Jump to content

krom

Member
  • Posts

    15
  • Joined

  • Last visited

Posts posted by krom

  1. Since the Marksman DLC we have been seeing the below errors in our RPT log, roughly 60 per 3 hour server cycle.  Since this call is being referenced from the a3_epoch_server.pbo, which can not be edited without crashing the instance (DLL check), I am assuming that this a bad line in the script or the DLC has created a parameter change that the script can not reference.

     

    First I am wondering if anyone else is experiencing these errors and second, what is this sqf doing exactly as knowing what it does would help to identify what is not working properly.  The file is from the 0.3.0.2 (build 3) set of files.  

     

    14:02:38 Error in expression <_arr";_arr=toArray(_this select 0);_arr resize-(count _arr-(_this select 1));_ar>
    14:02:38   Error position: <resize-(count _arr-(_this select 1));_ar>
    14:02:38   Error Zero divisor
    14:02:38 File x\addons\a3_epoch_server\compile\epoch_hive\EPOCH_server_substr.sqf, line 1
    14:02:38 Error in expression <_arr";_arr=toArray(_this select 0);_arr resize-(count _arr-(_this select 1));_ar>
    14:02:38   Error position: <resize-(count _arr-(_this select 1));_ar>
    14:02:38   Error Zero divisor
     
  2. **edit - Read the post on using the different box type for the VEMF crate spawn,  going to try that and report back.

     

    Great add on!  In regards to the crates we are seeing where non-admins that attempt to go towards a crate to loot it get pushed back 15 ft or so.  Anyone tagged as an admin within infistar can approach and loot the crate with no issue.  Wondering if the latest infistar update may be causing this?  

     

    To clarify, reg players will approach the crate and attempt to loot and will see the inventory for a split second before being teleported back 15 ft or so.  Rinse and repeat.  If an admin goes to the crate there is no issue.  Anyone else experiencing this one?

    Changed the box type out to one of the Nato weapons crates and now non-admins can access.  I think we are going to look at alternative box types as the weapons crates are a bit difficult to locate in a town. 

  3. I don't have this problem. I even made tests on my local server where I kill AI, get vehicle, lock vehicle, delog, restart server, relog and wait for 1h before interacting with it. Still working fine.

    We did an upgrade on both ou test and production box yesterday to the latest Epoch Server, Infi*, MAS, AiA, etc and (knock on wood) all is running well.  Vehicles are not bugging out after 25-30 minutes and technicals, with the exception of 1 each restart, are deleting after restart.  So we have this running in parallel with VEMF and things are clipping along well.

  4. Works fine for me using Infistar

    **edit - Read the post on using the different box type for the VEMF crate spawn,  going to try that and report back.

     

    Great add on!  In regards to the crates we are seeing where non-admins that attempt to go towards a crate to loot it get pushed back 15 ft or so.  Anyone tagged as an admin within infistar can approach and loot the crate with no issue.  Wondering if the latest infistar update may be causing this?  

     

    To clarify, reg players will approach the crate and attempt to loot and will see the inventory for a split second before being teleported back 15 ft or so.  Rinse and repeat.  If an admin goes to the crate there is no issue.  Anyone else experiencing this one?

  5. pretty missions, but pretty bug also too!

     

    - lock unlock problems

     

    - sell problems

    Same problem here with the map vehicles being inaccessible after about 30 minutes into a server start.  The vehicles will be there and if no one has interacted with them before the 25-30 minute mark you will be able to get into the vehicle but thats it.  Once in you cant get out, move, start engine, etc.  Going to lobby and coming back in puts you outside the vehicle but if you try to delete the vehicle with admin tools a "object does not exist" message appears.

     

    This is a good mission add on but with vehicles getting bugged after 25 minutes or so we cant run on the server  :(

  6. Just tried joining your server from A3L and it worked fine... 

    Thanks for the feedback guys

     

    @M3Editor2 - Do you have just the @mas15 folder in your Arma 3 directory or is @mas (v 1.4) there as well? 

     

    @ - BDTZ - I have not tried survival launcher but will tonight.  Re issues with A3 launcher, this is the first time I had an issue with it. 

  7. We recently upgraded our dedicated server from MAS1.4 to MAS1.5 and all is working well unless you try to join the server via the A3 launcher.  With @mas15 installed on the client you get the "you are missing mods required to play on this server" message and if you allow A3 launcher to download the missing mod it pulls down MAS14.  If you have MAS14 installed (@MAS folder) A3 launcher will let you join the server but once in you wont see half of the guns due to version difference. 

     

    Using the Arma 3 Bohemian Interactive Launcher (From steam right click on Arma 3 and select open launcher) there are no issues connecting to the server with only @mas15 loaded on the client. 

     

     

    We have tried several things to try to clear whatever may be referencing the old MAS14 version such as

    -  deleting the @MAS directories on the server and recreating

    - redownloading the @MAS15 add on and placing in the new @MAS15 folder.

    - Change the Displayed Server Name so it does not reference a MAS version

    - Deleted and replaced all BIKEY files in the server key directory.

     

    I also sent a few emails to the A3 Launcher folks and they suggested making sure that the proper mod.cpp file wa in the @MAS15 folder, which it was, and to repalce with one they provided.  This unfortuantly did not resolve the issue.

     

    So I was hoping that someone here may have come across this issue before and figured out how to resolve?

     

    Also to note, if you view the server information from the Arma 3 in game multiplayer screen and look at the "Expansions" detail our server is shoing MAS Weapons 1.5 as a loaded add on so I am curious as to what the A3 launcher is looking at to determine what mod is needed.  here is a link to a screenshot showing the loaded expansion on our server

    http://steamcommunity.com/sharedfiles/filedetails/?id=374775714

     

    Thanks

    Krom

×
×
  • Create New...