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Defent

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Posts posted by Defent

  1. We have missions on our server. We just don't use any external framework in order to keep them "smarter" since it messes with the performance for some reason. Each mission run from 5 to 10 bots. 

     

    I delete vehicles that have no keys. If a player has a key and dies before a restart, the key will be gone after the restart, however the car will still be there but locked. The script I run deletes all these cars, atvs etc to stop the cluttering the server.

     

    I use these scripts:

     

    FindVehicleKeysCount - This is needed in order to run the next script:

    BEGIN
        DECLARE totalKeys INT DEFAULT 0;
        DECLARE keyName VARCHAR(32) DEFAULT "";
        DECLARE keysInChar INT DEFAULT 0;
        DECLARE keysInObj INT DEFAULT 0;
    
        SET keyName = (CASE
            WHEN `keyId` < 2501 THEN CONCAT('ItemKeyGreen', `keyId`)
            WHEN `keyId` < 5001 THEN CONCAT('ItemKeyRed', `keyId` - 2500)
            WHEN `keyId` < 7501 THEN CONCAT('ItemKeyBlue', `keyId` - 5000)
            WHEN `keyId` < 10001 THEN CONCAT('ItemKeyYellow', `keyId` - 7500)
            WHEN `keyId` < 12501 THEN CONCAT('ItemKeyBlack', `keyId` - 10000)
            ELSE 'ERROR'
        END);
    
        SET keysInChar = (SELECT COUNT(*) FROM `Character_DATA` WHERE `Alive` = '1' AND (`Inventory` LIKE CONCAT('%', keyName, '%') OR `Backpack` LIKE CONCAT('%', keyName, '%')));
        SET keysInObj = (SELECT COUNT(*) FROM `Object_DATA` WHERE `Inventory` LIKE CONCAT('%', keyName, '%'));
    
        RETURN (keysInChar + keysInObj);
    END
    

    DeleteNonKeyVehicles - Requires previous code in order to function:

    BEGIN
    	DELETE FROM
    		`Object_DATA`
    	WHERE
    		`Object_DATA`.`CharacterID` <> 0
    		AND `Object_DATA`.`CharacterID` <= 12500
    		AND `Object_DATA`.`Classname` NOT LIKE 'Tent%'
    		AND `Object_DATA`.`Classname` NOT LIKE '%Locked'
    		AND `Object_DATA`.`Classname` NOT LIKE 'Land%'
    		AND `Object_DATA`.`Classname` NOT LIKE 'Cinder%'
    		AND `Object_DATA`.`Classname` NOT LIKE 'Wood%'
    		AND `Object_DATA`.`Classname` NOT LIKE 'Metal%'
    		AND `Object_DATA`.`Classname` NOT LIKE '%Storage%'
    		AND `Object_DATA`.`Classname` NOT IN ('OutHouse_DZ', 'GunRack_DZ', 'WorkBench_DZ', 'Sandbag1_DZ', 'FireBarrel_DZ', 'DesertCamoNet_DZ', 'StickFence_DZ', 'LightPole_DZ', 'DeerStand_DZ', 'ForestLargeCamoNet_DZ', 'Plastic_Pole_EP1_DZ', 'Hedgehog_DZ', 'FuelPump_DZ', 'Fort_RazorWire', 'SandNest_DZ', 'ForestCamoNet_DZ', 'Fence_corrugated_DZ', 'CanvasHut_DZ', 'Generator_DZ')
    		AND FindVehicleKeysCount(Object_DATA.CharacterID) = 0;RETURN ROW_COUNT();END 

    Source:

    (I take no credit).

    https://github.com/vbawol/DayZ-Epoch/issues/1007

  2. Infistar has a built in function for admins which allows the to "Fix server fps". This one cleans up bikes, zombies and other ambient things. I have found that locking the server and issuing this command helps a bit. Other than that, the error can be caused by pretty much anything from bad basic.cfg configs to too many scripts running on the server.

     

    I for example had a massive increase in this error after installing DZAI, WAI or Sarge AI on my current server. It all just went down hill. 

     

    I regularly clean up the database, for example I clean the dead in two different ways every 3h. I also empty the player_login database every 3rd hour.

    A few times a day a script is also run which deletes vehicles without keys from the database. (Can be anything from 5 cars to 100+ cars daily).

     

    My current basic.cfg:

    MinBandwidth=1097152;
    MaxBandwidth=1073741824;
    MinErrorToSendNear=0.029999992;
    MinErrorToSend=0.0019999994;
    MaxCustomFileSize=0;
    Windowed=0;
    adapter=-1;
    3D_Performance=1;
    Resolution_Bpp=32;
    Resolution_W=800;
    Resolution_H=600;
    

    Running too many scripts in your server.pbo, like missions, AI "frameworks" and whatnot puts unecessary strain on the server. Avoid it if you can.

