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Last active 8 years ago
Hm so I wont point in a wrong direction.
The error itself Iam sure, are a huge calculation for distances. And the error say its too much - and break this calculation. This error Iam sure not come ones. And in this case at a point its enough for arma and its crashed.
I know this error too in older Missions and you can read in BI and other forums a little bit about it.
AiA.
Here I really dont know. But I guess this cannot be the problem, I mean the map itself.
But maybe someone here correct this.
On the other hand, only a hint but sooner or later everyone must change to CUP.
Latest after the Apex release and such more Objects for Maps and so on.
They have Trees and Bushes and much stuff from A1 and A2 for the Editor, its alle more future Arma relevant and really good job what the guys does.
So maybe, but i didnt think it really, a mappack change brings a solution.
What you can try?
Its work, like always :)
Make a new Mission on Takistan with AiA. Name it and save it. Load your older Mission, zoom out, mark all Modules objects and so on, and strg+c to clipboard. Now load your new clean mission with nothing in.
Now paste (strg+v) all in the clean new Mission BUT dont save now.
(When you have Objects placed like a FOB then all this is propably not at the same place. You can solve this when you mark all things and then zoom in and then look for a number or a point at the map where you can point your cursor and now you copied it. Same way when you paste it, you need zoom in at this own point and direct your cursor above and paste it.)
The point is you dont preview or save it in the new copied mission. Now you delete all this things they are not so relevant for this test. So that you have a "cleaner" new one. And then you hit the first time in the copied new mission the save button. Arma Iam experienced, delete - saved not everytime correctly changes in a mission.sqm. In all time in editor I remember that a new mission.sqm solved obvious errors, sometimes.
Maybe its better in 3den, but this is the next thing. Try this all in 2D with AiA, only a hint to avoid more obvious problems to beginn.
The longer version from this is.....load only one mod after another to your new mission and build it complete new again....
I really cannot explain why it should be the Map itself.
And I see nothing in your modset that explain for me the error. But i dont know all from this list.
I know this error from older missions as example with advanced ballistic. And in this case was the module initialized twice everytime the mission starts. But no second module and nothing, solved only with a new mission.sqm. RHS brings this error sometimes too but with a ammo error in ACE combination.
It is dedicated server?
ASR AI should be on both sides, specially on server when Alive spawns in with -filepatching startup and userconfig loaded (see RPT).
When you have AI in your group this can be obvious issues and performance impact for the AI scripts and server communication, then when AI are in your group they transfer to your client and your client now do the calculations and send it to the dedicated client/server.
Is Pooters addition good? i love to play with AI and such mods like ASR and so on.
Yes maybe. But the same like before, Iam not a developer more the server guy, any corrections are welcome.
ArmaEngine tells you that he must/should calculate an ammoHit-Shoot or explosion fragment and this calculation is so massive that he abort this calculation otherwise the engine stops/stall/-"explode" :)
The Engine want that you buy access to a whole NASE technical environment for this calculation .
So Vanilla Arma does not calculate fromself such things.
I think may it is RHS ammo and there advanced firesystem
Or
ACE Advanced Ballistics.
Or
another Mod in this way or an special ammo modification
But personally I think it is ACE Advanced Ballistic. Only a guess.
When you use this, try following. Go in the editor with your mission. Delete advanced Ballistic, maybe he delete it not correctly in the mission.sqm better check it and do it manually.
The same mission without advanced ballistic need now a bigger firefight. Push up the time in Editor with and let the Alive mission explode :)
Is the error gone? And it is really ACE than check your RPT before, cause this error can come up when Arma Or ACE Or something init this module/or framework twice.
Is this the case then this cause the Issue and much more performance issues in the background.
When you use it. What are your configs for ballistic, specially the range for calculation?
And what is your Serverview?
And what is additional the range "cache" from the Alive Virtual AI system?
@HeroesandvillainsOS, yes and no.
I try my best to explain my experience in english, please correct me cause I not a developer.
The CQB error that I mean bring the first from AUTigerGrads post most at the same time.
When you have setup "Pair" and the Unit/Faction mod author has a Sentry group (2) or something defined in the normal BIS way then this should be ok.
On some custom maps there come another problem with "building positions" this can be an indexed map but not every house have such postions, but you can go into this houses as a player but not an AI - pathfinding engine things for AI.
When this house dont have this postions I make the experience that Alive looking forward for further houses and so on.
On N'Ziwasogo Island, at the North-West and South-West there are an massive town. Civ Placements are really enough. But in the deep forests are more smaller towns or nothing.
So I tried a CQB layer on this Island from Noth-East to South/Mid-East.
