Jump to content

pitn

Member
  • Content Count

    30
  • Joined

  • Last visited

  • Medals

  • Medals

Community Reputation

10 Good

2 Followers

About pitn

  • Rank
    Private First Class

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. This .rpt matches the system restart at 23:55. (random restart) 1/22/2019 11:55:43 PM Restart SYSTEM 127.0.0.1 Monitoring (query not responding)
  2. I've been having an issue lately with our Arma 3 servers and I could use some help. I have two servers running on a dedi box (Windows Server 2012 R2 Standard) that are restarting randomly. This is what I find in the activity log: Does anyone know what this means? "Restart SYSTEM 127.0.0.1 Monitoring (query not responding)". 1/22/2019 12:01:08 AM Restart SYSTEM 127.0.0.1 Monitoring (query not responding) 1/22/2019 12:35:02 AM Restart PITN ***.***.***.*** Control Panel 1/22/2019 12:36:47 AM Restart PITN ***.***.***.*** Control Panel 1/22/2019 2:22:56 AM Restart SYSTEM 127.0.0.1 Monitoring (query not responding) 1/22/2019 2:33:50 AM Restart SYSTEM 127.0.0.1 Monitoring (query not responding) 1/22/2019 6:22:47 AM Restart SYSTEM 127.0.0.1 Monitoring (query not responding) 1/22/2019 6:22:20 PM Stop PITN ***.***.***.*** Control Panel 1/22/2019 7:45:49 PM Start PITN ***.***.***.*** Control Panel 1/22/2019 8:07:15 PM Restart SYSTEM 127.0.0.1 Monitoring (query not responding) 1/22/2019 8:08:39 PM Stop PITN ***.***.***.*** Control Panel 1/22/2019 8:10:56 PM Start PITN ***.***.***.*** Control Panel 1/22/2019 8:21:39 PM Restart SYSTEM 127.0.0.1 Monitoring (query not responding) 1/22/2019 8:52:21 PM Restart SYSTEM 127.0.0.1 Monitoring (query not responding) 1/22/2019 9:08:05 PM Restart SYSTEM 127.0.0.1 Monitoring (query not responding) 1/22/2019 9:18:47 PM Restart SYSTEM 127.0.0.1 Monitoring (query not responding) 1/22/2019 10:52:46 PM Restart SYSTEM 127.0.0.1 Monitoring (query not responding) 1/22/2019 11:03:29 PM Restart SYSTEM 127.0.0.1 Monitoring (query not responding) 1/22/2019 11:34:40 PM Restart SYSTEM 127.0.0.1 Monitoring (query not responding) 1/22/2019 11:35:55 PM Stop PITN ***.***.***.*** Control Panel 1/22/2019 11:45:00 PM Start PITN ***.***.***.*** Control Panel 1/22/2019 11:55:43 PM Restart SYSTEM 127.0.0.1 Monitoring (query not responding) 1/22/2019 11:56:55 PM Stop PITN ***.***.***.*** Control Panel As you can see the server is restarting quite frequently. What I have done so far. Regardless of mission, custom or BI, server will restart with or without players present. No errors in .rpt. Update and validate game through steamcmd. Manually updated BE dll in the BattlEye directory. Verified ports are defined and open. Servers are 100+ ports apart. Defined all paths with startup line. Went line by line through config file with no errors or changes. I have run the server with the cfg set for BattlEye on and off. Still resets. Note: Both arma 3 servers have been running fine for the last few years. This problem started in the last few weeks.
  3. I'm having an issue with the AI spawns. I believe the" Max AI per square" rule is causing some issues. -If you move fast enough you can get ahead of them. This is not ideal and in combination with max AI you can outrun the spawns. -If some players saturate an area with AI a different group of players can clear the other side of the map because max AI count has been reached and no new AI can spawn. A2 Insurgency counted buildings to place AI. AI spawn and despawn within 200 from each player (think 200m circle around each player). The max AI per player was 4 (when parameter set at 100%). New AI could spawn within 50 meters of a player but no closer (I think that's how it was.). i.e. If a player killed one or a second player entered the area the closest and AI could spawn was 50m from a player. Your default parameters currently are: Max enemy per player = 12 Max enemy per grid = 4 Max total enemy = 120 Min spawn radius = 2 (this being set at 2 meters sometimes causes the AI to spawn instantly in the same spot of the AI you just killed.) Max spawn radius = 500 Max despawn radius = 600 What I would like to do is change how the "Max enemy per grid" is used as I think it's the biggest issue atm. The may need to be max enemy per building per player (example is 1 AI per bldg. per player and a max of 4 AI per player at any given time). The "man" within 3 meter rule should prevent the building from filling up with 34 AI (full player compliment in