lazik_s Posted December 11, 2014 Report Share Posted December 11, 2014 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. Link to comment Share on other sites More sharing options...
Saltzman Posted December 11, 2014 Report Share Posted December 11, 2014 Not yelling by any means, and I got this in the works :) Link to comment Share on other sites More sharing options...
Red555 Posted December 11, 2014 Report Share Posted December 11, 2014 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 axeman and hogscraper 2 Link to comment Share on other sites More sharing options...
RedBreath Posted December 12, 2014 Author Report Share Posted December 12, 2014 Bump Link to comment Share on other sites More sharing options...
Humpabry Posted December 12, 2014 Report Share Posted December 12, 2014 scripts mission/mission2.sqf was not found.. that message popped up in game Link to comment Share on other sites More sharing options...
Humpabry Posted December 12, 2014 Report Share Posted December 12, 2014 so restarted server and this time got mission5.sqf not found.. another in game message pop up all i have done is change the missions locations to stratis locations anyone any idea here why it wont read my mission files Link to comment Share on other sites More sharing options...
Humpabry Posted December 12, 2014 Report Share Posted December 12, 2014 12.12.2014 12:04:16: bry (91.182.16.111:2304) 00647c9952f857dacb8dccd62acd587d - #40 "und wasting time. Maybe you'll catch em next time."]; deleteMarker "Marker1"; sleep 10; execVM "mission\call_missions.sqf"" any idea which line need to be changed here? Link to comment Share on other sites More sharing options...
RedBreath Posted December 14, 2014 Author Report Share Posted December 14, 2014 Bump Link to comment Share on other sites More sharing options...
horbin Posted December 14, 2014 Report Share Posted December 14, 2014 Humpary, need a ';' after your exec line. Link to comment Share on other sites More sharing options...
2bang2 Posted December 15, 2014 Report Share Posted December 15, 2014 the server give the massage mission3.sqf was not found and after a restart just a new number anyone know what the prablom? all the mission files in the correct folder Link to comment Share on other sites More sharing options...
TheVampire Posted December 18, 2014 Report Share Posted December 18, 2014 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. Link to comment Share on other sites More sharing options...
horbin Posted December 18, 2014 Report Share Posted December 18, 2014 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! KiloSwiss and hogscraper 2 Link to comment Share on other sites More sharing options...
prue420 Posted December 23, 2014 Report Share Posted December 23, 2014 Has anyone fixed the sqf not found issue? Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted December 24, 2014 Report Share Posted December 24, 2014 So many people can't read the subforums... http://epochmod.com/forum/index.php?/forum/71-ai-missions/ Link to comment Share on other sites More sharing options...
TorchGodz Posted January 6, 2015 Report Share Posted January 6, 2015 Does this work on Chernarus? Link to comment Share on other sites More sharing options...
DoctorBerg Posted January 10, 2015 Report Share Posted January 10, 2015 I'm having a hard time finding the init file. I've looked in the altis.epoch mission pbo, but there's nothing there except the sqm and 2 other unrelated files. Where do I go to find the Init q.q Link to comment Share on other sites More sharing options...
TheVampire Posted January 10, 2015 Report Share Posted January 10, 2015 I'm having a hard time finding the init file. I've looked in the altis.epoch mission pbo, but there's nothing there except the sqm and 2 other unrelated files. Where do I go to find the Init q.q Epoch doesn't have an init.sqf by default atm. You have to create it. Link to comment Share on other sites More sharing options...
DoctorBerg Posted January 10, 2015 Report Share Posted January 10, 2015 Where do I need to put it, and is there anything I need to put in it other than the two lines of code provided in the install instructions on this mod? Link to comment Share on other sites More sharing options...
TheVampire Posted January 10, 2015 Report Share Posted January 10, 2015 Where do I need to put it, and is there anything I need to put in it other than the two lines of code provided in the install instructions on this mod? Nope. It goes in your mission.pbo alongside the description.ext and mission.sqm. Link to comment Share on other sites More sharing options...
DoctorBerg Posted January 10, 2015 Report Share Posted January 10, 2015 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. Link to comment Share on other sites More sharing options...
KiloSwiss Posted January 10, 2015 Report Share Posted January 10, 2015 Use one of the working mission scripts from the right subforum. Link to comment Share on other sites More sharing options...
YeTi Posted January 10, 2015 Report Share Posted January 10, 2015 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 ALANDRO 1 Link to comment Share on other sites More sharing options...
dude5285 Posted January 20, 2015 Report Share Posted January 20, 2015 ok so my mission works almost flawlessly, only problems are loot boxes are not spawning with missions. any ideas? Link to comment Share on other sites More sharing options...
dude5285 Posted January 20, 2015 Report Share Posted January 20, 2015 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 Link to comment Share on other sites More sharing options...
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