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About KamikazeXeX

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  • Birthday 03/03/1994

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    Hastings, United Kingdom

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  1. Does anyone have a working link/copy of the files still?
  2. Heya, sorry for bumping an old thread, you wouldn't happen to have the full resolution textures still would you?
  3. I get around this by using a pre-start service in FireDaemon to start a "headless client", it joins, starts the mission, then drops out after its booted up, a bit tedious to setup but at least i can save having "Chernarus" in the servername lol
  4. Just to update everyone that I have solved the issue but its VERY unlikely that you will have made the same mistake I have I recently went through all my files optimizing things and adding error handling to things, and completely overlooked a aspect of the AI system when adding error handling, in ai_monitor I had this: When it was supposed to be: Effectively I had basically forced killedat to always return 0 meaning it'd never be nil, thus when it looped over all dead bodies it'd be returning 0 for players bodies, and as per the condition for deleting the body it would return true, and delete the body.
  5. Definitely not related to death messages or the server side/client side files being mixed up etc, thats functioning 100% fine, its after they die, get forced to lobby and then join back in, once they've respawned their body disappears.
  6. Sorry to bring up an old thread, I'm getting this issue on my Overpoch server too all of a sudden, no clue as to why, all i can tell is its as the player logs back into the server, they'll spawn and as soon as they notify me they've spawned their body disappears
  7. Sorry its such a late reply, to all of those having the issue with objects resetting their orientation can I take a peep at your server + mission files to compare with mine and see what the issue is, I've not done much work involving the build system on my A2 servers for such a long time I barely remember what I have on there lol, feel free to give me a PM and i'll get back to you all ASAP
  8. As the topic title suggests I'm interested in what sort of CPS and FPS (server not client) other server owners get and at what player count, of course this is very dependent on what code is running but just for an average idea, I've been battling some very low performance on my server (its a dedicated machine, the E3-SAT-2 from SoYouStart) we're running one ArmA 2 Overpoch server and 1 ArmA 3 Exile server, 20-35 players at peak and I'm usually seeing 10-20 FPS and around 2-0.5 CPS just before reboot and around 10-20 mins after a reboot with 5 players its at around 20CPS and 35FPS, this is with around 37 static AI and missions using WickedAI, I expect this is probably the cause so I should likely cut down on them or use a headless its only now I'm starting to understand arma a little better that its raised concerns, what would you guys suggest? Thanks in advance ~KamikazeXeX
  9. I believe off the top of my head this is what you need to do, all of this should be in player_upgrade.sqf (untested) I should really push out a version of that script without P4L Find this // Get direction _dir = getDir _obj; Add this below it //Get Vector _vector = [(vectorDir _obj),(vectorUp _obj)]; Find this // Set direction _object setDir _dir; Add this below it // Set vector _object setVectorDirAndUp _vector; Lastly find this PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location],_classname,_obj,player]; publicVariableServer "PVDZE_obj_Swap"; And replace with PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location,_vector],_classname,_obj,player]; publicVariableServer "PVDZE_obj_Swap";Should be good from there :) any issues give me a PM
  10. You do indeed , I made the very same mistake when this was first released, glad I could help
  11. Sounds like you haven't updated your player_upgrade,sqf i.e its not getting and then re-setting the vector after upgrade
  12. I have replied to your PM hekut, I will happily assist in this project to what extent I can in and among working on my own projects
  13. Whats happened with the project bud? No github commits in 2 months :( I was looking forward to active development
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