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terox

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Everything posted by terox

  1. 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)
  2. So .......... You work as a hosting solution provider and your here because you can't fix something :-) and you want our help ??
  3. 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 ?
  4. SQL Files ? The engine will only allow ***mission***.pbo file to be downloaded by the client via the game itself
  5. 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
  6. 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
  7. 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
  8. 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/
  9. 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/
  10. 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
  11. 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
  12. Good luck with your hosting Duncan, glad your sorted
  13. Your probably Right Tankbuster, according to rpt server has fully loaded, didnt read RPT until just now
  14. are you guessing what it could be or have you worked through the debug tutorial methodically ?
  15. i did say possibly an issue with the config file right at the start anyway sorted ion the end
  16. I've explained the priority of the setviewdistance command and also where issues may lay. (This information should have led you to think about running a vanilla test server to rule out an addon issue) The link I gave also explains how to reset the viewdistance, something else you could try I've also explained that 12000 is an invalid value. (I have no idea how the engine reacts to an invalid value for viewdistance in the various areas it can be defined) You've proved that the setviewdistance command works and your able to return the actual distance that is set with the hint code command on your client You should now have the tools and the knowledge to debug the issue and return the values for the server by logging the viewdistance to the servers rpt file < diag_log format ["Viewdistance is %1",viewdistance]; > and run your hint using the debug dialog on your local machine to return the viedistance for your client Unfortunately, there is nothing else I can offer, the issue lays somewhere within the information I have already given So its either Config error addon code in a mission Just as a tip run the following code on all nodes from a pre init function, so it runs as early as possible This will log the viewdistance to the rpt on the server and the client, you can then look through the log, it may give you an idea if and when the viewdistance is changing and if it does the time it will change will point to where the issue could be. diag_log format ["Viewdistance is %1", viewdistance]; []spawn { while {time < 20}do { diag_log format ["Time: %1 - Viewdistance: %2", diag_tickTime, viewdistance]; sleep 0.01; }; };
  17. SEE THIS LINK: https://community.bistudio.com/wiki/setViewDistance Max view distance you can set in Arma is 5km (5000m) <<<< Thats your issue that's a 12km viewdistance your trying to set. (Even if Arma allowed that No one is going to have a rig that can do that with a decent frame rate and i have absolutely no idea what impact that would have have on the AI and the server cps if it were a valid value Running the code in the debug console will have the highest priority, even over a mission script, that's why your seeing the impact Here is a more detailed order of what can be run to effect the view distance, in the order that they would effect it, (The higher the number the higher the priority, eg overides any previous defines for viewdistance) Client config Server config (which will overide client config) Addon (With any script thats sets the viewdistance) if it is defined as a pre init function Mission (any script that is run at time == 0) eg before the mission is started, (Pre init or when mission.sqm is run or from the init.sqf) After that any post init code from an addon or a mission script or in your example from the debug console
  18. Sticky at the top of this forum Most likely issue as you don't run any addons is a recently uploaded mission with a description.ext, or #included file error I would also recommend bypassing TADST and trying to run from a desktop shortcut for debugging purposes
  19. The priority for setting the viewdistance is as follows Mission setting(Highest priority) Server config (Second highest, if not defined, the default setting will be assumed) Client setting You haven't stated how you know what the viewdistance actually is, are you guessing or have you run something like the following code a few seconds into the mission? hint format ["Viewdistance is %1",viewdistance]; You may think you are running the profile, however are you ? Take a look at your rpt file at the very top, it will state your actual command line params. If everything returns okay then I can only assume your server config file has an error some where in it Here is a copy of my ***.Arma3Profile
  20. terox

    Ai Skill Settings?

    @Computer that is not correct The first thing we need to do is split anything at all to do with skills into 2 seperate categories Addons Anything else ADDONS If you have a unit addon for example New_units_Mod.pbo, and that addon redefines the CfgAI skills then any unit that inherits from that skill value config will use that new value instead of the BIS Vanilla CfgAIskill preset So a 3rd party addon takes precedence over a BIS vanilla addon (And that is specific to the node (client, server or HeadlessClient) where that addon is run). Typically these are run on all nodes so every node has the same value ANYTHING ELSE Any other settings eg scripts in missions, mission.sqm, server configs, client configs adjust these cfgAI skill values somewhere between the minimum and maximum allowed values defined in cfgAI skills class in whichever addon takes porecedence However there is a practical and sensible priority Highest Priority is the mission, this overrides anything the server or the client configs define Second highest priority: Server (Overrides anything the client sets) Lowest priority: Client (Values will only be used if the mission or the server doesn't define anything (And as there are default values on the server if no values have been defined, this simply wont happen) So if the server and the mission are set up correctly then the client cannot possibly effect the AI and even if they weren't, the only AI the client would effect are those local to the client which is generally AI in the players squad if he is the leader of the group. (There can be a few oddities where this general rule does not occur, but are beyond the scope of this topic)
  21. terox

    Show emblems on cars and uniforms

    run cmd then type tracert units.arma3.com 213.192.54.136
  22. terox

    Show emblems on cars and uniforms

    tracert forums.bistudio.com returns 213.192.54.36
  23. terox

    Show emblems on cars and uniforms

    there is another post with an issue that may be related to this somewhere on this forum, maybe 2 or 3 weeks ago, might be worth looking back a few pages. I cant say i've noticed. I have had similar conflict between our ArmA units page and our squad xml. I solved the issue by just using the squad xml
  24. terox

    Teamkill external feed

    afaik, most you can do is log it to the rpt and if you wanted to auto kick via a server command. There are no battleye commands to log team kills so it's not likely to be possible. It would be possible to write a dll for it to send it to an external app, but then you have to write that yourself and get it past whatever BE criteria it has to pass
  25. terox

    Ai Skill Settings?

    I created an addon that can effect the main config values directly, basically I added the cfgAIskill to a userconfig so the values could be tweaked without rewriting the addon and only needing a server restart (This has a much greater impact on the AI skills than the tweaks that the editor and the difficulty settings can have) but if you get it wrong it can really screw things up This main config skill setting looks like comments: 1st element Lowest skill setting (eg mission skill editor slider set furthest to left 2nd element Skill value at lowest skill setting 3rd element Highest skill slider setting 4th element Value at highest setting class CfgAISkill { //aimingAccuracy[] = {0,0,1,1}; BIS Default dev version 0.72 aimingAccuracy[] = {0,0.2,1,0.45}; aimingShake[] = {0,0,1,1}; aimingSpeed[] = {0,0.2,1,0.6}; endurance[] = {0,0,1,1}; spotDistance[] = {0,0.2,1,0.45}; spotTime[] = {0,0,1,0.45}; courage[] = {0,0,1,1}; reloadSpeed[] = {0,0,1,1}; commanding[] = {0,0,1,1}; general[] = {0,0,1,1}; }; I'm not sure how the server Difficulty setting values effect this (But can assume whatever value you select will be somewhere between the minimum and maximum values defined in cfgAIskills AFAIK the mission editor slider if say set at 0.5 will select a value midway between the minimum and maximum values of the 1st and 3rd elements of the cfgAI skill arrays It would be nice if BIS could clarify how the "tweaks" actually effect the real value. BIS also use a precedence system on a lot of their settings. For example if you look at viewdistance. the higher priority is the higher number 1) Default value (Lowest priority) 2) Client setting 3) Server setting 4) Mission setting (Highest priority) So based on this, it may also be the same for the skill settings, the mission setting may take priority over the server difficulty setting (But this is just conjecture and may work differently)
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