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Everything posted by terox

  1. this is likely a scripting issue to do with locality. I would advise you ask this in the scripting forums and post your re-equipment scripts in there
  2. somehow you have corrupted some of your altis mission.pbo internal files, hopefully you made a backup before you edited them. Make a copy of the backup, edit that copy and try again. Make sure you do not change the filename when you are resaving it in the editor, if you wish to change the file name do so after it has been re pbo'd
  3. The only proven solution to this, like on any privately owned server is to have mature and consistent admin presence with limited but fair tolerance to those who like to negatively effect other players experiences. This may or may not be something B.I can organise/accomplish as it requires a lot of time spent on the servers looking for the right attitude in a person who you can then offer an admin position to. This is most likely something Dwarden, who already puts his heart and sole into this community cannot find any time to do. In addition and in my experience, typically those who want to be selected as admin, normally are not suitable for the role. It is those reluctant to do the task but want a better quality online experience that tend to make the best admins, backed up by a fair and resonable set of server rules that are not a wall of text where those unsuitable players like to push the boundaries and look for loopholes. You also have to bare in mind that these servers are run for free by B.I and I assume are used as an initial stepping stone into the ArmA world
  4. Have you checked their IP's are they hiding behind a proxy or connecting direct via their ISP: If they are NOT using a proxy, i would suggest null routing them across the board, eg web server, game server etc, they most likely will never figure out why they can no longer connect or wont spend the time trying to figure it out. Alternatively ignore them, its probably your reaction to what they are doing that makes them come back, eventually they will get bored and move on
  5. why aren't you banning them through battleye ? That way they need to buy another ArmA3 game from steam, win win for all of us failing that ban their IP directly on the server firewall or route their incoming connection to a null point, which will confuse the hell out of them
  6. terox

    Ai Skill Settings?

    i would have thought and also believe to be true that the ai's ability to see at night is already catered for with BI hardcode, just try run a night mission and see how easy it is to crawl up to an ai with no NVG
  7. terox

    Ai Skill Settings?

    You can only redefine a config class using configs in an addon, a script runs in a different evironment and will not effect this What you can do is have an addon that loads a file in the userconfig folder which is part of the addon that then defines these values
  8. the rpt is reporting mission scripting issues not server issues, you need to take this to the scripting forum
  9. based on the question you are asking this has no bearing on the o/s Once you have installed and configured your server, running the addons etc login as admin in the game by opening the chat box and typing #login PASSWORD then type #missions then select the mission you want to load
  10. @Boss and Pierremgi, If your approach was to methodically work through the tutorial on the initial post in this thread (Which I can assure you took many hours to write/rewrite, tweak and update) until you get to a point that you do not understand and THEN ask a SPECIFIC question about that instead or a general rant about how B.I do things you might actually get a decent answer and achieve something. and by the way I am a gas fitter that works full time with a family, I am not an IT techie, I dont even work in the IT industry, nor Do I work for BIS yet somehow with the help of others I have managed to keep an arma community going since before 2003 (15 years now). If I can do it the only thing stopping you doing it is your attitude and lack of patience. I even recently learnt how to code in C# by putting the effort in knuckled down to it and tried until I got it right. Spending time learning instead of whining is far more productive than the appalling attitude you are displaying right now. Imagine if a would be employer saw the post you created, Would he give you a job based on such unconstructive ranting?
  11. only if you write your own debugging system
  12. well first and most obvious thing to do is create a vanilla instance of the server without ANY mods and create a test mission and see if you get the same issue. There is absolutely No point in trying anything else out until you prove a stable and working vanilla server Once you have proven that, introduce cba first, replay your known working test mission Then add AIS, repeat the test mission. If that all works, its your working mission that is at fault
  13. with a little effort on your side
  14. terox

    Server Stress Testing

    only way to truly stress test a server on the network side is to get human player connections You can stress test the server itself by creating an AI group creation loop until the server cps gets below say 20 but that doesn't really reveal how the server is likely to perform over the wan If you need to test the server itself and not a specific mission that you are developing then load something that is popular such as patrol ops or KOTH. You will need to admin it though and do some legwork to entice the first few on there until you reach a threshold that will entice others to join
  15. 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; }; };
  16. 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;
  17. dont know anything about OVH, however instead of opening ports in the firewall, try assigning the binary.exe to the firewall rules instead
  18. 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
  19. 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)
  20. 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
  21. 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
  22. 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
  23. 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
  24. 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)