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Craig_VG

[TvT/FFA/CO-40] Dynamic Zombie Sandbox

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Hmm strange things happening..

started as bluefor and with 2 scars already on spawn

20 zeds per km and even with just me on server they were running in slomo.

Died and respawned - with an m16? - was set to no weapons

Restarted mission again as civilian and spawned with no NV (was in params to start with NV)

Saying that for some reason nights seam a little lighter, but did start mission as mid-day - tho started as night again.

used 10 zeds per km and didnt have any noticable lag, though for some reason ever since the 1.0 versions keep getting 'no message from server' every now and then 10 to 15 seconds.

Found perfect Humvee - no damage. Crashed into a small tree (not even fast) and died instantly??

will try again later when have more time.

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Hosted a listen server with the latest test version i can see weapons inside buildings etc however when i try to pick them up they are not in my inventory and disappear from the area.

---------- Post added at 18:41 ---------- Previous post was at 17:53 ----------

scratch tht last one i cant pick up any wapons even from cars

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Umm. How have you played this game this long w/o knowing about the report file (.rpt)? :D

Hmm since I've never had to use it before? :P

Think this should be the correct report.. did it help? lol

Version 1.60.87548

File server.cfg, line 78: '/Missions/DZS.param1': Missing ';' at the end of line

File server.cfg, line 78: '/Missions/DZS.param1': Missing ';' at the end of line

File server.cfg, line 78: '/Missions/DZS.param1': Missing ';' at the end of line

File server.cfg, line 78: '/Missions/DZS.param1': Missing ';' at the end of line

11:52:32 "Zombie .sqs init executed"

11:52:32 "Zombie .sqs init started"

11:52:32 "Zombie .sqf init executed"

11:52:32 "Zombie .sqf init started"

11:52:32 "Zombie .sqs init finished"

11:53:11 safety - unknown animation source revolve

11:53:16 safety - unknown animation source revolve

11:53:25 Error in expression <effectcreate ["colorcorrections",1549];

_ppEffect ppEffectEnable true;>

11:53:25 Error position: <_ppEffect ppEffectEnable true;>

11:53:25 Error Undefined variable in expression: _ppeffect

11:53:25 Error in expression <500];

_color = [_R,_G,_B,_intensity];

_ppEffect ppEffectAdjust [

1,

1,

-0.002->

11:53:25 Error position: <_ppEffect ppEffectAdjust [

1,

1,

-0.002->

11:53:25 Error Undefined variable in expression: _ppeffect

11:55:31 Client: Remote object 2:8 not found

11:58:58 Server: Object 4:10 not found (message 124)

11:58:58 Server: Object 4:6 not found (message 124)

11:58:58 Server: Object 4:8 not found (message 124)

11:58:58 Server: Object 4:12 not found (message 124)

11:58:58 Server: Object 4:16 not found (message 124)

12:06:30 Client: Remote object 2:1957 not found

12:06:30 Client: Remote object 4:0 not found

12:06:30 Client: Remote object 4:2 not found

12:06:30 Client: Remote object 4:3 not found

This should be from the client I suppose (idk if its from the same time as the one above but I think it is!)

Version 1.60.87580

Group C 1-1-A (0xe634c100) - network ID 2:1955

- no main subgroup

Network simulation, time = 0.000

Group C 1-1-A (0xe634c100) - network ID 2:1955

- no main subgroup

Group C 1-1-A (0xe634c100) - network ID 2:1955

- no main subgroup

Group C 1-1-A (0xe634c100) - network ID 2:1955

- no main subgroup

Group C 1-1-A (0xe634c100) - network ID 2:1955

- no main subgroup

Group C 1-1-A (0xe634c100) - network ID 2:1955

- no main subgroup

Group C 1-1-A (0xe634c100) - network ID 2:1955

- no main subgroup

Client: Object 2:1958 (type Type_85) not found.

Client: Object 2:1959 (type Type_85) not found.

"Zombie .sqf init executed"

"Zombie .sqf init started"

"Zombie .sqs init executed"

"Zombie .sqs init started"

Client: Object 2:1960 (type Type_85) not found.

