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Armifer

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Posts posted by Armifer

  1. Triggers check for its conditions to be true once every half second.

     

    You should be careful using triggers created client side, as they should always go server side since they are global and sync to all JIP players. When a player leaves a server with a client created trigger, the server takes ownership of the trigger, it does not delete it. What this means is that when that same player joins the server again, his client creates another trigger. This will happen for every player that joins/disconnects from the server.

     

    You can imagine what this means for server performance, especially with the trigger checking for its conditions every half second.

     

    If there are 10 bases on your server, and 10 players, that's 10 triggers per player, for a total of 100 triggers. When 1 player dies, aborts and re-logs or disconnects, the server takes the 10 triggers. When he joins he creates 10 more. If this goes on for say an hour, it is possible that your server will have taken ownership of 1000 triggers.  That means your server is using precious CPU power to check every half second, 1000 things. Keep the server up for longer than this with same amount of players join/leaving and it will create desync and instability.

     

    Same type of thing happens when there are many "waituntil" commands or while loops server side with no sleep interval (waituntil is far worse, as it checks its conditions every frame, that's 60 cycles per frame being used on your precious CPU).

     

    Might be better off to move this server side, and to have it communicate with only individual players when they reach the 30m trigger radius. Or set up public variable client/server that fires off only to the player entering the radius.

  2. Momo and flatterman, excellent job on this map. Very polished, professional, the best quality map I have seen in some time.

     

    Suggestions:

    -Develop south east of map a bit more, meaning more towns, more roads to reach them. (im sure this is already underway)

    -More roads overall

    -More islands, north east corner and south most region of the water on the map could use a few.

    -RIVERS! And land bridges/more bridges! Every large map I have tried is missing these, which make boats even more useful. The ability to take a boat inland via a medium sized river, to a lake some place in the center of the map would be ACE! The peninsulas and bridges that already exist are amazing, but if a few of them fed to lakes or ponds inland, it would have a bit of that feel I got when I played lingor. Dynamic water levels rising and falling with heavy rain, closing off land bridges allowing boats to access more areas, while creating choke points on main road bridges that cross over the rivers. It would change how you play, based on dynamic weather which adds  a random element to the game play. Players who have a set routine of which routes to take will have to think twice with something like this in place on Napf. It doesn't have to be as extreme as lingor, but just a few more options for travel would be amazing.

     

    Thanks for all your work thus far, and keep it up!

  3. Tried switching to axecop's version, and I noticed it does have some slight performance impact on the server. Not as bad as the old kh_actions auto refuel, but definitely enough to cause a bit of lag. Some of the code is similar, but I haven't tracked down exactly what in the code causes the problem. I believe MGT mentioned in a post some where they switched to a new kind of refuel script (that didnt save I believe) but didnt have any performance issues. The serverload FPS drop is minor, but thats not the main issue. Some how some way, if many players are all refueling at the same time, some players start spawning as birds when the server is full and under heavy load, something that did not happen prior to running this script over using default epoch refueling methods.

     

    Any idea what could be causing it axecop?

  4. New epoch patch brings back the plot pole requirement, so just hold out until then or check the epoch github for the latest file. I'll probably edit it to make the radius a bit further away, to disallow a player from build right on top of your base, unless they are tagged as friends. This means for everyone who is not your friend, they cannot build a plot pole within 100m of your base, while if they are a friend it will allow them to place a plot pole within 60m.

  5. Just an FYI, you gota check your local laws regarding cash prizes or prizes that have tangible value (ex: GFX card give away), both of which are taxable. Here in the USA, even if donations are set up as a not for profit donation or a nonprofit corporation or organization, records must be kept, and taxes paid. Events as the ones discussed in this thread could conflict with sweepstake laws and step on the toes of federal lottery law. Cash prizes awarded to anyone in the USA must have taxes paid on them, and they must be declared by the winner. For example, paypal will automatically share your social security info and report donations to the IRS if above $20,000 and 200 transactions annually. You can still be audited if you do not reach that threshold.It's a risk you take if you do not research your specific situation, as Uncle Sam may or may not care to spend the time and money to litigate, depending on how much money it is.

