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dlegion

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Everything posted by dlegion

  1. Hem no...maybe thats the problem ! I was just using "deleteGroupWhenEmpty" on the spawners...but clearly was not enough on the long run... Included your code both client and server...will test now with this...huge thanks !
  2. pheraps i found where the problem lies, after 10+ hours i run this code serverside on dedicated: _Dn = count allgroups; str (_Dn) + " GROUPS!" remoteExecCall ["hint"]; ...and found that there were 140 groups....while on map there were clearly no more than 40 groups. i suspect client/server are not sync on groups, or they are not deleted for real (but cant find any trace except that count), any idea on this ?
  3. dlegion

    GF Cleanup Script

    1) yep i left 1 sec, in fact 60 secs or more is better, but still when it runs it slow down the server, dunno...maybe add some sleeps to help not choke. 2) yep, i mean its usful to have a simple way to exclude an object , be it a corpse, a vehicle, a crater or anything else. 3) dunno, i have this problem, if i open zeus, and the associated dead corpse located at map left-down corner is deleted, i can no longer open zeus. i use #adminLogged zeus. 4) i missed that, good to know :) its a good work, i think its needs a little more touches here and there to be perfect !
  4. dlegion

    GF Cleanup Script

    hello GF! well...i tested it on both SP and dedicated, and here are the results: the script itself works, but has some concept-problems, at least for me, dont take it wrong, i try to help and be consctructive: 1) is performance-heavy, my test mission usually runs stable at 40+ fps on SP editor and 50+ on dedicated, here it bouce from 20 to 30 fps, but with huge freezes, making it totally unplayable on SP, and barely playable on dedicated. 2) there is no way to exclude something, i strongly suggest to use a check on a variable like "NOTremove" on each catergory, so people can selectively disable cleaning of some objects! 3) as i told you sometimes ago, removing dead also removes ZEUS, so you have to exclude the deads in the left-down corner of the map, or zeus will be deleted forever! 4) from my experience, people hate to drive up to a point, disembark, make 10 meters, turn around and discover that cleanup script has deleted theyr vehicle! i personally found a good "balance" using togheter a "soft cleaning" deleting all too far from players (5+km) and an "aggressive cleaning" deleting all objects of that kind (lets say empty vehicles) but only after a certain critical amount has been reached, so if players play wisely and not spamming, theyr vehicle will never be deleted!
  5. Thanks man !
  6. dlegion

