Timeless

Member

Last active 8 years ago

  1. 8 years ago
    Fri Apr 1 16:57:58 2016
    Timeless posted in Respawning.

    Unfortunetly I hijack this thread/question for the same Issue/question.
    Is this not the correct way please be patient with me and give me a hint that I is needed for a new Thread.

    In some Mission the player has custom loadout at the beginning.
    But when he logged later back in the player should be the loadout and the other stuff from the persistence save.
    Most this was not a problem, but now has the player a full custom loadout from clothes to cigarretes and after log back in the beginning loadout backpack is on the ground with the full loadout. All other things are normal saved.

    Normally i use a loadout.sqf in the mission that is called from initPlayerLocal.sqf
    Or, LEA
    Or, in the player Init
    Or, i call the script from the Init.
    And some other things.
    To avoid the item duplicates in MP normally i used the initPlayerLocal.sqf and my loadouts.

    Murdock, you solved the Issue cause you use Eden with the Multiplayer Arsenal option?
    The thing for me is, that i stay away from Eden, cause HeadlessClient Issues, and all the other Issues with placed objects. So for me this Issues broke all stuff in my Missions and i do it like before with other Tools but i create Mission at the moment not in Eden.

    The questions is, what i miss here for the "one-time-loadout" at the beginning.

    No respawn templates.
    Respawn is 3 and most i used ALiVE Multispawn variants.
    For additional information.

    Thank you

  2. Wed Feb 17 11:29:11 2016
    Timeless started the conversation HeadlessClients Support (SOLVED).

    Hello AliveTeam,

    big congrats to the 1.0Release.
    But version 1.0 or 0.6 or 2.0 doesnt matter, never find a modificaton with so much dynamic!
    Thanks for all this playstuff.

    @SavageCDN i update after 2 weeks the BI thread maybe its for interest.
    Iam was not sure wether begin here a new thread for this.
    Now iam back to my AliveMissions after find the problem for the other thread.

    Most Missions now worked or going in the right way for dedicated servers environment but at all i have a few issues.
    Maybe its my knowledge about how Alive worked with Headless Clients so i dont want call this a bug or something.
    I try to explain.

    I use for all my performance tests ASM to see clearly CPS worked in which situations.
    And AI is local or Remote.
    When i use Zeus (in most missions) then i need a HC script to transfer this units, cause you all know why, client performance is not good after a while, setOwner problem. This worked really good, i can see AI switch in ASM from AILocal to AIRemote on server and on the HC ASM i see the AI switch from AIRemote to AILocal.
    Anyway, maybe i have not the knowledge about Alive worked, but when i dont use this switch unit to HC script and only Alive and CBA and maybe 3 HCs there are all AI evertime on AILocal server in the ASM view.
    Example:
    Mission start with 60Units Local to Server, without cached/virtualize/profiled.
    Then i go in Zeus and fly to a biger town where maybe are 15Civis and 30Units.
    Now in ASM my localAI count get higher, but in everycase on HC stay at AIRemote.
    The HC are everytime on 50CPS and have not really things to do.

    What i have tried:
    Of course init.sqf for initialize the HC.
    The set count script snippet and the pushback i have tried. Here in the forum the last sentence is that Alive do this now automatic.
    I tried all combinations of course the things from Dixon in another thread.
    Maybe, Alive worked others with HC? AI calculation only, but stay local to Server?

    This was my first question.
    Second.

