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theblueone

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About theblueone

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  1. What a useless reply. Let's start making theories now about other people's connections. Clearly, OP is running a dedicated server that's in a DC, and clearly - that's a 100/100. Common sense..where?! Now to the subject, you can play around with the network settings of the server (not sure what it is under arma3, but on arma2 it was arma2oa.cfg or basic.cfg). There's a lot of useful information on this forum, so just research into that and it will definitely help with the desync. But the bigger problem here is running the server on wine. It will never perform as well as it would on Windows, because it needs to do a lot more CPU work, which adds up to the already existing high load that ArmA puts out. Your best bet would be to set up KVM or Xen on your box and create a Windows VPS, use that to run the server. Not only will it perform 10 times better, but it will be less hassle than wine. (Once you set it up, of course. :D) If you're using Ubuntu, that may be an issue too. Everyone knows Ubuntu is slow.
  2. Back in the day I remember it would improve a srcds server's FPS :D
  3. Thank you, I will give this a try! EDIT: It works!! Thanks man!
  4. I have searched description.ext and tried out different things multiple times, I see this setting: class GVAR(TimeOfDay) { title = "$STR_DOM_MISSIONSTRING_980"; values[] = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23}; #ifdef __OA__ default = 5; #endif #ifdef __CO__ default = 7; It is never 5 am in the game? :/ It's always 10-12. I have also checked anything to do with para, nothing there.. I am running 2.71
  5. Hi guys, first of all I'd like to thank Xeno for the great mode, and for all the helpful people in this post for their great support so far, I have searched and found almost all the answers in this thread :). So lately I have been spending a lot of time editing this mode to the way I like it the most, though I have come across something I can't seem to figure out. The mission date & time seems to be set by Domination itself, if I'm correct.. Ideally, I'd like to change the date & time of the mission and set it to something suitable myself, though I've been having a hard time finding the file in which these settings are located. I have searched and looked and still with no luck. I have disabled the weather, but that doesn't seem to effect it. The time set by Domination is mostly random, and is mostly around the morning hours. I'd love to give my mission the exact look I want, and being able to set the time would be awesome. If anyone knows and could assist, or knows more on this question - any information is appreciated. Thanks.
  6. Jesus Christ. This is NOT a DayZ related question. This is a question about this script, I just want someone to check if it's correct. I don't know if it works with the vanilla ArmaA2 because I haven't tried it and I have no means to try it. You don't know if it works with the default game yet you categorised this to be a DayZ problem. Why do I have to go to DayZ forums, and why am I not allowed to ask for help in this script's topic since it's this script that I'm using? If I needed DayZ specific help I wouldn't be asking it here, it's help about this script that I'm looking for. Do you seriously think anyone over at DayZ forums will be able to help me with this? They'll just tell me to go back to this topic. Me posting in this topic is my best bet.
  7. Seriously man, are you here just to give me a hard time about asking a question about this script, only because it happens so that I run it on a DayZ server? All I'm hoping for is to get verification on the script from the OP or people that know this stuff, if it looks alright and if there's anything wrong with it. Items argument isn't really valid since it is know for DayZ to block and or restrict a lot of those. I just don't see how DayZ would make this script not work. Perhaps instead of being on my case you could try and tell me..
  8. I beg to differ, it's still the same game, and it's still running the same scripts just a different mission. I don't see how running it on DayZ would make it not work. As it's partly working. Other scripts designed for ArmA2 work perfectly fine too.
  9. Hi, sorry for the massive bump but I'm in need of some help. It appears that my script isn't working properly, I'm running this alongside DayZ and the problem is that dead bodies with excluded gear from removal still disappear. This is my init.sqf startLoadingScreen ["","DayZ_loadingScreen"]; enableSaving [false, false]; dayZ_instance = 1; //The instance hiveInUse = true; initialized = false; dayz_previousID = 0; dayz_hiveVersionNo = 1; [600,0,true] execVM "cly_removedead.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early) progressLoadingScreen 0.1; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; //Initilize the publicVariable event handlers progressLoadingScreen 0.2; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; //Functions used by CLIENT for medical progressLoadingScreen 0.4; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functions progressLoadingScreen 1.0; if (isServer) then { hiveInUse = true; _serverMonitor = [] execVM "\z\addons\dayz_server\system\server_monitor.sqf"; }; if (!isDedicated) then { 0 fadeSound 0; 0 cutText [(localize "STR_AUTHENTICATING"), "BLACK FADED",60]; _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf"; _anticheat = [] spawn {execFSM "cdetect.fsm";}; // Create burn effect for each helicopter wreck _helis = allMissionObjects "UH1Wreck_DZ"; { nul = [_x, 2, time, false, false] spawn BIS_Effects_Burn; } forEach _helis; }; // atv //non-JIP player, someone who's went through role selection and briefing if (!