call_911 10 Posted March 28, 2013 (edited) Currently on Camp Rogain on my 28 man server(locked) again due to hackers so friend me on Steam for pw. Anyways set difficulty to Pxxxx blah an blah 8)- an reinforcments off for me make this more playable as my fps stays very consistance. I also unparked my cores half way thru an need to test with reiforcments on. But Liking how this plays out as even few ai can be a challenge. Thinking reinforcments on might be good as a well, need to test place arty dstrike can wipe out over half the town defenders as my 27 men=27 pt did on Agia Marinia yesterday 8)-. Whats setting(difficulty an reinforcments) are u guys playing on. Hosted on Call911's ArmA Xtreme(Chicago, Ill) played as Officer 2 active clients on server Server is ran as -server Evo version 2.3 ________ Stratis meet n greet photo op with enemy officer after the fight for Camp Rogain 8)- http://cloud-2.steampowered.com/ugc/542956147658939560/BB4AE68E8857A8C59AD5E89F9DEAC4B49E6DDFAF/ Edited March 28, 2013 by Call_911 Share this post Link to post Share on other sites
xXxatrush1987 10 Posted March 28, 2013 Is AI intelligence affected by server FPS? jep, so server constantly at 50fps , the ai will be much better. thats the initial thinking for a headless client, outsource ai processing from server to optimized client engine with no fps limit. when played local and the processor keeps the fps over 50fps(like in latest evo) ai skill max and accuracy 0.1 is challenging. my server load every time default profile for what reason i don´t know, but evo ai+50 server fps and stock accuracy setting is overkill. true aimbot ai with nearly no limited range. Share this post Link to post Share on other sites
eggbeast 3684 Posted March 28, 2013 jep, so server constantly at 50fps , the ai will be much better. thats the initial thinking for a headless client, outsource ai processing from server to optimized client engine with no fps limit.when played local and the processor keeps the fps over 50fps(like in latest evo) ai skill max and accuracy 0.1 is challenging. my server load every time default profile for what reason i don´t know, but evo ai+50 server fps and stock accuracy setting is overkill. true aimbot ai with nearly no limited range. make your custom profile read only - steam overwrites it Share this post Link to post Share on other sites
xXxatrush1987 10 Posted March 29, 2013 (edited) nice advice eggbeast, i´ve made the profile in a complete different location with advanced profiles flag, and it never alternates in it´s settings, so no overwriting seen, but i will have a look at it. thx done some testing , no change my params: -server -config=A3TestServer.cfg -profiles=d:\Games\A3\Server -nosound -cpucount=1 -nosplash have no idea anymore, server just don´t read profiles file. even when set on read only Edited March 29, 2013 by xXxatrush1987 Share this post Link to post Share on other sites
eggbeast 3684 Posted March 29, 2013 (edited) PROFILES To make our server profile work we needed to do this for this example server root directory: C:\xxgames\1Dayz-servers\1405\ where the game is installed ok make a folder called server then run the game with this command line -profiles=C:\xxgames\1Dayz-servers\1405\server -name=server it will make a new folder structure for the user called server then place your profile in C:\xxgames\1Dayz-servers\1405\server\Users\server profile can be like this: filename: server.Arma3AlphaProfile content: version=1; blood=1; singleVoice=0; gamma=1; brightness=1; maxSamplesPlayed=32; sceneComplexity=1000000; shadowZDistance=100; viewDistance=3800; preferredObjectViewDistance=3200; terrainGrid=6.25; volumeCD=9; volumeFX=9; volumeSpeech=9; volumeVoN=9; vonRecThreshold=0.029999999; class Difficulties { class Recruit { class Flags { 3rdPersonView=1; armor=0; autoGuideAT=0; autoSpot=0; cameraShake=1; clockIndicator=1; deathMessages=1; enemyTag=0; friendlyTag=1; hud=1; hudGroupInfo=1; hudPerm=1; hudWp=1; hudWpPerm=1; map=0; netStats=1; ultraAI=0; unlimitedSaves=1; vonId=1; weaponCursor=1; // autoAim=0; // tracers=0; MineTag=1; ExtendetInfoType=1; }; skillFriendly=0.5; skillEnemy=0.50000001; precisionFriendly=0.36999995; precisionEnemy=0.05; }; class