82ndAB_Bravo17 Posted November 11, 2016 Report Share Posted November 11, 2016 Ever since Epoch 0400 came out we were getting significantly longer server load times. Eventually tracked it down to SEM causing a break in execution of 3 minutes each time SEM_fnc_missionController was called. Cured it by replacing call with spawn in the last line of fn_seminit.sql zxbutchxz and natoed 2 Link to comment Share on other sites More sharing options...
zxbutchxz Posted November 11, 2016 Report Share Posted November 11, 2016 48 minutes ago, 82ndAB_Bravo17 said: Ever since Epoch 0400 came out we were getting significantly longer server load times. Eventually tracked it down to SEM causing a break in execution of 3 minutes each time SEM_fnc_missionController was called. Cured it by replacing call with spawn in the last line of fn_seminit.sql The last row you want to delete? Or replace it with something else? Link to comment Share on other sites More sharing options...
natoed Posted November 12, 2016 Report Share Posted November 12, 2016 On 11/12/2016 at 0:26 AM, 82ndAB_Bravo17 said: Ever since Epoch 0400 came out we were getting significantly longer server load times. Eventually tracked it down to SEM causing a break in execution of 3 minutes each time SEM_fnc_missionController was called. Cured it by replacing call with spawn in the last line of fn_seminit.sql yep that sorted the server load time, thx 82ndAB_Bravo17 Link to comment Share on other sites More sharing options...
zxbutchxz Posted November 13, 2016 Report Share Posted November 13, 2016 On 11.11.2016 at 9:26 PM, 82ndAB_Bravo17 said: Cured it by replacing call with spawn in the last line of fn_seminit.sql Please explain in more detail what should be done? Link to comment Share on other sites More sharing options...
natoed Posted November 13, 2016 Report Share Posted November 13, 2016 5 minutes ago, zxbutchxz said: Please explain in more detail what should be done? depbo your sem.pbo find file named "fn_semInit.sqf" change call to spawn line 90 in notepad ++ [ [SEM_staticMissions, SEM_staticMissionsPath ,"static"], [SEM_dynamicMissions, SEM_dynamicMissionsPath ,"dynamic"] ] call SEM_fnc_missionController; so its like this [ [SEM_staticMissions, SEM_staticMissionsPath ,"static"], [SEM_dynamicMissions, SEM_dynamicMissionsPath ,"dynamic"] ] spawn SEM_fnc_missionController; that's it, now repbo and drop back in your @epochhive\addons folder dont forget to thank 82ndAB_Bravo17 zxbutchxz 1 Link to comment Share on other sites More sharing options...
zxbutchxz Posted November 14, 2016 Report Share Posted November 14, 2016 5 hours ago, natoed said: depbo your sem.pbo find file named "fn_semInit.sqf" change call to spawn line 90 in notepad ++ [ [SEM_staticMissions, SEM_staticMissionsPath ,"static"], [SEM_dynamicMissions, SEM_dynamicMissionsPath ,"dynamic"] ] call SEM_fnc_missionController; so its like this [ [SEM_staticMissions, SEM_staticMissionsPath ,"static"], [SEM_dynamicMissions, SEM_dynamicMissionsPath ,"dynamic"] ] spawn SEM_fnc_missionController; that's it, now repbo and drop back in your @epochhive\addons folder dont forget to thank 82ndAB_Bravo17 Thank you so much! Link to comment Share on other sites More sharing options...
Brian Soanes Posted November 21, 2016 Report Share Posted November 21, 2016 Has anyone managed to get crypto for AI kills working? NM, figured it Link to comment Share on other sites More sharing options...
He-Man Posted November 21, 2016 Report Share Posted November 21, 2016 You can try this (not tested): fn_AIkilledEH.sqf: http://pastebin.com/yesiifHe if (isplayer _killer && _killer == vehicle _killer) then { <- Checks, if the killer is a player and if he is NOT inside a Vehicle (road kill sucks) _reward = 30 + random 20; <- Here you can change the reward Link to comment Share on other sites More sharing options...
Grahame Posted December 3, 2016 Report Share Posted December 3, 2016 So SEM has playableunits() calls which I believe are problematic after the last ARMA 1.66 update. I have uploaded a fixed version to my dropbox: https://www.dropbox.com/s/c0gh9g8j22ugqsl/sem.pbo?dl=0 It also has @He-Man's fix for the spawn vs call that created a hang at server restart. You may want to use your own mission and config files though. Mine are customized for my Tanoa server. Ghostrider-GRG, He-Man, Tarabas and 1 other 4 Link to comment Share on other sites More sharing options...