    GF Cleanup Script

    will try to test it in this days... Will let you know
  7. hello, i keep testing, and found a quite relevant problem... the mission is supposed to run 24h , then server machine will reboot and start it again...so the target is run 24h with no problems. I noticed today, around 17:00 (it reboots at 07:00, so after 10 hours of server running), joining the server, that there was a huge performance drop for the client, lets say in the same situation and place where it was running for the client at 52 FPS, now was running at 17-19 FPS ! the cleaning system worked, there was no dead or wrecks, no groundWeaponHolders, nothing strange at all. server itself was still running at 47-48 fps, that is like after a fresh start. just the client was having this problems! i tried disconnect, reboot my client PC, and rejoin, same situation. so its something on server slowing down the client! but what can be? any idea? i'm really disappointed by this problem! thanks for any help !
  8. Well....except that strange respawn bug, everything else seems to be working correctly...probably later this week or next week will publish the mission ! Thanks again for your help guys !
  9. at today date, the only problem happened in the test is a respawn bug, in 2 different occasions, to a player appeared a respawn on other players (instead of MHQ vehicle or main HQ), i did some research on forums, but found nothing useful...any idea what can be ? thanks!
  10. hello guys, its with immense happiness, that after YEARS of problems, i can finally mark as solved a problem that was plaguing me (and my unit, my friends, and many other people), the infamous "SESSION LOST" error, and relative disconnection! in years (and i mean YEARS) of research, of asking BIS support (thay tried to help, but without luck) and even Battleye support (they never answered, shame on them), i finally found (for pure luck) what seems to be one of the causes (because there are many causes for the same error, yes), probably the most unknown one. on my server i was using LAN cable, so attached to onboard nework adapter integrated on motherboard, but had also a wifi usb antenna to access server also from wireless... seems that having 2 network systems caused the problems, was not relevant if i used cable or wifi , the simple fact of having 2 was the problem! disabling one of the two (i tried both way) solved the problem!! for future reference , other causes , way more common, are : -mods not matched on server-client -an error in the arma3 cache. so all the working solutions i found (each for its own cause of the problem) are: 1) disabling one of the (more than one) real network adapter cards in the network settings probably problem with win10 is that as of update 1603 the network-order has been removed and you cannot priorize a card anymore you will have to manually disable all of the adapters that are not in use. 2) Reboot your PC, when it boots up, don't open anything copy this into a text file, save, then rename WipeArma3cache.bat rmdir "%userprofile%\AppData\Local\Arma 3\" /s /q ...and run it. 3) match EXACTLY the server mods, so that client and server run ALL the same mod, same versions. hope this saves people years of problems, losing community around servers, and many ARMA3 friends (gone to other games for this problem). this is the maniphest ticket of this problem: https://feedback.bistudio.com/T128085
  11. thanks Pierre! well about this: i tried to code the bubble system for this specific reason, as you say they did half work (at best). Same for the many limitations of simulation manager. about HC, in fact i did some experiments some time ago...but never menaged to get good results... my actual situation is this: i have a server (full machine), so will it be useful run also HC on it, or HC is useful only if run on other computer? thanks!
  12. i've taken an empty Altis map, placed exactly the same number of AI present in my mission, (same side, same type too), made all them immortal (so they keep doing theyr things), and spectate it...the FPS are comparable....lets say +8 fps average difference. So, the mission runs around 30 fps for clients in average condition, quite stable 45+ fps for server, seems mainly due to AI numbers. is there any way to make the AI "lighter" on performance ? any dedicated server setting suggested for a 100Mb down and 20Mb up connection ? thanks!!
  13. yep...you probably are right....i cant ask more to my old i5 with no hyper Threading :) AI numbers seems to impact way more than all my scripts togheter....so there's probably not much to do ,hehe. thanks for remembering that to me GOM !
  14. ok i start with technical questions.... for better performance, what is the best way to run this scripts? right now i compileFinal preprocessFileLineNumbers the scripts, then spawn the functions....but was thinking that being the script an endless while {true} do ....probably its quite useless do this, execVM the script would probably be the same ? maybe there's a better way to achieve better performance ? thanks !