Regular { class Flags { 3rdPersonView=1; armor=0; autoGuideAT=0; autoSpot=0; cameraShake=1; clockIndicator=1; deathMessages=1; enemyTag=0; friendlyTag=1; hud=1; hudGroupInfo=1; hudPerm=1; hudWp=1; hudWpPerm=1; map=0; netStats=1; ultraAI=0; unlimitedSaves=1; vonId=1; weaponCursor=1; // autoAim=0; // tracers=0; MineTag=0; ExtendetInfoType=0; }; skillFriendly=0.75; precisionFriendly=0.55; skillEnemy=0.6; precisionEnemy=0.1; }; class Veteran { class Flags { 3rdPersonView=1; armor=0; autoGuideAT=0; autoSpot=0; cameraShake=1; clockIndicator=0; deathMessages=1; enemyTag=0; friendlyTag=0; hud=1; hudGroupInfo=1; hudPerm=1; hudWp=1; hudWpPerm=1; map=0; netStats=1; ultraAI=0; unlimitedSaves=1; vonId=1; weaponCursor=0; // autoAim=0; // tracers=0; MineTag=0; ExtendetInfoType=0; }; skillFriendly=0.85000002; skillEnemy=0.85000002; precisionFriendly=0.72999996; precisionEnemy=0.15; }; class Mercenary { class Flags { 3rdPersonView=0; armor=0; autoGuideAT=0; autoSpot=0; cameraShake=1; clockIndicator=0; deathMessages=1; enemyTag=0; friendlyTag=0; hud=1; hudGroupInfo=1; hudPerm=1; hudWp=1; hudWpPerm=1; map=0; netStats=1; ultraAI=1; unlimitedSaves=1; vonID=1; weaponCursor=0; // autoAim=0; // tracers=0; MineTag=0; ExtendetInfoType=0; }; skillFriendly=1; skillEnemy=0.95; precisionFriendly=0.9; precisionEnemy=0.2; }; }; CONFIGS if you want to use a server config use one like this: filename and location: C:\xxgames\1Dayz-servers\1405\server.cfg command line add: -config=server.cfg -cfg=server.cfg // GamingDeluxe ArmA 3 Server Config // comments are written with "//" in front of them. // GLOBAL SETTINGS hostname="GITS Evolution"; // The name of the server that shall be displayed in the public server list password=""; // Password for joining, eg connecting to the server passwordAdmin="myspecialname"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz' reportingIP="arma3pc.master.gamespy.com"; // This is the default setting. If you change this, your server might not turn up in the public list. Leave empty for private servers maxPlayers=22; // WELCOME MESSAGE ("message of the day") // It can be several lines, separated by comma // Empty messages "" will not be displayed at all but are only for increasing the interval motd[] = { "","","","","","","", "","","","","","","", "Server provided by GamingDeluxe.co.uk!", "","","", "ArmA3 is in alpha phase and as such bugs and frequent server restarts may occur!", "","","", "This Server is provided by Gamingdeluxe.co.uk", "","","", "Quality Games and Voice Servers by Gamingdeluxe.co.uk", "","","", "Visit www.gamingdeluxe.co.uk or @GamingDeluxe on Twitter", }; motdInterval = 5; // Time interval (in seconds) between each message // JOINING RULES kickDuplicate=1; // Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing. verifySignatures=0; // Verifies the players files by checking them with the .bisign signatures. Works properly from 1.08 on equalModRequired=0; // If set to 1, player has to use exactly the same -mod= startup parameter as the server. // VOTING voteMissionPlayers=1; // Tells the server how many people must connect so that it displays the mission selection screen. voteThreshold=2; // 33% or more players need to vote for something, for example an admin or a new map, to become effective // INGAME SETTINGS disableVoN=0; // If set to 1, Voice over Net will not be available vonCodecQuality=8; // Quality from 1 to 10 persistent=1; // If 1, missions still run on even after the last player disconnected. // SCRIPTING ISSUES onUserConnected=""; // self-explaining onUserDisconnected=""; doubleIdDetected=""; regularCheck=""; // some ArmA specific stuff - signature verification onUnsignedData = "kick (_this select 0)"; // unsigned data detected onHackedData = "ban (_this select 0)"; // tampering of the signature detected //onDifferentData=""; // data with a valid signature, but different version than the one present on server detected //BattlEye=1; //Server to use BattlEye system // MISSIONS CYCLE (see below) class Missions { class ARMA3 { template = CO_22_GITS_Evolution_v2-3.Stratis; // Mission to