Tarabas Posted December 6, 2016 Report Share Posted December 6, 2016 Thank you for your fix Grahame, it works fine but I took your files and get a new error: Quote waitUntil{sleep 1; scriptDone _runningMission}; _missionTime = (time -> Error position: <_runningMission}; _missionTime = (time -> Error Undefined variable in expression: _runningmission File sem\scripts\fn_missionController.sqf, line 62 Server: Object 2:6308 not found (message Type_121) Server: Object 2:3343 not found (message Type_93) Server: Object 2:3341 not found (message Type_93) Server: Object 27:40 not found (message Type_121) Server: Object 2:6223 not found (message Type_93) Server: Object 2:3382 not found (message Type_93) Server: Object 2:3585 not found (message Type_121) Server: Object 2:4968 not found (message Type_93) Error in expression <Marker}; didn't find solution yet.. Link to comment Share on other sites More sharing options...
Grahame Posted December 6, 2016 Report Share Posted December 6, 2016 Did you replace the sem_config and mission files with your own? I have my own customized versions there... Link to comment Share on other sites More sharing options...
Tarabas Posted December 6, 2016 Report Share Posted December 6, 2016 yes i did, it's very sensitive, cause I only changed some times and the name of the blocMarker Link to comment Share on other sites More sharing options...
zxbutchxz Posted February 21, 2017 Report Share Posted February 21, 2017 Hey. "I_HMG_01_A_F" (in camp3.sqf) does not attack the players. How to make the turret attack? If the turret disassemble and reassemble, then it works fine. Link to comment Share on other sites More sharing options...
Drokz Posted March 10, 2017 Report Share Posted March 10, 2017 So still no marker fix? :/ Link to comment Share on other sites More sharing options...
Grahame Posted March 23, 2017 Report Share Posted March 23, 2017 On 3/10/2017 at 8:53 AM, Drokz said: So still no marker fix? :/ What's the issue with the marker? My missions are clearly marked on the map... natoed 1 Link to comment Share on other sites More sharing options...
Drokz Posted March 23, 2017 Report Share Posted March 23, 2017 After rejoining Server while a mission was active the markers didnt show up. Got this fixed by the help of He-Man :) Link to comment Share on other sites More sharing options...
zxbutchxz Posted March 24, 2017 Report Share Posted March 24, 2017 On 23.03.2017 at 10:52 PM, Drokz said: After rejoining Server while a mission was active the markers didnt show up. Got this fixed by the help of He-Man :) Can share? Link to comment Share on other sites More sharing options...
He-Man Posted March 24, 2017 Report Share Posted March 24, 2017 Erm Yes, but it is compete rewritten. Give me 2 days to sort all out... RC_Robio and natoed 2 Link to comment Share on other sites More sharing options...
sunnus01 Posted March 24, 2017 Report Share Posted March 24, 2017 any chance to get repo files ? this github is down Link to comment Share on other sites More sharing options...
natoed Posted March 24, 2017 Report Share Posted March 24, 2017 I use Grahame's version (Its bloody good too) he share it a few posts up, No issues at all markers are there for everyone. Link to comment Share on other sites More sharing options...
zxbutchxz Posted March 24, 2017 Report Share Posted March 24, 2017 On my server is installed version SEM 0.8.3. Everything works fine, but after the player's death (or his re-entering the server), the player does not see the mission markers. I'm looking forward to fixing from He-Man. Link to comment Share on other sites More sharing options...
He-Man Posted March 25, 2017 Report Share Posted March 25, 2017 It's because the Markers are created local. I have changed it serverside. I also changed the script for spawning buildings. so E3den and M3 Editor format are supported. But first I have to reorganise some things... Link to comment Share on other sites More sharing options...
He-Man Posted March 26, 2017 Report Share Posted March 26, 2017 On 24.3.2017 at 5:31 PM, He-Man said: Erm Yes, but it is compete rewritten. Give me 2 days to sort all out... Unfortunately I had not enough time to handle it today. But I will do it tomorrow and post it here. Link to comment Share on other sites More sharing options...
He-Man Posted March 27, 2017 Report Share Posted March 27, 2017 Based on the original SEM-Script, I made a lot of changes and uploaded it. I hope it is okay for @KiloSwiss. I have left his signature in this files and only added my "updated" signature to them. Added a wait until Epoch Server is completely running Supports now E3DEN + M3-Editor position exports Marker and notifications no longer needs client side codes Added Bandit Camp #4 Complete rewritten loot script (scripts\fn_crateLoot.sqf) Other smaller fixes / changes (don't remember all) There are no Client side changes needed anymore. You only need the Serverside pbo. https://github.com/Ignatz-HeMan/SEM natoed, zxbutchxz and Drokz 3 Link to comment Share on other sites More sharing options...
zxbutchxz Posted March 27, 2017 Report Share Posted March 27, 2017 I also changed the original mission. While I'm only interested in markers. Can I make changes only for markers or do I have to completely rework the entire mission again? And yet thank you for your work. Link to comment Share on other sites More sharing options...
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