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Found 74 results

  1. Dayz.Epoch.1.0.62 - 3d.Editor.Live.Mission with Database interaction -=Youtube Demo=- What is this A custom mission file for the purpose of testing/writing scripts for DayZ Epoch without the need of a server. It emulates the dayz_server and dayz_mission files, so you can write scripts using the 3d editor. No need to use a dayz_server for debugging anymore. We all know how time consuming that is. Features Full Database integration (yes thats right... [:)] I would suggest to have a maximum of 100 objects in your object_data table for faster results. Took 5 min to load 10000 objs from my real database, so also make sure you dont go crazy with the MaxVehicleLimit, MaxDynamicDebris values in the init.sqf Fully working GUI, zombies, hit registration, addactions, everything! Write code and execute it on the fly. No need to start a server and join with a client to test things. 100% of your scripts will work! (dynamic weather, default loadouts, custom scripts etc) 2 setups. A default 3d editor player with a default loadout or a Real database character based on your UID Includes most of BIS_fnc functions, so actions like BIS_fn_invAdd will work (i've added most common ones...more included though...check details bellow.) Everything works...when i say everything i mean EVERYTHING !. (Spawning objects on mission start, traders (buy/sell), maintenance, character update, events, stats...etc) New Features! All .FSM files have been converted to .SQF meaning the mission acts as a full fledged server / client merge. New character creation has been ignored though, so the server expects that the client that is about to connect exists in the database. The server will start, wait for a 'fake client connection to happen' (you pressing the Preview button), and then it will load your character from the database, spawn Hive objects and create new based on your MaxVehicleLimit values etc, then initialize the events and finally spawn the character to his worldspace location. Use AdminTools to spawn any Perm, Temp vehicle you want, including buildings, crates etc. Building objects is working as expected with a little AddAction trick. Unfortunately the primary display (eg: findDisplay 46) isnt working inside the editor. That means that building stuff or placing objects is very hard to do since we can't 'capture' keystrokes. Further details below after the Installation instructions. Arma2Net is not allowed by Battleye anymore, so i am using extDB3 now. Requirements: A mysql server on the same machine as your Arma2 editor. Well...a remote PC would work as well...just make sure YOU ARE NOT using your original database. Make a copy of it!. This mission will interact with your database ! If you don't have a mysql server on your pc...i suggest you get WampServer. It's the easiest php/mysql server out there. Installation Head over to the GitHub where the project is. Click Download on the right sidebar, and extract the rar file. Copy the 3d.live1062.DayzEpochTemplate.Chernarus mission file in your \My Documents\ArmA 2\missions\ folder If your active Arma profile is not the default one, then you probably should extract it in the \My Documents\ArmA 2 Other Profiles 2\missions\ folder, otherwise you won't be able to find the mission inside the editor. Copy everything inside "Arma2OA root folder" in your root Arma2OA folder (the same folder where @DayZ_Epoch_Server, MPMissions are). The real_date.dll...(Thanks to killzonekid) is used to get your machine's date/time to be used for live day/night cycles inside the game (...you can set a fixed day if you want...details bellow). The tbbmalloc - tbbmalloc_x64.dll files are provided by extDB3. They shouldnt interfere with your normal game, but they are needed for the mission to be able to connect to your MySQL server. (Make a backup of your original ones if you want, just be safe.) EATbaseExporter is used by the AdminTools, and allows you to export bases to an .sqf format so you can import them afterwards to your server. Now edit -=START HIVE MISSION=-.bat which was placed in your Arma2 folder, and fix the paths to their proper values. If you are using DZLauncher then the @Dayz_Epoch folder is probably where i placed it myself. Battleye needs to be disabled inside the editor otherwise the extDB3 addon will not work. The .bat is taking care of that. It will disable Battleye after 7 seconds. Depending on your machine, if you see that the time isn't sufficient, raise that value a little bit. A sample Database has been provided with me as a character and a basic loadout. You can of course use your own database, just remember to delete most of your Object_Data table vehicles. The more vehicles you have there, the