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Posts posted by Infinity
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On 9-1-2016 at 3:24 AM, theduke said:
This happened to me, i had to play around with my video settings. Chances are if you DID modify them for performance, they are wrong. Screenshot your current settings, then go to defaults and mess around with the post process setting and resolution. The "resolution" needs to be different than the (i think its the "3d resolution") Been a while since i've been in the settings menu...working could be off a bit lol. Let me know if you cant figure it out and ill check my settings when i get back
Ah, that makes a lot of sense. I'll give it a try, thank you!
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My screen just turns entirely white when I smoke weed ... PP is enabled... here's my smokeshit.sqf:
No errors in RPT or anything .. the animations/smoke works fine with PP disabled but with PP enabled I can't see anything .. it's just .. white .. :( *PP + white = ??? *
Spoiler[] spawn { hint "You just smoked a huge blunt! Feel the high kick in! (lasts 90 seconds)"; player removeMagazine 'ItemKiloHemp'; player setDamage 0; r_player_inpain = false; r_player_injured = false; dayz_hunger = dayz_hunger + 0.4; dayz_thirst = dayz_thirst + 0.4; r_player_lowblood = false; dayz_sourceBleeding = objNull; player setVariable ["USEC_injured",false,true]; {player setVariable[_x,false,true];} forEach USEC_woundHit; player setVariable['medForceUpdate',true,true]; Remove_Drug_effects = { {ppEffectDestroy _x;} forEach (_this select 0); ppEffectDestroy ppe2; ppEffectDestroy ppe3; setaperture 0; }; _time = time; _effects = []; player playMoveNow "ActsPercMstpSnonWpstDnon_sceneBardak01"; while {true} do { _smoke = "SmokeShellGreen" createVehicle position player; if (vehicle player != player) then { _smoke attachTo [vehicle player,[0,0,0]];} else {_smoke attachTo [player,[0,0,0]];}; ppe2 = ppEffectCreate ["chromAberration", 1555]; _effects = _effects + [ppe2]; ppe2 ppEffectAdjust [random 0.25,random 0.25,true]; ppe2 ppEffectCommit 1; ppe2 ppEffectEnable true; ppe3 = ppEffectCreate ["radialBlur", 1555]; _effects = _effects + [ppe3]; ppe3 ppEffectEnable true; ppe3 ppEffectAdjust [random 0.02,random 0.02,0.15,0.15]; ppe3 ppEffectCommit 1; sleep random(1); if (_time + 90 < time) exitWith {[_effects] call Remove_Drug_effects;}; }; };
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Infistar indicates total of ~500 alive vehicles (locked/unlocked) and ~850 'vehicles' (all combined - including some buildings). I just want a consistent amount of 600 fresh vehicles on my server, I don't want the server to count and include locked vehicles and buildings. I don't want to keep changing the max vehicle limit just to get the desired amount of fresh vehicles, it's bull - lets say I set the max limit to 1000 vehicles to keep up with locked vehicles/buildings and I remove old/locked vehicles, guess what will happen: the amount of fresh vehicles will go WAY over my preferred limit of 600 but because I had to set it to 1000, it will now spawn in almost twice as much. It just doesn't make sense why the devs set it up like that.
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Yes, in fact: I just tripled amount of vehicles in dynamicvehicle.sqf, upping it from 800 vehicles to 2400, yet it only spawned 1 new vehicle after this restart. There used to be well over 600 vehicles on the map, but over time, it never spawned fresh ones. I just had a look in the DB and currently only have ~200 unlocked/fresh vehicles on the map (which remained from the first time vehicles were spawned, a long time ago). The DB does in fact have something to do with the vehicle limit, if a vehicle (damage equals 1) remains in the DB, no fresh ones will replace them but yeah, that's already been taken care off. That's also why I asked about the Hive because that seems like the only thing that's preventing fresh vehicles from spawning.