load (Mission file located in MPMissions. For now I have it set to a default ARMA3 mission.) difficulty = "Regular"; // Server difficulty Settings (Recruit, Regular, Veteran, Mercenary) Respawn = "2"; }; }; language="English"; adapter=-1; 3D_Performance=8021.000000; Resolution_W=160; Resolution_H=120; Resolution_Bpp=32; viewDistance=10000; terrainGrid=10.000000; MinBandwidth = 15000000; MaxBandwidth = 100000000; MaxMsgSend = 1024; MaxSizeGuaranteed = 1024; MaxSizeNonguaranteed = 64; MinErrorToSend = 0.0025; MaxCustomFileSize=0; //-----------BIS Suggestions------------ //MinBandwidth = 320000; //* Bandwidth the server is guaranteed to have (in bps). This value helps server to estimate bandwidth available. Increasing it to too optimistic values can increase lag and CPU load, as too many messages will be sent but discarded. Default: 131072 //MaxBandwidth = 10000000000; //*Bandwidth the server is guaranteed to never have. This value helps the server to estimate bandwidth available. //MaxMsgSend = 256; //* Maximum number of messages that can be sent in one simulation cycle. Increasing this value can decrease lag on high upload bandwidth servers. Default: 128 //MaxSizeGuaranteed = 1024; //*Maximum size of guaranteed packet in bytes (without headers). Small messages are packed to larger frames. Guaranteed messages are used for non-repetitive events like shooting. Default: 512 //MaxSizeNonguaranteed = 64; //*Maximum size of non-guaranteed packet in bytes (without headers). Non-guaranteed messages are used for repetitive updates like soldier or vehicle position. Increasing this value may improve bandwidth requirement, but it may increase lag. Default: 256 //MinErrorToSend = 0.005; //*Minimal error to send updates across network. Using a smaller value can make units observed by binoculars or sniper rifle to move smoother. Default: 0.01 //MaxCustomFileSize = 0; //*Users with custom face or custom sound larger than this size are kicked when trying to connect. our full commandline would thus be: -profiles=C:\xxgames\1Dayz-servers\1405\server -name=server -config=server.cfg - cfg=server.cfg -world=stratis -port=2310 -cpuCount=4 -exThreads=7 this is running now online and full of players. Edited March 29, 2013 by eggbeast Share this post Link to post Share on other sites
xXxatrush1987 10 Posted March 29, 2013 with some little name changes this is exactly how i made it. D:\Games\A3\Server\Users\Admin there is all in, was created on first server start, as mentioned in the dedicated server how to thread. but thanks Share this post Link to post Share on other sites
joe1989 10 Posted March 29, 2013 HI Egg, I've PM you a video of the wepon issue. Also please not our game had been running 2.3 for a few days but land vehicals have stopped respawning! Cheers Joe Share this post Link to post Share on other sites
scorpiomidget 1 Posted March 29, 2013 Some results of looking at wether MXM rifles cause a respawn equipement bug. V2.3 Dedicated Server Default Parameters Non Dev A3 install. We reset 2.3 and everyone played to get to the point where they could use a MXM rifle. No one looted any enemy equipment, we purely used what was available in the base crates. Once we could use MXMs we each in turn equiped one, went out to fight. In each case after dying and respawning we lost our MXM rifle and ended up with a pistol. We then equiped another rifle and went back out. This time on death and respawn our rifle remained in our inventory. From this point on we could reproduce the MXM problem by logging out and back in and repeating the above test. Be interested to hear if anyone else can reproduce this . Share this post Link to post Share on other sites