longer it will take for the dayz_server to spawn them. If you just want to write a script independent of cars etc...why wait 5 minutes for the server to spawn 10000 vehicles :) Open "ArmaOA\@extDB\extdb3-conf.ini" and add your test database data there. I named the test SQL DB dayz_cherno [dayz_cherno] IP = localhost Port = 3306 Username = dayz Password = mypass123 Database = dayz_cherno # dayz_cherno is the name of the database (change it in both values) # localhost is your mysql server (could be an IP value as well) # 3306 your mysql port # dayz is your database username # mypass123 is your database password When the game launches, press Alt+E, select Chernarus, then Load mission 3d.live1062.DayzEpochTemplate.Chernarus Open \My Documents\ArmA 2\missions\3d.live1062.DayzEpochTemplate.Chernarus\init.sqf Go to line 61 and start editing the values there. DB_NAME is the name of your database (same as the extdb3 config file). Add your PlayerUID value (same as the DB one) in line 72. (That the player you want to load from the database) Depending which map you want to use, you have to change the dayZ_instance variable and also the MarkerP values (line 62) based on your mission.sqm file. Its for the Hive to spawn random vehicles, roadblocks and mines at proper locations based on the map. Just read the comments there for how to get the values. Its really simple. Just copy paste stuff from your mission.sqm file. Default setup vs Database setup There are 2 ways of initializing your player. A live database player based on his UID in the character_data table (coordinates, medical states, inventory etc) A default 3d editor player with a basic loadout. (Ignores Hive Loadouts and initial vehicle spawns) Default setup (extDB3) [DefaultTruePreMadeFalse = true;] This option is now the default one, because it's so much easier to set up, plus a lot of things have changed in the 1062 Epoch version. I couldn't totally separate the server files from the client files, so in the end a Database is necessary for the Mission files to work properly. To setup your character with this method, leave DefaultTruePreMadeFalse to true; Everything is database based..so no need to do anything else. The mission will start with all your stats, inventory, conditions and spawn you where your world coordinates are. Premade Character Setup [DefaultTruePreMadeFalse = false;] This setup DOES NOT initialize the character based on a database entry, or does any HIVE related queries on mission start. (like load objects etc). Instead it uses some premade stats that you set, and only uses the Database on updates (buy vehicles etc) The loadout of the player is set in the init.sqf in line 77 player setVariable ["CharacterID", "1", true]; // Set here the characterID of the player. It can be anything...just leave it 1 if you want. player setVariable ["playerUID", "111111", true]; // Set here the playerUID of the player you want to have. player setVariable["Z_globalVariable", 100000]; player setVariable["Z_BankVariable", 100000]; player setVariable["Z_MoneyVariable", 100000]; player setVariable["humanity", 11000]; player setVariable["humanKills", 10]; player setVariable["banditKills", 20]; player setVariable["zombieKills", 30]; player setVariable ["friendlies", ["222222","333333"], true]; //Both DZE_Friends and this must be set for friendlies to work properly DZE_Friends = ["222222","333333"]; Everything else should work fine with the database....like traders, salvaging, etc...Unfortunately since the 1062 ver had many differences from the 1051 one, i couldn't really make this Profile option a standalone one, without any Database interaction. So in order for you to minimize any errors in the log file, i would suggest you load my sample db file provided, and also change those CharacterID and PlayerUID values in PLAYER_Data and CHARACTER_Data tables to the ones you set up here, just in case.... The Premade character setup is for people that want to fast debug a script they are making and don't want to wait for the Hive to load all map objects and authenticate the player first. Further Details to change (in both Profile Cases) The description.ext, mission.sqf, mission.biedi files have your character's name in them. Just search for the word Sandbird in all of them and change it according to the PlayerName value you have in your Player_DATA table for your PlayerUID value. Example taken from description.ext. DONT change the actual My_Player text. The mission file needs that string to read what you typed in the name field. class My_Player { name="Sandbird"; face="Face20"; glasses="None"; speaker="Male01EN"; pitch=1.1; }; Important info Init.sqf values DefaultTruePreMadeFalse = true; // True: Read player's data from the database (based on UID), False: the