has anyone else noticed that the Offroads (Pickups) seem to be a lot weaker since either 0.3.9.0 or 1.62?
It seems that even at low speeds going through one of the wire fences will both damage the truck and cause injury to the occupants. An SUV on the other hand seems to survive the experience well. Not sure which one of the updates caused this change.
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Doesn't look like EPOCH_server_lootContainer.sqf has been modified yet, at least on github.
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Another similar error in rpt
23:49:19 Error in expression <selectRandom _weightedArray);
[_player, _triggerType] call EPOCH_server_triggerE>
23:49:19 Error position: <_triggerType] call EPOCH_server_triggerE>
23:49:19 Error Undefined variable in expression: _triggertype
23:49:19 File epoch_server\compile\epoch_looting\EPOCH_server_lootContainer.sqf, line 62 -
No FPS issues here (50-70), 185 vehicles or so on map, + SEM + A3EAI + blckeagles missions.
I wouldn't have thought that the new vehicles spawn system would have any FPS effect once they have been spawned in and 'damage enabled'.
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Select -nologs in the launcher, it will load a lot faster, but you obviously won't get an error log in the event of a crash.
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In that case you probably haven't installed everything correctly. Go through the instructions again, making sure that you have done each step.
You could also look in the server rpt file and see if it shows any errors.
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Do you get the gender selection option? Do you get into the spawn room?
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Server needs both the client and server files installed and activated.
You need to copy the keys from the server install pack to the server keys folder, then you should be OK. It's all detailed in the installation instructions.
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How long have you left it to see if it responds again?
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We have noticed that when we get very bad server lag that requires a restart we often find a line like this in the rpt file:
22:58:00 Warning: 200002 ms spent in callExtension calling name: "epochserver", function: "820||EpochMod.com Autoban" (The GUID really was blank, probably because the banned 'player' was an AI)
The cause for this one seems to have been : 2016-06-22 22:54:40 Farid Tanwir (): EH: InventoryOpened 2
and
23:01:23 Warning: 200001 ms spent in callExtension calling name: "epochserver", function: "820|xxxxxxxxxxxxxxxxxxxxx|EpochMod.com Autoban" (GUID masked)
The cause for this one seems to have been: 2016-06-22 22:58:03 xxxxxxxx ( xxxxxxxxxxxxxxxxxxxxx ): EH: InventoryOpened 3 or 2016-06-22 23:01:23 xxxxxxx ( xxxxxxxxxxxxxxxxxxxxx ): EH: InventoryOpened 4 (Both names and GUIDs were the same, and this player was not hacking, it seemed to happen when he was revived?) Interesttingly the Autoban that was triggered at 22:58:03 didn't seem to give the Warning about the time spent in the callExtension.
At one point we were able to reliably reproduce the issue with the autoban and it did seem that it was the Autoban call to callExtension that triggered the lag, rather than the lag causing the delay in callExtension. We removed the cause of the autoban (150 crypto being deducted for running over an AI in A3EAI) and the issue went away, But it re-emerged a couple of days ago with the InventoryOpened reason.
So I guess that this is really 2 bug reports, one for the callExtension causing the lag, which is serious, and the second for the InventoryOpened seeming to cause the Autoban in the first place, which is less serious, but annoying for the person banned.
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Have you looked in your .rpt file to see what is going on?
It's in C:\Users\yourusername\appdata\local\Arma3
If its less than about 55 mb in size then things are still loading. If you have a slowish PC it will take at least 5 minutes to go through all the gesture errors that are happening at the moment.
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I'm afraid that I haven't been able to get on the server over the last couple of days to find out.
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Do we need:
simulationHandler = true
in order to test this? Currently we have
simulationHandler = false
#SEM - Simple Epoch Missions v0.8.1 + 0.8.3 test
in AI Missions
Posted
Ever since Epoch 0400 came out we were getting significantly longer server load times. Eventually tracked it down to SEM causing a break in execution of 3 minutes each time SEM_fnc_missionController was called.
Cured it by replacing call with spawn in the last line of fn_seminit.sql