View Full Version : Dedicated V Host
december
Dec 3 2006, 02:12
I have noticed the AI act very differently depending if you are playing on a dedicated server or someone hosting, especially since the official patch.
When hosting, the AI are more intelligent and aggressive. I tried the same map on dedicated and then host, the difference is unbelievable.
Are there some setting that I haven't set up in the dedicated side ie level of difficulty or something.
Anyone els noticed this or can test it?
I have noticed the AI act very differently depending if you are playing on a dedicated server or someone hosting, especially since the official patch.
When hosting, the AI are more intelligent and aggressive. I tried the same map on dedicated and then host, the difference is unbelievable.
Are there some setting that I haven't set up in the dedicated side ie level of difficulty or something.
Anyone els noticed this or can test it?
dedicated server are fucked .
i try many generic thing on mine, like air insertion , ejeting , etc ... 90% of all these thing arent working.
the AI leader don't even talk to you with radio.
it's F U C K E D .. yet .
Multiplayer scripting works different from singleplayer scripting, aswell as that some things work out differently on Dedicated servers than on ingame servers as there is no physical player on the same pc.
Everything works fine when ur testing it in your own created ingame server/editor preview, simply because it isn't much different of singleplayer. As soon as you gonna use a dedicated server, you need to work around it.
Was already like that in OFP... you might need some workaround or even some scripts, ofpec.com should be your first stop for tutorials, especially on multiplayer aspects of the game.
Sorry but I can't come up with a better explaination at the moment
december
Dec 3 2006, 11:33
Thanks Sickboy. I have made over 30 MP missions for ofp and VBS but I have never seen such a difference in AI behaviour from hosting and dedicated, I don't want to play on dedicated servers now I would much rather host with a few friends. You should try it and see if you notice the difference in AI it really feels like you are playing a dumbed down version on dedicated.
I really noticed the difference when the patch came out.
Thanks Sickboy. I have made over 30 MP missions for ofp and VBS but I have never seen such a difference in AI behaviour from hosting and dedicated, I don't want to play on dedicated servers now I would much rather host with a few friends. You should try it and see if you notice the difference in AI it really feels like you are playing a dumbed down version on dedicated.
I really noticed the difference when the patch came out.
Hmm, we don't seem to have this problem, but I could be wrong.. will investigate..
Dedicated server outputs runs at enough fps though etc?
Are you sure that the guy that was hosting hadn't changed
Skill and Accuracy Settings (x2, for vet+standard)? If so, those settings should also be applied to the server config ArmAProfile
december
Dec 3 2006, 11:51
No, I think he left everything as default.
I wonder if it is something I haven't put into my missions? I have only tested missions that I have made.
No, I think he left everything as default.
I wonder if it is something I haven't put into my missions? I have only tested missions that I have made.
You could join us on our server sometime and see how your missions run on our server, to see if it is something server or mission side? (or really a prob with the dedy)
december
Dec 3 2006, 12:00
Would be happy to where and when?
I am on TS at SES With Wildgoose
Would be happy to where and when?
I am on TS at SES With Wildgoose
Wildgoose got our details I guess, but here goes: ts.6thsense.eu
I will be available in about 30 minutes. Later or another day is np either.
BTW, I see now that I mixed your post together with the 2nd poster, it was to this post:
Quote[/b] ]i try many generic thing on mine, like air insertion , ejeting , etc ... 90% of all these thing arent working.
that I was talking about the Singleplayer/Ingameserver vs Dedicated Server considerations... PS stisoas; Lolsav got a mission with sucesfull chopper insertion, you might wanna drop him a message
Wildgoose
Dec 3 2006, 12:08
No, I think he left everything as default.
I wonder if it is something I haven't put into my missions? I have only tested missions that I have made.
The server difficulty levels are the same server side as we have locally...
Quote[/b] ]class Difficulties
{
class regular
{
class Flags
{
Armor=1;
FriendlyTag=1;
EnemyTag=0;
HUD=1;
HUDPerm=0;
HUDWp=1;
HUDWpPerm=1;
AutoSpot=0;
Map=1;
WeaponCursor=1;
AutoGuideAT=0;
ClockIndicator=1;
3rdPersonView=1;
Tracers=1;
UltraAI=0;
AutoAim=0;
UnlimitedSaves=1;
};
skillFriendly=0.750000;
skillEnemy=0.800000;
precisionFriendly=0.750000;
precisionEnemy=0.750000;
};
class veteran
{
class Flags
{
FriendlyTag=0;
EnemyTag=0;
HUD=1;
HUDWp=1;
HUDWpPerm=1;
WeaponCursor=0;
ClockIndicator=1;
3rdPersonView=0;
Map=0;
Tracers=1;
UltraAI=0;
};
skillFriendly=0.850000;
skillEnemy=0.900000;
precisionFriendly=0.750000;
precisionEnemy=0.750000;
};
It would appear that Ai behaviours are alot more active while playing/hosting at the same time, than on our dedicated server.
