ElricMelnibone
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Posts posted by ElricMelnibone
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Background: On our original dedicated box I brought up a 3rd arma 3 server and got it working perfectly. We decided the 3rd server needed its own working environment so we got a 2nd dedicated box. I moved over files and brought up the new arma 3 server on the new dedicated box.
Everything seems to be in place but when players join they get kicked. They never get to download the mission PBO file. And the default first time splash screen from Altis comes up then a little group icon in the bottom left. Then kick.
No BEC logs get written too. The RPT file looks fine accept there is about 10 lines of spam for the user trying to connect:
22:47:34 VoteThreshold must be in 0..1 range. Defaulting to 0.5
22:47:34 Initializing Steam server - Game Port: 2329, Steam Query Port: 2330
22:47:35 Connected to Steam servers
22:47:45 EPE manager release (0|0|0)
22:47:45 EPE manager release (0|0|0)
22:47:45 EPE manager release (0|0|0)
22:47:45 EPE manager release (0|0|0)
22:47:46 Server error: Player without identity Krazyivan (id 2111428108)
22:47:46 Server error: Player without identity Krazyivan (id 2111428108)
22:47:46 Server error: Player without identity Krazyivan (id 2111428108)
22:47:46 Server error: Player without identity Krazyivan (id 2111428108)
22:47:46 Server error: Player without identity Krazyivan (id 2111428108)
22:47:46 Server error: Player without identity Krazyivan (id 2111428108)
22:47:46 Server error: Player without identity Krazyivan (id 2111428108)
22:47:46 Server error: Player without identity Krazyivan (id 2111428108)
22:47:46 Server error: Player without identity Krazyivan (id 2111428108)
22:47:47 Server error: Player without identity Krazyivan (id 2111428108)
22:47:47 Server error: Player without identity Krazyivan (id 2111428108)
22:47:47 Server error: Player without identity Krazyivan (id 2111428108)
22:47:47 Server error: Player without identity Krazyivan (id 2111428108)
22:47:47 Server error: Player without identity Krazyivan (id 2111428108)
22:47:47 Server error: Player without identity Krazyivan (id 2111428108)
22:47:47 Server error: Player without identity Krazyivan (id 2111428108)
22:47:47 Server error: Player without identity Krazyivan (id 2111428108)
22:47:47 Server error: Player without identity Krazyivan (id 2111428108)
22:47:47 Server error: Player without identity Krazyivan (id 2111428108)
22:47:47 Server error: Player without identity Krazyivan (id 2111428108)From what I can see all my settings are correct. Am at a loss as to why the players cannot connect to it.
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I am starting to think something is truly wrong with nearestObjects. I am using it to detect a plot pole within 50m and strangely the script works awesome. But kicks out a RPT error every time the code gets ran which results in HUGE RPT files that no one can read with all the spam.
I tried switching the code up to count with nearObjects only to get the same result.
Array conversion errors with:
error: 0 elements provided, 3 expected
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Hey Zupa is there a way it can check for number of players on the server before spawning the capture points? I want it for a semi-low pop server but I don't want 1 kid farming it at 4am for krypto etc.
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Ok I will take the initserver call out and give it some time. Thanks for the MOD and the information Zupa! I think everyone is going to really love this one!
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Well that's the thing I looked in the RPT and saw nothing there. Maybe I didn't wait long enough.
How does the pbo placed in the epochhive addons auto execute? I thought there always has to be a IsServer check and a call to something in the server side to kick it off.
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Once the point was captured the buildings were taken away but the lootspawner kicked in items to some of them so I got floating furniture and loot heh.
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Do you need to call the init.sqf inside the a3_epoch_ server_zcp.pbo from the initserver.sqf file in your mission pbo?
I didn't see any flags so I stopped the server and added the call from initserver.sqf to the zcp pbo and it's working now.
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I got the crafting of the ebike and the mozzie to work on two of our serves but the 3rd server does everything but no vehicle ever appears. I can't for the life of me find any log or anything. I never see the vehicle it just never shows up.
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Do you allocate max memory as well?
-maxMem=16384
We are using
-cpuCount=4
So would using
/HIGH /affinity F
Actually help then?
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How do you get more than 100 players to show on the server listings?
I have the server config set to 125 but it still shows 100 as max?
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I put our admin's GUI into this code and I don't see the admin based menu items. Does anyone actually get them to come up in the menu? Either as a player or as a admin I do get the ear plugs and the crafting options and they do work for both.
We have infistar just FYI
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example
private ["_objects"]; _objects = [ ["ProtectionZone_Invisible_F",[23710.1, 16250.1, 0.01]], ["ProtectionZone_Invisible_F",[23710.1, 16225.1, 0.01]], ["ProtectionZone_Invisible_F",[23710.1, 16200.1, 0.01]], ["ProtectionZone_Invisible_F",[23685.1, 16250.1, 0.01]], ["ProtectionZone_Invisible_F",[23685.1, 16225.1, 0.01]], ["ProtectionZone_Invisible_F",[23685.1, 16200.1, 0.01]], ["ProtectionZone_Invisible_F",[23660.1, 16250.1, 0.01]], ["ProtectionZone_Invisible_F",[23660.1, 16225.1, 0.01]], ["ProtectionZone_Invisible_F",[23660.1, 16200.1, 0.01]] ]; { private ["_obj"]; _obj = createVehicle [_x select 0, [0,0,0], [], 0, "CAN_COLLIDE"]; _obj setvectorup [0,0,1]; _obj setPosATL (_x select 1); } foreach _objects;
I'd like to try a protection zone. Would you be willing to do a full write up on how to accomplish this?
Init.sqm change?
Add a script?
Change the mission.sqm?
