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Takistan Server putting me back in lobby


Thug

Question

We are putting together a Takistan server. Running good. The only thing is when you are logging into the server and you get to "Setup Completed, please wait". It will put you back into the lobby. Time is around 50 seconds when it does it. Once in the lobby, you can click ok and you will go into the game.

Any thoughts what may be doing this.

Only error is on Client Side RPT

[144.839,"onPreloadStarted"]
"<infiSTAR.de> connected too early, server is still starting..!"   (I waited 10 minutes to join and still get this)
Service Point: loading config...
[144.992,"onPreloadFinished"]
"Res3tting B!S effects..."
"PRELOAD_ Functions\init [[L 1-1-A:1 REMOTE],any]"
"MPframework inited"
"dayz_preloadFinished reset"
Group B 1-1-A (0x31357400) - network ID 2:1694
 - no main subgroup
Network simulation, time = 0.000
Group B 1-1-A (0x31357400) - network ID 2:1694
 - no main subgroup
Group B 1-1-A (0x31357400) - network ID 2:1694
 - no main subgroup
Group B 1-1-A (0x31357400) - network ID 2:1694
 - no main subgroup
Group B 1-1-A (0x31357400) - network ID 2:1694
 - no main subgroup
Group B 1-1-A (0x31357400) - network ID 2:1694
 - no main subgroup
Group B 1-1-A (0x31357400) - network ID 2:1694
 - no main subgroup
Group B 1-1-A (0x31357400) - network ID 2:1694
 - no main subgroup
"Loading custom client compiles"
DEPLOY: loading version 2.8.2 ...
"DZE_Hotfix_1.0.6.1A: dayz_NutritionSystem patched"
CLICK ACTIONS: loading...
DEPLOY: waiting for login...
"mpmissions\__CUR_MP.Takistan\scripts\REsec.sqf:Monitoring Remote Exe..."
["Sent to server: PVDZ_plr_Login1",["players uid",B 1-1-A:1 (Thug)]]
["Sent to server: PVDZ_send",[B 1-1-A:1 (Thug),"dayzSetDate",[B 1-1-A:1 (Thug)]]]
"PLAYER RESULT: true"

 

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27 minutes ago, Thug said:

We are putting together a Takistan server. Running good. The only thing is when you are logging into the server and you get to "Setup Completed, please wait". It will put you back into the lobby. Time is around 50 seconds when it does it. Once in the lobby, you can click ok and you will go into the game.

Any thoughts what may be doing this.

Only error is on Client Side RPT

[144.839,"onPreloadStarted"]
"<infiSTAR.de> connected too early, server is still starting..!"   (I waited 10 minutes to join and still get this)
Service Point: loading config...
[144.992,"onPreloadFinished"]
"Res3tting B!S effects..."
"PRELOAD_ Functions\init [[L 1-1-A:1 REMOTE],any]"
"MPframework inited"
"dayz_preloadFinished reset"
Group B 1-1-A (0x31357400) - network ID 2:1694
 - no main subgroup
Network simulation, time = 0.000
Group B 1-1-A (0x31357400) - network ID 2:1694
 - no main subgroup
Group B 1-1-A (0x31357400) - network ID 2:1694
 - no main subgroup
Group B 1-1-A (0x31357400) - network ID 2:1694
 - no main subgroup
Group B 1-1-A (0x31357400) - network ID 2:1694
 - no main subgroup
Group B 1-1-A (0x31357400) - network ID 2:1694
 - no main subgroup
Group B 1-1-A (0x31357400) - network ID 2:1694
 - no main subgroup
Group B 1-1-A (0x31357400) - network ID 2:1694
 - no main subgroup
"Loading custom client compiles"
DEPLOY: loading version 2.8.2 ...
"DZE_Hotfix_1.0.6.1A: dayz_NutritionSystem patched"
CLICK ACTIONS: loading...
DEPLOY: waiting for login...
"mpmissions\__CUR_MP.Takistan\scripts\REsec.sqf:Monitoring Remote Exe..."
["Sent to server: PVDZ_plr_Login1",["players uid",B 1-1-A:1 (Thug)]]
["Sent to server: PVDZ_send",[B 1-1-A:1 (Thug),"dayzSetDate",[B 1-1-A:1 (Thug)]]]
"PLAYER RESULT: true"

 

Remove this from AH.sqf:

[] spawn {
	_INIT_OBJECT ='HeliHEmpty' createVehicle [0,0,0];
	_INIT_OBJECT setVehicleInit "
		if(!isServer)then{
			[] spawn {
				while {1 == 1} do
				{
					waitUntil {hintSilent str time; !isNull findDisplay 46};
					diag_log '<infiSTAR.de> connected too early, server is still starting..!';
					
					findDisplay 46 closeDisplay 0;
					sleep 0.3;
				};
			};
		};
	";
	processInitCommands;
	waitUntil {!isNil "BIS_MPF_remoteExecutionServer" && !isNil "BIS_MPF_InitDone" && !isNil "BIS_fnc_init" && !isNil "infiSTAR_INIT"};
	clearVehicleInit _INIT_OBJECT;
	deleteVehicle _INIT_OBJECT;
};

 

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