Duplicate weapon ItemMap detected for Functionary1_EP1

Duplicate weapon ItemCompass detected for Functionary1_EP1

Duplicate weapon ItemWatch detected for Functionary1_EP1

Duplicate weapon ItemRadio detected for Functionary1_EP1

"Zombie .sqf init finished"

Error in expression <r]), str("Escape this Hellhole")] spawn BIS_fnc_infoText;

};

if (isServer) t>

Error position: <BIS_fnc_infoText;

};

if (isServer) t>

Error Undefined variable in expression: bis_fnc_infotext

File mpmissions\__CUR_MP.Chernarus\init.sqf, line 92

Client: Object 2:1962 (type Type_85) not found.

Client: Object 2:1966 (type Type_85) not found.

Client: Object 2:1968 (type Type_85) not found.

Client: Object 2:1969 (type Type_85) not found.

Client: Object 2:1971 (type Type_85) not found.

Client: Object 2:1973 (type Type_85) not found.

Client: Object 2:1975 (type Type_85) not found.

Client: Object 2:1976 (type Type_85) not found.

Client: Object 2:1978 (type Type_85) not found.

Client: Object 2:1980 (type Type_85) not found.

Client: Object 2:1981 (type Type_85) not found.

Client: Object 2:1982 (type Type_85) not found.

Client: Object 2:1983 (type Type_85) not found.

Client: Object 2:1984 (type Type_85) not found.

Client: Object 2:1985 (type Type_85) not found.

Client: Object 2:1986 (type Type_85) not found.

Client: Object 2:1987 (type Type_85) not found.

Client: Object 2:1988 (type Type_85) not found.

Client: Object 2:1989 (type Type_85) not found.

Client: Object 2:1990 (type Type_85) not found.

Client: Object 2:1993 (type Type_85) not found.

Client: Object 2:1998 (type Type_85) not found.

Client: Object 2:2003 (type Type_85) not found.

Client: Object 2:2004 (type Type_85) not found.

Client: Object 2:2005 (type Type_85) not found.

Client: Object 2:2006 (type Type_85) not found.

Client: Object 2:2013 (type Type_85) not found.

Client: Object 2:2014 (type Type_85) not found.

Client: Object 2:2015 (type Type_85) not found.

Client: Object 2:2017 (type Type_85) not found.

Client: Object 2:2018 (type Type_85) not found.

Client: Object 2:2023 (type Type_85) not found.

Client: Object 2:2026 (type Type_85) not found.

Client: Object 2:2027 (type Type_85) not found.

Client: Object 2:2028 (type Type_85) not found.

Client: Object 2:2029 (type Type_85) not found.

Client: Object 2:2030 (type Type_85) not found.

Client: Object 2:2031 (type Type_85) not found.

Client: Object 2:2033 (type Type_85) not found.

Client: Object 2:2034 (type Type_85) not found.

Client: Object 2:2035 (type Type_85) not found.

Client: Object 2:2036 (type Type_85) not found.

Client: Object 2:2038 (type Type_85) not found.

Client: Object 2:2039 (type Type_85) not found.

Client: Object 2:2041 (type Type_85) not found.

Client: Object 2:2042 (type Type_85) not found.

Client: Object 2:2043 (type Type_85) not found.

Client: Object 2:2044 (type Type_85) not found.

Client: Object 2:2045 (type Type_85) not found.

Client: Object 2:2046 (type Type_85) not found.

Client: Object 2:2048 (type Type_85) not found.

Client: Object 2:2049 (type Type_85) not found.

Client: Object 2:2050 (type Type_85) not found.

Client: Object 2:2053 (type Type_85) not found.

Client: Object 2:2054 (type Type_85) not found.

Client: Object 2:2055 (type Type_85) not found.

Client: Object 2:2058 (type Type_85) not found.

Client: Object 2:2059 (type Type_85) not found.

Client: Object 2:2060 (type Type_85) not found.

Client: Object 2:2062 (type Type_85) not found.

Client: Object 2:2063 (type Type_85) not found.

Client: Object 2:2065 (type Type_85) not found.

Client: Object 2:2067 (type Type_85) not found.

Client: Object 2:2068 (type Type_85) not found.

Client: Object 2:2069 (type Type_85) not found.

Client: Object 2:2070 (type Type_70) not found.

Client: Object 2:2070 (type Type_72) not found.

Client: Object 2:2073 (type Type_99) not found.

Client: Object 2:2074 (type Type_89) not found.

