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Found 5 results

  1. Hey people. I wanted to share my most recent fix for this. I had a player with chronic issue stuck at load screen, hearing sounds and I could see him moving around but he was stuck at loading screen. None of my other players have this issue at all, just him. So I made him delete his local .RPT file, because I was sure it had to be a local problem, and then after trying to join he sent it to me. This is what it said: ===================================================================== == C:\Program Files (x86)\Steam\steamapps\common\Arma 2 Operation Arrowhead\ArmA2OA.exe == "C:\Program Files (x86)\Steam\steamapps\common\Arma 2 Operation Arrowhead\ArmA2OA.exe" ===================================================================== Exe timestamp: 2014/07/20 16:04:36 Current time: 2014/07/27 14:51:47 Version 1.63.125548 Check failed, unable to open file: C:\Program Files (x86)\Steam\steamapps\common\Arma 2 Operation Arrowhead\ACR\desktop.ico Starting process failed. Item STR_EQUIP_NAME_41 listed twice Item STR_EQUIP_DESC_41 listed twice Updating base class ->NonStrategic, by Ca\config.bin/CfgVehicles/HouseBase/ Updating base class ->HouseBase, by Ca\config.bin/CfgVehicles/Ruins/ Notice unable to open file: and then Starting process failed. I knew this had to be the error because it says Starting process failed. After some trial and error, what we found was that when he tried to launch Arma 2, it said it was the first time running the game again if you know what I mean... Joy! For whatever reason steam wanted him to run regular arma 2 again and he didn't realize. Well he didn't even know what an RPT was.. Now when he joined the problem was solved. Hope this can help some people.
  2. Hi guys, first post so please be gentle and let me know if it needs an edit or two :) Since the 1.42 / 0.3.0.2 update we have noticed the Zafir has become incompatible with it's ammo. We have done the following tests, here's what stopped working: Existing ammo stored prior to update Ammo spawned using admin menu (Skaronator) spawn menu Ammo bought at the trader The following does work: Ammo spawned using admin menu "Give Ammo" option Ammo taken from dead AI In addition, the ammo that does load correctly, cannot be sold at the trader. It doesn't seem to matter where you got the gun, the problem from what we can tell is with the ammo. We haven't yet had time to test ammo from loot spawns. I assume the ArmA 1.42 update has changed the internal name of the ammo or something, but the Epoch side of things (trader / admin spawn menu / existing database) still has the old ones? Sorry I'm not totally knowledgable and not the owner of the server in question just trying to help out our GLORIOUS LEADER. Thanks for reading and a big thank you to the devs and community for this awesome work.
  3. Hey guys, I have a couple of problems that I have been trying to fix all night (one longer than the other). Earlier, the server that I was playing on (Diesel's Shop Epoch 0.3 PVE ONLY) had a reset. After the reset I tried to log back on to the server, but I got stuck at the "Loading Inventory" screen. After 3 hours of researching/troubleshooting, nothing has been found. I had no idea how to fix the problem, so I attempted to try a few more cycles of connecting and disconnecting to see if it would fix itself. After the second time of trying to load the server, I was banned... This is the second day that I have played the game, and I haven't broken any of the rules. I have no idea why I was banned. If attempting to fix a problem to avoid losing all of your hours of progress deserves a ban, then I wouldn't have attempted to fix it right away. Anyway, if anyone can help me with either of these issues I would greatly appreciate it. I really like this server and I don't want to have to start over... :( If you need any more info please let me know.
  4. Better Load Messages Only recommended for more advanced server owners/scripters. FIRST TEST THIS ON A TEST SERVER. If you dont like my name in there, look for "Zupa Info" in compiles.sqf And change that to whatever you want ( Server Info for example) Bored of the loading messages which are simple plain "Authenticating" and " Character data". Now i made some simmple additions which allows servers ( defenatly handy for when the server is starting up) to have more messages showing, to actually show you whats going on with the server. It will also disable to timeout until the person actually starts pinging to login. Messages coming from server: Getting Objects from Hive Spawning 5683 objects and vehicles Spawned 250 of 5683 objects Loading trader data Spawning 25 new vehicles Finishing up the server Server running These messages will be completed with "& " + whatever the normal messages are ( Mostly "Authenticated user"). Players will know if they login takes longer because of server of because of himself. I'm planning to even make this better in the future. Instructions In your compiles.sqf ( The client is ging to catch the publicVariable from the server, and after that he is going to show you the message) THIS ALSO FIXES YOUR SERVER HANING ON BLACK SCREEN BUT HEARING SOUND. Change the following code block: //This is still needed but the fsm should terminate if any errors pop