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terox

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Everything posted by terox

  1. class DifficultyPresets { class CustomDifficulty { class Options { reducedDamage=0; groupIndicators=0; friendlyTags=0; enemyTags=0; detectedMines=0; commands=0; waypoints=2; weaponInfo=1; stanceIndicator=1; staminaBar=1; weaponCrosshair=0; visionAid=0; thirdPersonView=1; cameraShake=0; scoreTable=0; deathMessages=0; vonID=1; mapContent=0; autoReport=0; multipleSaves=0; }; aiLevelPreset=3; }; class CustomAILevel { skillAI=0.85000002; precisionAI=0.5; }; };
  2. I have no idea what these are fadeDistanceStart fadeDistanceSpan If these are new difficulty settings then I would assume they work the same way as every other difficulty setting Meaning if you do not want the default values you have to define a custom difficulty set example class DifficultyPresets { class CustomDifficulty { class Options { reducedDamage=0; groupIndicators=0; friendlyTags=0; enemyTags=0; detectedMines=0; commands=0; waypoints=2; weaponInfo=1; stanceIndicator=1; staminaBar=1; weaponCrosshair=0; visionAid=0; thirdPersonView=1; cameraShake=0; scoreTable=0; deathMessages=0; vonID=1; mapContent=0; autoReport=0; multipleSaves=0; }; aiLevelPreset=3; }; class CustomAILevel { skillAI=0.85000002; precisionAI=0.5; }; }; singleVoice=0; maxSamplesPlayed=96; activeKeys[]= { }; playedKeys[]= { }; sceneComplexity=400000; shadowZDistance=100; viewDistance=1000; preferredObjectViewDistance=1000; terrainGrid=25; volumeCD=10; volumeFX=10; volumeSpeech=10; volumeVoN=10; vonRecThreshold=0.03;
  3. dont know anything about OVH, however instead of opening ports in the firewall, try assigning the binary.exe to the firewall rules instead
  4. i would assume you are not loading the profile you think you are. The evidence for this can be found in your rpt file which you will find in the actual profile folder you are using example of rpt file with relevant information section
  5. battleye port has changed (default 3206). This is detailed in the changelog. switch your firewall rules over to the Binary.exe rather than stating specific ports (Or both)
  6. There may be an issue with one of the mods, so strip them right back and start with the basics then add a few over time @Shac, isnt that clientside ? You can shove all your RHS into @RHS You can shove all your islands into @Islands Run a bat file that downloads from the workshop then copies the required mod into the required mod folder to automate keeping them up to date and shorten your command line argument The only mod there that you cannot put into a custom mod folder is Task Force
  7. I also don't have any performance issues with xeons. I cant compare a xeon performance with for example an I7 because I have never tried it. I tend to buy 1u dual socket motherboard rigs, afaik I7 doesnt support this, so it has to be xeon. Arma also utilises more than 1 core. AFAIK, the AI processing is on a dedicated core I also run what is now a very old set of xeons, 2 x X5675 @ 3.9Ghz We can run with something like 50 players and around 200 AI with that in a vanilla environment with no caching or Headless Client. While running more servers (At least 3 sometimes 4) So this is going to be down to either Poor server configuration Inadequate bandwidth the template you are using for your missions maybe one or more of the addons issue with some of the clients (The clients can drag the server performance down) When you have issues like this it would help if you listed hardware, connection and config files in your posts. Good luck
  8. the simple fact is that your clients are connecting with addons that you don't host a key for in your root arma keys folder you need to 1) Look at the rpt files for each client, these will detail their command line params and every addon they are loading 2) Compare the bisigns for your addons with the bisigns for their addons. You will most likely find ..... a) some of them are using a host of clientside addons you do not host ..... b) some of them will be using mismatched versions of addons This is a typical issue when you don't manage the addon pack for your server yourself. I use A3sync and sign nearly every addon on our server with a date stamped key. Clients click a sync button and they have an exact match of what they need, no hunting around steam workshops or having mismatched versions etc Every time we update the packs, we resign via an automated batch service. Although this requires more effort from the admin, it massively reduces support calls for addon issues the keys folder is the whitelist for the addons you allow clients to connect with Some mod makers resign their addons every time they update them (This is sensible practice, not all follow this practice). This is why you need to compare their bisigns with your server bisigns the mission itself defines which addons are required hope that helps
  9. debug the issue using the debugging tutorial stickied in this forum If you cannot solve the issue that way, then come back to us with the required information so we can help you. I would start by verifying you are loading the mods you think you are (On the client and on the server) by checking both the server and client rpt files
  10. optimise the mission, cache the ai, use a headless client, don't believe the hype that other server admins spout out about the number of players they can run with set a maximum ping value at somewhere sensible to keep those with poor connections away, somewhere between 100 and say 250 Pure pvp, no AI can run with a lot more players than a coop can because the server isnt processing the ai and then sending their data over the net for syncing to the clients I would say for a coop with a well optimised mission ans good hardware, you will be maxing out somewhere between 50 and 64 players Ideally you run with the number of players you can manage (especially milsim coop) while keeping the server cps at a MINIMUM of 20 For me I find around 50 players is a comfortable middle ground between player management and server performance. (We also dont have top spec cpu's)
  11. So .......... You work as a hosting solution provider and your here because you can't fix something :-) and you want our help ??