eggbeast 3684 Posted March 29, 2013 this is the full ammo crate for colonel _vec addWeaponCargo ["hgun_P07_F",1]; _vec addWeaponCargo ["hgun_P07_snds_F",1]; _vec addWeaponCargo ["arifle_SDAR_F",1]; _vec addWeaponCargo ["launch_NLAW_F",1]; _vec addWeaponCargo ["arifle_TRG20_F",1]; _vec addWeaponCargo ["arifle_TRG20_Holo_F",1]; _vec addWeaponCargo ["arifle_TRG20_Holo_mzls_F",1]; _vec addWeaponCargo ["arifle_TRG20_Holo_point_F",1]; _vec addWeaponCargo ["arifle_TRG20_ACOg_point_F",1]; _vec addWeaponCargo ["arifle_TRG20_ACOg_flash_mzls_F",1]; _vec addWeaponCargo ["arifle_TRG20_ACOg_F",1]; _vec addWeaponCargo ["arifle_TRG21_F",1]; _vec addWeaponCargo ["arifle_TRG21_GL_F",1]; _vec addWeaponCargo ["arifle_TRG21_ACOg_point_F",1]; _vec addWeaponCargo ["arifle_TRG21_ARCO_point_F",1]; _vec addWeaponCargo ["arifle_TRG21_GL_ACOg_point_F",1]; _vec addWeaponCargo ["arifle_TRG21_GL_ACOg_point_mzls_F",1]; _vec addWeaponCargo ["arifle_MX_F",1]; _vec addWeaponCargo ["arifle_MX_GL_F",1]; _vec addWeaponCargo ["arifle_MX_SW_F",1]; _vec addWeaponCargo ["arifle_MX_Hamr_point_grip_F",1]; _vec addWeaponCargo ["arifle_MX_ACO_point_grip_F",1]; _vec addWeaponCargo ["arifle_MX_GL_ACO_point_F",1]; _vec addWeaponCargo ["arifle_MX_GL_Hamr_point_mzls_F",1]; _vec addWeaponCargo ["arifle_MX_SW_Hamr_point_gripod_F",1]; _vec addWeaponCargo ["arifle_MXM_F",1]; //available at Lt _vec addWeaponCargo ["arifle_MXM_Hamr_point_gripod_F",1]; //available at col _vec addWeaponCargo ["arifle_MXC_F",1]; _vec addWeaponCargo ["arifle_MXC_Holo_F",1]; _vec addWeaponCargo ["arifle_MXC_Holo_point_grip_F",1]; _vec addWeaponCargo ["arifle_MXC_Holo_point_grip_snds_F",1]; _vec addWeaponCargo ["arifle_MXC_ACO_point_grip_mzls_F",1]; _vec addWeaponCargo ["arifle_MXC_ACO_point_grip_F",1]; _vec addWeaponCargo ["arifle_MXC_ACO_flash_grip_mzls_F",1]; _vec addWeaponCargo ["LMG_Mk200_F",1]; _vec addWeaponCargo ["LMG_Mk200_ARCO_bipod_F",1]; _vec addWeaponCargo ["LMG_Mk200_ARCO_pointer_bipod_F",1]; _vec addWeaponCargo ["LMG_Mk200_ACO_grip_F",1]; _vec addWeaponCargo ["LMG_Mk200_ACO_point_gripf_F",1]; //MX _vec addMagazineCargo ["100Rnd_65x39_caseless_mag",8]; _vec addMagazineCargo ["100Rnd_65x39_caseless_mag_Tracer",4]; //ROCKET _vec addMagazineCargo ["NLAW_F",10]; _vec addMagazineCargo ["30Rnd_9x21_Mag",10]; you can set the ammo crate to unlocked in the parameters screen for testing. do you know which MXM it was? only 2 in crate, 1 at LT onwards and another added at colonel Share this post Link to post Share on other sites
flipped 11 Posted March 29, 2013 String STR_A3_CfgWeapons_XM_base_F_WeaponSlotsInfo_MuzzleSlot0 not found Ref to nonnetwork object 43ade080# 167136: wpnsbox_f.p3d Ref to nonnetwork object 48030b80# 167170: wpnsbox_f.p3d Ref to nonnetwork object 4eb16b00# 167193: ammobox_f.p3d Possibly relevant entries for the MXM in my RPT from today. Was Colonel rank when i came in and haven't tried taking it but anecdotal evidence from Champy backs up the issue on our dedi as well. Share this post Link to post Share on other sites
scorpiomidget 1 Posted March 29, 2013 (edited) do you know which MXM it was? only 2 in crate, 1 at LT onwards and another added at colonel Didnt record that info. We will repeat the test and see what happens. Not a bad idea to repeat it anyway as i'm looking for a bug that can be reproduced by following a defined series of steps . ---------- Post added at 16:00 ---------- Previous post was at 15:20 ---------- Couple of us tried it several times, we tried with both of the MXM rifles. In all cases on death and respawn our weapons disappear, sometimes we get a pistol, sometimes we dont. Also its not just the weapons that disappear, clothing and backups change as do contents on backpacks etc. Anyway does seem to be related to the MXM's. For now we'll continue to run our modified 2.3 that has the MXMs removed and replaced instead with EBRs, so far we've had no weapon respawn problems. Zombies still happen but i've not identified any gameplay behaviour that causes it yet . Edited March 29, 2013 by Scorpiomidget Share this post Link to post Share on other sites
joe1989 10 Posted March 29, 2013 Hi, Its on this video, MXM 7.6 MM, No idea how what one that relates to on your script list though. Also this wepson seams to be classes as a sniper but there is no 20x scope on it, are there any 20x scopes avilable i.e. not the GRO ACRO? cheers Joe. Share this post Link to post Share on other sites
call_911 10 Posted March 29, 2013 Same here MXM 7.62 (RCO red dot and Arco) with 7.62, does'nt save in gear. Share this post Link to post Share on other sites
