Donnovan Posted October 29, 2015 Report Share Posted October 29, 2015 The fact that the player goes to lobby after die is the main source of bandwitch peak in Epoch servers.Why not use respawn instead of "go to the lobby"?With respawn the player don't need do download all map info again.With then going to the lobby, 5 players dies and you have a plus 10 mbps upload demand on their reconnect. Other than that, i can say the bandwidth consume is pretty ok.Thankyou a lot. Link to comment Share on other sites More sharing options...
raymix Posted October 29, 2015 Report Share Posted October 29, 2015 its just how character creation was designed for dayz, not entirely sure why we are still doing it in A3, but I was also curious about this actually, just never bothered to ask, lolI'd say there's a good reason for this, but I can't see why normal respawn shouldn't be possible in both games with a bit of elbow grease. Donnovan 1 Link to comment Share on other sites More sharing options...
pr0dukt Posted November 3, 2015 Report Share Posted November 3, 2015 There is no good reason behind it. It is easy to reset variables and event handlers by relogging after death. Thats why. Link to comment Share on other sites More sharing options...
Donnovan Posted November 7, 2015 Author Report Share Posted November 7, 2015 I'm trying to avoid player go to the lobby.What happens when you die is that you wait 5 seconds and then you respaw on the base (Arma 2 OA behaviour set in description.ext, base is probably out of the map).The init.sqf attach a Respawn event handler that calls player.death.sqf and this one ends the mission.You guys know if its hard to avoid player to go to the lobby after die?Thankyou. Link to comment Share on other sites More sharing options...
Donnovan Posted November 7, 2015 Author Report Share Posted November 7, 2015 I started by just changing the last line from player_death.sqf fromendMission "END1";toexecVM "init.sqf";It worked.But player get stuck on loading screen probably because some variable that must be nil on start are not nil.Now i will try to identify those variable. If anyone have some info, please share.Thankyou! Link to comment Share on other sites More sharing options...
raymix Posted November 8, 2015 Report Share Posted November 8, 2015 Going back to lobby deletes all variables and loops and pretty much the whole mission namespace, then fresh cycle starts by loading new loops and initializing FSMsYou are against quite a tough task my friend. Either way, as far as I remember it is the FSMs that initializes loadscreen, so start there. Donnovan 1 Link to comment Share on other sites More sharing options...
Donnovan Posted November 8, 2015 Author Report Share Posted November 8, 2015 raymix,Instead of reseting eveything, i will try to reset only what need to be reseted.For example, i don't need to stop and run compiles.sqf again. Also don't need to stop and run again a safezone script, for example.I'm about to check now if "player" variable is ok during the respawn. If its not turn to nil or nul would be a very good thing, because it will not harm loops or fsm based on it.If i configure imediate respaw, may be "alive player" will never give false during his death, this would be even better, becaus no script will know player died, and will continue to run ok.Or even even better, make a fake death for the player, so real player will never die. Reset what need to be reseted, and its ok. Link to comment Share on other sites More sharing options...
Donnovan Posted November 8, 2015 Author Report Share Posted November 8, 2015 (edited) So think in a 70 or 100 slots Arma 3 server with a map sized like Altis. Most of the bandwidth used is useles re-join data download."Yes, my Host can run it, i acquired a 1000 Mbps dedicated link." Margus PImpum.I like you Margus, you is lovely and kind person.<3 Edited November 8, 2015 by Donnovan Link to comment Share on other sites More sharing options...
Donnovan Posted November 25, 2015 Author Report Share Posted November 25, 2015 I did it.Last problem:infiStar kill no-admin players if they respawn. I can't find a fix. If anyone know how to disable that on infiStar i will be full thanks. Link to comment Share on other sites More sharing options...
Ethan_296 Posted November 25, 2015 Report Share Posted November 25, 2015 Sharing? and what sort of number benefits are we getting? Link to comment Share on other sites More sharing options...
Donnovan Posted November 25, 2015 Author Report Share Posted November 25, 2015 You use infiStar Ethan?You use ebay custom char spawn system? Link to comment Share on other sites More sharing options...
Buck0 Posted November 25, 2015 Report Share Posted November 25, 2015 yes to both, very interested in this Link to comment Share on other sites More sharing options...
Donnovan Posted November 26, 2015 Author Report Share Posted November 26, 2015 (edited) I will tell how to do this here. But i'm having problems with infiStar and Admin Tools. For me, as a admin, it works ok, but not for players. Edited November 26, 2015 by Donnovan Link to comment Share on other sites More sharing options...
Donnovan Posted November 30, 2015 Author Report Share Posted November 30, 2015 My server is having fewer players, so i put this project on the fridge for some time. But its not abandoned, just get low priority. Hope to have time to put done progress here. Thankyou! Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now