Axe Cop Posted November 27, 2013 Report Share Posted November 27, 2013 Low pop count atm... but before players when i hosted a popular tavi 2.0 dont notice lag really till server hits around sub 10 fps. I give u a shout tomorrow what fps i am getting with around 15 players (crosses fingers). Yeah thanks, I was just wondering maybe other admins can post some values, too :) I don't think many base building stuff will drain the performance on the server, unless ArmA is checking all "vehicles" in the monitor :P Link to comment Share on other sites More sharing options...
Torndeco Posted November 27, 2013 Author Report Share Posted November 27, 2013 New update... Finally fixed the code for checking if a mission is running. I also added some new config options U can now set the min + max number of missions running at same time. Add fix for same vehicles spawning @ missions... VehicleServerCount wasn't getting updated when mission system was spawning a vehicle. -------------- -------------- Think thats most of the issues done atm... My todo list for this weekend is Add triggers to Sarge AI mines to detonate on all player vehicles & not just trucks Redo killing vehicle code if no player within 30 meters... gonna change it to u need player to jump into vehicle to stop it from blowing up. Add condtion so it will only blowup if no player within 30 meters. Will help reduce number for vehicles left after a mission & be less cpu usage. Add custom AI loadouts for missions + elite weapons group (low chance of spawning @ mission) Link to comment Share on other sites More sharing options...
TheCapt Posted November 28, 2013 Report Share Posted November 28, 2013 how do i disable your debug? Link to comment Share on other sites More sharing options...
Torndeco Posted November 28, 2013 Author Report Share Posted November 28, 2013 I will add an option to display the mission warning in the middle of the screen, really not hard todo... sometime in the future. To disable the debug, just don't use it... its really there for an example ---------------------------- Anyway new update on github.. Really worth updating if u are using the mission system + the sarge files included (or u made the changes to save sarge vehicles to database). Have fixed destroying Sarge AI vehicles that were getting killed at end of mission Axe Cop 1 Link to comment Share on other sites More sharing options...
Torndeco Posted December 1, 2013 Author Report Share Posted December 1, 2013 Another Update: Changes are In Debug Monitor tells u nearest town / city for new mission that spawned.. No more mines @ missions (mines are to limited engine wise what u can do to them via code) AI now gets 2 clips of ammo when it is empty instead of 1. New Config Options https://github.com/Torndeco/Epoch-Missions/blob/master/dayz_server/missions/config.sqf Option to display mission in middle of screen instead of debug monitor Abillity to set the Min number of players before spawning missions. Distance check to not spawn missions around players or Death Notice Boards (trader cities etc) or plot poles Todo List Custom mission AI loadouts Parachuting Reinforcements Some different mission types Add already running mission map markers to players that join the server Any Requests? ------------ If u are updating from previous verious version Please take note the publicEH.sqf was changed slighty + so has the debug monitor code (and files got renamed slightly). Link to comment Share on other sites More sharing options...
axekie Posted December 2, 2013 Report Share Posted December 2, 2013 [RQ] tank ai Def mission box Link to comment Share on other sites More sharing options...
itsatrap Posted December 2, 2013 Report Share Posted December 2, 2013 Why is there an server_add_plotpole_list and server_delete_plotpole_list.sqf ?what do they have to do with missions ?is it possible to get an version that is cleaned of unnecessary code ? like the debug and study body ?? Link to comment Share on other sites More sharing options...