(isNull player)) then { // ============================================================= // GeneralCarver Vehicle Flip Script v2 Init Scripting gc_veh_flip_script_script_action_manager = execVM "scripts\gc_veh_flip\action_manager.sqf"; // // ============================================================= }; //JIP player, role selection then right into mission. if (!isServer && isNull player) then { waitUntil {!isNull player}; // ============================================================= // GeneralCarver Vehicle Flip Script v2 Init Scripting gc_veh_flip_script_script_action_manager = execVM "scripts\gc_veh_flip\action_manager.sqf"; // // ============================================================= }; //server if (isServer) then { }; This is my cly_removedead.sqf /* CLY Remove Dead by Celery Removes dead units and vehicles from the battlefield. Version 2011.10.28 The script is less functional in plain Arma 2 because it lacks the allDead command. In plain Arma 2 the script... - is probably a little heavier - doesn't remove vehicles or animals - lacks the hideBody transition due to its bugged nature in Arma 2 Free Execute in init script: [60,0,true] execVM "cly_removedead.sqf"; [wait time for men,wait time for vehicles,remove units with gear (optional, default true)] execVM "cly_removedead.sqf"; A wait time of 0 prevents that type from being removed. Prevent an individual unit from being removed: this setVariable ["CLY_removedead",false,true] Remove an individual unit immediately upon death: this setVariable ["CLY_removedead",true,true] Use the CLY_ignoregear array to define gear classnames that don't prevent a unit's removal when only gearless bodies are removed. Alternatively, use CLY_keepgear to define gear that prevents removal when geared unit removal is enabled. Remember correct upper and lower case in classnames or it won't work! Check config browsers if not sure. */ if (!isServer) exitWith {}; CLY_ignoregear=[]; CLY_keepgear=["NVGoggles","DZ_Backpack_EP1","BAF_AS50_scoped","BAF_L85A2_RIS_CWS","ItemGPS","M107_DZ","DMR","M14_EP1","Binocular_Vector","SVD_Camo","M4A3_CCO_EP1","FN_FAL","FN_FAL_ANPVS4","M4A1_AIM_SD_camo","m16a4_acg","M4A1_HWS_GL_camo","Mk_48_DZ","M249_DZ","M24"]; CLY_noremovegear=["NVGoggles","DZ_Backpack_EP1","BAF_AS50_scoped","BAF_L85A2_RIS_CWS","ItemGPS","M107_DZ","DMR","M14_EP1","Binocular_Vector","SVD_Camo","M4A3_CCO_EP1","FN_FAL","FN_FAL_ANPVS4","M4A1_AIM_SD_camo","m16a4_acg","M4A1_HWS_GL_camo","Mk_48_DZ","M249_DZ","M24"]; _oa=isClass (configFile/"CfgPatches"/"CA_E"); _manwait=_this select 0; _vehiclewait=if (count _this>1) then {_this select 1} else {_manwait}; CLY_removegeared=if (count _this>2) then {_this select 2} else {true}; CLY_removedeadpending=[]; CLY_dontremovedead=[]; CLY_dontremovedeadremove=[]; publicVariable "CLY_dontremovedeadremove"; //Spawnable script _removedead={ _unit=_this select 0; _wait=_this select 1; sleep _wait; waitUntil {isNull flag _unit}; _gear=if (_unit isKindOf "Man") then {(magazines _unit+weapons _unit)-CLY_ignoregear} else {[]}; if (isNull _unit or _unit in CLY_dontremovedead or (CLY_removegeared and {_x in CLY_keepgear} count _gear>0) or (!CLY_removegeared and count _gear>0)) exitWith { CLY_removedeadpending=CLY_removedeadpending-[_unit]; }; if (_unit isKindOf "Man" and isClass (configFile/"CfgPatches"/"CA_E")) then { hideBody _unit; _removetime=time+8; while {getPos _unit select 2<0.2 and time<_removetime} do {sleep 0.1}; }; CLY_removedeadpending=CLY_removedeadpending-[_unit]; deleteVehicle _unit; }; //Loop _allunits=[]; _alldead=[]; while {true} do { if (!_oa) then {_allunits=allUnits}; sleep 1; if (!_oa) then { {if (!alive _x) then {_alldead set [count _alldead,_x]}} forEach _allunits; {if (isNull _x) then {_alldead=_alldead-[_x]}} forEach _alldead; } else {_alldead=allDead}; { if (isNil {_x getVariable "CLY_removedead"}) then { if !(_x in CLY_removedeadpending) then { _wait=if (_x isKindOf "Man") then {_manwait} else {_vehiclewait}; _gear=if (_x isKindOf "Man") then {(magazines _x+weapons _x)-CLY_ignoregear} else {[]}; if (_wait>0 and ((CLY_removegeared and {_x in CLY_keepgear} count _gear==0) or (!CLY_removegeared and count _gear==0))) then { [_x,_wait] spawn _removedead; CLY_removedeadpending set [count CLY_removedeadpending,_x]; }; }; } else { if (_x getVariable "CLY_removedead") then { if (vehicle _x==_x) then { CLY_removedeadpending set [count CLY_removedeadpending,_x]; [_x,0] spawn _removedead; _x setVariable ["CLY_removedead",nil]; }; } else { CLY_dontremovedead set [count CLY_dontremovedead,_x]; _x setVariable ["CLY_removedead",nil]; }; }; } forEach _alldead-CLY_dontremovedead; if (count CLY_dontremovedeadremove>0) then { CLY_dontremovedead=CLY_dontremovedead-CLY_dontremovedeadremove; CLY_dontremovedeadremove=[]; publicVariable "CLY_dontremovedeadremove"; }; }; Any help appreciated.
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