  12. Typically mission files are packed into a .pbo file and then uploaded to the server MpMissions folder. It is these .pbo files that arte then downloaded by the clients ands stored in their ArmA 3\MpMissions folder I do know it is possible to run unpacked mission files on the server, therefore it may be possible for a client to download them, although I have never tried to host a mission using such unpacked formats Is it a specific file that the client isn't downloading or all and any .sqf files ?
  13. SQL Files ? The engine will only allow ***mission***.pbo file to be downloaded by the client via the game itself
  14. terox

    Server refusing to load mods!

    @Darkhound, why would adding yet another complication help debugging an issue that is already there. You only add additional systems when you know the system you already have in use works That suggestion doesnt make sense
  15. terox

    Client-side FPS drops

    To find the issue You need to start with a clinically clean environment, eg a vanilla server with only BI missions and prove its stable Once you prove this (Which most folks don't do, they set there server up, add a ton of "Crap" and then find issues) Then its a nightmare to track down the problem Every time you add 3rd party content you need to verify the issue isn't there Very long and drawn out process If you initially had a stable server with no such issues then at least there is a very good chance its 3rd party content It may be an addon It may be the template that you use to create all your missions If you don't know whether you had a stable vanilla server to start with and you just added a bunch of addons and then hoped for the best, then it could be anything, from hardware, o/s configuration or server configuration or 3rd party content or even bad hosting
  16. terox

    Server refusing to load mods!

    You need to work through this every time you get an issue with the server not starting until you get very familiar with the symptoms that each issue causes. From a quick look, this is what i can see wrong DEFINITE ERRORS 1) The last -mod param shouldn't have a semi colon eg @Sonara; should be @Sonara 2) @ShackTacUserInterface I believe is a clientside mod so doesnt need to and shouldn't be be run on the server MAYBE's 1) Not sure if the characters listed below in red are valid for use as -mod params (Maybe they are ?, I've never tried to load a -mod with these characters in, this is the reason I don't know) - [ ] 2) I don't know @BloodlustLITE, am assuming this is an SFX mod, maybe that's clientside only ? 3) The length of the command line maybe too long, those who run a lot of mods with such long -mod calls seem to have issues (You can place most -mods in your own custom mod folders, eg @MyIslands @MyUnits etc etc (There are some mods that you cannot run outside of their original Mod folder name, Task Force Radio is one of them) This is a method to reduce the length of the -mod param Once you have worked through the debugging tutorial, if you have determined its a -mod issue Start by loading half the mods,if that is successful then load half that is left (1/4) The half again (1/8) Keep doing that until you figure out which batch has the culprit in then start to weed them out to the individual
  17. It was suggested by Tankbuster that the following may be of use to you. Zeu Debugging Tutorial & Foundation Template Last updated 17th September 2014 Introduction Everyone that writes code suffers from bugs and we all get frustrated trying to trace the cause. This tutorial is an attempt to walk you through some methods to achieve that. I have also attached a Foundation template that has a debugging system implemented. More on that later. You may find the following tools and bookmarks useful, these are all essential to developing missions and am sure most of you have these or similar alternatives Preparation How do I know I have an error in the first place? There are 3 areas where you can capture errors Ingame, where you dont see the effect you are expecting A black dialog pop up box Rpt file -ShowScriptErrors You need to add -ShowScriptErrors to your command line startup params. This will enable the popup black dialog box if a scripting error occurs. RPT File This is the basic logging file that arma3 dumps too. It is full of spam from B.I, however the more you read it the more familiar you get with their spam, which makes it easier to filter out the rubbish. Any popup messages that -showscripterrors displays are always dumped to the rpt file By default, your RPT file can be found in Windows 7 & 8 Users: c:\Users\Your Username\AppData\Local\Arma 3\You may need to enable hiddenfiles to see this folder If a -profile is set, then the RPT will be created there instead Tools & Reference