Torndeco Posted December 2, 2013 Author Report Share Posted December 2, 2013 @itsatrap U can just ignore the 2 files, but u will still need to intialize the array Custom_Plot_Pole There are just part of custom code Sarge Changes Stop AI from picking random patrol spot within range of PlotPole Stop AI from deciding to patrol inside a building within range of PlotPole Won't stop AI harassing a players base but it will help reduce it. As for not supplying them i rather not maintain multiple SARGE codebases... Not to mention i plan on more custom code tweaks for SARGE to allow for more variety for missions ----------- The debug is just example code alter it to whatever u prefer. i.e check out axeman version of debug http://i.imgur.com/7UXiapt.jpg Personnally I hate having mission notices in middle of the screen imo. But u can always set in config.sqf mission_warning_debug = false; And just have mission warnings in the middle of the screen. That way u don't need to debug monitor code + remove it all except for debug_monitor_missions.sqf Need to keep the file for the publicEH for displaying mission updates. Since i want to add localizations to mission notices (when i get around to it). Update Fix on github for map markers + debug monitor. I moved creating map markers back to serverside (was issue with infistar antihack, only effected non-admins, thus it got past my inital code testing) Link to comment Share on other sites More sharing options...
geramy Posted December 3, 2013 Report Share Posted December 3, 2013 Hey there, can you help me? i have installed Epoch an then this mission script. Everything is working nice. but In the Debugmonitor is a timer for the next restart on the server. After this timer is at 0 there is no restart... What have i to do, that there will be a restart? Link to comment Share on other sites More sharing options...
Torndeco Posted December 3, 2013 Author Report Share Posted December 3, 2013 The debugMontior is just a timer that counts down, it doesn't restart the server for u. U need to setup an automated server restart i.e set the server restarts in your admin tools with vilayer / hfb / dayz.st etc.. Or cronjob with linux or whatever people use with a windows server. i.e I have a cronjob + script that kills + restarts the server every 8 hours on a linux server. The debug monitor counts down from 8 hours so that way players know how long to a restart. There is also a 5 min warning in the middle of the screen aswell Link to comment Share on other sites More sharing options...
andygully Posted December 4, 2013 Report Share Posted December 4, 2013 have this working fine on epoch panthera cheers :) the loot is varied and not overpowered. Just make sure to turn random ai spawning (not at missions) off if you want ai at missions only Link to comment Share on other sites More sharing options...
axekie Posted December 4, 2013 Report Share Posted December 4, 2013 Land Vehicles AI spawn with no ammo in vehicle reammo not working how to fix thank you Link to comment Share on other sites More sharing options...
itsatrap Posted December 4, 2013 Report Share Posted December 4, 2013 Hi every one, this is a fork where all runs server side, my mission file is about 400kb, all the msg. is now done with in the mission scripts so you can use it with the ordinal epoch debug, sarge bandits have been epoched :)https://github.com/nerdalertdk/Epoch-Missions Link to comment Share on other sites More sharing options...
Torndeco Posted December 4, 2013 Author Report Share Posted December 4, 2013 @itstrap Moving the entire SARGE over to server pbo will break afew things.. There is SARGE variables + code that is initailzed clientside + some code is remote excuted by server to run on client aswell. This is done for afew things like surivorers bloodbag players + for ai to shoot zombies etc. I been to lazy to go through the code to figure out what i can move serverside + what is needed clientside, plus testing out any changes takes time. edit:- Also u are spawning ai with wrong matchbox class type for epoch... Link to comment Share on other sites More sharing options...
itsatrap Posted December 4, 2013 Report Share Posted December 4, 2013 @itstrap Moving the entire SARGE over to server pbo will break afew things.. There is SARGE variables + code that is initailzed clientside + some code is remote excuted by server to run on client aswell. This is done for afew things like surivorers bloodbag players + for ai to shoot zombies etc. I been to lazy to go through the code to figure out what i can move serverside + what is needed clientside, plus testing out any changes takes time. edit:- Also u are spawning ai with wrong matchbox class type for epoch... Ahh okay did not know that, many thanks, it just work when I moved it, matchbox class please ex-plane ? Link to comment Share on other sites More sharing options...
Fuchs Posted December 4, 2013 Report Share Posted December 4, 2013 hey torndeco ..one kindly question how long did u worked/developed for your project in time? cheers fuchs Link to comment Share on other sites More sharing options...
Torndeco Posted December 4, 2013 Author Report Share Posted December 4, 2013 Time in hours got no clue... But i rewrote the entire thing around the end of October to be more dyanmic... So the current system i be workin on and off for the last month. Be doing some code work on =BTC= Lift Script, custom trader cities, debuggin some new Epoch code + testing the anti-wall glitch code... So i really couldn't guess to be honest. Link to comment Share on other sites More sharing options...
