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Question on plot poles


Darth_Rogue

Question

So let's say that when I first set up our server I set plot poles to be "Off".  But after playing for about a month my players have decided that they want them on.  What, if any, side effects will this cause on bases that are already built?  Will items already built be protected against being tampered with by other players?  Or will it only be effective for items built AFTER the pole was set?

 

Also, how do I set the plot pole effective distance to say, 100M, instead of 30 which is default?  And what does "DZE_maintainRange = " do exactly?

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It should be ok from a game mechanics point of view.

 

Removal only check for the buildable owner and not the plot pole so should not be affected.  Players will not be able to upgrade / downgrade items (half wall -> full wall / add locks to doors etc) for items that are out of range of a plot pole.

 

Cannot comment much on base destruction as I don't use it.

 

Maintain only looks for items in range of the plot pole.  If it is out of range then it will not be able to be maintained and will 'expire' once its damage hits 1 (the Epoch DB events do the damage on a daily basis).

 

THere is a variable to set the plot pole range.  It is an array of two numbers, the first is the plot size and the second is how close another plot pole can be built to an existing plot pole.  I don't have the variable name to hand but a quick search on the forums should turn it up as there have been lots of threads asking for it.

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It should be ok from a game mechanics point of view.

 

Removal only check for the buildable owner and not the plot pole so should not be affected.  Players will not be able to upgrade / downgrade items (half wall -> full wall / add locks to doors etc) for items that are out of range of a plot pole.

 

Cannot comment much on base destruction as I don't use it.

 

Maintain only looks for items in range of the plot pole.  If it is out of range then it will not be able to be maintained and will 'expire' once its damage hits 1 (the Epoch DB events do the damage on a daily basis).

 

THere is a variable to set the plot pole range.  It is an array of two numbers, the first is the plot size and the second is how close another plot pole can be built to an existing plot pole.  I don't have the variable name to hand but a quick search on the forums should turn it up as there have been lots of threads asking for it.

 

 

So inside init.sqf something like this.....

DZE_requireplot = 1;
DZE_PlotPole = [100,105];
DZE_maintainRange = ((DZE_PlotPole select 0)+20);

....should work on then?

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Should do.

 

Although... with only 5 mtrs between the plot pole radii and a +20 maintainence range you will probably end up with one plot owner potentially having to maintain another plot owners items.  The 14 mtr difference was put in to stop one plot owner building a structure (think seige tower) in order to breach the walls of another plot owners structures :) .

 

One other consideration would be the object volume load on the server.  Bigger plot radius = more objects = more server load, although if you are coming from a no plot pole environment then you probably have that already.

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Should do.

 

Although... with only 5 mtrs between the plot pole radii and a +20 maintainence range you will probably end up with one plot owner potentially having to maintain another plot owners items.  The 14 mtr difference was put in to stop one plot owner building a structure (think seige tower) in order to breach the walls of another plot owners structures :) .

 

One other consideration would be the object volume load on the server.  Bigger plot radius = more objects = more server load, although if you are coming from a no plot pole environment then you probably have that already.

 

 

Thanks for the clarification!

 

And yeah, I'm beginning to regret that decision.  :/

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Darth_roge there are alot of things you can do to lower down your object count , for one you can find a few sql's here on the forum that will delete objects X amount of days even specific objects like tank traps and what not to lower down your object count , i have a few on my server that target specific items like motor cycles and bikes , all you need to do is warn the people you plan to do this in an x amount of days , you can update all objects time stamps with an sql and then have a message count down the day of clean up i have done this on servers that were very object heavy , alot of owners never thing about what happens when they build tons of objects on the map , it would nice if you could build unlimited but its not possible yet. you can also lower down the price it cost to maintain a base this keeps people happy while keeping object count as low as possible 

 

im not to sure if this line goes in the init.sqf file 

i dont have it , and i have not seen this any where on the forums 

 

DZE_maintainRange = ((DZE_PlotPole select 0)+20);

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My server is quite new and the object count is relatively low still, sitting at around 2800.  But I've noticed that when we get about 10 people on the server the server FPS still drops to about 32.  Which is more than fine by itself, but if you do some fuzzy math you can extrapolate that when the server population climbs over time and is full with 40 players the FPS is likely to bottom out and cause issues.  Everyone wants indestructible bases that don't degrade because they make these huge monstrosities to hold 50 vehicles that they'll never even use.  But I'm starting to see that what people want and what's truly practical don't always match up.

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