Client: Object 2:2073 (type Type_98) not found.

Client: Object 2:2075 (type Type_85) not found.

Client: Object 2:2076 (type Type_85) not found.

Client: Object 2:2077 (type Type_85) not found.

Client: Object 2:2078 (type Type_85) not found.

Client: Object 2:2079 (type Type_85) not found.

Client: Object 2:2080 (type Type_85) not found.

Edited by ErikPutz

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Erik, there is an error in your server.cfg, missing a ; you should fix that.

I'll look into the rest soon, my suspicions have been confirmed, the zombie init.sqf never finished.

Also, I found out why the weapons were being weird, the script got reverted to before the fix with the Global, so I'll fix that once I am in range of Internet again.

Thanks,

Craig.

Sent from my Motorola Electrify using Tapatalk 2

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Just a heads up,

I've been trying to eliminate FPS lag on the server, so I've been messing with quite a few settings, but sometimes I get errors such as this when trying to re-launch the mission after a restart.

2012/07/06, 17:53:41 Error in expression <effectcreate ["colorcorrections",1549];

_ppEffect ppEffectEnable true;>

2012/07/06, 17:53:41 Error position: <_ppEffect ppEffectEnable true;>

2012/07/06, 17:53:41 Error Undefined variable in expression: _ppeffect

2012/07/06, 17:53:41 Error in expression <500];

_color = [_R,_G,_B,_intensity];

_ppEffect ppEffectAdjust [

1,

1,

-0.002->

2012/07/06, 17:53:41 Error position: <_ppEffect ppEffectAdjust [

1,

1,

-0.002->

2012/07/06, 17:53:41 Error Undefined variable in expression: _ppeffect

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Just a heads up,

I've been trying to eliminate FPS lag on the server, so I've been messing with quite a few settings, but sometimes I get errors such as this when trying to re-launch the mission after a restart.

I'm really not sure where they come from, they are not from any of the code in the mission. Some code in the mission must be calling some code that is part of the game itself.

---------- Post added at 08:14 PM ---------- Previous post was at 07:22 PM ----------

Okay, this won't fix the error with the PPeffects, but I have made a thread for it.

I have a new testing version. Weapons spawning on the ground/in buildings should work better now. And weapons should spawn almost exclusively in enterable buildings.

I've also made it so the weapons in the ammo cache sidemission are dependent on the amount of weapons parameter. Which crosses off another devheaven ticket:

https://dev-heaven.net/issues/30314

It also brings the total for 1.0 to 92% complete

The link, as usual:

http://bit.ly/DZStesting

More otw

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I'm really not sure where they come from, they are not from any of the code in the mission. Some code in the mission must be calling some code that is part of the game itself.

---------- Post added at 08:14 PM ---------- Previous post was at 07:22 PM ----------

Okay, this won't fix the error with the PPeffects, but I have made a thread for it.

I have a new testing version. Weapons spawning on the ground/in buildings should work better now. And weapons should spawn almost exclusively in enterable buildings.

I've also made it so the weapons in the ammo cache sidemission are dependent on the amount of weapons parameter. Which crosses off another devheaven ticket:

https://dev-heaven.net/issues/30314

It also brings the total for 1.0 to 92% complete

The link, as usual:

http://bit.ly/DZStesting

More otw

Thanks a bunch Craig! I just had a couple questions for you, if you don't mind. I'm trying to figure out the best optimization for the dedicated server I'm running. It seems that the server load FPS idles at 49-50 for about 5 minutes after the server starts the zombie mission. From then on it sits at anywhere from 1-12 FPS. I'm curious if you have any suggestions for load balancing? I really enjoy this mod, but I think I'm scaring away people as they tend to start experiencing severe FPS lag when trying to play.

I didn't know if this was simply a server side setting or if the host I purchased from doesn't have the hardware to handle this. I seem to be able to run ARMEX fairly well with no drop in FPS, but I know that its not spawning zombies/weapons/vehicles as well.

Once again, thanks for such an awesome mod!

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Thanks a bunch Craig! I just had a couple questions for you, if you don't mind. I'm trying to figure out the best optimization for the dedicated server I'm running. It seems that the server load FPS idles at 49-50 for about 5 minutes after the server starts the zombie mission. From then on it sits at anywhere from 1-12 FPS. I'm curious if you have any suggestions for load balancing? I really enjoy this mod, but I think I'm scaring away people as they tend to start experiencing severe FPS lag when trying to play.