one location). Max AI per player at 4 multiplied by 34 players = 136 AI (approximately) on the map at any given time with my suggestion. The goal is to allow the players to go anywhere they want, in separate direction from one another, and not reach an AI cap that is triggered by a different group of players. I'd like to change the defaults to: Max enemy per player = 4 Max AI per building per player = 1 (instead of "Max enemy per grid = 4") Max total enemy = 150 Min spawn radius = 50 (current parameters are fine just make 30m or 50m default if not seen by player) Max spawn radius = 200 (Have spawn/despawn radius parameter start at 100 and be in multiples of 100.) Max despawn radius = 200 Otherwise it's very good so far. We have tons of suggestions but I think this one of the biggest issues we've spotted. p.s. Having the Min spawn radius so close (i.e. 2 meters) can be some serious fun for advanced players. You need some serious teamwork to clear a square and makes for one hell of an Alamo scenario.
  4. Awesome. I was looking thinking of something similar but with modular restrictions. Modular suggestions that can be used in a mission parameter: Return dynamic list of vehicles by armed/unarmed. Say I wanted WEST players to have WEST helicopters but only the ones without guns. Same for cars. Ifrits without guns etc. Could that be even defined further and say I wanted a specific weapons system? The reason I suggest this dynamically is that when a mission is changed or vehicles are renamed/added the mission maker doesn't have to redefine/edit the missions 'allowed vehicles' array. Permission to use some of these concepts for a similar support call system and edit(massage) in order to work with an older mission? Also a delete vehicle button to remove unwanted vehicles that were inadvertently created. (nvm, I can see you are removing/replacing them. But I suppose a 'clear' button would work too) BUG: Spawn a MH-49 then spawn a Ifrit and watch the boom. Needs a delay after removing the previous vehicle.
  5. I can add a weapon to a vest with... player addItemToVest "hgun_ACPC2_F"; But I cannot remove a weapon from the vest with... player removeItemFromVest "hgun_ACPC2_F";
  6. Does anyone have a working example since alpha? I'm frying my brain here. I've referenced the following http://forums.bistudio.com/showthread.php?157626-Support-showcase-how-to-add-custom-support-requests http://community.bistudio.com/wiki/Arma_3_Communication_Menu http://community.bistudio.com/wiki/showCommandingMenu I can't seem to make the connection between the custom entry in the description.ext and the BIS_MENU_GroupCommunication. I'm trying to execute an sqf thru the menu. Here is one example I tried. class CfgCommunicationMenu { class Default; class Bravo: Default { text = "MH9 Little Bird"; expression = "player execVM [""spawnHelo.sqf""];;"; //expression = "BIS_bravoGo = TRUE;"; icon = "\a3\Ui_f\data\GUI\Cfg\CommunicationMenu\call_ca.paa"; removeAfterExpressionCall = 1; }; }; But I know the above is completely incorrect. I was frustrated and just trying crazy stuff. But the GUI (which I'd like to keep/mimic) looks nice when I add the menu item with: _supportHeli = [player,"Bravo"] call BIS_fnc_addCommMenuItem; What is the correct code to the example in the first post? And how do I enable submenus correctly? Any links or example missions released recently would be appreciated. Like the first post is it possible to use the Custom menu instead of support? One more question. Where can I find the function/code BIS_SUPP_request? It's avoiding me in the editor.
  7. Just don't stop on a sandy beach or sandy hill. It will get stuck.
  8. Trawler and more. http://imgur.com/a/6zhky#0
  9. Please do not nerf the Hatchback Sport. You have the regular one that grandma can drive. This thing is hilariously fun! I can't wait to make some rally races or see it in life missions as a supped up getaway car. If anything buff the Offroads as they seem to have been nerfed some. Even better how about an Offroad Sport? Now that would make for some fun times. Heck, how about sport version of every civ car? As for content in general I like the content. I wish we could drive the trawler and I was hoping to see a small fishing boat. I saw the skins in the alpha cfgs.