material Script editors Poseidon Script editorPBO Tools Mikero's Eliteness3.17.0.11.Installer.exe or any later released versionBookmarks Add these links to your Bookmarks, you will constantly need to refer to them while coding your ArmA 3 Projects Arma 3: Scripting Commands A3 Scripting Commands by Functionality Arma 3: Event Handlers Arma 3: Event Scripts Arma 3: User Interface event handlers Arma 3: Code Optimisation BIS Official List of Arma 3 Classnames Zeu A3 classnames List BIS Functions Library (Arma_3) Killzone Kids scripting tutorial blog (Arma_3) Zeu Foundation Template ZEU Foundation Template Tutorial The art of debugging is being able to track down the reason why a piece of code isn't working as intended. Why do they happen in the first place? Types Of Error Syntax error: you made a spelling, grammar or typing mistake Logic error: You made an assumption that wasnt correct Locality error: You ran code on the wrong node (Server, client etc) Timing error: You expected something to have hapened that hasnt occurred yet LOGICAL ERROR You assumed something was in a particular state when in fact it wasn't Dont assume anything is in a certain state, check it first before using it Real World Silly example. Don't assume a door is open, It can have other states, e.g: It could be closed It could be closed & Locked It could be in an interim state between open and closed It could not exist In the real world, your brain would have processed all of this, even to the point where you would have tried the door handle if it were closed to see if it was locked (Common sense (assumptions) cannot exist in the realms of programming, only definite states can exist. (On. Off or Doesnt exist) Coding example if (Isnil "MyVariable")then{MyVariable = 0}else{MyVariable = MyVariable + 1};if Myvariable does not exist, then define it as having a value of 0. if it does exist, add 1 to it LOCALITY ERROR This is where you need knowledge on the engine's idiosyncrasies. Only experience will get you there Some code has to be run local (on the same machine) where the object is local too Some code can be run remotely, eg from a different machine the object is local too If it can be run remotely and you need to just run it on 1 machine, ideally the server Otherwise for 10 players + 1 server you would be sending 11*10 sets of instructions over the network instead of just 10 In a lot of cases, the BIS Wiki has small icons at the top of each page for the comref entries These will give you information on where code should be run for that command AL: Arguments of this scripting command have to be local to the client the command is executed on AG: Arguments of this scripting command don't have to be local to the client the command is executed on EL: Effects of this scripting command are NOT broadcast over the network and happen only on trhe computer where executed EG: Effects of this scripting command are broadcast over the network and happen on every computer in the network Lets take a look at this example addWeapon AL: Arguments of this scripting command have to be local to the client the command is executed on EG: Effects of this scripting command are broadcast over the network and happen on every computer in the network The arguments for this command are 1) The unit or vehicle (Object) that we are going to add a weapon to 2) The classname of the weapon (A "string") that we are going to add We need to run the code on the machine where the unit is local to. When we do run the code correctly, every machine will see that unit with that weapon TIMING ERROR If some code requires other code to have defined something and that code hasnt run, an error will occur. Example, the paramsarray is defined on the server before preinit whereas the paramsarray is defined on the client a few milliseconds after preinit has terminated Therefore you cannot run any code requiring paramsarray on the client until post-init (I'll explain the timings more clearly later) SYNTAX ERROR This can be the most frustrating of issues, searching for a missing semi colon or terminating bracket etc This can be reduced by good formatting of your code or using a good text editor that highlights paired brackets etc I personally use Poseidon, there are plenty of alternatives All these errors can be debugged using very simple lines of code which rely on just TWO commands diag_log systemChat There are others, but they all have some form of issue which reduces their effectiveness, so for simplicity, lets stick with these two How To Debug Lets use the following code example throughout the rest of this tutorial The issue is we don't know if the player is being setcaptive False. Sometimes we think he is but sometimes he never is?. And i'm new to scripting so i don't really understand this