eggbeast 3684 Posted March 29, 2013 good to know - this isn't a problem with the mission, but rather with trying to add the mxm back onto a soldier with a script. would happen to anyone on any mission or server with a weapon save script. the weapon config in the alpha must be bugged. im sure they'll fix that soon enough Share this post Link to post Share on other sites
joe1989 10 Posted March 29, 2013 Ah ok, That makes sensce! I guess we'll find out about that shortly. Our missions is not respawning vehicals for some reason there not reappearing at spawn. Its very odd, I think this may be buggy somewhere. Also we have taken both the airefeild and the 2nd town, however there appears to be somthing wrong when we rejoin the server, the mission on map things we still need to do the airfield again! Any ideas? Share this post Link to post Share on other sites
scorpiomidget 1 Posted March 29, 2013 [quote name=Joe1989;2359378 Also we have taken both the airefeild and the 2nd town' date=' however there appears to be somthing wrong when we rejoin the server, the mission on map things we still need to do the airfield again! Any ideas?[/quote] Get in game, press # followed by zero , zero, two . Share this post Link to post Share on other sites
eggbeast 3684 Posted March 29, 2013 Our missions is not respawning vehicals for some reason there not reappearing at spawn. Its very odd, I think this may be buggy somewhere. which vehicles? land vecs mostly respawn wherever they were destroyed (except for a few light transports like boats/ ATV's) helis respawn at base. hunters and ifrits out in the field. you should see a blue marker on the map where they are marked out of fuel if damaged, or just their name if they were abandoned. this marker set may disappear when you exit server and rejoin, not sure. hint: you need to keep your vehicles in good condition before you leave! the marker for the city is an old bug - hard to fix. happy to take suggestions. for now press 0-0-2 and it often fixes it Share this post Link to post Share on other sites
joe1989 10 Posted March 29, 2013 Hi, The vehicles are defiantly not re spawning and not showing up on the map Cheers Joe. Share this post Link to post Share on other sites
Jigsor 176 Posted March 29, 2013 Hi EB, I've noticed you made a change to delete.sqf from A2 to A3 Evo. I don't quite understand what this bit means *. or if it is a typo, but the latest version from A2 Tavi has this as well as previous A2 missions. Is this a change that helped improve performance in A3? This script is called many times and from many other scripts I belive its to keep group numbers below 144 limitation in A2 and A3. Should the script be changed to the A3 versioned edit and applied to the A2 missions? Just wondering if this could help improve performance in A2 versions as we are still enjoying them especially with all the mods available to A2. Maybe related the the fire bug caused by wrecked choppers? Great work on A3 evo. A2 version: // used to cleanly delete units and their groups. _grp = _this select 0; _time = 2.0 + (random 2.5); _allunits = units _grp; _count = count _allunits; _Vehicles = []; sleep _time; _i=0; //hint format["vecs:%1 %2 %3 %4",_count,_allunits]; while {_i < _count} do { _unit = (_allunits select _i); _vec = vehicle _unit; if (not (_vec isKindOf "Man") and not (_vec in _Vehicles)) then {_Vehicles = _Vehicles+[_vec]}; _i=_i+1; }; { _vec = _x; {_x setpos position _vec} forEach crew _vec; } forEach _Vehicles; {deletevehicle _x} forEach units _grp; {if(count crew _x > 0) then {debuglog format["ALERT!! vec has passengers %1", TypeOf _x]};deletevehicle _x} forEach _Vehicles; deleteGroup _grp; /* while {_count >= 0} do { _man = (units _grp select _count); _unit = vehicle _man; if (not (_unit isKindOf "Man") and not (isNull _unit)) then { {_x action ["Eject",_unit]} forEach crew _unit; }; sleep _time; deletevehicle _unit; _count = _count-1; }; *. deleteGroup _grp; A3 version: // used to cleanly delete units and their groups. _grp = _this select 0; _time = 2.0 + (random 2.5); _allunits = units _grp; _count = count _allunits; _Vehicles = []; sleep _time; _i=0; //hint format["vecs:%1 %2 %3 %4",_count,_allunits]; while {_i < _count} do { _unit = (_allunits select _i); _vec = vehicle _unit; if (not (_vec isKindOf "Man") and not (_vec in _Vehicles)) then {_Vehicles = _Vehicles+[_vec]}; _i=_i+1; }; { _vec = _x; {_x setpos position _vec} forEach crew _vec; } forEach _Vehicles; {deletevehicle _x} forEach units _grp; {if(count crew _x > 0) then {debuglog format["ALERT!! vec has passengers %1", TypeOf _x]};deletevehicle _x} forEach _Vehicles; deleteGroup _grp; /* while {_count >= 0} do { _man = (units _grp select _count); _unit = vehicle _man; if (not (_unit isKindOf "Man") and not (isNull _unit)) then { {_x action ["Eject",_unit]} forEach crew _unit; }; sleep _time; deletevehicle _unit; _count = _count-1; }; deleteGroup _grp; */ Reguards. Share this post Link to post Share on other sites
eggbeast 3684 Posted March 30, 2013 Hi,The vehicles are defiantly not re spawning and not showing up on the map Cheers Joe. so looks like someone nuked the city - this may be causing it? - repeated total destruction of respawning vehicles has not been tested yet... not sure i can help you if you don't provide a little more info. mission version? what stage were you at. who took the vehicles or did they just not show up at startup? looks like most of your ifrits are gone - are you playing on old version of patch? did the vehicles disappear after you had been present on the server for a while? etc all in all it looks like a normal event to me - people lose their vehicle markers when they disconnect - you have to recce to find them. try looking in the old combat zones wit ha heli and an engineer team... ---------- Post added at 10:45 AM ---------- Previous post was at 10:40 AM ---------- hi Jig I'm cleaning up a lot of the scripts and trying some new stuff out - not sure if the deletegroup is needed as another script handles empty group deletion. probably just thought i'd try it out in A3 and see if it made a difference. there are 150 odd scripts to improve in there, so can't confirm or deny my intentions with some of them lol - depends how i'm feeling when editing... i didthis famously with the cleanup script and it stopped the gear menu staying open at start, so some things can be really gamebreaking... we're just setting up our dedi box at the moment so we can start proper benchmarking of the mission ready for beta. Share this post Link to post Share on other sites
hcpookie 3770 Posted March 30, 2013 which vehicles? land vecs mostly respawn wherever they were destroyed (except for a few light transports like boats/ ATV's) helis respawn at base. hunters and ifrits out in the field.you should see a blue marker on the map where they are marked out of fuel if damaged, or just their name if they were abandoned. this marker set may disappear when you exit server and rejoin, not sure. hint: you need to keep your vehicles in good condition before you leave! the marker for the city is an old bug - hard to fix. happy to take suggestions. for now press 0-0-2 and it often fixes it We've noticed the city marker only "resets" when someone enters the server. Whatever script - I assume the JIP sync script - that runs will not sync to the newest client. So if client #2 joins and sees the city marker at the airfield, when client #3 joins, then client #2 sees the marker moved to the correct location. And then only client #3 sees the wrong marker. Now that I think of it this happens for client #1... until #2 joins, client #1 sees the city marker in the old location. Just a theory! I suspect the reason this happens is that the JIP sync is broadcast during the client's download of the mission, or some other thing, that prevents the JIP data from being received. It makes sense and would probably be during the same time your VON stops working. This would also explain why client #1 sees the JIP update when #2 joins, and why #2 sees it when #3 joins. Therefore, I suggest there is a timer in the script that sleeps for say 60 seconds and then repeats the JIP sync. This timer would let the client fully download the maps, and get all synced up, then receive the JIP data while they are selecting their weapons. Perhaps 120 seconds. It