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terox

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Posts posted by terox


  1. The dedi server package comes ready to support all official DLC's.

    As previously pointed out the currently loaded mission dicates the addons required.

     

    So 1 of 2 issues may be causing this

    A) You are running a -mod param that includes the dlc's. (No need to do this set " -mod="  and leave it like that totally empty)

    B) You have a mission cycle class that automatically loads a mission requiring DLC content like Tanoa. (Empty the mission cycle class out)

     


  2. I would assume you have an issue with your difficulty settings in your "**USER**.Arma3profile

     

    Here is an extract of the one I use. Note we only use a custom set. We dont use the BI standard file.

    Try this to see if it fixes your issue then at least you know which file is causing the issue

     

    class DifficultyPresets
    {
        class CustomDifficulty
        {
            class Options
            {
                reducedDamage=0;
                groupIndicators=0;
                friendlyTags=0;
                enemyTags=0;
                detectedMines=0;
                commands=0;
                waypoints=2;
                tacticalPing=1;
                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;
        };
    };


  3. there are other similar threads that answer this query

     

    Basically

    The server -mod line defines what mods a mission can use

    The server keys folder defines what mods a player can connect with, so you can add additional keys to support clientside addons like shac tac and sound mods etc

    The current server mission defines what mods are currently needed any client that is connecting without those required mods will be automatically kicked

     

    Adding content during the mission design, such as an RHS unit or vehicle will automatically add the mod requirement to the missions mission.sqm file

     


  4. I would advise you downloading and installing teamspeak, this is a free voice comms app. It is the defacto voice application that established communities use. (Discord although becoming a popular community tool doesnt quite do the same job)

    The first thing I would suggest(when you join a server) Is to ask what their teamspeak address is and then join it. You will find this both beneficial and will improve your online experience (Unless the TS server is full of wanabee generals). Communities will be far more forthcoming with help if you take that simple step.

    Most communities list their addons somewhere, typically on their website or , you should be able to see some of that info in the ingame browser.

    I wouldnt get too involved in addons as your initial venture into the MP world, try a few well run (If you can find them) vanilla servers with good admin presence. You may need to hop around a few before you find one of satisfactory quality

     

    To get you started take a look at our community info, there is a lot to go through but we basically list it all

    info.zeus-community.net.

    There is sections on everything from teamspeak to addons

    If you do decide to come and play with us, I would suggest the vanilla nights on either a Thursday or Sunday evening around 18:30-19:00 hrs UK time

    This is a well adminned public server session with organised coop milsim play, something that is becoming a rarity in the arma world now

     

    Good luck


  5. On 28/04/2018 at 9:40 PM, alessiomoreno said:


     The main question I have and which nobody could answer me; what would be the best CPU for that Server?

     

    The same answer as everyone else gets in this thread.

    The fastest (most modern) cpu you can afford, the faster the better, the 8700 is the most recent

    4.8Ghz I7  is plenty good enough

    Its the upload speed that may hinder you for 32 players, you state he has fibre, if thats a typical home connection that will come with great download, however unless its an asynchronous line the upload will be poor

    If this is the case, 200+ AI will have a noticeable draw on the performance of the server, having said that 32 player servers are right in the middle sweet spot for bang for buck performance


  6. as Stanhope suggests, this is can be a mixture of

    1) Poor Configuration, eg hardware, bandwidth, connection, arma config settings, addons in use

    2) High Expectations, eg number of clients you are trying to host for, too many AI

    3) Poor mission design

     

    The advice i give to everyone is.

     

    PROVE THE SERVER WITH VANILLA CONFIGURATION AND VANILLA MISSION before you add anything else.

    Without doing that you have no benchmark to compare performance when adding 3rd party content and end up guessing as to what the cause is, when ideally had you not tried to run before you could walk, you would already known the cause, eg the last change you did

     

    You also gave us a zero information to help you with


  7. so which one have you done

    1) Disabled your router security temporarily and then had a 3rd party see if its listed on the game browser ?

