second_coming Posted March 25, 2015 Report Share Posted March 25, 2015 I have been investigating performance issues on my server and have narrowed down lag spikes to the LSDeleter.SQF in the LootSpawner script I use (it happens every 60 seconds). Disabling Lootspawner stops the spikes altogether.What I would like to be able to do is stop using lootspawner but I have it customised in a way that currently isn't possible with the default loot spawn system (even with the additions already in 0.3).Would it be possible to add in the functionality of having server customisable building class lists set to spawn specific classes of items?eg. as per lootspawner config // Lootspawner junction list for buildings to classes // Author: Na_Palm (BIS forums) //------------------------------------------------------------------------------------- //"Buildingstoloot_list" array of [buildingname, class] // buildingname: building class name (in editor debug console use "typeof BIS_fnc_camera_target" // to monitor and then copy/paste or any other method you know...) // class: 0-civil, 1-military, ... (add more as you wish) // //!!!EVERY building must have only ONE entry here AND been in ONE class!!! //------------------------------------------------------------------------------------- Buildingstoloot_list = [ // Civilian buildings ["Land_Offices_01_V1_F", 0], //["Land_Church_01_V1_F", 0], ["Land_i_House_Big_01_V1_F", 0], ["Land_i_House_Big_01_V2_F", 0], ["Land_i_House_Big_01_V3_F", 0], ["Land_u_House_Big_01_V1_F", 0], ["Land_d_House_Big_01_V1_F", 0], ["Land_i_Stone_HouseBig_V1_F", 0], ["Land_i_Stone_HouseBig_V2_F", 0], ["Land_i_Stone_HouseBig_V3_F", 0], ["Land_d_Stone_HouseBig_V1_F", 0], ["Land_i_Stone_HouseSmall_V1_F", 0], ["Land_i_Stone_HouseSmall_V2_F", 0], ["Land_i_Stone_HouseSmall_V3_F", 0], ["Land_d_Stone_HouseSmall_V1_F", 0], // Military buildings ["Land_i_Barracks_V1_F", 1], ["Land_i_Barracks_V2_F", 1], ["Land_u_Barracks_V2_F", 1], ["Land_Cargo_House_V1_F", 1], ["Land_Cargo_House_V2_F", 1], ["Land_Cargo_House_V3_F", 1], ["Land_Cargo_HQ_V1_F", 1], ["Land_Cargo_HQ_V2_F", 1], ["Land_Cargo_HQ_V3_F", 1], ["Land_Cargo_Patrol_V1_F", 1], ["Land_Cargo_Patrol_V2_F", 1], ["Land_Cargo_Patrol_V3_F", 1], ["Land_Cargo_Tower_V1_F", 1], ["Land_Cargo_Tower_V1_No1_F", 1], ["Land_Cargo_Tower_V1_No2_F", 1], ["Land_Cargo_Tower_V1_No3_F", 1], ["Land_Cargo_Tower_V1_No4_F", 1], ["Land_Cargo_Tower_V1_No5_F", 1], ["Land_Cargo_Tower_V1_No6_F", 1], ["Land_Cargo_Tower_V1_No7_F", 1], ["Land_Cargo_Tower_V2_F", 1], ["Land_Cargo_Tower_V3_F", 1], ["Land_MilOffices_V1_F", 1], //["Land_TentHangar_V1_F", 1], // 2 Industrial and Outbuildings //["Land_Shed_Big_F", 2], //["Land_Shed_Small_F", 2], ["Land_i_Shed_Ind_F", 2], ["Land_u_Shed_Ind_F", 2], ["Land_u_Addon_01_V1_F", 2], ["Land_d_Addon_02_V1_F", 2], ["Land_u_Addon_02_V1_F", 2], ["Land_i_Addon_02_V1_F", 2], ["Land_i_Addon_03_V1_F", 2], ["Land_i_Addon_03mid_V1_F", 2], ["Land_i_Addon_04_V1_F", 2], ["Land_Metal_Shed_F", 2], ["Land_i_Stone_Shed_V1_F", 2], ["Land_i_Stone_Shed_V2_F", 2], ["Land_i_Stone_Shed_V3_F", 2], ["Land_d_Stone_Shed_V1_F", 2], ["Land_Unfinished_Building_01_F", 2], ["Land_Unfinished_Building_02_F", 2], // 3 Research Buildings //["Land_Dome_Big_F", 3], //["Land_Dome_Small_F", 3], ["Land_Research_house_V1_F", 3], ["Land_Research_HQ_F", 3], // 4 Medical Buildings ["Land_Hospital_main_F", 4], ["Land_Hospital_side1_F", 4], ["Land_Hospital_side2_F", 4], ["Land_Medevac_house_V1_F", 4], ["Land_Medevac_HQ_V1_F", 4], // 5 Shops and Public Buildings ["Land_i_Shop_01_V1_F", 5], ["Land_i_Shop_01_V2_F", 5], ["Land_i_Shop_01_V3_F", 5], ["Land_u_Shop_01_V1_F", 5], ["Land_d_Shop_01_V1_F", 5], ["Land_i_Shop_02_V1_F", 5], ["Land_i_Shop_02_V2_F", 5], ["Land_i_Shop_02_V3_F", 5], ["Land_u_Shop_02_V1_F", 