normal player the editor has StaticDayOrDynamic = true; // A static date is set at the bottom of \dayz_server\init\server_function.sqf. Set this to false if you want real time/date inside the mission. DZEdebug = false; // Set to true if you want a more detailed log file Enable Keyboard actions (menu option) // (findDisplay 46) wont work inside the editor. That means that building stuff or placing objects is very hard to do since we cant 'capture' keystrokes. I kinda fixed this with a trick. In order to build something first you have to initiate the building action (holding the object in your hands) and then scroll with your mouse wheel and select Enable Keyboard actions. This will create a layer on your screen capturing your keystrokes thus allowing you to change orientations etc. Pressing ESC twice after and it will close the fake display and return to normal play mode. You will have to do this every time you want to build something. Related to coding Since the Editor has some limitations because its not a real server some things will never work. For example: _playerUID = getPlayerUID player; will never work in the editor. To get the _playerUID you have to do this: _playerUID = player getVariable ["playerUID", 0]; This is the most important thing to remember. Lots of scripts use getPlayerUID. You have to remember to change it every time you want to use it. Of course the player value is just an example here. If you were inside a loop and it had (getPlayerUID _x) then you have to rewrite it like this: (_x getVariable["PlayerUID",0]) findDisplay 46 does not work in the editor. If you are using/making a script that uses Display 46 try using my Enable Keyboard action. It might work in your case. publicvariableServercommands don't exist in the editor. There is no server to accept the command. If you want to use addpublicvariableeventhandler you can do it with call/spawn commands. You can find the handlers usually in the PublicEH.sqf. Example: PVDZE_plr_Save = [player,dayz_Magazines,false,true]; publicVariable "PVDZE_plr_Save"; can be written like: PVDZE_plr_Save = [player,dayz_Magazines,false,true]; publicVariableServer "PVDZE_plr_Save"; // keeping this so when you move the code to the real server you remember to add it. [player,dayz_Magazines,false,true] spawn server_playerSync; // what to call is usually inside publicEH.sqf. In this case search for PVDZE_plr_Save in the PublicEH file and check the call it makes in the end. You could also change the publicVariableServer to publicVariable. That should work inside the editor. But keep in mind these changes wont work on the live server, since one command broadcasts something to the server while the other just to the client running it. I would suggest you keep the original value and do the PublicEH call instead, marking it down with some debug comments next to it, so when you are done and want to transfer the files to your live server you just remove the call and everything should work as expected. Don't forget to change the paths when you are adding addons to test/modify them. For example, notice the differences here: player_switchModel = compile preprocessFileLineNumbers "dayz_code\compile\player_switchModel.sqf"; player_checkStealth = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_checkStealth.sqf"; The first line will look up for player_switchModel.sqf inside the editor mission files, while the 2nd one will go to the @Dayz_Epoch map file and get the .sqf file. Same thing applies for the dayz_server files (server_functions.sqf). Once you are done with your script and you have added new compile lines, you need to fix them back to their proper values before you upload them to your live server. If you are missing any BIS_fnc functions then check the folder dayz_code\system\functions and see if it's available there to include it in the compiles.sqf. Set DZEdebug = true; in the init.sqf. And ALWAYS check your RPT log file for debugging. Its located at : %AppData%\Local\ArmA 2 OA folder. Related to mission file included You'll notice when you start the mission there are 2 bots standing there. If you double click the soldier you'll see that he initiates this script scripts\BotInit.sqf. I left that in purpose in case you want to do some scripting that requires 'another player', and you want to initialize the fake player like that. The other bot can be deleted. I just left it there because i was testing a Tag Friendly script, and needed a 3rd 'player' that has me as a friend. I've included a simple Fireworks script i made a while back only this time i used some better effects taken from aliascartoons work. Just add a 'SMAW_HEDP' into your inventory and right click on it to test it out. Here is how the old script used to look like Fireworks. Also