0:03:30 "HIVE: got 3886 Epoch Objects and 2063 Vehicles"
EDIT: also - I'm getting no errors in my RPT what so ever about the vehicles.
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10 hours ago, 3steN8igall said:
in arma not all "vehicles" are cars!
it means all movable objects like doors, plotpole, safe,........
but the "vehicle limit" in init.sqf is only for cars/helis
Well apparently not, otherwise I would have 600 vehicles on the map and not 200. *yes, cars/heli's, doh* I removed 549 destroyed vehicles from the database and guess what; still no new vehicles spawned.
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Howdy,
Where is it defined what items in the database are vehicles and what items are buildables? Because my server only has 200 vehicles while the max limit is 600. Though in my RPT log it says I have that x10
0:03:30 "HIVE: got 3886 Epoch Objects and 2063 Vehicles"
but that's bull ... Anyone out there who could help me out? :) (And no I won't change my max vehicle limit to 2500 XD)
Help would be appreciated :D
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That did the trick, thank you!
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My friend signed up a few days ago, with e-mail confirmation but it says she can't use her account until an admin approves it... is this something new? I also noticed that the newest member joined the 30th of october ... so .......... what's up?
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I just installed this, works great except it only shows up for Medical and Drink/Food supplies. Anyone know how I can get it to show up for all traders? (Weapon traders / base building traders etc)Fixed
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Can confirm, have Build pro + Vectors installed. Installed as instructed, first time: vectors wouldn't save. Then I fixed step 3 with the fix a few posts above this, after that: vectors would save but vehicles would go back to their original position after a server restart. I too have removed this script. If you got any updates on this, please let us know.
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Now I'm getting this: "TIME SYNC: Local Time set to [2015,10,6,16,24]"
But I don't understand why it would do that since I have it set to Static in HiveExt
[Date]
;Possible values: Local, Static
Type = Static
;If using Static type, the year/month/date to set the date to
Year = 2013
Month = 8
Date = 3[Time]
;Possible values: Local, Custom, Static
Type = Static
;If using Custom type, offset from UTC in hours (can be negative as well)
;Offset = 2
;If using Static type (Hour value always the same on every server start), the value (0-24) to set the Hour to
Hour = 16I still get lag every 5 minutes due to this, massive fps drop...
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Please, can someone tell me how to prevent the Vectors from resetting after restart? I have this: https://github.com/strikerforce/SnapPro-BuildVectors installed, and whenever I use the Vectors, it resets to horizontal position after a server restart. I have it EXACTLY installed as described, I've gone over it countless times and tried many 'fixes' / read the entire thread three times and still, nothing.
EDIT: nvm, fixed it
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I have the build vectors installed but after every server restart, the vector positions reset and everything is placed horizontal again... I have checked the installation instructions several times now and it's exactly how it's supposed to be according to the guide ... what should I be looking at?
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https://community.bistudio.com/wiki/skipTime
Read the comments ^
Sounds like you server is skipping time every 5 mins. You are not the first one to ask this btw, simple search revealed quite a few threads about thisThank you, now I understand the problem. But I'm afraid I don't know how that thread can help me fix it. I did search for relevant issues but hardly any threads show up and no fixes to be found.
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I've just installed a new server and every 5 minutes it experiences FPS drops, it holds for a second or two and goes back to normal. The only thing I could find that occurs every few minutes, consistent with the FPS drops is this:
0:33:42 "TIME SYNC: Local Time set to [2013,8,3,21,33]"
0:38:42 "TIME SYNC: Local Time set to [2013,8,3,21,38]"
0:43:42 "TIME SYNC: Local Time set to [2013,8,3,21,43]"0:48:42 "TIME SYNC: Local Time set to [2013,8,3,21,48]"
0:53:42 "TIME SYNC: Local Time set to [2013,8,3,21,53]"
0:58:42 "TIME SYNC: Local Time set to [2013,8,3,21,58]"1:03:42 "TIME SYNC: Local Time set to [2013,8,3,22,3]"
1:08:42 "TIME SYNC: Local Time set to [2013,8,3,22,8]"While in HiveExt.ini I have it set to custom so I don't understand how this is causing the FPS drops nor how to fix this =\
Anyone who could, please, help me solve this mystery?