    CS Module dont work at all with HeadlessClient script.
    I need the Zeus tool to adjust some things in Mission. The Profiling on the fly is a very good thing, but in such situations i want decide self which way the AI should go and then i dont Profile this Units, but they stay without the HC script on my client, this is not usable at all for me. When i use the script all worked. Except all from the Combat Support.
    I have the same problem like Moon in his thread with VComAI, and go back to ASR AI cause the setVariable dont work in all combinations, now it fixed, thanks at the guys ;)
    But the other problem exists anywhere, i have not the right solution to exclude the CS module from the HC script.
    With other Units it worked good. Iam sure you know this HC script with round robin hc_blacklist and so on.
    What i have try so far:
    The same like the setVariable at the VcomAI for each unit.
    I have tried it in the same Array, i have try it with the same code snippet like Vcomai but next to this init code.
    I have try the advanced manuel vehicle placement from the wiki.
    But at all, Arty dont shoot, CAS stuck in the sky, only fly to the point or back to RTB.
    Transport wont land at all.
    Deactivate the script all worked, except the first explanation above, HeadlessClient do nothing, all stay local and i cannot use Zeus for spawn units.
    So i dont know, Zeus or not Zeus then i have CS for the players. Or otherwise.....
    Maybe you see the problem.

    Third.

    This is maybe total offtopic to my own topic, but from my view is this point the important thing ever, not only for me, except for much more people, i mean this Topic.
    http://alivemod.com/forum/1707-server-freezing-w-o-ace/0#p8453

    SavageCDN, SpyderBlack723 maybe you know for weeks my first post for the background at the warroom homepage.
    I talk a many stuff that was not direct related to the topic and i meant this is more a issue on my site.
    Additional my second post (same thread), where i moved it to the BI forums (i updated today)

    The problem is one that i have constantly on my own issue tracker to remove and/or worked at it.
    Iam aware of the sense of the basic.cfg and the network parameters.
    Now on the new Hardware the other problems before are gone, this stay in all my missions and it doesnt matter what kind of mission or mod/scripts. I try to explain and i have tried in other threads and you can all this in other word/view in many threads reading.
    I dont think its really realated to Alive or ACE or CBA. I mean JerkinMerkin pointed this good in this thread.

    I go further and say this is a problem that occur when a few numbers wrong in basic.cfg for the wrong mission setup or/and hardware. But what he describe have i know (read the other threads) on some different hardware and really much tests at rentet server virtual, dedicated and at my test environment at home.
    I can reproduce the issue with or without mods. With everykind of network params/configs.
    You can produce this issue with default basic.cfg really fast and with tweaking and other numbers you can improve the performance and time before the issue come up.
    What i do for the error.
    A caching solution like Alive/CBA/MCC (dont know i think all use the same or?)
    In this example i use only Alive of course CBA.
    Map chernarus but doesnt matter. A really smooth modul configuration.
    Civil placement only middle and bigger towns, limiter 15 or maybe 20.
    Mil or Civ placement only place 100 units
    Virtual AI Modul two times Blu/opfor
    Second Mil or Civ placemnt 100 units
    Maybe 1500 or 2000m radius to get the units from the cache to the "player world"

    With "good" network configs in basic.cfg you can with a little bit caution fly in Zeus from town to town.
    At my left i look at the CPS with ASM. Everytime i come in the Radius script starts and CPS is going down and after that up.
    Now the Civis and Units popped up and do there things.
    Now i want to go to the next town. First the units must back to the cache, scripts started CPS going down, and up.
    Now at the next town the same. All fine, but this is with minimal setup and the important thing is -> i fly with caution.

    Now i want do this like youtube videos, or a video from Alive but there was i think thousands of profiles.
    I go to town, units popped out, CPS going down, i fly to the next, next script wave all units back to cache, same time, next town all units out iam a little bit more aggressive, after town 2-3-4 Server crashed CPS 0.

    My own suggestion. When i give the Engine the opputunity to "can" send more messages, then i can reduce this issue significant.
    But its still there. I can also confirm like JerkinMerkin said, that the server is sometime crashing/freezing, maybe 10minutes, maybe one camera zeus fly to a town only 60units popped up or the server stay up over night.
    In all cases are not more than 1 or 2 player for tests online, most time nobody.
    This issue not come up when i make a mission without a caching function, when all units everytime there.
    And for me it doesnt matter which mod/script or hardware only with basic.cfg i can give more playroom.
    Excessive using units cache in cache out, let this issue reproduce for me.

