Jump to content

Hatchet_Harry

Member
  • Content Count

    80
  • Joined

  • Last visited

  • Medals

Everything posted by Hatchet_Harry

  1. Thats great Thanks! I missed this parameter completely.
  2. Hello David, thanks again for your invested time and the great work. What do you mean with: I dont know a servercfg requirebuild entry
  3. Hello there, again i have a general design question. We got the following idea: We want to use publicVariableServer to process client informations, which are needed for some server tasks. Now we discussed the command itself and there is one point unclear: When i send an information with publicVariableServer to the server and handle it with an publicVariableEventhandler: Is it being processed as queue or is overwriting existing data? The main problem: Is 2 clients are updating the variable at the same time, it could happen that client 2 overwrites the data from client 1. Client 1 would not be able to track it and i would have to send additional informations (double check if the server got the information). This costs performance, which i dont want to waste. The Backup solution would be: Remote execute a whitelisted serverside script with manipulation detection, which is just adding values to a array. The array is being used as working queue for the serverside tasks. I would be able to track the changes and to involve headless clients easily if i want. Back to the main question: Is it being processed as queue or not? :386: Regards Dirk
  4. Hello Dux, thanks for widening my view on the issue. I was really focussed on the writing process and forgot the eventhandler itself! For sure: The eventhanndler is being queued. Client: 708 19:59:36 "862.343" 709 19:59:36 "464.777" 710 19:59:36 "392.713" Server: 486 19:59:36 "Got a command and will wait for 5 seconds" 487 19:59:36 "Got a command and will wait for 5 seconds" 488 19:59:36 "Got a command and will wait for 5 seconds" 489 19:59:41 ["Now i show it",464.777] 490 19:59:41 [[464.777,23.163]] 491 19:59:41 ["Now i show it",392.713] 492 19:59:41 [[464.777,23.163],[392.713,23.163]] 493 19:59:41 ["Now i show it",862.343] 494 19:59:41 [[464.777,23.163],[392.713,23.163],[862.343,23.163]] The execution is a little bit confusing, but he is doing it mostly like expected. Client: player addAction ["Send_Pubvar", { dummyRandon = random 1000; publicVariableServer "dummyRandon"; player globalChat str dummyRandon; diag_log str dummyRandon; dummyRandon = random 1000; publicVariableServer "dummyRandon"; player globalChat str dummyRandon; diag_log str dummyRandon; dummyRandon = random 1000; publicVariableServer "dummyRandon"; player globalChat str dummyRandon; diag_log str dummyRandon; } ]; Server: dummyArray = []; "dummyRandon" addPublicVariableEventHandler { 0 = _this spawn armajunkies_fnc_test; }; //------ the function #define __filename "fn_test.sqf" _serverVar = _this select 1; diag_log "Got a command and will wait for 5 seconds"; uisleep 5; dummyArray pushBack [_serverVar, time]; diag_log ["Now i show it", _serverVar]; diag_log dummyArray; He is ignoring the uiSleep, which drives me nuts. However... But the test shows: He is executing all commands He mixes the incoming packets a little bit (i cant that if it is the order he is sending them, or he is recieving them) For some reason uisleep and sleep are being ignored in PVEH, even if it is a spawned script I hope the these findings are helping somebody else too.
  5. Hello there, Currently i am planning some functions which are broadcasting some informations to clients. I am thinking about the data usage of the arma 3 server / client. I analyzed in our logs the following messages. I have the following messages in our logs: Column 1 : 12:21:50 Message not sent - error 0, message ID = ffffffff, to 61579241 (anyplayer) Everytime when i see these messages, some pieces of code or changes were not executed on the clients. For example: Our Savesystems has to reset the player and has to give the equip. Additionally: The se messages are coming up, when the server is under very high load. For example: When we restart at 6 pm, 72 people are rushing the server. If the created a new version, than they download the missions. And if they load the missions, we have more of this errors and effects. My conlusion is: Something is not able to handle this peak loads. My question is: Would you support a feature request, which would request: - a serverside performance meaurment system, which is delivering the following functions: -> Throttle JIP players (loading queue, a player would have to wait before preinit is being executed) AND log entry (Mem, Ram, CPU consumption + most used by function indicator) -> OR log entry only The idea would be to add a start parameter -throttleJIP -warnPerformance Log Entry idea: WARN: Memory usage x% of reserved heap. Top using function: scriptname.sqf or function name Warn could also inform on Event basis, than we would be better informed were we can tweak a litle bit. Maybe it could help to solve the existing problems with these wierd messages. Because the message says nothing, there is to many room for interpretation. I dont know if the idea could help, lets discuss it =) Sorry for the entry in coding. I dont know it is has to be in the server admin section. My first idea was another question which has been solved by writing the thread. Regards Harry
  6. Yep dude! KillZone Kid and Kylania helped me too. They are he best :) At this point: Thanks for the great help and the ongoing work on great articles and tutorials.
  7. Hello there, currently we are reworking some parts of the wastenland code. In the very first steps we rework some scripts, which are just historical copy&paste additions. We have the following function on our server: - If a player thows a yellow grenade, it is being threated as teargas grenade. It works good but the code is our problems. It uses wierd performance costing loops, which should not be used. We planned the feature from the scratch and we are missing a very basic eventhandler: throwing grenades The plan is simple: - If a player throws a grenade - An event should be raised the event should deliver: What has been thrown? and The "landing" location? - We could set a trigger to this position, which would start teargas scripts Now the question: Is there any known function or handler which could to it? I could use the fired handler, but it would include all shooting events on the server. This event could influence the performance too, because every shot would cause a check like "Was it a grenade?". Do you have a really good integration for such an integration? Would you need a throw whatever eventhandler too? One additional idea: Is it possible to use the throw animation as handler (idea came up, while i wrote this post). Need to check it. -> Would cause to many checks too. Thanks for your help / possible feature request like. Hatch
  8. Hatchet_Harry

