Razorman Posted August 20, 2014 Report Share Posted August 20, 2014 So below is my Overpoch server, thoughts on my scripts? Too many? Not enough? Appreciate the feedback, players seem to love em but i'm not sure if we've gone too far? Bank Robbery New Overwatch loot spawns New Overwatch weps Ammo & Vehic traders New Skin Trader at stary JAEM Heli Evac Spawn location Select Class Select Spawn with motorcycle Lift & tow Self Blood Build Snap Pro Deploy bike/Mozzie Select View Distance 3 Independant Mission systems with random Ai missions (DZAI/Wicked AI/EMS) Protected base building Extended trader items Modded Airfeilds Extra towns & City's Custom Antihax Protected Safe Zones Ai heli patrols & para drops Skalisty Bridges x 2 Service points for re arm, re fuel & repair Link to comment Share on other sites More sharing options...
insertcoins Posted August 20, 2014 Report Share Posted August 20, 2014 Too many for my taste. It all depends on what you want tbh JAEM Heli Evac Spawn location Select Class Select Spawn with motorcycle Lift & tow Deploy bike/Mozzie Select View Distance Service points for re arm, re fuel & repair make it a walk in the park. Link to comment Share on other sites More sharing options...
Triage Posted August 20, 2014 Report Share Posted August 20, 2014 It depends on what type of community you have to be honest. Are you leaning more to a vanilla overpoch. As well if your community can deal with the fact that they have to download all those. Another big factor is if your server can keep up with all the scripts. Look at your CPU when your server is just about to restart. If it seems it's struggling then you have a good reason to say you have too many scripts. Link to comment Share on other sites More sharing options...
Externized Posted August 20, 2014 Report Share Posted August 20, 2014 Think about the people who already have a low FPS to, thats the exact reason why i didn't add any map addons on my server.. ^_^ Maybe soon a bit of changes to balota and nwaf but more not.. :P Link to comment Share on other sites More sharing options...
Mercules Posted August 21, 2014 Report Share Posted August 21, 2014 SnapBuild Pro Refuel Tow/Lift Pretty much done. If low pop adding in ONE mission system with very limited rewards. Link to comment Share on other sites More sharing options...
Darihon Posted August 21, 2014 Report Share Posted August 21, 2014 Don't you dare taking the bank robbery script out.. haha. Just kidding. Like they said above: "It all depends on your community". Ask which scripts they like, or which they prefer :). Link to comment Share on other sites More sharing options...
Razorman Posted August 22, 2014 Author Report Share Posted August 22, 2014 Lol, players love bank robbery, thanks for the feedback, guess we'll keep the scripts as they are, server now starting to creep back up the rankings! insertcoins 1 Link to comment Share on other sites More sharing options...
VentZer0 Posted August 22, 2014 Report Share Posted August 22, 2014 No server performance impact New Overwatch loot spawns New Overwatch weps Ammo & Vehic traders New Skin Trader at stary Spawn location Select Class Select Lift & tow Service points for re arm, re fuel & repair Extended trader items HUGE performance impact. EMS and DZAI are the same just merge the missions ... I use EMS missions in DZAI. 3 Independant Mission systems with random Ai missions (DZAI/Wicked AI/EMS) Ai heli patrols & para drops The first time you will get over 10 or 20 players your server will become unplayable after about an hour I would guess. Been there done that. Link to comment Share on other sites More sharing options...
Razorman Posted August 23, 2014 Author Report Share Posted August 23, 2014 Wrong, server has run up to 40 players without issue, will monitor closely & ofc adjust accordingly if required, The Tang has been around for over a year, with good housekeeping & databse management we have no issues with performance. Link to comment Share on other sites More sharing options...
Fully Posted August 24, 2014 Report Share Posted August 24, 2014 I think it more comes down to can the hardware support it? Link to comment Share on other sites More sharing options...
Razorman Posted August 24, 2014 Author Report Share Posted August 24, 2014 It does & it can ;) Link to comment Share on other sites More sharing options...
peipo118 Posted August 24, 2014 Report Share Posted August 24, 2014 Ok to get this out of the way once and for all!! Scripts do NOT cause performance problems, what is causing them is running them (genius right?) Now if we have stuff like bike deploy, selfBB, tow and lift etc etc, those will not take any performance, as Arma is able to run sqf (btw a very quick script language) like butter. Now what does Arma not handle very well? First of all AI, not spawning them in as in general the SERVER handles spawning stuff in really good (allthough it might cause some lagging on the client who has to load it all), but more the general calculations that are necessary. Not with all the mission systems out there EMS is probably the worst and most outdated to use, as it goes pretty much brute force on the AI, with lots of loops running.. For example I am using a quite heavily modified version of WAai wher i only spawn in the AI when actual players get near the mission, which saves a lot of performance... Next thing that causes desync is heavy server processes, triggered by publicVars.. Allthough in general publicVars do not affect performance very much, there is quite a few server side processes that do (mainly the updating and spawning of vehicles as there is also a database interaction involved ) Now a headless client can solve most of your AI problems, and allows you to have over 300 AI on the map without issues (at least on my setup ) For the rest as a general tip i would say, avoid loops if you can, don't go nuts with map addons that run server side, and keep the general swag up :) Peace ;) Link to comment Share on other sites More sharing options...
megaz Posted September 19, 2014 Report Share Posted September 19, 2014 WAai wher i only spawn in the AI when actual players get near the mission, which saves a lot of performance.. Hi this is similar to something I have been wanting to do, Spawn AI in a certain area only when a player get to a certain distance to the area i have selected. Can you guide me or paste a sample of how to achieve a spawning of Ai once a player has entered a certain area. Thanks MegaZ Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now