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djules

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Everything posted by djules

  1. hello everyone, i hope you can help me, i searched already but i didnt found a solution yet. im pretty new to scripting and i'm looking for a simple script that deletes a body and his weapon as soon as he disconnects. i found a way to have a routine that deletes, lets say every 5minutes all weapons and bodies on the ground, but i want it to delete them as soon as the player disconnects. would someone kindly provide some help? thanks a lot guys
  2. hey guys, i want to reduce the damage that vehicles do on civilians if they crash. i want to reduce the damage to 49 so you need to hit others at least 3 times. any help with scripting this will be greatly appreciated! many thanks in advance D.
  3. Will this be fixed in an upcoming performance binary or do we have to wait until the next official update? I'm waiting for Dwardens magic ;)
  4. hey luki, thanks for your help but thats not what i am looking for. i want them to get deleted when the player disconnects, not when he dies. as i said i also dont want a routine, that runs in a 5min cycle or something. i was trying around with "onPlayerDisconnected" but i dont even know where to start.. :/ thanks a lot anyways i was also trying to get this to work only if a player disconnects.. its a serverside FSM class Delete_dead_bodi { name = "Delete_dead_bodi"; init = /*%FSM<STATEINIT""">*/"{" \n " deleteVehicle _x;" \n "} foreach allDeadMen;"/*%FSM</STATEINIT""">*/; precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/; class Links { /*%FSM<LINK "true">*/ class true { priority = 0.000000; to="Share__Work_load"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ }; }; this way, the corpse are getting deleted instantly, but theyre also getting deleted if a player got killed, i dont want this because i want them to keep in a revivable state
  5. any infos on perf1 stability? random crashes on full server is kinda annoing! /EDIT1: testing right now on 90/90 - going to report later /EDIT2: still huge performance issues, server crashing from time to time, player positioning is heavily desynchronized and players losing connection every now and then.
  6. with newest 1.18, our server is not showing up at all, they need to connect via IP
  7. i'm running perf4 in 6hours periods with 90 people right now vor over 12 hours. it's working fine and most users experience a slight fps increase of about 5% server performance seems ok, no big changes but its absolutely stable
  8. going to test it with 90/90 players for 6 hours now, gonna report if there are issues
  9. djules

    Altis Life RPG

    our service truck is not working anymore.. seems like any custom addActions not working properly anymore with 3.1.2. do i miss sonething? greetings
  10. djules

    Altis Life RPG

    we have only the issue that unrestrained players can't logout
  11. djules

    Altis Life RPG

    sry - nvm
  12. djules

    Altis Life RPG

    great job tonic, can't wait to update our server later today. are there any changes in the life_server or the arma3life.sql? we've made some custom changes and i'm looking into what to change for the update. best greetings, appreciate your work!
  13. Hey guys, concerning the performance issues i made some observations this morning. if server restarts empty and people joining if the mission is already loaded, everythings fine, even with 30+ player only a very small fps drop to 47-50 if server restarts and the exact same amount of players instantly trying to connect (even if the mission is not yet fully loaded) the fps right after start is like 25-30 anyone else experienced this? is there a way to prevent people from connecting if the mission is not yet fully loaded (also, to read the mission without someone joining the server? thanks a lot for your suggestions!
  14. djules

    Altis Life RPG

    hey tonic i've spent tons of hours to get the siren lights to work. siren lights work perfectly for the offroader. i got it working that, if you buy a SUV or hunter fresh, the lights are working fine BUT if you get the suv or hunter out of the garage, the lights won't work! if anyone has an idea what COULD cause this, suggestions are highly appreciated.. if you tonic, could give us a workaround on this.. that would be really great! appreciate your work tonic and all of your help guys
  15. djules

    Altis Life RPG

    Hey guys, concerning the performance issues i made some observations this morning. if server restarts empty and people joining if the mission is already loaded, everythings fine, even with 30+ player only a very small fps drop to 47-50 if server restarts and the exact same amount of players instantly trying to connect (even if the mission is not yet fully loaded) the fps right after start is like 25-30 anyone else experienced this? is there a way to prevent people from connecting if the mission is not yet fully loaded? thanks a lot for your suggestions!
  16. djules

    Altis Life RPG

    Hey guys, someone of you experienced the issue, that the players suddenly can't unlock / lock their cars they're getting out of the garage? only serverrestart helps on this, pretty annoying. any suggestions would be great! greetings and thanks
  17. do i still need to setveriables with your last version? like this: _x setVariable ["selections", []]; _x setVariable ["gethit", []]; again, a lot of thanks for your support!
  18. i have added the following code of yours to the init.sqf but it still doesnt work :( player addEventHandler [ "HandleDamage", { _unit = _this select 0; _selections = player getVariable ["selections", []]; _gethit = player getVariable ["gethit", []]; _selection = _this select 1; _projectile = _this select 4; if !(_selection in _selections) then { _selections set [count _selections, _selection]; _gethit set [count _gethit, 0]; }; _i = _selections find _selection; _olddmg = _gethit select _i; _curdmg = _this select 2; if (_projectile == "") then { _newdmg = _olddmg + (_curdmg - _olddmg) / 20; _gethit set [_i, _newdmg]; _newdmg; } else { _curdmg; }; } ];
  19. djules

    Altis Life RPG

    yea thats true, we have really huge Performance issues if we are running with 60 people online, i'm running a good root server (8core,32gb ram and 20mbit upload in Frankfurt datacentre) and i start the server with the usual parameters. i can't manage to increase the Performance, would you mind giving me some hints or advice on how to improve? the server is pretty popular and i really want everyone to enjoy your awesome mod! thanks a lot in advance!
  20. djules

    Altis Life RPG

    Hey guys, i need to bother you with a new issue we are experiencing right now. We have huge problems with the ingame time not synchronizing well.. most of the time its night and if its around 5 or 6 am the time instantly jumps back to 1 am... anyone has an idea how to solve this? my thought is, that its something with the sql database (too slow?). some advice would be great! thanks a lot in advance
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