I didn't know if this was simply a server side setting or if the host I purchased from doesn't have the hardware to handle this. I seem to be able to run ARMEX fairly well with no drop in FPS, but I know that its not spawning zombies/weapons/vehicles as well.

Once again, thanks for such an awesome mod!

The drop in FPS is the combination of a few things, and when a server's fps gets that low, bad things start happening. The zombies are very server processor hungry, and keeping players together, turning zombie count down, turning vehicle count down, and even turning logistics off should help with the lag, but it wont solve it either.

Also setting the zombie spawning to "towns only" should help, and turning player starting to "start together" should end up helping.

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The drop in FPS is the combination of a few things, and when a server's fps gets that low, bad things start happening. The zombies are very server processor hungry, and keeping players together, turning zombie count down, turning vehicle count down, and even turning logistics off should help with the lag, but it wont solve it either.

Also setting the zombie spawning to "towns only" should help, and turning player starting to "start together" should end up helping.

Looks like it might be an ARMA Issue...

I was looking at the streamer and the server is consistently getting spammed with these warning messages

2012/07/06, 23:30:41 No owner

2012/07/06, 23:30:41 No owner

2012/07/06, 23:30:45 Warning Message: No entry 'bin\config.bin/CfgWeapons.MeleeFlashlightRed'.

2012/07/06, 23:30:45 Warning Message: No entry '.scope'.

2012/07/06, 23:30:45 Warning Message: '/' is not a value

2012/07/06, 23:30:45 Warning Message: Error: creating weapon MeleeFlashlightRed with scope=private

2012/07/06, 23:30:45 Warning Message: No entry '.displayName'.

2012/07/06, 23:30:45 Warning Message: '/' is not a value

2012/07/06, 23:30:45 Warning Message: No entry '.nameSound'.

2012/07/06, 23:30:45 Warning Message: '/' is not a value

2012/07/06, 23:30:45 Warning Message: No entry '.type'.

2012/07/06, 23:30:45 Warning Message: '/' is not a value

2012/07/06, 23:30:45 Warning Message: No entry '.picture'.

2012/07/06, 23:30:45 Warning Message: '/' is not a value

2012/07/06, 23:30:45 Warning Message: No entry '.Library'.

2012/07/06, 23:30:45 Warning Message: No entry '.libTextDesc'.

2012/07/06, 23:30:45 Warning Message: '/' is not a value

2012/07/06, 23:30:45 Warning Message: No entry '.model'.

2012/07/06, 23:30:45 Warning Message: '/' is not a value

2012/07/06, 23:30:45 Warning Message: No entry '.simulation'.

2012/07/06, 23:30:45 Warning Message: '/' is not a value

2012/07/06, 23:30:45 Warning Message: No entry '.fireLightDuration'.

2012/07/06, 23:30:45 Warning Message: '/' is not a value

2012/07/06, 23:30:45 Warning Message: No entry '.fireLightIntensity'.

2012/07/06, 23:30:45 Warning Message: '/' is not a value

2012/07/06, 23:30:45 Warning Message: No entry '.weaponLockDelay'.

2012/07/06, 23:30:45 Warning Message: '/' is not a value

2012/07/06, 23:30:45 Warning Message: No entry '.weaponLockSystem'.

2012/07/06, 23:30:45 Warning Message: '/' is not a value

2012/07/06, 23:30:45 Warning Message: No entry '.cmImmunity'.

2012/07/06, 23:30:45 Warning Message: '/' is not a value

2012/07/06, 23:30:45 Warning Message: No entry '.lockingTargetSound'.

2012/07/06, 23:30:45 Warning Message: Size: '/' not an array

I'm also getting some object errors as well.

2012/07/06, 0:45:41 Client: Object 4:3 (type Type_69) not found.

2012/07/06, 0:45:41 Client: Object 4:3 (type Type_70) not found.

2012/07/06, 0:45:41 Client: Object 4:3 (type Type_70) not found.

2012/07/06, 0:45:44 Server: Object 4:9 not found (message 70)

Not knowing an awful lot about ARMA II it leads me to believe that combined operations wasn't installed right on the server then?