     

    I am not an attorney, nor is this legal advice. This is my sharing of knowledge on the matter as a professional with experience, and to encourage individuals to research their own specific conditions to see what is exactly legal or not in their own state, or country.

  6. Yes this is possible, you would have to over ride and edit the player monitor fsm I believe. Or you could write a loop that has a check that waits until a player does this, but that might be taxing on the system have it run all the time. An alternative we did on my server, was make all illegal weapons weigh 999,999 which causes the player to be come semi-perma over burdended. On our back end, our database checks for records with illegal items, then deletes the record when it changes. It doesn't stop them from spawning the item in, but it makes them get KOed, then disconnect, then record deleted, which removes it from the game. It's kinda a work around, but it would be cool if the dayz built in anti-hack would include something like this for us.

     

    It's possible, someone just needs to spend time to do it. Some anti hacks available for dayz already do this but I do not recommend them. First off they require payment for code based on a freely modded game, and 2nd, they aren't server performance friendly. Something like this should be made for bettering the community, and optimized to not sap server load.

  7. problem with BP tools is that, filtering out repurposed hacks as admin tools allows anyone to use the same tools as you do, on your server. Even easier than what skiddies do with a little googling.

     

    As suggestions on what tools to use, I cant make any recommendations, just research the tool you feel is best, and obfuscate it as much as possible.

  8. 1.2.0.4 and 1.2.0.5 bug.

     

    Bug:

    Examining more than 1 document at once will yield all the same item. For example, take 12 documents, examine all of them, and they will all return same item.

     

    Exploit:

    Can drop 1 document at a time after examining, and use the auto crafting to examine to get the next item you desire, such as how to: ramp. Then let the autocraft finish and get every document to turn into a how to: ramp. Defeats purpose of the items rarity.

     

    Tested on vanilla and on modified server, same results.

  9. ya know that skiddies love to go to servers that allow these scripts bypassed through battleye? They can come on and execute any code the tool can, and more if you are disabling the built in antihack, and battleye filters to use this "admin tool". Beware, your opening the door to hackers with this one.

     

    It would be better to get a PHP admin tool, thats posted on these forums, or the ones on opendayz.net. There are also 'lite' versions of the admin tools you are looking for, with none of the crazy stuff in it, available on opendayz.net too, good for things like spectating which a PHP admin map cannot do.

  10. Same here, i think he devs need to take a deeper look into this and not just suggesting to use vanilla epoch files with no mods, because it doesn't help at all.

     

    You might need to read up a bit more to learn how to manage a server better with custom content. These issues are not the devs fault. I run a very heavily modified epoch server, and a vanilla one and both run fine.

     

    The problem comes from either custom content, or something bad in your database.

     

    For example, screw with 1 primary key, and nobody on your server can log in until you reset your character_data table. Don't use those crappy 60$ "anti-hacks" created by former hackers, who just want you cash. They arent always 100% compatible with epoch, and you have to wait until they update them so they work with latest epoch versions. As for custom content, you need to learn a bit, as we all did, through trial and error for what works with this crazy arma2 engine. Ive never seen coding like this before, and it used to be what I studied and worked on for years as my first career long ago. When it comes to arma2, so many unexpected behaviors with the code, especially when you add many addons that were not made to be compatible with each other and to play nice with epoch.

     

    So i am 95% confident that you error is from bad data in your DB, improper server settings, or custom scripts that affect the log on process.

     

    Try vanilla files and a clean character DB, if that doesnt work, then its a server setting issue. If it does run, then slowly add custom content 1 part at a time to see where the issue happens. Once all custom content is in,and there is no issue, then it was probably a database problem.

     

    Just try trouble shooting it the same way you would any problem, by analyzing it and working on 1 solution at a time. Hope you get your server up and running!

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