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What support do you need?
You add a PBO to your addons folder and it's done :D
Idk .. seems so .. phishy lol .. there's like no source to who made it or whatever .. I usually read like 20 pages of comments before I add stuff on my server :P
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Is there an 'official' release for indestructable bases? (Preferably one that still requires maintenance / deletion after 2 weeks or so)
I've did some digging but there's hardly any info available about this, apart from the random posts with: drop this file in there and it's done .. no info/support/feedback at all
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How does one edit it so that instead of 'Survivor', the name of the player shows up?
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Yeah, sadly it didn't work; the server started fine but it didn't show in the server list. I ran a netstat command to see if my ports were open, most showed open but the ones I added in only said 'established' so I figure it would be some kind of blockage but not sure yet .. I just got in new computer parts, which sadly came in broken ... so I have to deal with that first but I'm going to resume my 'mission' to get this working this week.
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Ok so redis always stays 127.0.0.1? Will try it out
tonightat the end of this week and let you know! -
The Windows firewall is disabled, and I have added Arma3 + Arma3server.exe thingie in the exceptions (from my E drive) but I didn't see anything where I could add ports in the firewall and I also have a anti-virus scanner (ESET Smart security) but I disabled that before as well and it didn't made the server show up.
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^^ this.. If you put 127.0.0.1 there you're still screwed..
I'm a network engineer, but I guess a lot of admins aren't :)
127.0.0.1 (or localhost) is a loopback adapter, virtual, that initializes IP for a computer. The "network" it sits on is NOT routed..
The *only* way to talk *outside* your computer is using the normal network address; as above posts show, arma *might* convert 127.0.0.1 to your local IP, but I never trust that, since (again) 127.0.0.1 is *never* routed outside the machine itself.
As you showed above you are hosting from home, so you *must* pay attention to the IP's you use.
Locally, Arma and Redis can happily chat to each other on 127.0.0.1 since it's the same machine. But if your router routes all traffic to 127.0.0.1 it routes the traffic to itself !!!!!
Ok, so where do I go from here? I use my internal IP (IPv4-address) in the server files, and then open up the ports for that IP?
What I have atm:
EpochServer.ini:
[Redis] IP = 127.0.0.1 Port = 6379 DB = 0 Password = client321
Config.cfg:
# Set the ip to your server. normally 127.0.0.1 will be fine. Ip = 127.0.0.1 # Set the port to the server. default port is 2302 Port = 2302
redis.conf:
bind 127.0.0.1 maxmemory 2gb save 900 1 save 300 10 save 60 1000 requirepass client321
A3Epoch.bat
@echo off start "arma3" "E:\A3EpochServer\arma3server.exe" -mod=@Epoch0252;@EpochHive; -config=E:\A3EpochServer\SC\config.cfg -port=2302 -profiles=SC -cfg=E:\A3EpochServer\SC\basic.cfg -name=SC -malloc=system
What do I need to change? Is there anywhere else I need to define the IP? Besides opening the ports in the router, what else could cause the ports not to appear open and what should I do to solve that?
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Does the "to ip address" column have your internal port ie. 192.168.somenumber.somenumber of the pc thats running the server?
Yes it does, can't change it either besides the last three digits.
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Well I used some port checking website and it says they're not open ... I honestly have no clue on what I did wrong =\
Edit: http://imgur.com/uxdnOUxthis is what it looks like now ...
Show Off Your Base
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It's never too late *I hope*
2 months of legit planning/gathering resources. Including 4 towers, safe entrance, The Vault (protected storage), garages, basement/hiding shelter, heli-pad etc...
Album: http://imgur.com/a/pe4fe