    Eventhandler for throwing grenades

    Yes, the fired EH is the only reasonable for the moment. But it would be triggered on every shot of the player. From a performance perspective it is not completely perfect, but seems to be the only handler we can use at the moment. I think i will script very short precompiled script for the checks. The real code execution will follow in another one. Than we have a general make teargas and check for grenade throwing function which could be used for other crazy ideas too ^^ It will be a win in comparison to the current integration. Thanks for the confirmation :)
  9. Hello there, i just want to say "thank you!" for the bis_ grabber / mapper and for the thread. Some minutes ago i wanted to use the old scripts, but i prefer bis supported functions. Finally: Thank you for the Info :-) It saves a lot of time for me and waked me up. ... Dont go the ways you know. Try to figure out better ways ... Regards Hatch
  10. thanks again for the great work dwarden. our servers are running stable, with more fps and without issues.
  11. Hello There, again i have to ask a basic questions. My rpt logs are spammed with the posted errors. I think they are generated by my dialogs. Has anybody knowledge of this error and how to fix it. I am using the A3 Gui Editor Base Classes with Grid Definitions. Unknown attribute width Unknown attribute height Unknown attribute width Unknown attribute height Unknown attribute width Unknown attribute height Thanks again for your help =) Harry
  12. Hello there, I am happy to announce that armajunkies.de will arrange COOP Events for german players in the future. Our mission designers: Staynex, RedEdit and Simon are working on fantastic new missions. Staynex, RedEdit and Simon are the COOP Server administrators too. They have access to dedicated COOP servers and are able to modify the server as they need. They are able work completely border free. This means: If you have a good idea for the next event, than just ask them ;) Our next Events: Today: configuring ACRE and other needed mods with Staynex Tomorrow 03.11.2013 - ACRE COOP Event Are announced in our Steam Group Contents Event 03.11.2013: Staynex and Simon designed several missions. This Event will be a realistic and strategic war simulation. I tested the mission some minutes: It has girls, drugs, rock'n'roll and a lot of explosions in a military storyline. The Event will be a complete ACRE Event. What do i need? You are able to speak german fluently The needed Addons are installed or you joined the Pre-Event You like strategical gameplay You are able to follow the command of your groupleader (you choose him at the start of the event) You want to have fun with realistic battle simulations How do i join? Join our Teamspeak (There are every day people online, which play on the wasteland server) Join our Steamgroup and get the hottest infos: http://steamcommunity.com/groups/armajunkies_coop_events#events Visit or Join our Web-Community: www.armajunkies.de Harry :)
  13. Hatchet_Harry

    Patch 1.02 - Time to say thank you

    Hey there, i just want to say thank you for the Hotfix 1.02. Our players are now able to play a stable Arma 3. I think everyone who have wrote 3 lines of code will know this situation. You try to make things better, something goes wrong and the community starts a shitstorm against you. Sometimes you cant test every situation. Sometimes you are under pressure by the management or the publisher. As developer you have to react faster than possible, because your boss asks "every hour" for a solution. You will make a mistake, because that is preprogrammed. The community is spamming the forum. And the devs were just forced to be creative under pressure (it is impossible). I think it is time to thank the developers for the fast reaction. I dont know if this bug has been coded in the described situation. But this situation happens everytime when the devs try to make things better and when they are under pressure. I spent 1000+ hours in arma / arma scripting. I am not the best player, but i love to host and script the missions. Thank you for this 1000+ hours and your fast solution. (I want nothing. I was in several QA management situations and nobody said thank you to our devs who "slept" behind their screens in such situations)
  14. Hatchet_Harry

    Patch 1.02 - Time to say thank you

    Please remember:
  15. Hatchet_Harry

    Upload mission as PBO vs Folder?