usually takes us AT LEAST a minute to get fully up to speed with our loadout and game plan. We did edit the array in A2 so our favorite loadout is defaulted... makes JIP much easier for us :) But a 60-120 second delay would be reasonable enough for us to "report in" to the mission and let the client systems get fully spun-up. Again, just a theory. ---------- Post added at 10:00 ---------- Previous post was at 09:42 ---------- Another observation about the vehicle MP issue: When playing a self-hosted MP game, the vehicles explode no problem. The behavior seems limited to MP sessions with numerous clients connected. Just wanted to pass along that observation! Share this post Link to post Share on other sites
Stlkrash1 1 Posted March 30, 2013 As my friend and I play the 2.3 version, it goes to time out and kicks both of us, AND, I am hosting it locally lol... Is that due to it not being on a dedicated box? We were just testing our rigs so hosting locally.. Share this post Link to post Share on other sites
Jigsor 176 Posted March 30, 2013 (edited) Thanks EB, I went ahead and applied the delete.sqf change to the A2 version we are currently running and although I wasn't running a client benchmark and don't exactly know how to run a benchmark on the server, one client reported frame increase over the day before. Hard to say if it really improved however, it did not break anything. As for the marker/task update, A sure work around I've always used if trigger 0,0,2 doesn't work is to get fully into the game, and then go back to lobby and join again. Repeatable 100% of the time. So when #1 is already in game and #2 joins, #1 or server PVs task state, but #2 is not calling the Variable untill it gets PVed again me thinks. Not really a problem, but can be confusing for new Evo players. Edited March 30, 2013 by Jigsor Share this post Link to post Share on other sites
scorpiomidget 1 Posted March 30, 2013 I've got the R3F logistics running on a dedicated server setup, just needs some testing tonight with multiple clients. Will post details if it all works OK. Share this post Link to post Share on other sites
joe1989 10 Posted March 30, 2013 so looks like someone nuked the city - this may be causing it? - repeated total destruction of respawning vehicles has not been tested yet...not sure i can help you if you don't provide a little more info. mission version? what stage were you at. who took the vehicles or did they just not show up at startup? looks like most of your ifrits are gone - are you playing on old version of patch? did the vehicles disappear after you had been present on the server for a while? etc all in all it looks like a normal event to me - people lose their vehicle markers when they disconnect - you have to recce to find them. try looking in the old combat zones wit ha heli and an engineer team... ---------- Post added at 10:45 AM ---------- Previous post was at 10:40 AM ---------- hi Jig I'm cleaning up a lot of the scripts and trying some new stuff out - not sure if the deletegroup is needed as another script handles empty group deletion. probably just thought i'd try it out in A3 and see if it made a difference. there are 150 odd scripts to improve in there, so can't confirm or deny my intentions with some of them lol - depends how i'm feeling when editing... i didthis famously with the cleanup script and it stopped the gear menu staying open at start, so some things can be really gamebreaking... we're just setting up our dedi box at the moment so we can start proper benchmarking of the mission ready for beta. Hi Egg, We are on v2.3 and yeah its the land vehicles which have the guns on it that disappeared. I will go and recons the old battle areas later to see if they have spawned there, Although would it not make more scene to just make destroyed vehicles at spawn? Also shouldn't the abandoned vehicles scripted cause them to go back to spawn as well? We have taken 3 towns so far i believe Missions has been running for 3 days i think They where on spawn, we used them, they re-spawned at base for a while, then stopped respawning Share this post Link to post Share on other sites