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Willing to Write SQF Scripts
austin_medic replied to austin_medic's topic in ARMA 3 - FIND OR OFFER EDITING
Still looking for work if anyone's interested. -
austin_medic started following Profile Editor Head, Base-building / Object manipulation / Snapping / etc, Scheduler load percentage for spawned scripts and and 4 others
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Base-building / Object manipulation / Snapping / etc
austin_medic replied to fn_Quiksilver's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You could set it up to detect if there are any house objects nearby and stop them from building nearby. Other than that the only way to stop them from blocking anything in is to block building completely in certain areas (e.g cities). -
Scheduler load percentage for spawned scripts
austin_medic replied to Sparker's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It doesn't really work that way in arma. Each script runs one after the other and it will only execute for a maximum of 3 ms before it stops, and will continue on the next simulation cycle until it has completed. There is a profiling build that can give you a general overview of what is going on inside each of the games threads (nothing to do with SQF in particular), but SQF and practically all heavy lifting is done by a single thread. -
Is it Necessary to Use Both PublicVariable and PublicVariableServer to Use Variables on Dedicated Server?
austin_medic replied to aie-boshell's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Basically any commands that will have a global effect should only happen on the server. Ask the question, will what this script is doing effect everyone? If the answer is yes, do it on the server only. If it will only effect a couple other clients then you could target those machines directly instead of doing broadcast to optimize bandwidth usage. This way you can avoid duplicating behavior caused by multiple clients running the script at the same time (and also a bit out of sync, depending on many factors) If you spawn a car through a script that is running on each client, you'll get a crap load of duplicates and probably a large explosion will follow. This is because each car that each client spawned got sent across the network to all the other machines, and they all spawned their own copies of that vehicle. However, if we do it on the server, only one vehicle will be created. Each client will spawn their own respective copy of that single vehicle instead of a whole bunch depending on how many players you have.- 8 replies
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- publicvariable
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What gets saved by arma when you hit "save & exit"?
austin_medic replied to feldruebe's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You actually don't even need a database to accomplish what you want. You can use the server's profile to store all of the mission data. It doesn't matter how many you store, I've had servers with several thousand variables saved inside of it and it didn't care one bit. setVariable used with profileNamespace can take almost any data type, including arrays/objects so there won't be any problems there Now of course that means that all the variable setting to the profileNamespace needs to happen on the server, and it needs to be saved before the mission is reset. The scripts should be pretty well all running on the server to begin with otherwise you'd have locality issues. If for some reason you should want to purge the profileNamespace, you can delete its .vars file (this is where all the data you saved ingame is stored). It can also be purged from ingame using profileNamespace and setVariable Some relevant commands: Profile Namespace saveProfileNamespace; DisableSerialization -
Server FPS limit testing
austin_medic replied to Dedmen's topic in ARMA 3 - SERVERS & ADMINISTRATION
Ok so lets get this back on topic. Does this unlock make the scheduler/script execution go faster? What consequences does that have? What benefits does it have? -
Wrong player index passed to NetworkObjectInfo::GetPlayerObjectInfo
austin_medic replied to das attorney's topic in ARMA 3 - SERVERS & ADMINISTRATION
You haven't screwed around with the network settings for the server have you? ' If you did, then you should reset them back to default and see if that makes your problem go away- 3 replies
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- networkobjectinfo
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Battleye - Malwarebytes false positive??
austin_medic replied to das attorney's topic in ARMA 3 - SERVERS & ADMINISTRATION
I'd say you possibly got some malware infecting programs on your box. I'd probably run some scans with Malwarebytes and probably get another tool to check for rootkits if your server is running a 32 bit OS. If it happens more than a few times there is no way its a one off "oops I sent the packet to the wrong IP". By all the info on the whois registry it looks like a datacenter, although it could be fake. Only other thing i can really recommend is uninstall battleye completely then reinstall with fresh files from the official website. -
Its probably a mix mash of SQF and the other chunk that makes the magic happen is hidden behind the SQF wall, which would indicate that it is written in C++
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austin_medic started following a3Server crashes before it even finishes starting and Server FPS limit testing
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Server FPS limit testing
austin_medic replied to Dedmen's topic in ARMA 3 - SERVERS & ADMINISTRATION
In the end its primarily window dressing. Removing an arbitrary limit does not make everything else in the simulation go faster. That is where the real issues are. -
a3Server crashes before it even finishes starting
austin_medic replied to austin_medic's topic in ARMA 3 - SERVERS & ADMINISTRATION
Ok nevermind, I somehow managed to make it magically start working again with a restart of the machine. -
a3Server crashes before it even finishes starting
austin_medic posted a topic in ARMA 3 - SERVERS & ADMINISTRATION