    Yes it is working as folder. But the client will download a temp pbo everytime. You should open the mission in editor and export it to multiplayer Do not change the name Do not use special character in the filename You could use bitools too: http://community.bistudio.com/wiki/BI_Tools_2.5 Or eliteness
  16. You have to add the player uid in the admins.sqf. If you press U you will get the menu. iniDB Problems: http://forums.bistudio.com/showthread.php?150293-iniDB-Save-and-Load-data-to-the-server-or-your-local-computer-without-databases!/page6 For Questions about GoT Wasteland: Look here: http://www.404games.co.uk/forum/index.php?/forum/79-arma3-wasteland-discussion/ Or here: http://www.got2dayz.nl/ Or you send a message to joschaap. But he is under heavy load, because he is scripting for team wasteland like a hero.
  17. Hatchet_Harry

    PhysX3_x86.dll Crash

    @Austin: Yes, it is en mass. Today 10+ people disconnected in fight situations repeatedly. Our players were not able to figure out a specific reason. Some players say: “I crash when I hit the fire button†"I crash when i see explosions" Other players say: “The problem causes without any reason†I think there is no specific reason, because they would say the same things if there would be a specific animation,action or formation. Our Community discussed about this things. The players were not able to find a common ground. We were not sure, if the player saw the the objects or animations. I just hope for the BIS and Nvidia Pro's in the BIS Dev Team. I trust the developers, the test teams and the players who deliver logs @ http://feedback.arma3.com/ (which is the best action to accelerate a solution
  18. Hello there, for better performance monitoring i am searching a tool, which combines: CPU Utilization MEM Utilization Mem Read / Write HDD Read / Write HDD IO Network usage Num of Packets Packetsize Server FPS Number of Players and server uptime Do you know any tool which combines this performance counters already in a longterm statistic? I just want to analyze configurations and bottlenecks on a long term view. It is just a combination of standard windows performance counters + arma server fps in one big chart. I need a view, which analyzes the performance usage vs players vs runtime. I dont want to create a new one, if there is any tool which is able to combine a lot of this counters. I need a view on 12+ Hours to arrange the server restarts and to optimize the serverside performance. With ESX Monitoring + ASM i have to combine the counters manually. In the next months i will have an additional ESX Server for testing purposes only. Dont want to waste time with programming existing(?) things. kind regards Harry
  19. Hatchet_Harry

    PhysX3_x86.dll Crash

    i am hosting the armajunkies server. The server itself is not crashing. The players being kicked in waves, because they crash and battleeye kicks the player with the reason "no client response". If dazhog says they work with high prio on the problem and when they are able to reproduce the error, we have to be patient. It helps nobody to start a flamewar or shitstorm. Fact is: Pro: - The patch stopped the clientside laggs and gpu mem stutters - My servers are running more fluently since the patch - My game is running more fluently as player and needs less performance Con: - The developers were not able to test every hardware / software configuration and player situation - that is the real life You cant test everything in a developement environment. People who dont change things will never produce problems. People who dont change things will never make the things better.
  20. Hatchet_Harry

    [Camel's] Altis Wasteland HIGH FPS

    Do you share the mission file to give it a try? I want host the mission. Want to compare the needed performance with my magnon wasteland server.
  21. Hatchet_Harry

    TADST - No Missions

    Do you refreshed the mission list in the TADST tool? Last time i used it, i had to refresh. After that the missions were displayed. TADST was not updating the list "onStart". Our Coop admins, which are using the tool, dont complained about it in the last few days.
  22. Hatchet_Harry

    Arma 3 Server NO KEY

    You can run Arma 3 as Server in Offline mode. Use this Tut: http://forums.bistudio.com/showthread.php?147537-Tutorial-How-to-run-ArmA3-on-a-dedicated-server Or this Tool: http://forums.bistudio.com/showthread.php?104991-Tophe-s-Arma-Dedicated-Server-Tool-(TADST) (Install Arma, Activate Offline Mode in Steam) Info: Players in Offline Mode will be kicked with a "Steam Ticket Check failed" Error. You will be able to play with Steam in online mode on your client.
  23. Hatchet_Harry

    Arma3 Server everifySignitures=2?

    If nothing works: Try to set it up with TADST and look in the config there. For ACRE: Run add CBA first. Some people had problems with that. I run ACRE on a COOP Event server only. It works fine. The COOP Admins are using TADST to keep it easy.
×