you'll find a little 'hat script' in the files, just right click a 'IRStrobe' item to add a hat to your player. Both script were written inside the editor using the mission file above...just a small example to show you how easy it is to write code there. The @extDB folder contains a folder called debug_files. These .dlls (when replaced the ones provided) activate a more detailed log file (found under arma 2 operation arrowhead\logs folder). It will show ALL MySQL queries going in/out of the database. Very useful if you are running any custom SQL queries and the RTP log file isn't enough. Final Notes These are heavily modified files...Dont overwrite them with your own files. Add to them instead of replacing them. If you are writing scripts that dont require the server to restart, then you can just go to 2D editor and press Preview again after you make the changes. No need to hit Restart. As long as you are doing changes that doesnt affect the Hive loading you can basically run things on the fly. For example in the init.sqf at the bottom i added a Add BankMonkey example. That command just loads the custom\money.sqf and shows a simple extDB3 example on how to select/update a DB table. Since this command doesnt require the server to restart, you can just hit Preview, test things out, and if you want to make changes, go back to 2D Editor, edit your changes in the money.sqf file and hit Preview again. No need to hit Restart and wait for the dayz_server functions to do their thing again. The whole purpose of this project was to not waste any more time trying to code on this god forsaken Arma engine. And a personal note....You will NEVER find an easier way to code stuff for Dayz....period. This is the fastest way to write code and see it in action. Hope this code will help you write code faster and easier ! ### Credits This mission file would not be possible without the help of these addons/people DayzEpochTeam | http://epochmod.com killzonekid | http://killzonekid.com extDB3 | https://bitbucket.org/torndeco/extdb3/wiki/Home ebayShopper | https://github.com/ebayShopper/TestKit JasonTM (for the latest beta AdminTools)| https://epochmod.com/forum/topic/44863-release-epoch-admin-tools-v-1107-test-branch/
  2. Hello everyone. I would like to ask for help regarding a problem I have been having on my server. Items stored in the vault are not being stored in the SQL database. I have tested with the safe and the lockbox and both are not working but with the tent it works and saves the items in the database after the server restart. ArmA2OA.RPT: https://pastebin.com/X2cT7BBU arma2oaserve.RPT: https://pastebin.com/rqFNGbDy server_log.txt: https://pastebin.com/ZVWAzgNP Please help me. My players do not want to stay on the server because of this and if I remove the safe and leave only the tent (which is what saves the items) they will cry hahaha
  3. Had a fellow community member approach me about a serious question regarding removal of a vehicle mod and how to proceed. Situation: Mas vehicles was installed but host realized that CUP vehicles and weapons were already configured within Epoch for easy setup and start. So what we want to do here is get rid of those vehicles. Most mods use a common string for their mod in the class names. In this case it is "mas_" so we will check the classname for a partial match. If it finds the match, lets kill the vehicle and remove the database entry. At the end of EPOCH_server_loadVehicles we can add this code. after this line of code: https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_server/compile/epoch_vehicle/EPOCH_load_vehicles.sqf#L228 if(_class find "mas_" > -1)then { [_vehicle,""] call EPOCH_server_save_killedVehicle; }; Start up the server with this code installed. Let the server fully start up. Remove the code and restart the server again ENJOY! ps. Someone asked why not do a _vehicle setDamage 1; Well do we really want to blow up a bunch of vehicles and possibly damage bases and other vehicles? NO
  4. ***PLEASE HELP*** 2017-12-13 16:25:01 HiveExt: [Information] HiveExt 2017-12-13 16:25:01 HiveExt: [Critical] Cannot create database: Error loading database module: DatabaseMySql Ive tried changing the password to the database and user in the Hiveext.cfg For some reason whenever i join the server its all fine, but as soon as i log in as it says 'game started', it proceeds with the error 2017-12-13 16:25:01 HiveExt: [Information] HiveExt 2017-12-13 16:25:01 HiveExt: [Critical] Cannot create database: Error loading database module: DatabaseMySql then the server closes itself. I have no idea now how to fix this issue as no one else has posted about it from what ive seen and i could really do with any help if anyone knows how to fix this error, im probably just being stupid. Thanks