You've already helped me a bunch, I'm terribly sorry as this is probably something that is just a quick fix, but I can't seem to locate the core problem.

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Ohh a new test version (not that I have had a chance to even test the last one :( ).

Thanks for the updates

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Testing Status update:

So I was able to get the server stable. I grabbed the latest server beta revisions from the BI website and was able to get the server running fairly smooth while driving around and having zombies/weapons/cars spawn.

The bad news is, I think weapons that are lying on the ground are broken atm. 100% of the time I try to pickup a weapon, I get an empty inventory.

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I just tried it, found a weapon in a building, could pick it up and fire it. Tho it looked like a m240 it was named L8somethingMG :P But I think its working now, at least the little time I tried it, will play some more later!

Btw, I have it set to 10 per km, but as soon as I entered berezino .... holy shit >9000 zombies o_o

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I just tried it, found a weapon in a building, could pick it up and fire it. Tho it looked like a m240 it was named L8somethingMG :P But I think its working now, at least the little time I tried it, will play some more later!

Btw, I have it set to 10 per km, but as soon as I entered berezino .... holy shit >9000 zombies o_o

Because you have spawning set to "Everywhere, more in towns"

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Testing Status update:

So I was able to get the server stable. I grabbed the latest server beta revisions from the BI website and was able to get the server running fairly smooth while driving around and having zombies/weapons/cars spawn.

The bad news is, I think weapons that are lying on the ground are broken atm. 100% of the time I try to pickup a weapon, I get an empty inventory.

Excellent, what parameters did you use to make it stable?

Yes I know about the broken weapons, they are being worked on...

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Because you have spawning set to "Everywhere, more in towns"

Actually its "Towns" which is why i was so surprised haha

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That has same result.

Berezino will create a bunch of triggers because of its size.

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So to get as little zombies as possible I must set it to "Everywhere" ??

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Umm, not exactly. Everywhere will spawn a small amount everywhere. While towns will spawn a bunch in towns. So it is a trade off at the moment.

In other news, I'm home again. It's nice to be on my PC again. As soon as I got home I purchased this: http://www.zazzle.co.uk/arma_3_hexacam_semi_arid_camo_mousepad-144850402429002790

And now I'm going to do some dedi testing, I just bought my own server. Going to set it up and stuff. Now I will be able to eliminate dedi issues before releases. :)

Also, I got a teamspeak: TS3.defconservers.com:10120 If you guys have any questions/bugs/ideas that you want to tell me in person, go ahead.

Thanks,

Craig

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Umm, not exactly. Everywhere will spawn a small amount everywhere. While towns will spawn a bunch in towns. So it is a trade off at the moment.

In other news, I'm home again. It's nice to be on my PC again. As soon as I got home I purchased this: http://www.zazzle.co.uk/arma_3_hexacam_semi_arid_camo_mousepad-144850402429002790

And now I'm going to do some dedi testing, I just bought my own server. Going to set it up and stuff. Now I will be able to eliminate dedi issues before releases. :)

Also, I got a teamspeak: TS3.defconservers.com:10120 If you guys have any questions/bugs/ideas that you want to tell me in person, go ahead.

Thanks,

Craig

Nice! That mousepad is awesome!

To answer your previous question regarding the stable settings with the dedicated server. I'm using the latest beta patch from BI, I turned weather to CLEAR (DayZ rain would slow down FPS), 10 Zombies per KM, Zombies only in towns, Logistics OFF, and if I can think of anything else i'll let you know.

Was getting really good FPS (around 50) just driving around. I finally made it to elektro and like 40 zombies spawned and the FPS dropped down to 18-21 FPS. But there were A TON of zombies attacking me.

Is there a chance for helicopters to spawn?

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Does the user/client computer have to download and install any mod files, or will he get everything from the dedicated server when he connects to it?

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The mission will download when you join the server.

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Well guys, bad news.

My job is, again, sending me away to work. Which means for the rest of the week I'll be in a different city away from a computer, working 14 hour days.

I can't release 1.0 today because I need to make 1.0 versions of OA and A2, so I'll just release a final testing version for you guys:

http://bit.ly/DZStesting

Enjoy.

-Craig

Edited by bobtom

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I remember reading in the thread about saving being enabled if you set the server to be on lan, but when I set up a listen server I still can't save. Does it have to be a dedicated server? Or was this ability disabled?

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