5], ["Land_d_Shop_02_V1_F", 5], //["Land_Kiosk_blueking_F", 5], //["Land_Kiosk_gyros_F", 5], //["Land_Kiosk_papers_F", 5], //["Land_Kiosk_redburger_F", 5], //["Land_Airport_center_F", 5], ["Land_Airport_left_F", 5], ["Land_Airport_right_F", 5], ["Land_Airport_Tower_F", 5], ["Land_Hangar_F", 5], //["Land_LandMark_F", 5], ["Land_GH_Gazebo_F", 5], ["Land_GH_House_1_F", 5], ["Land_GH_House_2_F", 5], //["Land_GH_MainBuilding_entry_F", 5], ["Land_GH_MainBuilding_left_F", 5], ["Land_GH_MainBuilding_middle_F", 5], ["Land_GH_MainBuilding_right_F", 5], //["Land_GH_Platform_F", 5], //["Land_GH_Pool_F", 5], //["Land_GH_Stairs_F", 5], //["Land_Stadium_p1_F", 5], //["Land_Stadium_p2_F", 5], //["Land_Stadium_p3_F", 5], ["Land_Stadium_p4_F", 5], ["Land_Stadium_p5_F", 5], //["Land_Stadium_p6_F", 5], //["Land_Stadium_p7_F", 5], //["Land_Stadium_p8_F", 5], ["Land_Stadium_p9_F", 5], //["Land_Stadium_score_F", 5], // 6 Garages ["Land_CarService_F", 6], ["Land_i_Garage_V1_F", 6], ["Land_i_Garage_V2_F", 6] ]; I currently have Lootspawner configured to do the following:medical buildings: medical items (fak, heat pack etc)military buildings: weapons and ammocivilians buildings: clothing,bags,food,drink and low level weapons and ammo (eg. Rollins)industrial buildings: building materialsbars/pubs, supermarkets and fast food places: food and drinkgarages: vehicle repair parts BFranek and SpiRe 2 Link to comment Share on other sites More sharing options...
Darth_Rogue Posted March 25, 2015 Report Share Posted March 25, 2015 I'm making some changes to the deleter. Won't have time to test it until tomorrow though. Will let you know if it works or not and if so whether there's any performance increase. Link to comment Share on other sites More sharing options...
vbawol Posted March 25, 2015 Report Share Posted March 25, 2015 Loot classes per building type is on our todo list and will be likely added very soon. Darth_Rogue, knights†emplar, second_coming and 4 others 7 Link to comment Share on other sites More sharing options...
second_coming Posted March 25, 2015 Author Report Share Posted March 25, 2015 Loot classes per building type is on our todo list and will be likely added very soon.Yay! SpiRe 1 Link to comment Share on other sites More sharing options...
CoercionX Posted March 25, 2015 Report Share Posted March 25, 2015 What might help you currently is cut the loot spawner distance down to about 25m. You don't notice the difference as a player but it stops spawning of buildings 2 street blocks away. Only the office building you end up having to walk inside of before it spawns, but I noticed big improvements. Was having massive kicks every 5 minutes and was trying to find culprit so did a bunch of cut backs... ended up being the "Indestructible Buildings" pbo that runs every 5 minutes that dropped my server fps to single digits :P But ya, a bunch of my old dayz players have stated they hate the vanilla epoch system... "Finding an M107 in a house's garage makes hitting military complexes worthless" was 1 comment. Why i rely more on the ground spawn loot system currently. Link to comment Share on other sites More sharing options...
knights†emplar Posted March 26, 2015 Report Share Posted March 26, 2015 Loot classes per building type is on our todo list and will be likely added very soon. Thats good to know, per building classname would work a treat, would this also allow for moded items (such as classes from addons @Mass for example) to be added and show up in furniture? it would make it more tidy, I prefer seeing those items in furniture rather than on the floor as the case is with Lspawner... Link to comment Share on other sites More sharing options...
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