    Thanks for reading
    Stay tuned at your fantastic work
    Greetz

    p.s. Of course i can provide all kind of logs rpts or something, but its much i when you need please say which ones.
    Additional i can provide a Server for testing, replicate or something like that, in all kind of ways. Maybe this is a Help in some ways :)
    Sry for my english :<

  3. Thu Jan 21 12:04:19 2016
    Timeless posted in Map Background WarroomWebpage.

    Thanks for the answer Savage.
    How i say it...maybe the issue is on my site.
    I rolled all back because the one issue the i describe.

    I want play with this mod and i dont give up ;)
    Maybe you want take a look here.
    I dont post it here cause i dont think its a problem on the Alivemod site.

    https://forums.bistudio.com/topic/187473-i-do-not-know-further/

  4. Sat Jan 16 03:16:50 2016
    Timeless posted in Map Background WarroomWebpage.

    Hello,

    i do a simply mission only with alive and cba, and this logs are when i load it the second time.
    So there are the load mission and connect can see, but no shoots weapons etc only one time.

    http://pastebin.com/QMytHvz2

    RPT ServerLog.

    http://pastebin.com/WB2E7RJ8

    Need you Performance Data or something like that?
    Thanks and greets :)

  5. Fri Jan 15 01:47:56 2016
    Timeless posted in Map Background WarroomWebpage.

    Hey Alive Team,

    thanx for your reply.
    Sry that i dont answer the other days, cause i quit the Hoster and take all the stuff to a new one.
    Now its more Rootaccess/dedicated.

    First big thanks, i can now see the beatiful background map at the Warroom webpage :)

    Second, the "issue" that i try to describe, still exists, at the new server too.
    But its rarely repeatible. It seems (very rare), that when i testing and connect to the server the VirtualAI is not fully switch from the cache to the "playerworld".
    At this time the Server is at 0FPS and 0CPS. When i use "abort" and not player exit or admin save, then the server crashed cause the rpt is flooting with.

    "Cannot find Player id XXX"

    Additional when iam switch to a better hardware i assume further the issue is on my side.
    ----
    Warroom.
    In my personal player stats are nothing recording except Vehicle using, playtime, Operations, KIA.
    But in the Groupsection the Weaponusing are tracked, 50/50%.

    In the Mission Modules are nothing off that for Persistence, except change playerrole/manuell playerstate reset.
    ----

    In the aliveserver.log i assumed the parsing or something for the server.cfg file is wrong for me.

    [2016-01-14 10:50:27] [debug] >>> ParseMessage [ServerName]
    [2016-01-14 10:50:27] [debug]     Function: ServerName
    [2016-01-14 10:50:27] [debug]     Params:
    [2016-01-14 10:50:27] [info]     Config file: C:\ArmaServer\C:\ArmaServer\TADST\RealismRPMod\TADST_config.cfg" "
    [2016-01-14 10:50:27] [error] ###### ServerName ######
    [2016-01-14 10:50:27] [error]     Error: Unable to open config file
    [2016-01-14 10:50:27] [error]     RAW:   ServerName
    [2016-01-14 10:50:27] [debug]     Return value [['ServerName','ERROR','Unable to open config file']]

    ---

    The last test for the warroom was only with CBA & Alive/Aliveserver
    The Operation was named DBTest.
    I can upload every file which you need.
    I will make a new test in the next hours and load all files up.

    Thank you

  6. Fri Jan 8 18:52:55 2016
    Timeless posted in Map Background WarroomWebpage.

    Thanx for your reply Savage

    For all my tests in the last 5weeks i use Chernarus_Summer with AiP.
    I dont know maybe is CUP better?
    Anyway then its not an error on my site, i will try it with another map.

    Hm now when iam here maybe i should ask something more, i hope this are the right words.

    I aware of the issue with ACE3 Medical system and not recording Kills.
    At the moment we looking for another way or a "between the chair" solution. (i know this not the right words in english :) ...)
    But the standard medic system is to low and advanced makes only sense (for us) that is useable when a player can get unconsciousness or maybe more to use CPR.
    Now the few questions....