  3. I don't really see the point in that mod unless you somehow combine it with say Breaking Point or something similar.

    Going around in the editor and snapping things together should get old real fast.

     

    This pretty much. I actually thought the article would be about Arma 3 Epoch and not about this Rust-esque variant of a mod.

  4. That array is wrong too. 

     

    Either do:

    _loot_lists = [
    [
    ["ItemBriefcase100oz"],
    ["ItemBriefcase90oz"],
    ["ItemBriefcase80oz"],
    ["ItemBriefcase70oz"],
    ["ItemBriefcase60oz"],
    ["ItemBriefcase50oz"],
    ["ItemBriefcase40oz"],
    ["ItemBriefcase30oz"],
    ["ItemBriefcase20oz"],
    ["ItemBriefcase10oz"],
    ["ItemBriefcase30oz"],
    ["ItemBriefcase20oz"]
    ]
    ];
    

    or 

    _loot_lists = 
    [
    "ItemBriefcase100oz",
    "ItemBriefcase90oz",
    "ItemBriefcase80oz",
    "ItemBriefcase70oz",
    "ItemBriefcase60oz",
    "ItemBriefcase50oz",
    "ItemBriefcase40oz",
    "ItemBriefcase30oz",
    "ItemBriefcase20oz",
    "ItemBriefcase10oz",
    "ItemBriefcase30oz",
    "ItemBriefcase20oz"
    ];
    

    One of these should work.

     

    You don't need additional [ ] brackets unless you do additional arrays inside the current one.

     

    Find this part:

    {
    _loot_box addWeaponCargoGlobal [_x,1];
    } forEach (_loot select 0);
    {
    _loot_box addMagazineCargoGlobal [_x,1];
    } forEach (_loot select 1);
    

    and comment out or delete

    {
    _loot_box addWeaponCargoGlobal [_x,1];
    } forEach (_loot select 0);
    

    and see if it works again.

  5. Yea I figured as much. I think Arma 3 servers may support 64 bit, I am not sure. Hopefully it will, for stability. Hyper V is not really needed though if you have a root system. Same goes for Hyper threading.

     

    So far, 2012 exceeds in memory management afaik and stability for newer applications (Hopefully Arma 3 is included there).

  6. if((_hasFuelE || _hasFuelBarrelE) && _isFuel) then {
    if (s_player_fillfuel < 0) then {
    			s_player_fillfuel = player addAction [localize "str_actions_self_10", "\z\addons\dayz_code\actions\jerry_fill.sqf",[], 1, false, true, "", ""];
    };
    

    This part of the code. Grab the file jerry_fill.sqf and add it in your MPMission -> Server Instance folder and change the direction that is in bold to that new file. Maybe that could fix some stuff.

  7. I don't know if anyone else shares this opinion but it's very hard for me atleast to see the bleeding icon since its in the top of the screen and it's white. And that part of the screen is often shrouded by clouds or sunbeams.

     

    It would make it a lot easier if it turned red somehow and is displayed above the krypto and energy icons. It also adds some consistency to where all the icons are.

     

    Other than that, love the bleeding system!

  8. GTXgaming are shit pay for services and they remove them 10 days before payment is due so when u log in no servers to control, email them 5 times and they will tell you it's ur fault and stop using bookmarks like wtf where are my servers why are they not in the control panel, every day issues, servers turning themself off i even had my other server 1 day lingor next day cherno all by itself i didnt change anything, my server was down most days with corrupt memory issues or some BS i even waited 4 days so my servers would be moved to a brand new box yet that made it worse.

     

    Dont get me started on Vilayers BS service

    DayZ.st shit servers no access to files only pbo's, shit vehicles blow up when u touch a metal gate even on default server no mods or any work done on it

     

    I have seen a few other hosts similar will never use SurvivalServers as they sell everyones hard work from this forum when clearly it is not allowed

    looked into it they wanted me to pay $670 to get a server set up with about 30 mods most are 1 liner copy and paste BS but they charge $10 to $25 to install each addon/mod on your server.

     

    Not happy jan lol my 2 cents worth of BS over the last 12months

     

    This is why we use dedicated servers. Full control, don't have to rely on anything except the hosting company to keep the power and internet alive which it does like 99.9% of the time.

     

    With arma 3 I am curious though to see what performs best, Win 2008 or Win 2012 or if the difference is not noticable. 

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