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can you send me your mission.sqm in a pastebin? That is probably the problem, at least it is going to be the most common... Also are you running this on Altis?
Yeah Altis - will get it going again and test and send you the resulting mission.sqm pretty sure Infistar is blocking this though.
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Like brunz said... Antihacks clean up Eventhandlers such as this one on normal players and infistar will clean this up. But one way to test if it loaded up is to login as infistar admin and see if it works... It should work for you, just not a normal player.
So how do you tell Infistar to leave this code alone and let it execute?
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I got it working by disabling Infistar commanding menu check.
However when I changed the bike.sqf code to the following it does not work?titleText ["Checking to see if you have the required items to craft an Ebike.", "PLAIN DOWN"];
sleep 3;
if ("ItemCorrugated" in (magazines player)) then[{
if ("CircuitParts" in (magazines player)) then[{
if ("ItemScraps" in (magazines player)) then[{
titleText ["", "PLAIN DOWN"];
player playActionNow "Medic";
_spawnPos = player modelToWorld [0,2,0];
_spawnDir = (getDir player) -90;
UDBike = [player, _spawnPos, _spawnDir];
sleep 3;
publicVariableServer "UDBike";
sleep 1;
titleText ["You have crafted an Ebike!", "PLAIN DOWN"];
player removeMagazine "ItemCorrugated";
player removeMagazine "CircuitParts";
player removeMagazine "ItemScraps";
},{
titleText ["You need one Scrap Metal to build an Ebike.", "PLAIN DOWN"];
}];
},{
titleText ["You need one Electronic Component to build an Ebike.", "PLAIN DOWN"];
}];
},{
titleText ["You need one Small Salvage Metal to build an Ebike.", "PLAIN DOWN"];
}]; -
Infistar bans for using the Action menu. What is the work around?
BadCommandingMenu: #USER:ActionMenu (v0074)
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Everything loaded fine I see no errors or problems but the code does not execute? No messages and no invuln to bullets. Any chance infistar is blocking this somehow? It always seems to be Infistar is the problem for anything I try to add in.
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Anyone having the loot box disappear right after the player reaches the box? This doesn't happen all of the time but enough that the players are quite unhappy.
It was Infistar, I changed the box type to a "allowed" box Net Cargo something or another and everything is fine now. Good script everyone loves it thanks much for creating and updating the code!
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Anyone having the loot box disappear right after the player reaches the box? This doesn't happen all of the time but enough that the players are quite unhappy.
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What should server admins do to keep the players bases intact for the duration until this bug is found and fixed?
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18:18:57 "A3EAI Monitor :: Server Uptime: 0:13:14. Server FPS: 48.1928 Active AI Groups: 0."
18:18:57 "A3EAI Monitor :: Static Spawns: 0. Respawn Queue: 0 groups queued."
18:18:57 "A3EAI Monitor :: Dynamic Spawns: 0. Random Spawns: 15. Air Patrols: 0. Land Patrols: 0."
18:20:57 Error in expression 0} &&
{!((_spawnPos nearObjects ["Construct>
18:20:57 Error position: <&&
{!((_spawnPos nearObjects ["Construct>
18:20:57 Error &&: Type code, expected Bool
18:20:57 File A3EAI\compile\A3EAI_unit_spawning\A3EAI_spawn_dynamic.sqf, line 48
18:23:58 "A3EAI Monitor :: Server Uptime: 0:18:15. Server FPS: 50.3145 Active AI Groups: 0."
18:23:58 "A3EAI Monitor :: Static Spawns: 0. Respawn Queue: 0 groups queued."
18:23:58 "A3EAI Monitor :: Dynamic Spawns: 0. Random Spawns: 15. Air Patrols: 0. Land Patrols: 0."
18:28:58 "A3EAI Monitor :: Server Uptime: 0:23:15. Server FPS: 48.048 Active AI Groups: 0."
18:28:58 "A3EAI Monitor :: Static Spawns: 0. Respawn Queue: 0 groups queued."
18:28:58 "A3EAI Monitor :: Dynamic Spawns: 0. Random Spawns: 15. Air Patrols: 0. Land Patrols: 0.""],1500])>
Anyone have this error yet? Looks like a expected Boolean in the dynamic spawner
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@ Vampire
In the towns of Dorida and Zaros the crate still spawns in a building and blows up. Have the latest version running. was testing it out this morning.
I have no problems with these towns working just fine. What box are you spawning? I had switched to the cargo net as recommended in a previous post in this thread.
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I've tried to set increased crate loot number, which didn't work - and the missions didn't notify or in most cases...AI/Missions didn't spawn? So reset to default and it worked...
I've also got this random issue where some players see the Mission start message top right of screen. But some hear it but don't see it...other players see it but don't hear it...?
Also there is nothing in the RPT to show an error. And also noticing the instead of the 12 AI that used to spawn...it's now anywhere between 3 and 9 AI?
EDIT:
Just done a mission with a few players - 8 total AI kills. Cannot find anymore and the mission is not completed. Town was Neochori
Delete the code that attempts to put a scope on the bandit AI weapons 10% of the time. This is causing an error and stopping the production of new bandits to the mission. End result not enough to kill to complete the mission!
New Server Up But Users Get Kicked
in Server Install
Posted
Thanks for that I failed to mention I have search via google on the topic of "Server error: Player without identity". I went through all possible scenarios this might lead to a solution. Only I don't think this is my problem it's just a product of another problem.
If you ever look at a user connecting to a working server (too early after a restart) they get this same result in the RPT file.
After waiting a little more time they get in just fine.
Only my new server seems to be stuck in the state of "constructing".
As I said that is my only clue located in the RPT file, as everything else seems fine and in place.