  5. I have setup many Epoch servers over the past 4 years. All of which were built on old PC's I have. Players have no problem getting into game. In the past month I built a Dedicated Server Xeon, Server board, Server memory, etc Installed Windows 2016 essentials on it. Set up a game server, one that has dinosaurs in it. It works! Have the same Taviana Epoch server working on a nomal PC, Players can join! Now on with my problem Installed MySQL for Windows Installed all files for the Taviana Epoch Server Created a data base called tavi_2365 Have port forwarded the port of 2365 Setup new rules for inbound and outbound 2365 in the firewall When I start the server all goes as planned Server starts up Can see the server from my computer When I try to join, I get the lobby and click ok The loading screen comes up and the first white bar runs as normal The second white bar starts and says waiting for server to start authentication Then times out at 120 seconds On my second monitor I am watching the server load It gets to game started and it just sets there Database never starts, get the following error in server RPT 2:09:23 "HIVE: Starting" 2:09:24 Error in expression <erver_hiveReadWrite; _outcome = _result select 0; if (_outcome == "PASS") then {> 2:09:24 Error position: <select 0; if (_outcome == "PASS") then {> 2:09:24 Error select: Type String, expected Array,Config entry 2:09:24 File z\addons\dayz_server\system\server_monitor.sqf, line 23 Below are my Server RPT, Client RPT, HiveExt.ini, and server_monitor.sqf server RPT https://pastebin.com/6M9sG9RB client RPT https://pastebin.com/9ayVMXjF hiveext.ini https://pastebin.com/3wx9VDM9 server_monitor.sqf https://pastebin.com/fUnU09Gp UPDATE PROBLEM SOLVED Had to install all of the Visual C++ from 08 to 17 they were a little hard to find, but I did it. Thanks to all that helped me. @juandayz @icomrade and more below is a pic of what I had to install to get it to work https://dl.dropboxusercontent.com/u/487376647/MS Visual C.PNG Here is a link to my drop box for a .rar and a .zip for all the MS Visual C++ that I used to get my dedicated server working. https://dl.dropboxusercontent.com/u/487376647/All Microsoft Visual C%2B%2B Redistributables.rar https://dl.dropboxusercontent.com/u/487376647/All Microsoft Visual C%2B%2B Redistributables.zip
  6. I can't seem to edit my database in Epoch 1.0.6.1. I've added the correct lines into the traders_data, '8024', '[\"ItemRadio\",3]', '10', '[1,\"ItemGoldBar\",1]', '[5,\"ItemSilverBar10oz\",1]', '0', '510', 'trade_weapons'. I followed NoxSicarius's instruction on trader editing here I've followed this tutorial and even added the radio to every Tools tid I could find. I noticed that the table of Trader_items no longer exists, is my database missing tables? I've also noticed some odd things about my tables, like the parts trader for Stary doesn't seem to exist in my server_traders and that my chernarus11.sqf spawns traders that are part of other instances like Dr_Annie_Baker_EP1 who is specified as instance 17 in the server_traders.
  7. Script from And I just made it 1 .bat file easy to use all you need to do is edit the Config settings section and the command line. Make a new .bat file on your desktop of your windows vps or dedi Paste this in it If you run multiple servers create a file for each server on your desktop all you have to do is change the command lines and the config settings to suit each server on each file. This script will re-run everything from this label :arma2oaserver every time the server cmd box is closed so yes if bec shuts down the server after x amount of hrs the script will backup your sql will re-start Bec & the Server If your server cmd box closes for some unknown reason this will terminate connection with Bec and so Bec shuts down but dont worry the script will backup your database then restart bec and your server (dont believe me try it run this script then close your server cmd box while this script is running and watch the magic lol)
  8. How would we go about forcing a save/database write (update?) after a trade (with NPC) is completed? I've had reports of players buying vehicles, logging out then logging back it and still having the cash that was supposed to be consumed by the trade. Maybe a forced save wouldn't be CPU efficient if used on all traders, maybe just use it on weapons & vehicles traders. Any ideas, anyone? Thanks.
  9. Hello, I want to create Epoch server but i just met problem with Database. I can play in the server but when i disconnect then reconnect, I start with new character creation. I only see this in redis server: Is this only what i see in the redis, it wont say anything more also if i connect to server and play. Any help please?
