terox
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Everything posted by terox
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Here is ours MinBandwidth = 800000; MaxBandwidth = 25000000; MaxMsgSend = 256; MaxSizeGuaranteed = 512; MaxSizeNonguaranteed = 256; MinErrorToSend = 0.003; MaxCustomFileSize = 100000; We did some extensive testing, tweaking for coop play to come up with these figures. I'm not saying that these figures are perfect, but our server seems very stable. I would disregard a lot of the information on these config variables as described on the BIS wiki, they seem to be full of erroneous assumptions. Our server cpu is a higher spec than yours (Xeon X5570's) We have 2gig more ram however i dont think that has any bearing on your problem I assume you have the server located at a data centre and if so, we could probably assume that actual bandwidth and quality of bandwidth for both servers is similar. Your config values, in comparison to ours would show a requirement for a faster system and more available bandwidth, therefore try tweaking them down a bit. I would also assume by looking at those values that you suffer from desync Your o/s may need some tweaking too Hope that helps
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if you have several groups at guarded waypoints, (which arent joined to a trigger). These groups will act as Quick reaction forces for the entire mission area. When the opposing side makes an offensive move, the engine seems to select the most appropriate QRF group from the choice of those on guarded by waypoints to counter attack. It tends not to send an inappropriate group even if its the only group available. So I would imagine, it decides if a: Does the group being attacked need help b: If so what is the makeup of the attacking force and from the selection available what should it send. For example, I have seen the engine (In OFP) select 3 mech infantry sections (all from different guard waypoints) containing a BMP each with infantry aboard to 3 different points around a forest containing a group of enemy players. Dismount the infantry and send 1 group in to look for the players while the other groups hold position on the perimeter. That is without any scripting, just simply having 3 BMP's at different guard waypoints
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Guarded by waypoints are best used without guarded by triggers. If the ai are left alone and the server has enough fps to manage the AI, you can get some surpsingly good results
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Its in the first post right at the top
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The TS3 devs have stated that they will be adding channel commander at some point during the development. Whisper lists to not have the same dynamic and ease of implementation functionality of Channel commander and when you try to bring the subject up with folks who do not understand how it is used you get nowhere. So it's just a ,matter of wait and see. What would be a good idea is for every player to download the ts3 plugin addon and then when a player joins a TS3 server you dont get the complete clusterf**k when you have a mix of those who do have it and those who dont. A possible good way to alleviate some of this would be to have the major mods include it as part of their mod.
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ShackTac Fireteam HUD (STHUD)
terox replied to dslyecxi's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Zeus has started using this and it does make a big difference to gameplay, so Thanks Dyslexi and highly recommended addon. A few points. 1) I have my interface size set as small and I find the icons for the units too large. (Clutters the display up when units are too close to me). Perhaps reduce the icon size or change it to a narrow triangle, which will still make it possible to appreciate the direction the individual unit is facing 2a) If the unit is not a player, display A.I. instead of the AI's name )or perhaps the class display name, which may be more useful) 2b) Also display the unit's group number. So the display would look like This would help to somewhat declutter the unit name list To save you looking for or writing the function, the following (which is not my work) will return the correct unit number, as seen in the command menu // Called using : [_unit] call Tx_fget_UnitNumber // Description : Returns the Unit's group number as seen in the command gui // creates an array from the groupname,removes elements from that array and then recompiles as a string ///////////////////////////////////////////////////// ///// PRELIMS ///// ///////////////////////////////////////////////////// #define ASCII_SPACE 32 private["_unit", "_vehVarName", "_unitName", "_groupName", "_unitNumber"]; // Original solution props go to Spooner and General Barron _unit = _this select 0; // save original vehicle var name _vehVarName = vehicleVarName _unit; _unit setVehicleVarName ""; _unitName = toArray(str(_unit)); // Ex: B 1-1-A:2 _groupName = toArray(str(group _unit)); // Ex: B 1-1-A _unitNameLen = count(_unitName); _groupNameLen = count(_groupName); _unitNumber = []; for [{ _i = (_groupNameLen + 1) }, { _i < _unitNameLen }, { _i = _i + 1 }] do { if ( _unitName select _i == ASCII_SPACE ) exitWith {}; _unitNumber set [count _unitNumber, _unitName select _i] }; // turn to original veh var name _unit setVehicleVarName _vehVarName; parseNumber(toString(_unitNumber)) To aid in target recognition and contact reports (I hate having to put away my bino's etc to get my compass out to give a bearing for a contact report). Might I suggest 3a) Display the direction the player is facing (rounded to nearest integer or nearest compass direction ( 1 of 16) , N, NNE, NE, ENE, E, etc)) 3b) Display the approximate player distance to player's cursor target (rounded down to nearest "STEP") "STEPS" being: 50m if less than 201m 100m from 301m to 500m 200m if between 500m and say 800m and increasing in Inaccuracy as the range increases (This could then simulate the guessing of ranges that you would do in the real world and give a contact report when looking down your sights) [*]4) Reposition the overlay to bottom right.(or make it draggable) The overlay is then not interfering with Hints Command menu Long chat messages Action menu's etc As we tend to have our eyes most of the time on the horizon or foreground or chat kmessage area, to have it at the top of the screen (In the sky) would make it less useful and cause unecessary eye movement to the top of the screen [*] 5) When the leader is out of the radar area, have an arrow pointing to him, this would alleviate "Where are you" on teamspeak and constantly explaining to folks what double escape will show you. The display would then look something like Further experimentation with the display could include having a different colour for each unit, but tie that colour to the unit number, so 1: Terox, could have is icon in colour A and his name in colour A 2) A.I. could have his name and icon in colour B This may be more appropriate than having different icons, you can then reduce the size of the icon to make the radar overlay clearer and at a glance the commander of the group can see Ah, its number 8 thats gone for walkies, get back here No.8. -
we run a xeon x5570 with hyperthreading, 6gb ram and are colocated We can easily accomodate 3 arma2 servers running simulateneously We can run around 700 A.I on one server with heavy stress testiing scripting and approx 25 players connected and stay at + 20fps serverside which is above what you need to keep the A.I intelligent BIS doesnt seem to have optimised the server engine to run more than 2 cores which is a shame, because then we could have 1 server running with maybe a couple of thousand A.I. If its just a player v player server you need, then this same spec from what I have heard can easily accomodate well over 60 players from a data centre located server Hope that gives you an idea as to the spec u need
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I want to buy me a Server, help needed
terox replied to neojd[ny]'s topic in ARMA 2 & OA - MULTIPLAYER
We run a xeon x5570 which allows us to run (well at least 3 servers simulataneously). You do not need that amount of power. As I said, given a choice of a family of processors, a xeon would be prefereable, but we used to run ArmA2 on 2 single core opterons, which we had back in the OFP days. I would imagine a Q6600 or an E6850 could cope with a small number of players. Q6600 would give you 2 cores for the o/s leaving 2 cores just for ArmA2 and the ability to overclock. If you are U.K based Overclockers.co.uk offer overclocked barebones and motherboard bundles with warranty, depending on your budget. (You could step the overclocking down a bit to say 3.2 - 3.5 Their cheapest 4ghz bundle Get the fastest processor you can with your budget. As for the lan cable, dunno m8, sorry We have ours colocated at a data centre) -
I want to buy me a Server, help needed
terox replied to neojd[ny]'s topic in ARMA 2 & OA - MULTIPLAYER
Servers dont use sound or graphics. so those components are not needed and therefore it's a waste of time buying them, or motherboards that have them (Look at buying a server mboard) ArmA2 dedicated exe only utilises 2 cores properly, they hardly use any additional cores, so dual core is all you will need processor wise The more powerful the processor, the better (xeons in preference) as for RAM, depends what operating system you will be running and any other apps you may have running on the server, how big is the addon pack you run etc etc. 2 gigs should be ample. Once you have your rig up and running on full load, (lots of A.I and max players connected) check the resource manager and see how much ram is being used. If more is needed add a couple of modules (another 2 gig) but it's doubtful you will need it. the rest is dependant on the amount of upload and download your home connection has -
There is also a timezone element to when a server is active. Would I expect to see an Aussie or a west coast U.S guy playing on a server during the European evening hours? As for too many servers. That is way preferable to too few and gamespy does allow filtering. There is more to ArmA2 than warfare, domination, evolution and the commercialised mission types. The engine is capable of so much more, it just takes imagination and a bit of coding to achieve it.