  15. sorry Pierre, i forgot that function :) if (isServer) then { uiSleep 1; params ["_pos", "_limit"]; // Read the parameters sent to the function into these variables. // First assume that the position is far from all players. _farFromAll = true; // Loop through all players in a forEach loop. { // If the distance from the position to the player is less than the distance limit, then the position is not far from all if (_pos distance2D _x < _limit) then { _farFromAll = false; }; } forEach playableUnits; // was: forEach call BIS_fnc_listPlayers; // Return the value in _farFromAll (do not write a semicolon after a return value) _pos = nil; _limit = nil; _farFromAll }; about the UiSleep ...well main reason i still use it is that there's no hurry at all...this units are spawned far away, and randomly, so no matter if it spawn now, in 20 secs or in minutes....the important part is only spawn them :) thanks for pointing it out anyway, and for your review, i appreciate it ! this week will test it as much as i can....you are all welcome, server name DWAR, after some vanilla tests, i will probably run it with some mods like ACE3, CUP and RHS to test how it do with them! thanks again!
  16. ok, guys, thanks to your help (seriously, THANKS guys!) i finally reached a "BETA" version of the whole thing, i wish to share with you (and all the community): this is the civilian spawner: this is the faction spawner (independent in this case, but can be used for every faction and launched multiple times to have more than 1 faction): then this is the script to delete the units too far from players, allowing the spawn of new ones: here it is an "extra" script used by the main ones to spawn realistic snipers (that aim and shoot up to 2000m) : ...will soon (i'm testing this week) come a full mission "Liberation style" with many features, based on this bubble 2.0 system ! thanks guys!
  17. finally i had time to check everything from start....and i found where was located the problem, in the end this simple code works good also on dedicated server: DmarkerMOVE = { params ["_unit","_markerName"]; while {alive _unit} do {_markerName setmarkerpos getpos _unit;sleep 11;}; }; and from the hostages script : [_H1,"hostages1"] remoteExec ["DmarkerMOVE",0,true]; thanks for your help guys !
  18. nice idea! thanks man, as sson as i get back home i will try! thanks man !
  19. hem....just tested on dedicated....marker dont move what i did wrong? in editor MP preview the code works...
  20. ahh, now it starts to get clearer... so...my hostage gets spawned by server script, it has a server-script-local name "_H1", i can use it or i have to make it global, considering the function to update marker will have to run on clients? as always...a huge thanks ! ======= EDIT=========== oh....for god sake, thanks, thanks and THANKS! it works!
  21. ...damn...this remoteExec dont enter into my mind.... null = [_H1] spawn {while {alive _H1} do {"hostages1" setmarkerpos getpos _H1; sleep 11;};}; ///tried to convert to remoteExec : [[_H1],{while {alive _H1} do {"hostages1" setmarkerpos getpos _H1; uisleep 9;};}] remoteExec ["spawn",0,true]; and it returns an error about a missing ";" in the ["spawn",0,true # ]; it breaks my mind
  22. thanksssssssss! following your example i translated the other action into this: [_this, ["<t color='#67DF0C'>SAVE Loadout</t>",{[player, [missionNamespace, "inventory_var"]] call BIS_fnc_saveInventory;hintSilent "Loadout saved";}]] remoteExec ["addAction",0,true]; and it works! i still have a problem with a different code, probably its something i still cant insert into my brain....how translate this? [OBJECT, -1,nil, "LIGHT"] execVM "R3F_LOG\USER_FUNCT\init_creation_factory.sqf"; i keep reading the Biki, but really cant get it to work! really thanks man ! ============= E D I T ====================================== i found it! [[_this, -1,nil, "LIGHT"],"R3F_LOG\USER_FUNCT\init_creation_factory.sqf"] remoteExec ["execVM",0,true]; this works !! finally! really thanks for helping me !!
  23. hello guys! i've been busy coding stuff, and thanks to your precius teachings i learned to solve most problems....but the one i have now its a kind of problem i have difficulties to understand: i've scripted some addAction (like arsenal, save loadout, capture a soldier, save an hostage ecc...) and they work good in editor, also in MP if i'm in the server before spawn the function, the problem starts if i join after the function has been called. a pratical example is the mobile HQ (MHQ from now on) , a vehicle with addaction arsenal on it. if it respawns while player is in the server, all works, action can be seen and used.....but...if the player joins after the vehicle respawned, he cannot see the action at all. now using your teaching i'm quite sure that i must use RemoteExec, but on a quite complex situation i've tried for this entire day, and still can't get it to work. for example my actual code , executed at vehicle respawn, is : [[_this,["<t color='#ff0000'>ARSENAL</t>",{["Open", true] spawn BIS_fnc_arsenal}]],"addAction",true,false] spawn BIS_fnc_MP; [[_this,["<t color='#67DF0C'>SAVE Loadout</t>",{[player, [missionNamespace, "inventory_var"]] call BIS_fnc_saveInventory;hintSilent "Loadout saved";}, "", 12, false, false, "", ""]],"addAction",true,false] spawn BIS_fnc_MP ; [_this, -1,nil, "LIGHT"] execVM "R3F_LOG\USER_FUNCT\init_creation_factory.sqf"; this work on dedicated, but as i say not for JIP. how can i convert this into RemoteExec ? thanks!
  24. dlegion

    function spawn error

    thanks to you all guys for helping me ! :)
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