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tizzo

Got either an init.sqf or dedicated server issue

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Hi Fellas,

 

my latest problem with my last mission on a dedicated server is a super fast protocol from main lobby to mission start. Same goes for debriefing.

 

Sometimes you could barely see the main lobby, next second you´re on the loading screen, and before loading screen is finished, you can hear already in-game missions sounds.

 

Vice versa on debriefing. It shows up for a few seconds, suddenly you´re already back at the main lobby. This "behaviour" varies, depending on how many people are on the server.

 

Testing missions while I´m alone, all seems normal, but it gets worse when other people join.

 

 

Never seen that kind of thing!

DisabledAI = true;
joinUnassigned = false; // auto assign
enableDebugConsole = 0; // Debug Console
debriefing = 1;

These settings are applied, so it cant be the description.ext

 

 

Dedicated Server is set to "Autoinit" though, but with this setting set to "Off" (0), autoassign in lobby is still happening.

 

Maybe I set up the init.sqf in a wrong way. Its my first approach to get a mission to work on a dedicated server. 

// JIP Check (This code should be placed first line of init.sqf file)
if (!isServer && isNull player) then {isJIP=true;} else {isJIP=false;};

// Wait until player is initialized
if (!isDedicated) then {waitUntil {!isNull player && isPlayer player};};

call compile preProcessFileLineNumbers "fhqtt2.sqf";
call compile preProcessFileLineNumbers "briefing.sqf";

setViewDistance 2500;
[getpos orbit1, "Special Forces at Insertion",150, 150, 180, 0,[]] spawn BIS_fnc_establishingShot;


["%1 --- Executing TcB AIS init.sqf",diag_ticktime] call BIS_fnc_logFormat;
enableSaving [false,false];
enableTeamswitch false;			// TcB AIS wont support teamswitch


//call compile preprocessFile "=BTC=_revive\=BTC=_revive_init.sqf";

// TcB AIS Wounding System --------------------------------------------------------------------------
if (!isDedicated) then {
	TCB_AIS_PATH = "ais_injury\";
	[] spawn {
		{[_x] call compile preprocessFile (TCB_AIS_PATH+"init_ais.sqf")} forEach (if (isMultiplayer) then {playableUnits} else {switchableUnits});		// execute for every playable unit
		
		//{[_x] call compile preprocessFile (TCB_AIS_PATH+"init_ais.sqf")} forEach (units group player);													// only own group - you cant help strange group members
		
		//{[_x] call compile preprocessFile (TCB_AIS_PATH+"init_ais.sqf")} forEach [p1,p2,p3,p4,p5];														// only some defined units
	};
};
// --------------------------------------------------------------------------------------------------------------

if (isServer) then {[1000,-1,true,100,600,600]execvm "zbe_cache\main.sqf"};

if (isServer) then {

fnc_cleanup = compileFinal preprocessFileLineNumbers "cleanup.sqf";


[] spawn {

    while {true} do { 

     [] call fnc_cleanup;

     sleep 500;
    };
 };
};

//EOS SYSTEM
[]execVM "eos\OpenMe.sqf";

// VcomAi initialize
[] execVM "VCOMAI\init.sqf";

if (isServer) then {

tektask_1 = false;
tektask_2 = false;
tektask_3 = false;
publicVariable "tektask_1";
publicVariable "tektask_2";
publicVariable "tektask_3";
};

Last but not least, mission was done with the Eden 3D Editor, this thingy is beautiful, but full of bugs. Maybe this has something to do with it? No idea!

 

What about you guys?

 

 

Got another question related to mission start on a dedi server. Is it normal that "briefing on map" (part between lobby and mission start / on mp hosted games) is skipped? 

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The briefing on map part is skipped if you don't have someone logged in as admin or someone hosting from my experience, its to stop people sitting there on the map screen not pressing continue for long periods of time, unlike the lobby it doesn't have a timer that auto starts (As far as I have seen).

 

The rest of it is weird, never experienced that before.

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hmmm, but actually there is always someone logged in as admin...

 

 

 

problem solved in case somebody wants to know..

 

 

- changed server settings: persistent=0; autonit=0

 

- did put following in the description.ext: briefing=1

 

- Activation End: ["End2",true] remoteExecCall ["BIS_fnc_endMission", 0, true];

 

..its all good now!

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