  10. How about creating an instance? I would like to have the two islands (maps) connected to one mission. Where a player can easily move from one server (Stratis) to another (Altis). And as a mission maker if I wanted an open water map in between these two maps... I think some of you can see the possibilities. This can probably be done now thru a persistent database and simply changing servers. But what if this can be done quickly (not MMORPG/PS2/SWTOR quickly) but have the infrastructure already included in the engine. I know BIS has thought about it. They have discussed it for their other project that uses a similar engine. Imagine what a mission maker can do if he can take his mission and spread it over several instanced servers. All of these servers with there own unique island (map). Islands, continents, buildings, static ships, open water, and dungeons. Do you see the possibilities?
  11. You just need to edit the menus and buy sqf and not the gui/rsc/hpp. Here is how I did it for version 0.3.4. It should give you a hint on how to do it for yourself. I also tossed in a treat. Good luck. p.s. Use the CODE tags to post sqf so we all don't go blind trying to read it. :cool: helibuy.sqf _vehinit = "_veh = this;_veh lock true;clearWeaponCargo _veh;clearMagazineCargo _veh;clearItemCargo _veh;clearBackpackCargo _veh;"; getmymoney = player getVariable "mymoney"; if (player in list Airfield_Spawn) then { carspawn = getMarkerPos "civchopperspawn"; }; if (player in list Cop_base) then { carspawn = getMarkerPos "copchopperspawn"; }; if (player in list terrorbase) then { carspawn = getMarkerPos "terrorcarspawn"; }; if((player getVariable "airlicense") >= 1) then { if(side player == west) then { if((lbCurSel 11127) == 0) then { displayname = "Little Bird"; thisprice = 40000; vehname = "B_MH9_F"; if((player getVariable "mymoney") >= thisprice) then { closeDialog 0; player setVariable ['mymoney', getmymoney - thisprice]; hint format['You bought a %1 for %2$! You have %3 $ left!',displayname,thisprice,(player getVariable 'mymoney')]; _veh = vehname createVehicle (carspawn); _veh setVehicleInit _vehinit; processInitCommands; vehiclelock = _veh addAction ['Unlock / Lock','vehiclelock\unlocklock.sqf',[],7,true,true,'','(_target distance _this) < 4']; } else { Hint format ["you have %1$ and need %2$",(player getVariable 'mymoney'),(thisprice)]; }; }; if((lbCurSel 11127) == 1) then { displayname = "KA60"; thisprice = 60000; vehname = "O_Ka60_Unarmed_F"; if((player getVariable "mymoney") >= thisprice) then { closeDialog 0; player setVariable ['mymoney', getmymoney - thisprice]; hint format['You bought a %1 for %2$! You have %3 $ left!',displayname,thisprice,(player getVariable 'mymoney')]; _veh = vehname createVehicle (carspawn); _veh setVehicleInit _vehinit; processInitCommands; vehiclelock = _veh addAction ['Unlock / Lock','vehiclelock\unlocklock.sqf',[],7,true,true,'','(_target distance _this) < 4']; } else { Hint format ["you have %1$ and need %2$",(player getVariable 'mymoney'),(thisprice)]; }; }; }; if((side player == civilian) and (player in list terrorbase)) then { if((lbCurSel 11127) == 0) then { displayname = "Little Bird"; thisprice = 125000; vehname = "B_MH9_F"; if((player getVariable "mymoney") >= thisprice) then { closeDialog 0; player setVariable ['mymoney', getmymoney - thisprice]; hint format['You bought a %1 for %2$! You have %3 $ left!',displayname,thisprice,(player getVariable 'mymoney')]; _veh = vehname createVehicle (carspawn); _veh setObjectTexture [0, "\A3\Air_F\Mh9\Data\heli_light01_ext_indp_co.paa"]; //independent _veh setVehicleInit _vehinit; processInitCommands; vehiclelock = _veh addAction ['Unlock / Lock','vehiclelock\unlocklock.sqf',[],7,true,true,'','(_target distance _this) < 4']; } else { Hint format ["you have %1$ and need %2$",(player getVariable 'mymoney'),(thisprice)]; }; }; if((lbCurSel 11127) == 1) then { displayname = "KA60"; thisprice = 150000; vehname = "O_Ka60_Unarmed_F"; if((player getVariable "mymoney") >= thisprice) then { closeDialog 0; player setVariable ['mymoney', getmymoney - thisprice]; hint format['You bought a %1 for %2$! You have %3 $ left!',displayname,thisprice,(player getVariable 'mymoney')]; _veh = vehname createVehicle (carspawn); _veh setObjectTexture [0, "A3\Air_F\Ka60\Data\ka60_ext_indp_co.paa"]; //independent _veh setVehicleInit _vehinit; processInitCommands; vehiclelock = _veh addAction ['Unlock / Lock','vehiclelock\unlocklock.sqf',[],7,true,true,'','(_target distance _this) < 4']; } else { Hint format ["you have %1$ and need %2$",(player getVariable 'mymoney'),(thisprice)]; }; }; if((lbCurSel 