    2) Not disabled the security, linked to a screen shot which shows you haven't disabled the security and listed your router in the hope there is a magical answer for you

     

    I guess 2 :-)

    This wont be solved without you putting in the leg work  


  8. That isnt how it works

     

     

    The -mod and -servermod defines what addons a mission can use (Or rather what addons are loaded by the server when it is started)

    If there is a mission loaded, this defines the requirements for any clients joining

    the public keys (Bikeys) in your server/keys folder define what -mods the client can join with, however they will need the -mods that the current mission is running (This allows them to use such addons as "Shactac" and sound mods(Client-side addons)

    • Thanks 1

  9. Follow the procedures in the first post in this thread (It should lead you through everything)

    The number of players you can cater for will be determined by bandwidth and cpu.

    Arma servers love fast cpu's, the faster the better. They are not truly multicore, they tend to use 1 core for the AI processingand 1 core for everything else

    He will be able to run a server for more players if he is just wanting this for PvP. If he wants to run A.I. the players he will be able to host for will be considerably less

    For a server run from a typical home connection your son would be looking at hosting for a handful of players at most (If wanting to run A.I.), the choke point normally being the upload bandwidth.

    Large player number servers are run from data-centers

     

    From a hardware perspective the only components that you could upgrade that would make a difference to performance is the CPU but probably not worth the money for what will most likely be a passing whim once your son learns how much time is needed to run a server properly :-) and am assuming unless you have an exceptionally good connection performance bottleneck will be the bandwidth anyway

    The disk drive only effects boot up of the server, so don't need to do anything there and you have more RAM than will ever be needed.

    Arma servers dont run any graphics or sound so you dont need to be concerned about any hardware for that

     

     

    As a comparison I run older Dual X5675's (3.07Ghz Hex cores) from a datacentre. I mainly run Coop servers, and for each server I cater for around 50 players with a cap on or about 200-300AI

    With the duals I can simultaneously run at least 4-5  Arma servers, sometimes more plus all the additional apps such as teamspeak, databases, web etc

     

    Hope that helps


  10. At a quick glance this may be some form of power saving mode on either a switch, router or the hardware side of the server. 

    It sounds like it isnt listenbing for any incoming connections after a certain time of inactivity

    Go through all your settings including the BIOS and make sure you don't have any eco modes turned on and see if that solves the problem


  11. we run some old xeons, X5675, we dont use HC

    in A2 we could run around 700 AI with 50 players. A3 is a different beast, we cannot run with half that amount, especially on the larger islands such as Altis

    Our sensible limit tends to be around 200 AI (This was many moons/patches  ago and I haven't run any bench testing to see if that has increased, although it most likely has)

     

    I wouldn't be too concerned about what from most would be  inaccurate bragging by many of those who run servers. They seem to think quantity is more important than quality and boast 150 player servers to try and encourage players to join.

    Me personally I would prefer a smaller number of players and a better quality gaming experience with a decent cps/fps

     

    The number of AI you can have in a mission is very dependant on what mods you run, the quality of the mission scripting and most definetley the number of players you have connected and their connection quality and ability to process the network data quickly.

     

    You can increase the number by using headless clients if you have spare cores or some form of caching system that removes and reinserts the ai when players are near. BI have also recently added some network saving commands that put the AI in a kind of stasis.

     

    Your bandwidth settings , rate and size of packets sent can also effect this

     

    Most important thing and the aim of the mission design is to maintain a minimum of 20CPS on the server for the number of players you want to host for.

     

    Dont believe everything you hear :-)


  12. 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


  13.  

    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


  14. On 22/01/2018 at 6:14 AM, Percipio said:

    Hi All,

    Thanks terox for that informative post.

     

    So if I create and add to mission folder: 

    AI.sqf

    class CfgAISkill
      {
        aimingAccuracy[] = {0,0.2,1,0.9};
        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[] = {0,0,1,0.55};
        courage[] = {0,0,1,1};
        reloadSpeed[] = {0,0,1,1};
        commanding[] = {0,0,1,1};
        general[] = {0,0,1,1};
      };

    Then do:
    [] execVM "AI.sqf"; //AI SKILL in Init.sqf

     

     

    Will this assign skills based on the unit skill slider (and the above values) in Zeus or the editor, to all AIs?

     

    Thanks.

     

     

    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

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