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Another one of those "new player" threads...
terox replied to Desmo's topic in ARMA 2 & OA - MULTIPLAYER
Check the Multiplayer guide in my signature it contains a lot of helpful information that will assist you Our community manual also has information about setting up Yoma's addon sync. You will defintely get more out of your multiplayer experience if you are conversant with and use Teamspeak 2 and 3, Ventrilo and Mumble. I would familiarise yourself with setting up -mods and download the most common addon islands (Just check the gamespy browser any evening and see what islands are being used) Once you have all that sorted, you should be able to play on the majority of public servers -
Check out the Multiplayer guide in my signature file, you should find it very helpful
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How do i return the object that is a gunner of a turret ? assignedVehicleRole returns the position a unit is supposed to be in, This is not necessarily the position the unit is in. The crew command will return crew in order [driver,gunner,commander,turrets,cargo] however if there is an empty position, it removes the element, therefore cargo could be in the turret element position
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How to Return gunner of turret
terox replied to terox's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thx Q (How did I miss that) @ Snakeman, assignedVehicleRole has issues and is not reliable Assigned role is the role the unit has been assigned too for a given vehicle, this does not mean the unit is even in the vehicle -
@All lets stop this public multiplayer mess!
terox replied to tom_'s topic in ARMA 2 & OA - MULTIPLAYER
There are servers out there that give you that type of gameplay, that do not play Domination, that do not require you to be in their clan. You just have to spend a little time looking for them. The following servers have public gaming sessions (AFAIK) and a teamplayer who will follow orders and bother to get on their voice comms server (Teamspeak, Mumble, Ventrilo) would be more than welcome. Tactical Gamer Zeus CIA GOL Kellys heroes to name but a few. The problem with hosting such a dedicated server is filtering out the type of player with moronic mindsets that can spoil good coop play. This for many gaming communities means locking or passwording their server so that they can indeed enjoy the type of gameplay you are referring too. I would try some of the servers listed above. Not all servers run the same commercialised mission types -
Integrated mod/addon distribution as future Arma feature?
terox replied to quiet_man's topic in ARMA 2 & OA - MULTIPLAYER
There is information on the gamespy browsers if folks bother to read. Our server runs ACE, it clearly states "ACE" in the server title as seen in the gamespy browser. We have a community manual that states where and how to get the addons. We have a BIS gaming night thread that states all this. So if the answer was so simple, why the hell do we get players joining every night without the required addons. This is an example of the nanny culture that the youth of today expect. If its not brought to them on a silver platter, then they can't cope. Bring back lego and meccano! -
How to find servers without adons that I don't have?
terox replied to Pukin_Dog's topic in ARMA 2 & OA - MULTIPLAYER
I would load the gamespy browser any evening and look through the servers to see which island their current mission is being played on There are a lot of islands out there and if I were to offer my personal selection, it would not be the same as an other server -
I would suggest this addon should be incorporated into ACE otherwise any TS3 servers that support it and have players who join with ACE mod are not necessarily going to have this addon I would also suggest a better setup would be to allow the functionality of this addon to work over a channel family rather than an individual channel so that a for excample company TS3 channel confiuration could be used which would then cater for any size mission that an ArmA2 server can cater for. For example BLUFOR (Coy HQ) ..... 1st Plt HQ ..........Alpha Squad ...............Fireteam 1 ...............Fireteam 2 ..........Bravo Squad ...............Fireteam 1 ...............Fireteam 2 OPFOR (Coy HQ) ..... 1st Plt HQ ..........Alpha Squad ...............Fireteam 1 ...............Fireteam 2 ..........Bravo Squad ...............Fireteam 1 ...............Fireteam 2 This would both allow for sensible structuring in the TS3 server channel configuration and typical mission orbats within the ArmA mission
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Question about HT Cores and the Dedicated Server
terox replied to gossamersolid's topic in ARMA 2 & OA - MULTIPLAYER
The dedicated server does not utilise cores like the client. It would appear to use one core for AI and one core for everything else. If more cores are available its use of them is minimal. For example, you would expect if you had two cores available and your server was able to run 700 AI, if you had 4 cores available, it would run more AI, this is not the case which is extremely unfortunate The use of multicores on dedicated server does not appear to have been optimised by the ArmA2 engine -
How to find servers without adons that I don't have?
