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Kn1ghtR1d3r

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About Kn1ghtR1d3r

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  1. Kn1ghtR1d3r

    Understand how a server executes scripts

    Set persistent = 1 in the server configuration and put only your map in the map rotation. It will be loaded as soon as a player connects.
  2. I found something that might help. Every time the mission fails this command is being logged by battleye in the public variable log: #0 "BIS_fnc_MP_packet" = [0,["endDeath",false],"bis_fnc_endmission",true,false,false] Is there anything I could do to catch this message? I can't find the reason why this message is being sent to the server at all....
  3. Hello Community, I got a big problem with my multiplayer mission. Sometimes the mission randomly failes. All players see the "Mission Failed" screen. There is nothing I can find that is causing the mission failed. It somestimes happens 2 or 3 hours after server restart and sometimes some minutes after server restart. I couldn't find anything useful yet that helped me. The only thing I found was this bug report. The bug described there is exactly the same problem I have but the bug tracker says it was fixed. It is really annoying since it ruins the gameplay. Is there anybody that has an idea what could cause the random mission failed. Thanks in advance. Kn1ghtR1d3r
  4. I just tested it: [[0,"TEST1"],"life_fnc_broadcastMessage",nil,false] spawn BIS_fnc_MP; [[0,"TEST2"],"life_fnc_broadcastMessage",true,false] spawn BIS_fnc_MP; Both times the function was executed on the dedicated server... About the scheduled environment: That means when adding "true" as fifth parameter the function will be executed immediately ignoring any scheduling? And I guess "false" is default?
  5. Oh my fault. It should be [[[_unit], {(_this select 0) switchMove "AdvePercMstpSnonWnonDnon_godown";}], "BIS_fnc_call", true, false] call BIS_fnc_MP; As far as I know, "true" is the same as "nil". But anyway, I didn't know about the fifth parameter since it is not documented. What do you mean with "scheduled environment"?
  6. I think it should be: [[[_unit], {(_this select 0) switchMove "AdvePercMstpSnonWnonDnon_godown";}], "BIS_fnc_call", false, true] call BIS_fnc_MP; without "nil"... or without "false"... makes no difference. There is one parameter too much.
  7. Kn1ghtR1d3r

    A Question about Lazy Evaluation

    One more question about the brackets. Is there a difference between if (condition1 && {condition2} & {condition3}) then {}; and if (condition1 && {condition2 & {condition3}}) then {};
  8. The report in the bug tracker mentions that it is working for units. So maybe it is JIP compatible but it is overwritten by the randomization stuff. Maybe it is working for vehicles without the random texturing...
  9. I downloaded your script and tried it out. I really like it. Good scripting and nice weather changes. I will use it in my mission. There is only one minor issue with the time syncing. The part where you sync the time and weather from the server to clients does not use the current server time (date): // sync server & client weather & time [_timesync] spawn { private ["_timesync"]; _timesync = _this select 0; while { true } do { publicVariable "wcweather"; sleep _timesync; }; }; The date in the wcweather array is only updated every 5 minutes (with default settings) when the weather is forecasted. So every time the server syncs with the clients it sends an old server date and thus resets the client time to the old server date. To try it out just start a mission using the script and open the watch. You will see the client side time skipping, but every 60 seconds the time is reset. I use this as a little workaround: // sync server & client weather & time [_timesync] spawn { private ["_timesync"]; _timesync = _this select 0; while { true } do { wcweather set [4, date]; publicVariable "wcweather"; sleep _timesync; }; };
  10. Can anyone confirm JIP compatibility? Btw Tonic 10 minutes are over ;)
  11. I was wondering if the new command setObjectTextureGlobal is JIP compatible? Do I still have to call the command manually for each JIP player or not?
  12. Kn1ghtR1d3r

    UAVs: Feedback and wishes

    It would be nice if there would be one UAV Terminal that could be used by all sides (even civilians). For multiplayer missions it would be very interesting to allow civilians to use UAVs. Furthermore it would make things easier if there was only one Terminal for all sides.
  13. I finally figured out what the problem was. It was a trigger on the map. I called a function in the activation field of this trigger that spawned some animals. And for some reason this trigger caused between 500-1000 kbps traffic per player! Normally it's only betwenn 10-50 kbps (when standing still). But thank you all for your help! If you want to try out the mission search for "Blackwing Gaming". It's a life mission. Cheers, Kn1ghtR1d3r
  14. Thanks for your help Jacmac! But how could a death looping process cause all that network traffic? And why is this causing all the "observer messages"? I need some hints what I have to look for. Is there a way to log what is causing the traffic?
  15. Hello, my mission was running fine. But now after making a big update for the mission the server FPS are dropping very fast. I tried to find out what is causing the FPS drop and first of all I noticed a lot more network traffic. Network traffic was around 6000-9000 kbs with a full server before the update and now it is between 20000-30000 kbs with only half of the players. My assumption is that the network traffic is causing the FPS drops. The problem is that I can't figure out what is causing all the network traffic. I checked everything and I am pretty sure it's no functions beeing called inside my scripts. When I have a look at the server log files there are a lot of messages like these: Server: Network message 2c04130 is pending NetServer::SendMsg: cannot find channel #830492367, users.card=46 NetServer: users.get failed when sending to 830492367 Message not sent - error 0, message ID = ffffffff, to 830492367 (Playername) In my client side logs I found these messages: Observer C Golf 1-3:1 (Playername) REMOTE (civ_13) in cargo of C Golf 1-3:1 (Playername) REMOTE (civ_13); message was repeated in last 60 sec: 14896 Observer C Hotel 1-3:1 (Playername) REMOTE (civ_24) in cargo of C Hotel 1-3:1 (Playername) REMOTE (civ_24); message was repeated in last 60 sec: 34517 Now I assume that those "observer messages" are causing all the traffic, but I don't know what I changed to cause those messages. Can anyone please give me a hint how to resolve this issue? Or give me some tips on how to find out what exactly is causing the network traffic. Thanks in advance! Kn1ghtR1d3r
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