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rboos

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About rboos

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  1. rboos

    help with spawning LHD

    I have been trying to add the LHD as a deplyable and indeed wastelandgoats' coordinates align it perfectly. BUT I had to add the height at the end of the coordinates, and some parts sink 100m, others float 100 above; so the vertical alignment are weird, maybe it is based on each other part, or based on (irregular) ground below it? I will wait for more light on Messhall's tip, but I imagine you have to: - download the Armathech's GLT_LHD.pbo addon, - put it in your server's AddOns (or Common?)(or both?) folder, - using the ingame editor, edit the mission placing "a Game Logic (WTF is that?) on your map where you’d like your LHD and name it something like LHD1". - edit (thru notepadd++) the init.sqf file adding (Where in the file? Beginning? End?): waituntil {!isnil "bis_fnc_init"}; LHD1 call BIS_EW_fnc_createLHD; -Repack the mission.pbo, -upload the new mission.pbo to your server's MPMissions(chernarus) folder and the LHD to you server's AddOns folder - Try it.... I will wait for MessHall's answer cause I feel lazy to try this I posted... Do you guys think it might be as I described?
  2. Stuck on "Requesting Authentication"... since the 1.7.5.1 install...
  3. Hi All, I also noticed a lot of those messages in my logs, so let's check where they come from: - Server CPU is not capable of handling all the data related to several players logging into the server, plus the ones already playing, synchronizing, etc; - Internet connection speed/bandwidth/latency is not capable of handling all the data related to several players logging into the server, plus the ones already playing, synchronizing, etc; So let's say two players on each 5 are getting stuck on those "loading" or "wait for host" messages, and if they are patient enough, they will wait until they get the message: "Something went wrong! disconnect and try again!" - Then they will see the screen "BLACK OUT" I know it is the obvious origin, and we see it as a spam to the log, but it indicates the cpu/connection is not handling all players.. imagine the frustration of so many players wating to enter the game and getting this message. Some never get back to that server, so it is bad for server popularity. So instead of getting rid of that message in the logs (thru changes in the scripts), the ideal solution would be not originating them, i.e., we admins should enhance processor capacity or get higher upload rate, or lower the number of slots in your servers... I bet that if you restrict the number of slots to the half you are using today, just for an hour, you will notice those messages will vanish from your logs - except for those eventual players that loose connection during the host handshake, sometimes for reasons related to their own bad connections... So no need to mess you scripts.txt... RBoos. PS: (Just my 2c, please correct me if I am wrong. Posted this to MissBehave on another thread about the same issue.)
  4. Hi MissBehave, I also noticed a lot of those messages in my logs, so let's check where they come from: - Server CPU is not capable of handling all the data related to several players logging into the server, plus the ones already playing, synchronizing, etc; - Internet connection speed/bandwidth/latency is not capable of handling all the data related to several players logging into the server, plus the ones already playing, synchronizing, etc; So let's say two players on each 5 are getting stuck on those "loading" or "wait for host" messages, and if they are patient enough, they will wait until they get the message: "Something went wrong! disconnect and try again!" - Then they will see the screen "BLACK OUT" I know it is the obvious origin, and we see it as a spam to the log, but it indicates the cpu/connection is not handling all players.. imagine the frustration of so many players wating to enter the game and getting this message. Some never get back to that server, so it is bad for server popularity. So instead of getting rid of that message in the logs (thru changes in the scripts), the ideal solution would be not originating them, i.e., we admins should enhance processor capacity or get higher upload rate, or lower the number of slots in your servers... I bet that if you restrict the number of slots to the half you are using today, just for an hour, you will notice those messages will vanish from your logs - except for those eventual players that loose connection during the host handshake, sometimes for reasons related to their own bad connections... So no need to mess you scripts.txt... Best wishes, RBoos.
  5. rboos