command. // INIT.SQF Player setcaptive TRUE; [20] execVM "Myscript.sqf"; // MYSCRIPT.SQF _myvariable = _this select 0; //(this should be the number 20) _myNewvariable= _myvariable + 5; //(this should be the number 25) _object = Leader (group Player); waituntil {alive player && Player distance _object < _myNewvariable}; Player setCaptive FALSE; In all the following walk through's I will give examples for both systemchat and diag_log No.1 Prove the script is running We do this by adding code that will give us a visual indication that the script is running // MYSCRIPT systemchat "DEBUG: AT START OF SCRIPT"; // This will dump text to the screen diag_log text "DEBUG: AT START OF SCRIPT"; // This will dump text to the rpt file _myvariable = _this select 0; //(this should be the number 20) _myNewvariable= _myvariable + 5; //(this should be the number 25) _object = Leader (group Player); waituntil {alive player && Player distance _Object < _myNewvariable}; Player setCaptive FALSE; systemchat "DEBUG: AT END OF SCRIPT"; // This will dump text to the screen diag_log text "DEBUG: AT END OF SCRIPT"; // This will dump text to the rpt file If you see "DEBUG: AT START OF SCRIPT" on screen, or in the .rpt file, you know the script starts If you see "DEBUG: AT END OF SCRIPT" on screen, or in the .rpt file, you know the code has been run and has got to the end of the script There is an issue when using systemchat, or any other chat, side, global etc. This being that any code that is run at pre-Init or before Time == 0 (A little on this later) will not dump any chat messages to the screen. To work around this problem, we need to "spawn" this code as in the example below [] spawn {sleep 3; systemchat "DEBUG: AT THIS POINT";};You should then see this 3 seconds after you launch the mission from briefing No.2 Return some variable values We now know the script is running, but something is amiss. Sometimes we see the "DEBUG: AT END OF SCRIPT POINT" immediately, sometimes we dont see it at all. Perhaps the group leader is too close, maybe the distance measurement is wrong ? Okay, so lets see what values we actually have So we would now use a format command, as in the example below // MYSCRIPT _myvariable = _this select 0; //(this should be the number 20) _myNewvariable= _myvariable + 5; //(this should be the number 25) _object = Leader (group Player); waituntil {alive player && Player distance _Object < _myNewvariable}; Player setCaptive FALSE; systemchat format ["myvariable has a value of %1 ----- MyNewvariable has a value of %2",_myvariable,_myNewvariable]; diag_log text format ["myvariable has a value of %1 ----- MyNewvariable has a value of %2",_myvariable,_myNewvariable]; We could have used seperate lines to return each variable value, in this example we just combined them into 1 systemchat or diag_log First time we run it, we got the text on screen , it stated myvariable has a value of 20 ----- MyNewvariable has a value of 25 That seems correct, however the second time we run the mission, we didn't see any text on screen or in the .rpt file So whats going on ? No.3 Testing a condition Could it be the condition, waituntil {alive player && Player distance _Object < _myNewvariable}; how do we test it When you evaluate a condition that is correctly written it will return TRUE or FALSE. Anything else is wrong We can see this value the same way we return any other value using a format command // MYSCRIPT _myvariable = _this select 0; //(this should be the number 20) _myNewvariable= _myvariable + 5; //(this should be the number 25) _object = Leader (group Player); systemchat format ["The condition returns: %1",(alive player && Player distance _Object < _myNewvariable)]; diag_log text format ["The condition returns: %1",(alive player && Player distance _Object < _myNewvariable)]; waituntil {alive player && Player distance _Object < _myNewvariable}; Player setCaptive FALSE;Good, at least we get a "The condition returns: FALSE" in the .rpt and on screen when we test Oh, next time we run it, it returns TRUE, why are we getting these inconsistencies Well, we have proved. 