Fuchs Posted December 4, 2013 Report Share Posted December 4, 2013 No problem mate! thx for your time ! Link to comment Share on other sites More sharing options...
Torndeco Posted December 4, 2013 Author Report Share Posted December 4, 2013 New Update on Github (i know i know, but damn competition has be back adding stuff to mission code) Install instructions are @ https://github.com/Torndeco/Epoch-Missions Changes Easier to install Only a few lines to add to your init.sqf + sarge include line in your description.ext After that its just setting up your debug monitor + adding code for optional code tweaks like ai avoiding plotpoles etc.. New Sarge Settings so u can customize Bandit AI @ Missions, i.e have different skills / skins / loadouts compared to dyanamic bandits spawned by Sarge. Mission Debug Monitor will now show Image of Vehicle if one is spawned @ a mission site. Sarge AI will now spawn in vehicle turrets now, before they spawned in cargo positions + ai had to change seat before it could shoot. Notes Alot of small changes, please read bottom of install instructions if u are updating from a previous version. Give a shout if any bugs encountered Todo List Will be adding http://forums.bistudio.com/showthread.php?161325-Sneaky-Hunter-AI-algorithm I just got auther permission to add, still need to add code + do some testing. But it will be optional & will be seperate server fps check if it gets added in due to heavy load. Atlast i will start to work on some Mission Types Link to comment Share on other sites More sharing options...
Mr.Pig Posted December 4, 2013 Report Share Posted December 4, 2013 I love this mod and i am trying to update. Can you please list all the changes you have made to the files as I and I am sure others already have customized files especially in the server.pbo For example I am trying to compare your server_monitor.sqf with mine as i have that altered for other mods. Unless I am missing something here. Thanks Link to comment Share on other sites More sharing options...
Torndeco Posted December 4, 2013 Author Report Share Posted December 4, 2013 If u are using windows... i recommend u check out http://winmerge.org It very nice for comparing files / folders + sub folders etc. I add a readme tomorrow outline changes in epoch server files... Won't be one for sarge as there is just to many small changes at this point in time. Anyway the file server_monitor.sqf u can ignore, it has no changes in it for mission system. I removed it from github now, it was meant to get removed earlier. Won't cause any issue was basicly the same as epoch server file. edit:- Added server_cleanup.fsm to github. It just has the changes for SARGE in the file Link to comment Share on other sites More sharing options...
axekie Posted December 4, 2013 Report Share Posted December 4, 2013 22:36:17 File z\addons\dayz_server\compile\server_publishVehicle.sqf, line 50 22:36:43 File mpmissions\__cur_mp.chernarus\addons\SARGE\SAR_vehicle_fix_epoch.sqf, line 19 22:36:17 File z\addons\dayz_server\compile\server_publishVehicle2.sqf, line 122 22:36:56 File z\addons\dayz_server\system\server_monitor.sqf, line 274 script addons\missions\mission_warning.sqf not found Link to comment Share on other sites More sharing options...
Torndeco Posted December 4, 2013 Author Report Share Posted December 4, 2013 Last minute fix bitting me in the ass :) The errors are fixed, u should update if its on a live server like me atm opps The SAR_vehicle_fix_epoch should be working now, but un-tested atm. Thus the warning about it beening expermential edit: I have no idea why u are getting warning about addons\missions\mission_warning.sqf Check in our mission.pbo u have the folliwing addons/Missions/mission_warning.sqf Link to comment Share on other sites More sharing options...
axekie Posted December 4, 2013 Report Share Posted December 4, 2013 you forgot add mission_warning.sqf to github ? Link to comment Share on other sites More sharing options...
Torndeco Posted December 4, 2013 Author Report Share Posted December 4, 2013 Yep that would cause it... So many changes + updating README, guess i forgot about it Added the file to github Link to comment Share on other sites More sharing options...
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