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loud

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Everything posted by loud

  1. We have the same problem. A lot of A3Wastland server hosters experience this problem: http://feedback.arma3.com/view.php?id=26108
  2. Too bad it's not safe to use it in an MP environment. And yes please Fred, release the ultimate Malloc again :)
  3. I was so blinded with dissapointment that a totally missed the last option. But why add the 0 and 1 in the start up line?
  4. Great so you cannot start the game and join a BE enabled server without restarting the game, using the (not liked) launcher or manually starting BE? Why doesn't this BE service automaticly start when the game is started? This seems like a step back for people who use self created launchers.
  5. Thanks! Reporter doesn't work anymore though, but atleast I can auto restart and it autokicks etc.
  6. So you just leave? And leave us server administrators in the dark? All the people who use your product? Who rely on your product? Who love your product? Quite egotistic imho. I'm left speechless...
  7. loud

    [R3F] Logistics

    For some reason adding tanks to the are towable and are liftable array makes them able to tow aswell...
  8. loud

    [R3F] Logistics

    Changing R3F_LOG_CFG_disabled_by_default to true indeed works but for Wasteland you need to edit the files so store objects/vehicles have the R3F_LOG_Disabled set to false. I would hower like to know how I change this part so when facing a towable vehicle with a tank in front of it to tow it also works. At this moment a tank is not seen as vehicle that can tow. Tank_F is set to be a tow vehicle. https://github.com/LouDnl/ArmA3_Wasteland.Altis/blob/NL-United/addons/R3F_LOG/remorqueur/remorquer_direct.sqf#L29-L55
  9. loud

    [R3F] Logistics

    I will check 1. tonight as I thought it didn't work correct. Will let you know. For 3. this is Rev's diffchecker: https://www.diffchecker.com/cpxa4u8z. My coding skills are just not good enough to implement this in 3.1.
  10. loud

    [R3F] Logistics

    Hi Madbull, I'm using your 3.1 version in AgentRev's A3Wasteland and it works great, but I have a few questions: 1. What i've seen is that world/map objects also get R3F options when they shouldn't. Like Military Towers that are preplaced on the map get the R3F options to pick them up. But as this is a static object you can not move it. Is there a fix for this? 2. I've added Tank_F to the R3F_LOG_CFG_can_tow array. But for some reason we are unable to get a tank to tow any vehicle. How can we fix this? It seems like this problem is related to boundingBoxReal. 3. It takes more then few seconds before any R3F addAction option is available. This seems like a bug that was fixed in a previous Arma 2 version of R2F in AgentRev's A3Wasteland. Do you have a fix planned for this?
  11. loud

    Recommended Server Specs

    We now run 2x x5672 at 3.4 Ghz. One runs the server and one runs the headless client. A3Wastland with 60 players will run at 15 to 20 fps depending on the amount of objects ingame.
  12. We always use the latest version. As soon as BEC says new version we install this. It happens at random but ussually when the server is almost full. Some players have been kicked for lobby idling even when playing the game i.e. walking around or driving a vehicle. We use watchdog and connectionlimiter plugin. I think the bug may have to do with the server actually overloading and running on low fps/cps so the sync and communication with BEC is too slow. We will be upgrading to new hardware this weekend (I hope) and I will report back if the problems are still there afterwards. But what happens a lot (also with almost full server) when a lobby idler gets kicked all new joining players get kicked for lobby idling. Restarting BEC solves this. But it happens at random. Here's an example: 20:38:18 : RCon admin #1: (To BlackIcedd) BEC : You have about 60 seconds left to join the mission. 20:38:20 : RCon admin #1: (To BlackIcedd) BEC : You have about 30 seconds left to join the mission. 20:38:23 : RCon admin #1: (To BlackIcedd) BEC : You have about 15 seconds left to join the mission. 20:38:25 : Player #6 BlackIcedd (GUID) has been kicked by BattlEye: Admin Kick (BEC : Lobby idling to long) 20:38:40 : Player #6 BlackIcedd (IP:2304) connected 20:38:42 : Player #6 BlackIcedd (-) has been kicked by BattlEye: Admin Kick (BEC : Lobby idling to long) 20:39:03 : Player #6 Florian (IP:2304) connected 20:39:03 : Player #6 Florian (-) has been kicked by BattlEye: Admin Kick (BEC : Lobby idling to long) 20:39:11 : Player #6 Johnny Galoche (IP:2304) connected 20:39:13 : Player #6 Johnny Galoche - GUID: GUID (unverified) 20:39:13 : Player #6 Johnny Galoche (GUID) has been kicked by BattlEye: Admin Kick (BEC : Lobby idling to long) 20:39:16 : Player #6 BlackIcedd (IP:2304) connected 20:39:17 : Player #6 BlackIcedd - GUID: GUID (unverified) 20:39:18 : Player #6 BlackIcedd (GUID) has been kicked by BattlEye: Admin Kick (BEC : Lobby idling to long) 20:39:21 : Player #6 CORNET1 (IP:38227) connected 20:39:22 : Player #6 CORNET1 (-) has been kicked by BattlEye: Admin Kick (BEC : Lobby idling to long) 20:39:25 : Player #6 ugot (IP:2304) connected 20:39:28 : Player #6 ugot - GUID: GUID (unverified) 20:39:28 : Verified GUID (GUID) of player #6 ugot 20:39:29 : Status -> Ok (GUID)
  13. loud