up. [] spawn { private["_timeOut","_display","_control1","_control2"]; disableSerialization; _timeOut = 0; dayz_loadScreenMsg = ""; diag_log "DEBUG: loadscreen guard started."; _display = uiNameSpace getVariable "BIS_loadingScreen"; if (!isNil "_display") then { _control1 = _display displayctrl 8400; _control2 = _display displayctrl 102; }; if (!isNil "dayz_DisplayGenderSelect") then { waitUntil {!dayz_DisplayGenderSelect}; }; // 120 sec timeout (12000 * 0.01) while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitWith { diag_log "PLOGIN: Login loop completed!"; }; if (!isNil "_display") then { if ( isNull _display ) then { waitUntil { !dialog; }; startLoadingScreen ["","RscDisplayLoadCustom"]; _display = uiNameSpace getVariable "BIS_loadingScreen"; _control1 = _display displayctrl 8400; _control2 = _display displayctrl 102; }; if ( dayz_loadScreenMsg != "" ) then { _control1 ctrlSetText dayz_loadScreenMsg; dayz_loadScreenMsg = ""; }; _control2 ctrlSetText format["%1",round(_timeOut*0.01)]; }; _timeOut = _timeOut + 1; if (_timeOut >= 12000) then { 1 cutText [localize "str_player_login_timeout", "PLAIN DOWN"]; sleep 10; endLoadingScreen; endMission "END1"; }; sleep 0.01; }; }; Into: Zupa_LoadingMessage = ["Loading up server."]; // innitial message before the server ever sends a message to the client. "PVDZE_Z_LoadMessage" addPublicVariableEventHandler {Zupa_LoadingMessage = _this select 1;}; //This is still needed but the fsm should terminate if any errors pop up. [] spawn { private["_timeOut","_display","_control1","_control2"]; disableSerialization; _timeOut = 0; dayz_loadScreenMsg = ""; diag_log "DEBUG: loadscreen guard started."; _display = uiNameSpace getVariable "BIS_loadingScreen"; if (!isNil "_display") then { _control1 = _display displayctrl 8400; _control2 = _display displayctrl 102; }; if (!isNil "dayz_DisplayGenderSelect") then { waitUntil {!dayz_DisplayGenderSelect}; }; // 120 sec timeout (12000 * 0.01) while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitWith { diag_log "PLOGIN: Login loop completed!"; endLoadingScreen; }; if (!isNil "_display") then { if ( isNull _display ) then { waitUntil { !dialog; }; startLoadingScreen ["","RscDisplayLoadCustom"]; _display = uiNameSpace getVariable "BIS_loadingScreen"; _control1 = _display displayctrl 8400; _control2 = _display displayctrl 102; }; _control1 ctrlSetText format["Zupa Info: %1 & %2.",Zupa_LoadingMessage select 0 ,dayz_loadScreenMsg]; _control2 ctrlSetText format["%1",round(_timeOut*0.01)]; }; if( Zupa_LoadingMessage select 0 != "Server running")then{ _timeOut = 0; }else{ _timeOut = _timeOut + 1; }; if (_timeOut >= 12000) then { 1 cutText [localize "str_player_login_timeout", "PLAIN DOWN"]; sleep 10; endLoadingScreen; endMission "END1"; }; sleep 0.01; }; }; Now we going to the server_monitor.sqf ( server sided) 1) Add PVDZE_Z_LoadMessage = ["Getting Objects from Hive"]; publicVariable "PVDZE_Z_LoadMessage"; Above serverVehicleCounter = []; _hiveResponse = []; 2) add _ammountOfObject = count (_BuildingQueue + _objectQueue); _theMessage = format ["Spawning %1 objects and vehicles", _ammountOfObject]; PVDZE_Z_LoadMessage = [_theMessage]; publicVariable "PVDZE_Z_LoadMessage"; _currentCount = 0; _newMileStone = 50; above _totalvehicles = 0; { _idKey = _x select 1; _type = _x select 2; _ownerID = _x select 3; 3) add if( _currentCount == _newMileStone)then{ // to reduce bandwith _newMileStone = _newMileStone + 50; // every 50 items loaded refresh message _theMessage = format ["Spawned %1 of %2 objects",_currentCount, _ammountOfObject]; PVDZE_Z_LoadMessage = [_theMessage]; publicVariable "PVDZE_Z_LoadMessage"; }; _currentCount = _currentCount + 1; above } count (_BuildingQueue + _objectQueue); // # END SPAWN OBJECTS # 4) add _theMessage = "Loading trader data"; PVDZE_Z_LoadMessage = [_theMessage]; publicVariable "PVDZE_Z_LoadMessage"; AFTER if !(DZE_ConfigTrader) then { 5) add _theMessage = format["Spawning %1 new vehicles", _vehLimit]; PVDZE_Z_LoadMessage = [_theMessage]; publicVariable "PVDZE_Z_LoadMessage"; AFTER // spawn_vehicles _vehLimit = MaxVehicleLimit - _totalvehicles; 6) add _theMessage = "Finishing up the server"; PVDZE_Z_LoadMessage = [_theMessage]; publicVariable "PVDZE_Z_LoadMessage"; BEFORE // spawn_roadblocks diag_log ("HIVE: Spawning # of Debris: " + str(MaxDynamicDebris)); for "_x" from 1 to MaxDynamicDebris do { [] spawn spawn_roadblocks; }; 7 LAST) add _theMessage = format["Server running", _vehLimit]; PVDZE_Z_LoadMessage = [_theMessage]; publicVariable "PVDZE_Z_LoadMessage"; AFTER diag_log format["Total Number of spawn locations %1", actualSpawnMarkerCount];
  5. Hey guys, got a little mess here .. i'm trying to run a self hosted Epoch Server to play around with it a little bit. I got the epoch server & client files, i added the preconfigured mpmissions, keys and the instance_11_Chernarus plus the fitting batch file. I can start the server but when i check it on the ingame browser i could figure out it doesn't load the mission file. (When trying to join the server i get the "you cannot play edit this mission..." kick) Server Config > class Missions { class Mission1 { template = "DayZ_Epoch_11.Chernarus"; difficulty="veteran"; }; }; I think i missed out something .. can you guys help me out? Thanks in advance :)
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