    No more copying to your OA folder

    In previous installations I copied the "Addons", "DTE" and "Keys" folders from Arma II to OA, but it occupied 8-9Gb of my hard drive. In the last time I installed a server I tried moving those folders and it worked perfectly, meaning I don't need to mantain them in the Arma II folder... that's for a DayZ server installation, I mean.. So I didn't see a reason to link the files as suggested, unless your planning to play Arma II instead of DayZ..
  6. All the previous ideas are awesome, I am adopting some myself. Anyway I thought of some more... Mine (private hive) is generally filled-up with players up to 80%-90% of the slots. My general rules are: Uptime: 100% uptime (yours is offline, right now. Why?) - some people log in during night time to loot, relocate, avoid combat - server must be on at all times. Immersion: People must feel like they are in real life, surviving. Too many automated messages, too many restarts, side chat flood, too many vehicles or too few might take that realism away. Permanent database: Some admins keep resetting the database at every hack attack, players give up gathering all stuff again. I clean it manually, or do a rolback of just a couple hours. Loadout: just the regular (painkiller, bandage, flashlight, the other thing i can't remember). 50% of the gameplay is gathering stuff. Active admin: Instead of playing, I (unfortunatelly) spend my online time glazing thru the BEC/ hive windows and logs checking for illegal actions and then banning the bad (handicaped) players ON SIGHT. I have other 6 players that give me feedback on ping, lag, hacks, etc. Ping: most players opt/list the servers (ascending) with ping values. Mine is always from 1-4th in my country's list (actually in my continent's list). Non-whitelist: Although I like the whitelist idea, players don't seem to like that. Newbies: Have some good-will players (I've seen admins doing that) near spawn areas helping the newcomers; also, a couple clans that play frequently here do not kill unarmed or hatchet wielding players. TS: have a teamspeak server (not on the same machine); Name: Try to follow the dayzmod name guidelines for your server, this shows you are a serious admin. Also add some sort of name difference so ppl find you in the middle of all the other correctly named servers. Hmmm can't remember anything else.. hmmm...
  7. I bet it is something simple, not a hacker attack or something like that. Check the logs to find out why you were kicked/banned. Then, in the createvehicle.txt and others, adjust to avoid that kick/ban. Like a "5 SeaGull" thing. I once installed DAH and it kicked and banned every single player that entered my server, including myself. That might happen when you have out-of-date scripts/BE/files. Anyway I would like to suggest this thread title to the "Funniest Thread Title Ever", ;-P
  8. I guess you just found your server's maxPlayers value... What is your server upload/bandwidth?
  9. rboos

    Community Banlist

    I use the CBL on my server (plus some others lists). I noticed there is another list called BanZ (no advertising intended) where the banned guids are fed by known, selected (adult) admins that "manually" check their server's logs... Wouldn't that be a solution for the CBL? (I mean only accept input from selected admins)? -- Personal note - Doing some research, I was frustrated to notice that a scripting forum has 53 pages (of 30+ posts each) on ArmaII scripts, exploits, cheats and hacks) and we, admins, have so much hard time to find simple information to base our bans - looking at this thread I see how hard it is for us to agree on a subject.. :-/
  10. One last tip about this... Always log off under a tree, and away from popular places, as your character will "appear" some seconds before you gain control of it; so logging off inside a market, for example, is dangerous, people might be there and see your chars logging in, and shoot you before you are able to move/react. Avoid logging off inside vehicles, near ridges or in stairs. BTW the proper way to log off is using the menu options -> Esc -> Abort -> Disconnect -> Disconnect from server; remember the last one or two minutes might be lost as Iegle just said. You have a record inside a table in that server database, all your items, status and position are recorded there.
  11. rboos

    Scheduler issue

    Doesn't seem that wrong, but you could remove that minus (-) sign in front of the <Scheduler> tag... -<Scheduler> Also check if the Scheduler.xml is located inside the "config" folder of your Bec folder; And check if the scheduler filename is indeed capitalized as in (S)cheduler.xml... I noticed your output is only text... how are you doing the restarts?
  12. I just had two cases like this and was researching the issue, and found this in the CBL (looks like the cbl developers don't consider that harmful): Mine were auto-banned and I will remove them from the ban list.
  13. Hi all, since you are doing some research on those "pending network messages", I would like to add some more information: - it happens on private hive servers as well*; - for me it happens when some player tries to connect with a really high ping like 900-1030ms**; * even though the sql server is in the same machine, the logs show that same message repeated for some 50-60 lines. Maybe messing with those (unknown for me) MinBandwidth, MaxBandwidth, MaxMsgSend, MaxSizeNonguaranteed, maxPacketSize would make difference? ** even though the maxping is set to 200ms, there seems to be a tolerance during the initial connection of the player, monitoring with Dart I noticed that everytime the yellow chain shows up there is some player with an awful connection trying to enter the game, and it affects all pings making them higher during that connectiong attempt. When I mannually kick that player, the chain goes away and the lag desappears: checking the logs the "pending network message" shows up at that exact same time. Please disregard if I am saying nonsense. :) rboos.
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