terox replied to Pukin_Dog's topic in ARMA 2 & OA - MULTIPLAYER
Most server that use addons will most likely use a selected set of islands. So initially i would download all the most commonly used islands (either from armaholics.com or armedassault.info. Place these islands in a modfolder called "@Islands". The most popular mod at the moment is ACE, so you need to download and install that. Then create a shortcut to start the game add a -mod parameter eg -mod=@cba;@ace;@acex;@acex_pla;@acex_sm;@islands If the server runs addons, there is now a good chance you have everything you need. For the more obscure addons required, i would then create additional shortcuts (with sensible naming) and additional mod folders specific to that server, so that your mod params in various shortcuts look something like the following (Create a folder on your desktop named ARMA and drag the shortcuts into that folder to stop your desktop being cluttered) for example you may have the following shortcuts available ACE -mod=@cba;@ace;@acex;@acex_pla;@acex_sm ACE + ISLANDS -mod=@cba;@ace;@acex;@acex_pla;@acex_sm;@islands SERVERNAME_1 -mod=@cba;@ace;@acex;@acex_pla;@acex_sm;@islands;@Servername_1 SERVERNAME_2 -mod=@cba;@ace;@acex;@acex_pla;@acex_sm;@islands;@Servername_2. If the server you want to play on is organised enough to use a YOMA repository, apart from the shortcuts, this is automatically done for you and is easily kept up to date. There are other ways of doing this, YOMA itself has a lauch feature -
There are some servers listed under the default servers tab If it is one of these servers that you want then simply highlight that particular server and select "Add to favourites". This will automatically add the required URL to the auto config field. Then select favourites, highlight the required server and away you go...... Alternatively, it is also good practice for servers that host a yoma addon repository to have "YAS" and the url as part of their Gamespy server name, you would find this by either highlighting the server in gamespy and then looking at the text just above the "Type" field at the bottom of the gamespy browser (Which displays the full server name, rather than the first 34 characters) or by filtering "YAS" Servers who do not follow either of these practices may have that information on their website or available from a member on their teamspeak/mumble/ventrilo server.
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How to find servers without adons that I don't have?
terox replied to Pukin_Dog's topic in ARMA 2 & OA - MULTIPLAYER
Read the Guide to Mutliplayer manual in my signatiure. It explains some of the details listed in the gamespy browser. Our community manual also explains the application Yoma Addon Sync, which will help you find some addons and also how to set up -mod params so you can load selected addons -
Also take the time to read the name in the gamespy browser for a specific server that you are thinking of joining. It may say No Mods, or ACE Mod, you would be astounded at the number of players who connect with the wrong setup to a server that clearly states what is needed
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Multiplayer AI command and control issues
terox replied to JesterOC's topic in ARMA 2 & OA - MULTIPLAYER
There are no tips, they do seem to be insubordinate when ordering them to get into vehicles sometimes. Trying getting them all out and then order 1 at a time to get in, wait until that ai is in then repeat the process Possible cause in some instances is the vehicle is slightly damaged. In this instance though, no AI will get in There is a major bug, which has been called the "Local bug". This occurs when you have more than 1 player in a vehicle and you are trying to get the AI out. Easy fix for this is to prep the "Eject" action, (eg get it displayed in your action menu) before the vehicle stops, then when it does stop, eject them. If you do not prep this action before the vehicle stops, it will no longer be available to you -
Multiplayer AI command and control issues
terox replied to JesterOC's topic in ARMA 2 & OA - MULTIPLAYER
The AI have gone through some radical changes since the OFP engine (Where I have to be honest, the player controlled AI were much more controllable, which made them far more fun to deal with). They now countermand decisions made by the group leader. There are still bugs caused by locality issues that have been around since OFP v1.0 and these are just a few of the issues that make having AI in your group a pain in the butt. On the plus side though, server side AI are working pretty well, add to that the config mod that Protegimus created (zeus_ai) and they are the best we have ever had What would be nice is to edit the Player controlled AI routines returning control back to OFP standards (eg Hold fire for example) and leave server side AI alone)