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Working Missions System


RedBreath

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So lets think about this. This particular script is mission side which put alot of stress client side. Your saying the answer to this is to put HC in to fix the problem. In this case using HC to solve this is a bandage, rather than writing this to work server side. In turn would most likely fix the lag issue.

 

Why do you think DZMS and WAI are written server side? To be cute?  :P

Simple advice for you: stop yelling, start writing.
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Dont know much about headless clients? it basically is server side. and actually helps with lag when setup up right cause can make it run on different cores than main server so putting less strain on system itself.

 

and coding is simple if want the missions themselves server side and hide from client .pbo. create a new server mod with @yourmodname. get that to run missions so dont need to touch epoch server code and just send pub var to headless with co-ords of where to spawn AI.

 

what im doing at the minute and working flawless

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So lets think about this. This particular script is mission side which put alot of stress client side. Your saying the answer to this is to put HC in to fix the problem. In this case using HC to solve this is a bandage, rather than writing this to work server side. In turn would most likely fix the lag issue.

 

Why do you think DZMS and WAI are written server side? To be cute?  :P

 

Actually Headless Clients are the best way. With a HC you are offloading all of the processing to a second server. (If you run a HC on the same server the gains would be minimal)

 

With HC on a seperate dedicated server you essentially have a second server that is connecting like a player that is running all of your AI code so the server you are playing on doesn't have to. Your server FPS will raise considerably, and your server will run better overall (excluding errors from bad code). You could also run many more AI without server impact. Most Arma Military Sim servers use HC's.

 

The limiting issue with HC's that make them sort of the high-end of server hosting is that you need two servers, and two copies of Arma (The HC requires it's own CD Key).

 

DZAI has a HC version, and Donnovan was working on HC's for DZMS.

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HC does NOT require a CD key.  Launching Arma3server.exe -client will operate as an HC and utilize the same file structure as your server.

 

Arma3 server itself does not require a CD key! (unless you are running the client exe, but why would you do that when the server exe is free!)

 

Launching the HC on the same physical or virtual machine as your actual server should have little performance impact.  Arma's limitation is in how it is programmed to support multi-threading.  A process of a server and HC will not crush today's CPU's.

 

See the HC thread in this forum for more HC gouge!

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  • 2 weeks later...

Okay, I think the init worked however when it loaded the mod, It stopped when it couldnt find the mission2.sqf file in game. Is this an update issue that will be fixed eventually or is it an actual script error that can manually be mended?

 

EDIT: Seems to be different mission sqf's each time. Just got mission6.sqf not found.

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found the issue with missing missions.

open all the mission.sqf's and remove 

the " \ " from in front.

 

so from this

execVM "\mission\crates\box1.sqf";

 

to this

execVM "mission\crates\box1.sqf";

 

you have to do this on all files.

be perpared for alot of battleye kicks. check all boxes sqf's and add marker1 etc. to script.txt or set script filters to 1

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  • 2 weeks later...

ok i seemed to fix that problem myself, the problem is that the loot boxes are Pelican_epoch. or something like that, changed it over to Box_East_AmmoVeh_F and spawned it inside this box instead. works great, i notice that the box is about 60m from the X on the map. No big deal i spawned in a down heli with it so that players can easily identify that that is where the loot box is

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