So I'm trying to get this server going on my dedicated machine and it either fails to initialize battleye if i launch it directly from the exe, or if i use TADST it crashes once it gets to 'initialize addons' phase of the loading screen. No rpt log is generated, only crashdumps. I installed all the redistributes it needs to run, but i don't know what to do that this point to get it working. My server config: // // server.cfg // // comments are written with "//" in front of them. // NOTE: More parameters and details are available at http://community.bistudio.com/wiki/server.cfg // STEAM PORTS (not needed anymore, it's +1 +2 to gameport) // steamPort = 8766; // default 8766, needs to be unique if multiple serves on same box // steamQueryPort = 27016; // default 27016, needs to be unique if multiple servers on same box BePath = C:\a3ServerMaster\battleye // GENERAL SETTINGS hostname = "[IFA3] OFFICIAL Test Server"; // Name of the server displayed in the public server list //password = "ServerPassword"; // Password required to join the server (remove // at start of line to enable) passwordAdmin = ""; // Password to login as admin. Open the chat and type: #login password maxPlayers = 40; // Maximum amount of players, including headless clients. Anybody who joins the server is considered a player, regardless of their role or team. persistent = 1; // If set to 1, missions will continue to run after all players have disconnected; required if you want to use the -autoInit startup parameter // VOICE CHAT disableVoN = 0; // If set to 1, voice chat will be disabled vonCodecQuality = 10; // Supports range 1-30; 1-10 is 8kHz (narrowband), 11-20 is 16kHz (wideband), 21-30 is 32kHz (ultrawideband); higher = better sound quality, more bandwidth consumption // VOTING voteMissionPlayers = 1; // Minimum number of players required before displaying the mission selection screen, if you have not already selected a mission in this config voteThreshold = 9999; // Percentage (0.00 to 1.00) of players needed to vote something into effect, for example an admin or a new mission. Set to 9999 to disable voting. allowedVoteCmds[] = // Voting commands allowed to players { // {command, preinit, postinit, threshold} - specifying a threshold value will override "voteThreshold" for that command {"admin", false, false}, // vote admin {"kick", false, true}, // vote kick {"missions", false, false}, // mission change {"mission", false, false}, // mission selection {"restart", false, false}, // mission restart {"reassign", false, false} // mission restart with roles unassigned }; // WELCOME MESSAGE ("message of the day") // It can be several lines, separated by comma // Empty messages "" will not be displayed, but can be used to increase the delay before other messages motd[] = { "IFA3 Official Server", "Join us on Discord", "ifa3ina3.com" }; motdInterval = 5; // Number of seconds between each message // MISSIONS CYCLE class Missions { class Mission1 { template = "MyMission.Altis"; // Filename of pbo in MPMissions folder difficulty = "Regular"; // "Recruit", "Regular", "Veteran", "Custom" }; }; // LOGGING timeStampFormat = "short"; // Timestamp format used in the server RPT logs. Possible values are "none" (default), "short", "full" logFile = "server_console.log"; // Server console output filename // SECURITY BattlEye = 1; // If set to 1, BattlEye Anti-Cheat will be enabled on the server (default: 1, recommended: 1) verifySignatures = 2; // If set to 2, players with unknown or unsigned mods won't be allowed join (default: 0, recommended: 2) kickDuplicate = 1; // If set to 1, players with an ID that is identical to another player will be kicked (recommended: 1) allowedFilePatching = 1; // Prevents clients with filePatching enabled from joining the server (0 = block filePatching, 1 = allow headless clients, 2 = allow all) (default: 0, recommended: 1) // FILE EXTENSIONS allowedLoadFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; // only allow files with those extensions to be loaded via loadFile command (since Arma 3 v1.19.124216) allowedPreprocessFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; // only allow files with those extensions to be loaded via preprocessFile / preprocessFileLineNumbers commands (since Arma 3 v1.19.124323) allowedHTMLLoadExtensions[] = {"htm","html","php","xml","txt"}; // only allow files and URLs with those extensions to be loaded via htmlLoad command (since Arma 3 v1.27.126715) // EVENT SCRIPTS - see http://community.bistudio.com/wiki/ArmA:_Server_Side_Scripting onUserConnected = ""; // command to run when a player connects onUserDisconnected = ""; // command to run when a player disconnects doubleIdDetected = ""; // command to run if a player has the same ID as another player in the server onUnsignedData = "kick (_this select 0)"; // command to run if a player has unsigned files onHackedData = "kick (_this select 0)"; // command to run if a player has tampered files // HEADLESS CLIENT headlessClients[] = {"127.0.0.1"}; // list of IP addresses allowed to connect using headless clients; example: {"127.0.0.1", "192.168.1.100"}; localClient[] = {"127.0.0.1"}; // list of IP addresses to which are granted unlimited bandwidth; example: {"127.0.0.1", "192.168.1.100"}; -
Tophe's Arma Dedicated Server Tool (TADST)
austin_medic replied to tophe's topic in ARMA 3 - SERVERS & ADMINISTRATION
Put it on a machine that runs 24/7 Seems im getting crashes on a fresh dedicated server, it wipes out before game even boots, crashes right at 'initalizing mods' -
Mission save script not working over server restart
austin_medic replied to Midnighters's topic in ARMA 3 - MISSION EDITING & SCRIPTING
looks like you got some errors, specifically i can see that in the onPlayerConnected portion at the bottom the variables you are checking needs == true added onto the end to actually evaluate if its true or false. -
[RELEASE] No Mine Markers
austin_medic replied to austin_medic's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So it doesn't work anymore? seems config way works now, gg script obsolete. For anyone wondering a couple years ago when this was posted setting the mine markers for Zeus off wasn't possible via config and you had to delete them by looking at the prefixes from allMapMarkers