1) The script runs every time 2) The distance values are correct 3) The condition seems to be working, but not as expected The only value we havent checked is the _object, so lets check that No.4 Checking for the type of variable We can check what value a variable has, we can also check what type of variable it is using the typeName command Maybe the object isn't an object, maybe its something else, array, side string and therefore we cant get a distance measurement I am also getting desperate now, so i'll return all the values just to make sure and heavily debug this script. No matter what, now i should see where the error is (Diag_log code omitted for clarity) // MYSCRIPT systemchat "DEBUG: AT START OF SCRIPT"; _myvariable = _this select 0; //(this should be the number 20) _myNewvariable= _myvariable + 5; //(this should be the number 25) _object = Leader (group Player); systemchat format ["myvariable is Type %1, Value %2", typename _myvariable, _myvariable]; systemchat format ["myNewvariable is Type %1, Value %2", typename _myNewvariable, _myNewvariable]; systemchat format ["Object is Type %1, Name %2", typename _object, name _object]; systemchat format ["The condition returns: %1",(alive player && Player distance _Object < _myNewvariable)]; diag_log text format ["The condition BEFORE returns: %1",(alive player && Player distance _Object < _myNewvariable)]; waituntil {alive player && Player distance _Object < _myNewvariable}; diag_log text format ["The condition AFTER returns: %1",(alive player && Player distance _Object < _myNewvariable)]; Player setCaptive FALSE; systemchat format ["Am I captive %1", captive player]; systemchat "DEBUG: AT END OF SCRIPT"; I run the mission, first time goes okay, I wait for the group leader to arrive and all works as expected I run it again and i get the following debug information immediately Ah now i see the problem. , I am the leader of myself and therefore all the conditions are being met immediately. I Need to stop disabling AI when i test Flow of code (Timing) In order to understand any timing errors you need to understand the order in which code is run. Here it is, hopefully simply explained. When a mission is selected and started by the admin, the following events occur in the numbered order A lot of A3 mission devs refer to Time 0 as a key point when discussing at what point code is being run So I shall comment using Time<0, Time==0 or Time>0 to clarify what they mean by this 1) Config stage Addon configs, Description.ext and any #includes will be run at this point 2) Pre init stage (Time < 0) This is run after the description.ext has loaded, players have slotted up and the admin has hit continue (This is initiated from the cfgFunctions class as defined in the description.ext. It automatically runs any function that has a preinit=1 tag Typically only 1 function should have this. This should be the keystone that pre initialises all required Global variables and functions for all later run code Any functions that are called from Unit, vehicle and object init fields in the mission editor (Mission.sqm)should be declared at this point so that they are defined ready for use. 3) Mission.sqm (Time < 0) Any code in the init field of units, objects vehicles is now being processed, starting with the first East unit you placed in the editor 4) Post Mission.sqm (Time == 0) Any code spawned, execvm from Preinit is now being processed and will run its entirety or will halt when it comes across anySleep Waintuntil{} command (Where the condition is not TRUE) B.I's Init.sqf will also run at this point and halt at any code with sleep or waituntil (if the waituntil condition is not true). 5) Briefing is loaded (Time == 0) 6) Admin starts the mission (Time > 0) 7) Post INIT (Time > 0) Any code that has halted waiting for a condition to become true or a sleep will now continue to run. From now until the end of the mission, any code you have will run under the following condition For every frame every script that is running will run for a maximum of 3 milliseconds If it hasn't completed by that time, it will halt until the next frame and then continue to run for a further 3 milliseconds It will continue to do this until it terminates A Little about code optimisation Some general rules: 1) If a script is being called more than once a) compile preprocessfilelineumbers the function at pre init stage B) Then either 1) call it every time you want it to run (If it doesn't contain any sleep or waituntil commands) 2) Spawn it every time you want it to run (If it DOES contain any sleep or waituntil commands) if you use Execvm for this code, every time it is run, it compiles first then processes the code If you call precompiled code, it simply just processes from code stored in ram which is much faster 2) If a script is only being called once, then you could execVM, spawn or call it (There probably isn't much difference) if you precompiled then called code that is only being run once, then you can redefine the function as =nil; to remove it from memory We can only assume that execvm code is removed from memory by the RV engine after it has run 3) try to avoid loops, especially long ones (3 milisecond rule) 4) Use eventhandlers to reduce the requirement for loops 5) Try wherever possible to call or spawn a function instead of execVM or spawn a script 6) Keep the total run time of a function below 3 milliseconds wherever possible Dont be too concerned if the code runs