In a few houses sometimes they spawn, and most not and a CQB error pops up in the RPT but only sometimes and I know when are "on tour" with my AI groups then we cannot (somebuildings) commanding to go to "building position x" or something.
When I do not such a CQB marker/layer then Alive can find enough.
When I place manually and sync it to AI command there are never in buildings but it is a little bit more "trouble" in the deep forests.
So maybe (for my experience) the answer for your questions is. This houses need building positions OR and may a way more better, AI engine pathfinding dont need such positions, but this is only a dream ;)
@incontinenetia The insurgents are adapting...
@SpyderBlack723 Machine learning - ALiVE edition
Please let the issue in! ;)
I will set up a environment with only spectater slots, and let it "Alive" for 12month.
To observer this adapting like ants in a glass build towns....
@highhead Regarding HC, with 3DEN i didnt have issues with current patch. Also I set up a persistent asym mission with 3DEN on Takistan which is running nicely, i can share if anyone likes to take a look (will be back to town tomorrow and can upload it then).
Hui oh yes i would have big interest on this Mission when this is ok? :)
Iam pretty sure there are large useful hints and a big learning environemnt for me.
So when you would share it, please let the Massis or other things in i would look into it with the same modset. Iam really appreciated.
Hey guys,
first when i wrote in your thread. Thanks for your great AudioPack AUTigerGrad.
The classSFX sounds brings up a really good enviroment. For a few month i make something similiar but anyway, i kicked it away cause i never find so good audio samples like yours.
I played a little bit withe the parameter for distance/wide/volume etc. but its only massive try and error there are no information about what paremeter does what exactly.
Maybe you have a hint for a little background for a whole town and this should not get louder when you come near the middle of the trigger area.
But anyway, not nice from me maybe to write this here in your other topic.
Thanks again, nice little tool for massive immerse inpact from my view.
To your Topic.
The second thing is ACE and its only a called function for there name system for units.
Everytime when Units spawn in out die this comes up.
This brings with Alive or any simliar spawn solution a massive RPT spam.
You can rid of this RPT spam when you not place a ACE Module :)
This has no performance impact, but its an issue on BIS site, and ACE now bring a workaround/fix.
Cause may BIS not do it. This issue brings up a few more problems with Zeus and Remote and when you give your Units own names like i do.
You can read about here.
https://github.com/acemod/ACE3/issues/3622
And here
https://github.com/acemod/ACE3/pull/3634
But dont confuse with my thinking/hint to resolve another issue on my site after the last massive updates on my server, so my intention in the first link is not right. Cause a function for a "name" is not a server crasher....
Your first issue post.
I hav similiar with a CQB module with a CQB error message in RPT. In my case i think this was an issue for house objectives on my current Mission on N'Ziwasogo Island and indexing.
May i should post here, i have it at the moment also solved to turn off the CQB module.
@Murdock
Thanks for the answer.
Yes the Arsenal is a solution in this case, maybe i should provide something similar only at the start of the Mission.
I tried all at the moment except one thing.
Kicked TFAR out from the repo....
There are 2 Playergroups only one player has a TFAR longrange in loadout.
Serverside is all disabled. But what i see is that may TFAR give IDs for every Radio/Pack and this bring up the issue also for Units they dont need anything from it.
Backpack spawn further, but only the backpack.
May give ACRE a try....also when TFAR is not further in development.
But anyway big thanks for the replys and i post here when this bring up a solution.
For me it works also just fine, of course with CUP Terrain and Units and i use Massi too.
But in Eden + Map X it did not work it all.
Point 1 is reproducible with many Modules, configs, modifications - I mean here other Mods too. Dont know about Alive in Eden. But i can confirm most other "configuration things often not saved properly"
And this is not fixed. Configurations are < 40% not saved and go back to default.
Point to 2 I mean this (point 1 is here also readible)
https://dev.arma3.com/post/spotrep-00053
https://forums.bistudio.com/topic/188371-eden-destroying-headless-client-setup/
I tried it after the hotfix of course, some missions/maps it works some other not.
Same setup but on dedicated server the HC entity spawn in with a Interface/Unit and is frozen.
But this is a strange example. AI switching/overloading to HC was not useable with anykind of script.
Additional you place Objects and in the preview is all fine, on the dedicated server they fly around somewhere in the world. (May more an index problem)
Of course not at all Maps. The same Map build with Zeus/MCC/own compositions all Issues above gone.
For me mean this, at the moment, before I spend hours in a BaseModding or something or i make hundreds of tests in Eden and after that on dedicated server...
I turn back to 2D and other Tools to do the same, similiar on Maps that i want without Issues, like before.
I use CUP at all.
And i want use Eden but in < 50% things going wrong like i try to describe above.