  10. The short version When the server restarts vehicles reset back to where they were originally were and back to the original state they were in before the restart. Longer version Example. So I take a car drive it from Cherno to the airfield and put some gear in it and shoot out a tire then restart the server, it will be all the way back in cherno in its original condition and without any gear. If I spawn a vehicle and move it to another location and restart the server it will still be there in what ever state I left it in. But then it starts acting like all the other vehicles, always reverting to that spot. So it must only be saving the vehicles the database once after the first restart that they are on the server for then it doesnt update them again. I thought it might be a problem with the server monitor.sqf and replaced it with a fresh one, which did not help. I also tried using the monitor.sqf from my other server that is working just fine and that didn't do anything either. If anyone else has any idea on what to do the help would be much appreciated. This is the last obstacle in the way of my PvP server but its a rather annoying one. If you want to talk to me directly you can find me on my teampseak GOHgaming.mainvoice.net
  11. Basically as the title says, the vehicles on my PVP server are not being saved to the database correctly. They generated and spawn in just fine but if you get in a world generated vehicle and drive it somewhere else it will just revert back to its original position and its original state after restart. Spawnign in vehicles works alright and it even saves their position after you move them, but only on the session they were spawned in. Once you restart the server it too becomes locked in place on where ever you left it and will keep reverting to that spot just like all other vehicles do. I'm gonna guess it has something to do with the publish vehicles or objects files in the mission pbo so I compared those files from my PVE server which works fine to the ones on the PVP server and found that the PVP server's update object and publish object files had a few lines missing that were included in the PVE server's files. So i tried adding in the missing code but that only made it worse. It caused the server to get stuck are trying to get authentication even after wiping the database and puting back in the working server files. To fix that problem i had to completely wipe the server and start back over with vanilla files. Which is why I always make back up files but its still annoying and time consuming. I'm out of ideas. If anyone can help me with this that would be great. If you need to look at the files I can just email them to you.
  12. Sorry for another question! So Ive ordered a dedi box from OVH, the MC-32 one just to see if I could get it working as I have no experience with this at all! Ive installed Win 2012R2 trial, xampp, got all the server stuff done and its all good.. Except! When I start the console, and the game loads, it stops as it should until a player joins. The player joins and on thier screen they see the waiting to authenticate screen and its starts to count up. The issue is, the console sits there saying game started for a while before the hive starts loading, all the while the authenticate screen is still counting up. It gets ato about 80-90 before you actually load into the game, which isnt normal! The database has about 5500k objects, but even so, shouldnt take that long. Ive got the same database on my test server and it loads far faster, and also on my home pc server. Ive messed around with my.ini, but no real difference has been made and Im not really sure what Im doing, Ive just copied other examples off the web. The database is in c:/xammp on a 240gb ssd in raid0 The server files are in c:/epochserver....on the same disk. Im aware databases run better on a seperate disk, But I dont have that option right now. Im guessing its either an issue with speed connecting to the database or something is stalling it from starting quick enough. I read about clean up scripts being run before start up could cause this, and that would make sense, as when loaded into the game, loads of stuff is missing, specifically stuff thats not been mantained or interacted with in the last few days. However I cant find these scripts anywhere, Ive looked using navicat in events, Ive looked using phpadmin and also heidy sql. I can find no reference to any events, querys, functions or anything. In Hiveext.ini, cleanup is set to -1 Any help would be greatly appreciated, Im amazed I got this far on my own, but this one little issue I just cant figure out.
  13. I recently acquired a dayz overpoch server and the data base is not saving. Also the coins aren't working either. It could be from the same issue but I'm not sure. I'm willing to pay 40 bucks to repair the server and add eye scan. Or 75 to build a whole new server. Friend me on steam if your interested . Mr_Pepsi_178.
  14. Issue: periodically, players report that they are unable to join the server because of an error that the server can not load the player inventory. In every case this is remedied by deleting the character. I assume that the database entry has become corrupted at the most recent player logout or disconnect but have not systematically evaluated this possibility. Epoch version 0.3.4.0 through 0.3.6.0 (most commonly with the latter). Server: 192.223.28.110:2312 Hardware: 12 core VDS / 12 GB RAM, 6 cores dedicated to the Epoch instance of Arma 3 server. Arma ver: 1.54 performance build 7 Mods: VEMF, Blckeagls build 3.54, Halves spawns, traders, service points and messaging; IgiLoad, CMearplugs, a player menu, Scar-Mag repack, DP-temp groups, and custom CfgConfigClient.hpp and CfgPricing.hpp. Server FPS ranges from the low teens to 40s depending on numbers of players and AI. World limit currently = 3500 objects / 1500 storage. Vehicle count ~400. Logs show frequent object not found errors since the update to Arma 3 1.54. The most recent log file can be accessed using the dropbox link below. https://www.dropbox.com/s/adp6zjke2s4ef7v/arma3server_2015-12-24_14-49-33.rpt?dl=0 Any suggestions for eliminating these issues would be appreciated.
