Printaix
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Everything posted by Printaix
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Hello survivors and admins, we are running a server on a dedicated Windows Machine in a data center for a couple of years now. Our server is complete vanilla. No mods. Since the last big update in November 23 we encounter pings going high. Ping shown in Dart Tool and you feel like cars bouncing etc. When there are only a couple of players (5-10), players from server location country had ping 30-50. Now it is 60 - 100 ms. When there are ~30 players, the players from server location country had no significant higher ping. Now it is 100 - 400ms. CPU (4 cores of a 6 core VM), RAM (32GB), SSD and Network (500mbit/s) traffic is never maxed out. On the same machine is a smal teamspeak running and there a player has ping ~20 where on the other hand in DayZ >150. Any ideas or maybe same problems? thx
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Transferring a character between servers with different maps.
Printaix replied to Infernales's topic in Servers
Is it in general possible to share a character hive on 2 servers like described above (sym link) if both servers are running the same map? thx -
BEC is not able to connect to the battleye service from DayZ though it is running on the same machine (127.0.0.1) since update 1.13 Before 1.13 i used port 2302 (or 2702 for 2nd server) for DayZ Server AND battleye. Now i tried switching battleye to 2305 (2705) but BEC can not connect even with firewall off. Dart Tool would be the next step but as far as BEC can not connect on local mashine, Dart will not be able anyway.
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Hello. Since 1.13 update i still have the same issue. I made the modifications mentioned above (Port +3) but i get message: Bec, Arma OA/3 Server Tool V.1.608 18:21:09 : Connecting to Battleye server 127.0.0.1:2705 18:21:09 : Lost Connection! 18:21:09 : Closing socket & exiting! (i use port 2702 for the DAyZ Server so port 2705 for BE) As a difference, to start BE Service i start a file called BEC.EXE (not BERcon.exe) and i do not pass parameters -host and -port in the cmd but in the battleye.cfg. Until 1.13 update it worked fine. Used Dart Tool to connect to Server. Any suggestions? Thank you 🙂
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Hello Survivors, i have 2 Servers running on one maschine. 1: chernarus 2: namalsk (now) Both servers start with a cmd file (start_server1.cmd and start_server2.cmd) and inside the cmd there is a watch loop by a "goto" comand. Server 1 makes sheduled shutdowns by BEC and then restarts by the watch loop. This works without problems for 2 years now. As i had problems running 2 BEC instances on one machine, i did not have restarts on server 2 up to now. Now that i installed Namalsk mod on Server 2, it came with a different shutdown method - "messages.xml" in the mission folder. Shutdowns are running but the server does not restart, when no user is logged into the Windows system (i use Teamviewer). So when the sutdown is sheduled ny the messages.xml, server goes down, and seems restart but does not proceed until a user loggs into Windows. When i log into the Windows Desktop i see the small initiallising Window with the 6 checkboxes counting up and the server now starts. Any idea how i can fix this? THX
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Hey, thanks for the hint. The commands work for me 2. Now every player can use the commands. Is it possible that this commands are only avaylable for logged in admins?
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Hello, since 1.0 i use the omega-script (github, mentioned in other thread) to have some admin commands on my server. Ie i use "/goto survivor" to jump to survivor or "/spawn item" to let an item spawn. Now since 1.05 the script does not work. There is no error message in the log window. And if i log in as admin and type a command, it's just like a chat massage - no function. My server runs without mods (only a few tweaks) and i would like to keep it that way. Does someone know a method to get admin commands back without using a mod? Thank you in advance
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Are there any news or hope, that this will work again one day?
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Hello, i played on some experimental servers without having to load any mods. Although in the Serverlist details of the server it says, that for example CF, ZomBerry are used on the server. Now i installed my own experimental server, added these mods (CF, ZomBerry) but i cannot join the server without having them loaded. How is it possible to get a server running without forcing the players to have these mods loaded? Thanks in advance
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Hello survivors, i'm running a DayZ server and would like to add a 2nd DayZ Server on the same machine for testing or perhaps Livonia later 🙂 On my lokal PC i can run two servers by starting them with different startparameters (networkports, profile-path and instanceId). Apart from this both use the same folder. Problem is: both servers use the same init.c (perhaps other files) Question is: how can a separate init.c be assigned to each server? and for later (livonia): should each server has it's own dayzserver folder (with addons .. mpmissions etc.)? Thank you for your help.
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After some more trial and error i still can't find a way to define&use admin commands. Problem with the defined commands in init.c seems, that inputs in chat are not handlet as function - as Sid Debian mentioned. There are some built in commands like #login #monitor <seconds> who work but i don't know how/if we can add some more. I still hope there will be a way to define some admin functions without mods.
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Is there still hope, that we get the script function back to work? I testest some admin mods but i still miss the admin script.
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I installed COT on my server and it wolks but seems to have some bugs. And we do have players who dont want to or are not able to install the mod in their game. I was very happy with the old script solution and so i'm still interressted in getting it to work again in 1.05. If someone can help ... would be soooo nice 🙂
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The Admin script does not need any addons on server or client. I was able to add own commands to the script. The admin functions are availlable to everyone who can log in as admin. That's why i like the script solution. Btw Community Online Tool is from 11/2018 too and we are dependent on updates if dayz changes something.
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Hi survivors, i also use the script from githup since 1.0 and it was running quite well until todays update. In the past some updates wiped the init.c so i had to re-insert the lines but today the script does not show any function 😞 https://github.com/cf-tools/omega-scripts/blob/master/admcmd.c Would be great if someone can halp. thx
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I'm running a server in VM. With 2x Xeon core and 8GB RAM Win 10 it was allmost running good with up to 30 Players. Whith multiple players joinig simultaneous CPU get to 100% and game bit laggy. So we upgraded to 4 Core and 16 GB .. running smooth, except driving but that's DayZ ;) You want 1100 Players? wow
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Hi, i have a 0.63 Server running and i miss kill messages in Log file. Server starts like this: DayZServer_x64.exe" -config=serverDZ.cfg -port=2302 -dologs -adminlog -netlog -freezecheck -noFilePatching -cpuCount=2 -profiles=C:\DayZServer\admin -BEpath=C:\DayZServer\battleye I get DayZServer_x64.ADM files in Admin folder but it only shows connect, disconnect and chat infos. Why are there no kills shown, or how can i activate it? THX in advance :-)
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I can't find a PlayerBase.c file on my Server. Can someone please give more details? THX
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you should have -adminlog as a start option the you get *.ADM files with log infos
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Now after todays update, kills are listet in the admin logs - that's nice. 18:00:010 | Player Survivor (99) (id=WA ... VVyoFDZGKI=) killed by .... Survivor (17) (id=Fe3wBM ... qVREDUs=) with Pickaxe But the ID is another than the GUID in BEC or Dart. So i'm not able to kick/ban the bandit Player via BEC/Dart. Can we see the GUID in ADM logs?
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If you just want the coordinates from a specific place, you can use a Chernarus Map like izurvive com