    The Server connects to the Warroom, the Operations came up, my player movement, get in get out.
    Drive a vehicle...
    But no Logistics, no weapon usage, no shoots, but also no medic or something in this way.
    The GroupFind button in the Warroom like in the Tutorial video it doesnt show up for me.
    No kills recording its known but the others i cannot find the issue.
    Need for tests 2 players on the server?

    Logistcs.
    We use the r3f, yes i do all the stuff, required Alive_Logic the reprecherplace file etc.
    But with or without r3f logistcs dont store in the warroom, like the other stats.

    Yes we use mods, but nothing that not are bigger/commercial, and yes i do everytime tests with and without mods.
    I cannot find errors in rpts where arrays dont send content to the warroom/json files or something.
    The same in the aliveserver.cfg log files.

    A few lines exist i dont know how understand this, similiar to this one.

    • "No params given for ALIVE_fnc_BUS - exiting..."
    • But after that he loads all modules, init completed and send his arrays to the warroom.

    There is another big big issue this not 100% repeatable, but sure 90% sure its on my site.
    When i want the option that the VAI is further operating except nobody is on the server, and a bigger amount of time i came back login, yeah take time but the thing is when connected the VAI is mostly visible and walk at the same place. This AI is physical there, i can shoot them but they wont die and they dont shoot back. Then when i go up to Zeus and place manuel Units, this Units are freaking totaly out but no enemies died or engage back.
    It seems they are between the caching or something.
    Now in my testing^^ i try to use the abort button, to not save some testshit to the warroom, for your beatiful databases ;)
    But when i do this, at this stage i talk before, the server crashed when the rpt log is growing to big in a very small time with the line

    "Cannot find Player id XXX"

    I resolve the issue when is use the "cba auto xeh"pbo - but i cant accept this cause most addons dont need this one and use already the cba xeh.
    I decide dont use some mod/units to need this cba pbo.
    The last 1week the problem dont show up, but yesterday again.

    Now when i read this wall of text i assume that its all not playable, but thats not right.
    When i setup the new alive scenario an test it, then i can play in a wonderfull way thanxs Alive :)
    Except this issues in the warroom.
    And the Caching - but all in all, i think there are things on my site.

    Maybe for interests i can provide logs or something.
    When someone have a hint that was nice.

    There was an idea, some issues may came from the server itself.
    Its a hosted machine, no root file access. Yes its windows, and yes files are no blocked.
    The WarroomGroup is TheNinjaBears TNB

    Thanks for looking at this textwall :)

  7. Wed Jan 6 17:25:51 2016
    Timeless started the conversation Map Background WarroomWebpage.

    First of all, apologize my bad english.
    Second - GodDamn this Mod is so Amazing. In the last 2-3Month i play around with it and its completly stunning.
    Its Crazy, i prefer Multiplayergames, and make Missions for us, but when i tested around with Alive then mostly iam alone on the Server, but when time flies i catch myself that not sure anymore whether alone on the Server....
    Great Job to the Whole DevTeam this is right way for a fully new sandbox game experience, Thanks!

    Most of the time if find my own created mistakes and learn a lot from Mission build to another.
    Of course i have some questions.....
    Here are only one, because for this one i cannot find anything in the whole internet...forums or something on my site.
    50% in Warroom are Saved. This at the moment a testingphase so there are more "learning" and catch one mistake by another...
    But the question is, i cannot see the Map(Earth) Backgound in the Warroompage. Only a Blackscreen. No Operartions PopUp.
    I tried everything, yes every Browser out there from the bigger ones. All updated, no problems with other websites.
    Maybe you deactivated for performance in the Warroom? I google it but cannot find something in this way, either it seems no one has this problem.
    I know its only the Background Map...but it looks great :)

    Thanks

  8. Wed Jan 6 16:18:30 2016
    Timeless joined the forum.