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Do you allow your mods to be used on monetized servers?

 

I have yet to discuss this with Ryan but my answer would be no.

 

Kind regards,

Sanchez

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This is happening without the script, I have ryans modules setup as well as the script... 

 

Just thought someone in here would be able to help me out, sorry for any inconvenience caused,

 

Thanks

 

Sorry if I sounded rude, try ExileZ 2.0 with the last version, The zombie behaviour is slightly altered to avoid that.

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Sorry if I sounded rude, try ExileZ 2.0 with the last version, The zombie behaviour is slightly altered to avoid that.

 

No worries :) 

 

Ive tried the newest version of the script but they still stand around and do nothing,

think im going take zombies off anyway, they keep making my server crash.

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A good way to check if something is an Exile problem is by launching @ryanzombies without exile and testing it.....if the problem still persists then, it's a ryanzombies problem, if not...well....Exile forums.

 

98% of the problems I read about are with Exile servers.....Exile changes quite a lot of stuff that could possibly break Z&D..They were never intended to work with eachother.

 

(The crashing of Exile servers running @ryanzombies is being investigated though - probably a Bohemia problem since 1.54)

 

Kind regards,

Sanchez

Hi got this today on my Epoch Server, seems not only an Exile Problem :(

20:55:50 File ryanzombies\zombie.sqf, line 72

20:55:52 Server: Network message 1176d is pending

20:55:52 Server: Network message 1176d is pending

20:55:52 Server: Network message 1176d is pending

20:55:52 Server: Network message 11779 is pending

20:55:52 Server: Network message 1177b is pending

20:55:52 Server: Network message 1177c is pending

20:55:52 Server: Network message 1177e is pending

20:55:52 Server: Network message 1177e is pending

20:55:53 Server: Network message 11780 is pending

20:55:53 Server: Network message 11780 is pending

20:55:53 Server: Network message 11781 is pending

20:55:53 Server: Network message 11781 is pending

20:55:53 Server: Network message 11782 is pending

20:55:53 Server: Network message 1178a is pending

20:55:53 Server: Network message 1178c is pending

20:55:53 Server: Network message 1178c is pending

20:55:53 Server: Network message 1178d is pending

20:55:53 Server: Network message 1178d is pending

20:55:53 Server: Network message 1178e is pending

20:55:53 Server: Network message 1178e is pending

20:55:53 Server: Network message 1178e is pending

20:55:53 Server: Network message 1178e is pending

20:55:53 Server: Network message 1178f is pending

20:55:53 Server: Network message 11791 is pending

20:55:53 Server: Network message 11791 is pending

20:55:53 Server: Network message 11794 is pending

20:55:53 Server: Network message 1179c is pending

20:55:53 Server: Network message 1179d is pending

20:55:53 Server: Network message 1179e is pending

20:55:53 Server: Network message 1179e is pending

20:55:53 Server: Network message 117a0 is pending

20:55:53 Server: Network message 117a0 is pending

20:55:53 Server: Network message 117a3 is pending

20:55:53 Server: Network message 117a3 is pending

20:55:53 Server: Network message 117a3 is pending

20:55:53 Server: Network message 117a6 is pending

20:55:53 Server: Network message 117a6 is pending

20:55:53 Server: Network message 117a6 is pending

20:55:53 Server: Network message 117a9 is pending

20:55:53 Server: Network message 117a9 is pending

20:55:53 Server: Network message 117a9 is pending

20:55:53 Server: Network message 117a9 is pending

20:55:53 Server: Network message 117af is pending

20:55:53 Server: Network message 117af is pending

20:55:53 Server: Network message 117b0 is pending

20:55:53 Server: Network message 117b0 is pending

20:55:53 Server: Network message 117b3 is pending

20:55:53 Server: Network message 117b7 is pending

20:55:53 Server: Network message 117b7 is pending

20:55:53 Server: Network message 117b7 is pending

20:55:53 Server: Network message 117b8 is pending

20:55:53 Server: Network message 117bb is pending

20:55:53 Server: Network message 117bb is pending

20:55:53 Server: Network message 117c3 is pending

20:55:53 Server: Network message 117c7 is pending

20:55:53 Server: Network message 117cc is pending

20:55:54 Server: Network message 117cf is pending

20:55:54 Server: Network message 117cf is pending

20:55:54 Server: Network message 117cf is pending

20:55:54 Server: Network message 117d0 is pending

20:55:54 Server: Network message 117d3 is pending

20:55:54 Server: Network message 117d5 is pending

20:55:54 Server: Network message 117d6 is pending

20:55:54 Server: Network message 117d9 is pending

20:55:54 Server: Network message 117da is pending

20:56:01 "DEBUG: _event PlantSpawner"

20:57:48 Ref to nonnetwork object 9bab4080# 1862519: coveralls.p3d

20:57:49 Ref to nonnetwork object 873f6040# 1862539: coveralls.p3d

20:58:07 "[A3EAI Monitor] [uptime:00:21:45][FPS:15][Groups:5/6][Respawn:1][HC:false]"

20:58:07 "[A3EAI Monitor] [static:2][Dynamic:0][Random:13][Air:0][Land:4][uAV:0][uGV:0]"

20:58:17 Error: can't resize AutoArray to negative size!