When i use 2D Zeus or something for setup a FOB or something then all this strange things not comes up.
Ok Thanks here for the replies.
I tried it all.
First, TFAR is using but is configured that all automatic distribution is diable/off.
Long Rang is not in use all in all.
Additional i tried it without TFAR but the backpack still there.
ACE Save gear respawn.
Yes, i have this on yes and this was never a problem. It is only a respawn eventhandler for the gear that i have when i die and have then the same after respawn, or?
It is off, i spawn in regular vanilla loadout. So yes the problem is gone, but i have not loadout at all.
May here the issue?
My loadout (at the moment)
In player init i call this.
null = [this] execVM "loadoutST1.sqf";
In the Mission is this loadoutST1.sqf (shorter for forum thread only example)
_unit = _this select 0; removeAllWeapons _unit; removeAllItems _unit; removeAllAssignedItems _unit; removeUniform _unit; removeVest _unit; removeBackpack _unit; removeHeadgear _unit; removeGoggles _unit; _unit addBackpack "B_mas_rus_m_Bergen_rus"; _unit addItemToBackpack "hlc_muzzle_snds_g3"; _unit addItemToBackpack "acc_pointer_IR"; for "_i" from 1 to 2 do {_unit addItemToBackpack "ACE_adenosine";}; for "_i" from 1 to 12 do {_unit addItemToBackpack "ACE_elasticBandage";}; for "_i" from 1 to 10 do {_unit addItemToBackpack "ACE_fieldDressing";}; _unit addItemToBackpack "ACE_DefusalKit"; for "_i" from 1 to 2 do {_unit addItemToBackpack "ACE_epinephrine";}; for "_i" from 1 to 3 do {_unit addItemToBackpack "ACE_CableTie";}; _unit addItemToBackpack "ACE_MapTools"; _unit addItemToBackpack "ACE_PreloadedMissileDummy_RPG18_CUP"; for "_i" from 1 to 7 do {_unit addItemToBackpack "EWK_Cig1";}; for "_i" from 1 to 2 do {_unit addItemToBackpack "EWK_Cigar1";}; _unit addItemToBackpack "murshun_cigs_lighter"; _unit addItemToBackpack "SmokeShellRed"; for "_i" from 1 to 3 do {_unit addItemToBackpack "MiniGrenade";}; _unit addItemToBackpack "ACE_M84"; _unit addHeadgear "H_mas_med_beanie_O"; _unit addGoggles "T_HoodTanBlk"; _unit addHandgunItem "acc_mas_flash_gun"; _unit addHandgunItem "optic_mas_MRD"; _unit addWeapon "ACE_Vector";
This setup works, i have all save and all restore. But additional the backpack spawn on the ground with the full gear. So when we log out and have only 1ammopack or something and log in and have the backpack again full.
Normally i use a initPlayerLocal.sqf and call this line local.
0 = [player] execVM "loadoutST1.sqf";
In this case saves nothing, all are overwritten with the loadout.
LEA loadout overwrites all.
Player Init loadout duplicates in MP.
respawn = 3
No templates using
Alive Multispawn, nothing more.
So what loadout mechanics use you guys here?
At which mission initialisation point come the Alive persistence loadout variables?
It is possible to sleep 30sec before [Alive_persistence,true] or something like that :)
One solution is vanilla loadout, and after beginn all go in Arsenal and grab his loadout....but....
@Murdock
Thank you for explain.
Yes the things with Eden are clear but there other issues that are not fixed so i not useable for my mission/maps. I tried the Arsenal Multiplayer function in Eden and yes it solved the problem.
But i want know what kind of script line is in the background that this loadout applies only one time and after that every time Alive Persistence.
Have I understand you right, the problem is for you that you want the loadout from beginning after respawn too?
Thank you guys
Hey Crapachi,
I read the other Issue thread.
I have only a small hint for you and others they may read this and have similiar issues.
Eden.
Do not save configs proberly, also simple "Modul-Dropdown-Configs".
Elavation, altitude, objects all in all are fucked up on most custom maps.
In combination with CUP may a little bit more cause Indexing for the new changes for all in Arma must come up. And all the patch party must end.
This issues above was 2times hotfixed and they are still there. Headless Client support in Eden is also broken on most Maps.
The placements not work, cause the indexing and cause Eden works not the same way.
All this issues are not all in all every time there and not ever reproducible. And not for all Maps or all Alive setups.
The switch to CUP is something that is important for the future design with Eden comes up with Apex and all the changes. So the Culprit at the moment is "only" - do not use Eden.
Back to 2D so long this time at the moment is.
I read very much such similiar issues here and there in the BI forums, most of them get rid of when you go back to 2D.
Please correct me :)