  15. As posted before, 0.3.6 brought some problems. That seems like also include all containter generating events - cant find any shipwrecks, nor containers, nor veins. Also I investigated and found some issues in Epoch interacting with Redis DB since 0.3.6 - Seems like there are large delays and data loss on GET/SET. I suspect this can happen because of server scripts enviroment breach. Checked on vanilla.
  16. I have a simple question regarding my server database. I'm having an issue regarding maintaining my base (0 Building Parts In Range) so I checked the event that sets damage in my database. This is the SQL event I have UPDATE `Object_DATA` SET `Damage`=0.1 WHERE `ObjectUID` <> 0 AND `CharacterID` <> 0 AND `Datestamp` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 3 DAY) AND ( (`Inventory` IS NULL) OR (`Inventory` = '[]') )I noticed it says "Object_DATA", the table in my database is called "object_data". I'm curious is this is the reason it's not damaging the buildables? Are the tables/events case sensitive? Also just to make sure, this SQL will damage the buildables every 3 days correct?
  17. I need someone who (for the LOWEST price) can add vehicles and guns to traders AND can adjust prices of the vehicles. Thanks!
  18. What is the RedisQFork_XXXX.dat file? Is it needed? Can I delete it? I have (2) instances of this and each one is 6gb in size. I just want to free up the space if it's not needed. Thanks.
  19. Nephos

    category file

    HI everybody, I need your help please, I use "TradefromVehicule" and I see a difference between the price on the database and ingame. I found lot of files in MPMissions\DayZ_Epoch_11.Chernarus\CONFIGS\TRADERS\Category, I need to know how I can delete this file for use only the price in the database of my serveur, when i touch this (delete or move) the serveur don't want start. sorry for my english
  20. Moved content to: http://maca134.co.uk/arma-3/redisdump-arma-3-epoch-backup-tool/
  21. Is there any way to perform full backup of the database file copying? My server is Vilayer Host, and want to make a local backup because I'm having trouble on the host. Downloading the file '' dump.rdb '' could only recover player character. Unable to recover buildings on the map. How to back up the constructions on the map?
  22. js2k6

    Redis 3.0

    Was reading about a new redis release this morning, found the link on r/programming. Drew my attention considering the use of Redis for a3 epochmod. And I'd like to see what we can expect in future Redis 3.0 google docs notes Redis Cluster Specs Then I noticed this, not sure if it's a coincidence or not, but I found it mildly interesting/amusing. Oh well, carry on chaps That is all.
  23. Hi! I was hoping anyone could find/make me a SQL query that would add the Overwatch items into the Database, I currently have one but I'd like the new weapons and stuff to be in separate menus, not all the Overpoch Assault riles to be in the normal Vanilla "Assault Rifles" tab and Overpoch Pistols in the vanilla "Pistols" tab etc etc. I had one before on my old server but I had to reset my PC and I lost the file to do it, I have looked around and I can't find the one I used :/
  24. Hey, guys. My server was running very well, until those 4 hackers got on my server, I detected and banned them very quick. Then one guy joined back in, asked me to unban his friends and try to scare me by saying attacking the server, and of course I said no, and banned him too. After someone name Bye Bye server try to join, I banned him before he could join. Then just in case, I went to check my database and my server files on FTP. I use Vilayer so I backup all my database on the FTP. And yeah, they did something. They drop my whole database and deleted all the Database backup. Lucky, I have a database backup on my computer. I changed all my password for database and Rcon, but is there a way to change the password for FTP? And just for the future, what should I do when under such a hacker attack? Thank you :)
  25. Hey, guys. My server was running very well, until those 4 hackers got on my server, I detected and banned them very quick. Then one guy joined back in, asked me to unban his friends and try to scare me by saying attacking the server, and of course I said no, and banned him too. After someone name Bye Bye server try to join, I banned him before he could join. Then just in case, I went to check my database and my server files on FTP. I use Vilayer so I backup all my database on the FTP. And yeah, they did something. They drop my whole database and deleted all the Database backup. Lucky, I have a database backup on my computer. I changed all my password for database and Rcon, but is there a way to change the password for FTP? And just for the future, what should I do when under such a hacker attack? Thank you :)
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