longer than 3ms, its just a best practice to try and avoid, which is not always possible 7) Dont be concerned about the length of time preinit takes, it is after all preinit and not mission real time and anything you can prepare here is good for later If you haven't fallen asleep reading this yet, there's something a little extra to help you Zeus Foundation template What is it ? Its a foundation template that would be a good starting point for anyone designing their own template for whatever mission you may want to develop Its basically a structured system for running code It has the following functionality Structure to thread (route-filter) code to the appropriate node, eg server, headless client, player, jip etc Ability to mass Debug user defined "systems" or "modules" Defines some basic switching variables for usage in your code So if you want to have only a JIP player run specific code, there is a structure within this template to place that code. Every script is heavily commented, so it shouldn't take long to figure out what does what Debug System The debug variables are defined in the Description.ext in the Txu_Debug class This can easily be switched to a .sqf file, such as the pre init. I just defined it here because this is part of a template I am developing where all configuration is done on #include.hpp files (Use a copy of the "script_template.sqf" for any new scripts you create, editing any necessary content). At the start of each script two variables need to be defined, _sy and _sc _sy defines the "System/module" that the script is part of. It is used as an identifier and as a filter for the debugging output _sc is a name for the script, typically this would be the actual file name less the ".sqf" and is used as an identifier in the debug log If debugging is enabled and the "System/module" is being monitored, the following will be logged Script start any variables passed to the script any user defined variables you wish to monitor the end of the script diag tick time, recorded This is the value that comes after the "@" symbol in the debug logs Where the log is sent is user defined and can be either RPT file via diag_log Systemchat both What system are being logged/debugged is defined by the strings listed in the Txu_DebugSys array For example, in this template you have What this means is that any script with an _sy variable equal to anything in the Txu_DebugSys will log data to the Txu_DebugLog output As it is set now,This will output data from every system that this foundation template has. Rather than delete a system from this array, simply comment it out. The rpt file is by far the best logging system, allowing you to also browse the server log if you have access to it. It also provides a permanent record of data flow and returned values etc The systemchat is good for live monitoring (Open up the in-game chat by typing "/" and key "PAGEUP" to scroll through previous messages) Mission Code flow for this template This is an example of the mission code flow for the Foundation template I linked too in this thread It is a cleaned up version of the debug log dumps to the rpt file, showing the start and end of each script in the order in which they are run The value given after the "@" symbol is the diag_ticktime I have added comments with the tag #****** which explains at what point in the code flow we are at ### PRE INIT STARTING "|========================= ZEU_FOUNDATION_TEMPLATE_2014.Stratis =========================|" "------ CORE ------ fn_pre_Init ------> START : @ 4439.49" "------ RESPAWN ------ fget_RespawnType ------> START : @ 4439.49" "------ RESPAWN ------ fget_RespawnType ------> END : @ 4439.49" "------ CORE ------ init_Modules ------> START : @ 4439.49" "------ EXAMPLE ------ init_fnc ------> START : @ 4439.49" "------ EXAMPLE ------ init_fnc ------> END : @ 4439.49" "------ CORE ------ init_Modules ------> END : @ 4439.49" "------ CORE ------ fn_pre_Init ------> END : @ 4439.49" ### MISSION.SQM IS RUNNING any code run from the unit's init field will be shown here ### POST MISSION.SQM (TIME == 0) "------ PARAMS ------ fprocess_params ------> START : @ 4439.84" "------ PARAMS ------ fset_params ------> START : @ 4439.84" "------ PARAMS ------ fset_params ------> END : @ 4439.84" "------ PARAMS ------ fprocess_params ------> END : @ 4439.84" "------ CORE ------ init_common ------> START : @ 4439.84" "------ CORE ------ init_common ------> END : @ 4439.84" "------ CORE ------ init_Server ------> START : @ 4440.69" "------ CORE ------ init_Server ------> END : @ 4440.69" "------ CORE ------ init_Client ------> START : @ 4440.69" "------ CORE ------ init_Client ------> END : @ 4440.69" "------ EXAMPLE ------ init_Common ------> START: @ 4441.03" "------ EXAMPLE ------ init_Common ------> END : @ 4441.03" "------ CORE ------ BIS Init.sqf ------> START : @ 4441.07" "------ CORE ------ BIS Init.sqf ------> END : @ 4441.07" "------ EXAMPLE ------ init_Server ------> START: @ 4441.08" "------ EXAMPLE ------ init_Server ------> END : @ 4441.08" "------ EXAMPLE ------ init_Client ------> START: @ 4441.08" "------ EXAMPLE ------ init_Client ------> END : @ 4441.08" ### BRIEFING IS LOADED RPT Dump in full Here is the full rpt file less BI spam showing additiona variables being returned "|========================= ZEU_FOUNDATION_TEMPLATE_2014.Stratis =========================|" "------ CORE ------ fn_pre_Init ------> START : @ 4439.49" IsDedicated: false IsServer true HasInterface true IsMultiplayer true Txu_Client true Txu_HC false Isnull Player true Txu Debug System : ENABLED Txu Debug Logging: ["PARAMS","RESPAWN","EXAMPLE","CORE"] "------ RESPAWN ------ fget_RespawnType ------> START : @ 4439.49" "------ RESPAWN ------ fget_RespawnType ------> END : @ 4439.49" "------ CORE ------ init_Modules ------> START : @ 4439.49" "------ EXAMPLE ------ init_fnc ------> START : @ 4439.49" "------ EXAMPLE ------ init_fnc ------> END : @ 4439.49" "------ CORE ------ init_Modules ------> END : @ 4439.49" "------ CORE ------ fn_pre_Init ------> END : @ 4439.49" "------ PARAMS ------ fprocess_params ------> START : @ 4439.84" " PARAMS \ fprocess_params......" " --> ParamsArray : [-100,450]" "------ PARAMS ------ fset_params ------> START : @ 4439.84" "------ PARAMS ------ fset_params ------> DATE Option selected : @ 4439.84" " PARAMS \ fset_params......" " --> Hour selected : 4" " --> Minute selected : 50" "------ PARAMS ------ fset_params ------> END : @ 4439.84" " PARAMS \ fprocess_params......" " --> ParamCompile : ['DATE',450]call Txu_Core_FsetParams" "------ PARAMS ------ fprocess_params ------> END : @ 4439.84" "------ CORE ------ init_common ------> START : @ 4439.84" " CORE \ init_common......" " --> Txu_PREInit : true" " --> Txu_client : true" " --> Txu_HC : false" " --> Txu_JIP : false" " --> IsDedicated : false" " --> IsServer : true" " --> HasInterface : true" " --> IsMultiplayer : true" " --> IsNull Player : false" " --> Txu_MPINIT : true" "------ CORE ------ init_common ------> END : @ 4439.84" "------ CORE ------ init_Server ------> START : @ 4440.69" "------ CORE ------ init_Server ------> END : @ 4440.69" "------ CORE ------ init_Client ------> START : @ 4440.69" "------ CORE ------ init_Client ------> END : @ 4440.69" "------ EXAMPLE ------ init_Common ------> START : @ 4441.03" "------ EXAMPLE ------ init_Common ------> END : @ 4441.03" "------ CORE ------ BIS Init.sqf ------> START : @ 4441.07" "------ CORE ------ BIS Init.sqf ------> END : @ 4441.07" "------ EXAMPLE ------ init_Server ------> START : @ 4441.08" "------ EXAMPLE ------ init_Server ------> END : @ 4441.08" "------ EXAMPLE ------ init_Client ------> START : @ 4441.08" "------ EXAMPLE ------ init_Client ------> END : @ 4441.08" Changelog v1.1: 17th September 2014Added a link to Killzone kid's Scripting Tutorial Blog Added instructions for -showscripterrors Added information on where to find the RPT file
  18. I'm assuming you mean using some form of ingame currency, not real money as that would break your EULA How to edit a wasteland mission is a question that should be raised in the scripting forums https://forums.bistudio.com/forums/forum/154-arma-3-mission-editing-scripting/
  19. this is a scripting, mission design question. A server administration forum isn't the best place to get a good answer, try https://forums.bistudio.com/forums/forum/154-arma-3-mission-editing-scripting/
  20. have you checked this isnt a clientside/ serverside performance issue, server cps and client fps are? Units haven't got anthing disabled like simulation or dynamic simulation, set up for a lesser viewdistance than the player has etc. They aren't set up for any caching system either vanilla or addon variants
  21. terox

    Erro '' You were kicked out of the game.''

    there must be more to that message....... Also the time when you are kicked would help, eg on joining, while in the lobby, after joining etc some reasons for being kicked Battleye timeout issue You don't haven the addons for that server (3rd part or DLC) Ping too high wrong version of game You didnt respond to an admin so he kicked you You have a hacked version of the game
  22. Good luck with your hosting Duncan, glad your sorted
  23. Your probably Right Tankbuster, according to rpt server has fully loaded, didnt read RPT until just now
  24. are you guessing what it could be or have you worked through the debug tutorial methodically ?
  25. i did say possibly an issue with the config file right at the start anyway sorted ion the end
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