20:58:17 Virtual memory total 4095 MB (4294836224 B)

20:58:17 Virtual memory free 1666 MB (1746980864 B)

20:58:17 Physical memory free 3923 MB (4114526208 B)

20:58:17 Page file free 15905 MB (16678027264 B)

20:58:17 Process working set 1737 MB (1821466624 B)

20:58:17 Process page file used 2104 MB (2206412800 B)

20:58:17 Longest free VM region: 1655652352 B

20:58:17 VM busy 2547920896 B (reserved 184131584 B, committed 2363789312 B, mapped 57856000 B), free 1746915328 B

20:58:17 Small mapped regions: 17, size 77824 B

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I haven't seen the network message pending spam before. Interesting how the line before it says line 72 in zombie.sqf (additemcargoglobal -> command that has to do with network sync)

 

Did you enable loot dropping?

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looks awesome, can't wait until the crashes are fixed and we can use it again ;) 

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Very cool bro, liking the skins. I'm also thinking, just an idea might be really cool.

 

Maybe you can make an simple on and off option if someone gets hit by a zombie or demon a few times and survives there's a 50% chance during the mission maybe like an hour more or less the player gets infected and without warning transforms into a spider zombie, demon, walking zombie, whatever.

 

Maybe you can make it where if the option is turned on you can decide which player can be infected in they get hit and survive. For example lets say I make a mission I have 4 players, I want only player 2 and 3 to be able to get infected if they get hit and it'll be a 50% they might transform within an hour and attack me and my team.

 

It could like a infected switch. If it's turned on I can add a special code to those players I might want to be infected if they get hit. Something like "this player 50% infected;" a simple code to put in their ini field. Just a small example.

 

Hope that makes sense.

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First off : Big fan of this mod. The modules are easy to use and provide a fun gameplay experience.

Using some different mods and some basic editor work, i have made a nice "survival" type mission with loot spawns etc. for me and my friends to play.

Now for my question to the community as well as the author : Does anyone have a workaround for the fact that once zombies spot you, they follow you around the map, even when you are far beyond the line of sight?

It would be cool if they "die" once they have wandered too far from their spawning module, so they can respawn when we re-enter an area later on.

I can easely spawn fresh zombies with MCC or something else, but that kinda breaks immersion. I like the way the modules spawn zombies.

But if the zombies are still alive chasing us, and the zombie cap is reached, then an area that we re-visit is often empty because the zombies are still alive and chasing us around the map somewhere, and we have to leave the town and go find them.

 

Any tips are welcome.

 

Thanks for this mod again.

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I haven't seen the network message pending spam before. Interesting how the line before it says line 72 in zombie.sqf (additemcargoglobal -> command that has to do with network sync)

 

Did you enable loot dropping?

yes i have ...

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Nillie, I'll look into it. In the meantime perhaps try placing a few "limit detection distance" game logics to see if that helps?

 

Phantom, I do plan on adding in this sort of feature and hopefully for the next update. I'll try include those extra options too if it's not too difficult.

 

Merry christmas all,

5SwP5Yu.jpg

 

Santa Hat Mod

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My server keeps crashing with a out of memory error.  It's asking for negative amounts of memory and then crashes.  I tried just adding some more ram (up to eight gigs) and it still crashed randomly.  I see someone else said something about this and I haven't found a response yet.  Hoping something gets fixed because this mod is quite good otherwise.

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My server keeps crashing with a out of memory error.  It's asking for negative amounts of memory and then crashes.  I tried just adding some more ram (up to eight gigs) and it still crashed randomly.  I see someone else said something about this and I haven't found a response yet.  Hoping something gets fixed because this mod is quite good otherwise.

What mods are on your server?

Upload your server rpt log and link it in here.

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http://pastebin.com/CM5edHX7

 

This is the RPT log and I'm using CBA_A3, Task Force Radio, Ares, CPM, and this.

 

I think it's this as I've been using the other mods for months and it's been fine while this has crashed twice over 3 hours in a single night.

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http://pastebin.com/CM5edHX7

 

This is the RPT log and I'm using CBA_A3, Task Force Radio, Ares, CPM, and this.

 

I think it's this as I've been using the other mods for months and it's been fine while this has crashed twice over 3 hours in a single night.

 

When your server crashed, were you actively using the zombies? If so, were you using the looting module?

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I was actively using zombies and I don't have any of the modules changed.  I'm just using the defaults and spawning them in with a Curator.

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Okay. That somewhat rules out the possibility of the looting table being broken (this is not enabled by default iirc).

 

Anyways, we're actively working on it but I'm about 70% sure its an ArmA 3 problem (We really didn't change anything significant in the last updates that could cause this....).

Tracker page on it; http://zombiebugs.site40.net/mantisbt/view.php?id=37

 

Kind regards,

Sanchez

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I've been messing with it again today and so far I haven't crashed.  I'm going to put it down to someone installed a mod wrong and broke everything.  There were a ton of can't find errors going on in that list so I'll mess with it with a good sized group today to see what's what.

 

Thanks for all the help though, this mod is quite amazing!

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Well it definitely is the problem.  By myself the mods works great but when I add more than a couple people the entire thing crashes.  Everything else works fine without it.  I really don't know why this would occur but I'm hoping that something can be fixed.

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Really, really great Mod!

 

I am currently hacking in rds_civ uniforms (and dawn of the dead infected skins) for a mission, just want to show how great they look without those worn-out hawaiian shirts.

 

 

oWX0bY7.jpg

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