11127) == 2) then { displayname = "AH9 Independent"; thisprice = 250000; vehname = "B_AH9_F"; if((player getVariable "mymoney") >= thisprice) then { closeDialog 0; player setVariable ['mymoney', getmymoney - thisprice]; hint format['You bought a %1 for %2$! You have %3 $ left!',displayname,thisprice,(player getVariable 'mymoney')]; _veh = vehname createVehicle (carspawn); _veh setObjectTexture [0, "\A3\Air_F\Mh9\Data\heli_light01_ext_indp_co.paa"]; //independent _veh setVehicleInit _vehinit; processInitCommands; vehiclelock = _veh addAction ['Unlock / Lock','vehiclelock\unlocklock.sqf',[],7,true,true,'','(_target distance _this) < 4']; } else { Hint format ["you have %1$ and need %2$",(player getVariable 'mymoney'),(thisprice)]; }; }; if((lbCurSel 11127) == 3) then { displayname = "KA60 Armed Independent"; thisprice = 300000; vehname = "O_Ka60_F"; if((player getVariable "mymoney") >= thisprice) then { closeDialog 0; player setVariable ['mymoney', getmymoney - thisprice]; hint format['You bought a %1 for %2$! You have %3 $ left!',displayname,thisprice,(player getVariable 'mymoney')]; _veh = vehname createVehicle (carspawn); _veh setObjectTexture [0, "A3\Air_F\Ka60\Data\ka60_ext_indp_co.paa"]; //independent _veh setVehicleInit _vehinit; processInitCommands; vehiclelock = _veh addAction ['Unlock / Lock','vehiclelock\unlocklock.sqf',[],7,true,true,'','(_target distance _this) < 4']; } else { Hint format ["you have %1$ and need %2$",(player getVariable 'mymoney'),(thisprice)]; }; }; }; if(side player == civilian) then { if((lbCurSel 11127) == 0) then { displayname = "Little Bird"; thisprice = 125000; vehname = "B_MH9_F"; if((player getVariable "mymoney") >= thisprice) then { closeDialog 0; player setVariable ['mymoney', getmymoney - thisprice]; hint format['You bought a %1 for %2$! You have %3 $ left!',displayname,thisprice,(player getVariable 'mymoney')]; _veh = vehname createVehicle (carspawn); _veh setVehicleInit _vehinit; processInitCommands; vehiclelock = _veh addAction ['Unlock / Lock','vehiclelock\unlocklock.sqf',[],7,true,true,'','(_target distance _this) < 4']; } else { Hint format ["you have %1$ and need %2$",(player getVariable 'mymoney'),(thisprice)]; }; }; if((lbCurSel 11127) == 1) then { displayname = "KA60"; thisprice = 150000; vehname = "O_Ka60_Unarmed_F"; if((player getVariable "mymoney") >= thisprice) then { closeDialog 0; player setVariable ['mymoney', getmymoney - thisprice]; hint format['You bought a %1 for %2$! You have %3 $ left!',displayname,thisprice,(player getVariable 'mymoney')]; _veh = vehname createVehicle (carspawn); _veh setVehicleInit _vehinit; processInitCommands; vehiclelock = _veh addAction ['Unlock / Lock','vehiclelock\unlocklock.sqf',[],7,true,true,'','(_target distance _this) < 4']; } else { Hint format ["you have %1$ and need %2$",(player getVariable 'mymoney'),(thisprice)]; }; }; }; }else { hint "You need a Pilot license to purchase a aircraft"; }; helimenu.sqf createDialog "HeliMenu"; ctrlSetText[11126,format["Money: %1",(player getVariable "mymoney")]]; if(side player == west) then { lbAdd[11127,"Little Bird : 40000"]; lbAdd[11127,"KA60 : 60000"]; }; if((side player == civilian) and (player in list terrorbase)) then { lbAdd[11127,"MH9 Independent: 125000"]; lbAdd[11127,"KA60 Independent : 150000"]; lbAdd[11127,"AH9 Independent : 250000"]; lbAdd[11127,"KA60-A Independent : 300000"]; else exitwith{}; }; if(side player == civilian) then { if(player in list terrorbase) exitwith {}; lbAdd[11127,"Little Bird : 125000"]; lbAdd[11127,"KA60 : 150000"]; };
  12. Tried ver. 3.3.4 and had stuttering occurring every second or so. I started troubleshooting the inits and found that if I remmed out buildingprot.sqf the stutter would cease. I also noted an excessive amount of the use of loops in other sqfs. It's an ambitious project and I wish you luck.
  13. pitn

    Insurgency

    The missions is going into debug. Somewhere a script broke and it's enabling a debug script to make a player invincible. What is weird is that it's not enabling the other debug scripts. The temp solution is to restart the mission. The temp fix would be to comment out the invincibility part. The correct answer is to find where the mission is breaking. But the only error has to do with the vehicle loop breaking which is usually what happens when the mission breaks somewhere else. My .rpt file nor -showscripterrors is giving me any clue as to where the problem is.
×