    Recommended Server Specs

    I think it's mostly the CPU speed frequency which matters. With 60 players our server (hexacore x5650) runs at only 10 fps. Which is far too low.
  14. I'm having problems with what I think is a bug in B.E.C. and the option to kick lobby idlers. After some uptime, sometimes longer then other times, when someone gets kicked for lobbyidling, all new joining players also get kicked for lobby idling. And sometimes players that are not lobby idling but playing normally get kicked for lobby idling. Restarting B.E.C. solves the problem, but it's very annoying. Anyone else experiencing this or ideas on how to fix this?
  15. loud

    Recommended Server Specs

    We are now running on a hexacore Xeon x5650 2.66Ghz with 16GB of ram. We will be moving to two Xeon x5672 3.2Ghz quadcores soon as the other cpu speed is too slow and gives us too low FPS with 60 players.
  16. 1.35 works great! Now I don't need to let my HC wait with starting untill ASM responds on the server.
  17. How many cores does your CPU have? For example, an i7 has 4 cores 8 threads which are set up as 01234567. You always set this in binary and then convert it to hex. If you want to use all threads you use /affinity FF 01234567 cores 11111111 binary FF hex If you want to use only the even numbered cores its like this 01234567 cores 10101010 binary AA hex You can use your built in calculator on program mode to do this. If you want to only use the uneven numbered cores its like this 01234567 cores 01010101 binary 55 hex
  18. This happens to me aswell on 2012 but also on Windows 8.
  19. Thanks Killzone_Kid for your answer. But if you compare your entry with mine they are the same so I don't know where this goes wrong.
  20. Anyone know how to make the HC not take up a player slot?
  21. I'm just interested in the performance. Switching to a X5650 processor myself, so thats why :)
  22. Can you show me the performance of your servers with the x5650 processor? How does it handle Wasteland?
  23. So if you set it to playable it won't take up a player slot? I'm confused.. ASM doesn't show the HC as player but BEC does. And no more as 49 players can join when I set the slot limit to 50. It's set like this: class Item36 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14497.367,10.181035,5849.4287}; id=144; side="LOGIC"; vehicle="HeadlessClient_F"; player="PLAY CDG"; leader=1; skill=0.60000002; text="HeadlessClient"; }; }; }; Thanks, i'll try the taskkill thing. Btw, can't you find the right headless client executable by renaming all headless clients to arma3client1.exe arma3client2.exe etc? And then use this to find the PID? @SET A3PidPath=c:\ServerHosting\A3Server @DEL %A3PidPath%\a3client.pid @tasklist /nh /fi "IMAGENAME eq arma3client.exe" > %A3PidPath%%\a3client.pid @FOR /F "tokens=2" %%I in (%A3PidPath%\a3client.pid ) DO set ClientPID=%%I @taskkill /F /IM arma3client.exe /FI "PID eq %ClientPID%"
  24. V4 is working like a charm for us now. But sometimes som players have huge desync. They stay on 1 spot on the map when in a vehicle when they in fact are somewhere else.
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