This has been noticed recently because of our server troubles (Thx for the help Sickboy), players were hosting amongst themselves. It can also be noted that the improved Ai was only noticed after the 1.01 patch!
Try it yourselves, Play&Host a mission a few times, then play the same mission on a dedicated, you will notice the difference in Ai behaviours.
december
Dec 3 2006, 12:09
Cheers.
...
Roger Goose, took a few posts to notice December was in fact speaking about the SES server m8 http://forums.bistudio.com/oldsmileys/smile_o.gif
Altough I had a deja-vu feeling http://forums.bistudio.com/oldsmileys/tounge2.gif
Lonewolf1980
Dec 3 2006, 12:20
hmm could a chopper script that works flawlessly in singleplayer,cause ppl to get an error message in multiplayer ?
dunno what's goin with this map cos it worked in ofp multiplayer.
Just a quick update, me, goos 'n dec were testing some around...
In a mission where tanks were roling down a hill properly while hosting on ingame, the tanks didn't roll down but were standing still while hosting on a deddy server.
After adding an infantry officer to the tank groups, with higher rank than the tanks, as such he became their group leader, everything was moving as it should...
Might be something to keep in consideration until there is a fix, if its not by design http://forums.bistudio.com/oldsmileys/smile_o.gif
Update:
I figured out that they will drive proper if you manually put the gunner, driver and commander in, and the leader needs to be driver, not commander as per default, then they all drive without hassle
I made a small template that got multiple of those tanks filled already like that, incl. all the ranks ok, so that when the leader driver dies, another driver leader takes over..
Works like a charm, now gonna edit the missiosn we got and implement this workaround, and hope that others can use it aswell http://forums.bistudio.com/oldsmileys/wink_o.gif Goodluck http://forums.bistudio.com/oldsmileys/smile_o.gif
ps, if the leader in the group is infantry and not in a vehicle, then it also works proper
december
Dec 3 2006, 23:01
Thanks for the help Sickboy. That looks good for the tanks, but There is still an overall drop in AI ability on dedicated.
Maybe we have to wait for the official dedicated software http://forums.bistudio.com/oldsmileys/mad_o.gif
Thanks for the help Sickboy. That looks good for the tanks, but There is still an overall drop in AI ability on dedicated.
Maybe we have to wait for the official dedicated software http://forums.bistudio.com/oldsmileys/mad_o.gif
No worries http://forums.bistudio.com/oldsmileys/smile_o.gif I fixed up 15 missions last night, and it all was suddenly 150% more nice to play http://forums.bistudio.com/oldsmileys/smile_o.gif
I would at least make sure that missions made include the temporary workaround, simply because it will fix that problem for now, and will not cause any problems when it is fixed officially by BIS http://forums.bistudio.com/oldsmileys/smile_o.gif
december
Dec 5 2006, 10:35
I did a test of a squad reaction to 1 of it's members being shot the squad
is a standard squad with abilities untouched and no waypoints.
The first move is on a dedicated server. Sorry, not very exciting.
http://www.youtube.com/watch?v=n2_ACWyXmiw
The second movie is Hosted, basically what you would see if you put it on
the editor.
http://www.youtube.com/watch?v=jSbKAQmnSsQ
Big difference right! The AI come looking for you on their own accord.
I have several missions where if I play them on the dedicated server the AI
are just basically static targets to be shot, but if I host with friends
the AI come to life and use strategy to attack us, it's like playing a
totally different mission.
So why are AI so dumb on dedicated servers? Will official software from BIS
to run dedicated servers fix this?
If you only play on dedicated servers you are not playing to the full
potential of ArmA.
Sorry Youtube not so great quality
HitSqdhaXor
Dec 7 2006, 21:10
Ok .. so coop on a dedicated server is WORTHLESS.
I guess we will try to stick to CTF maps until BIS lays out a patch to fix this and the many other dedicated server issues.
december
Dec 10 2006, 00:01
I would't say worthless, but not the experience that it should be.
The official dedicated files have not made any difference. I hope there will be a patch correcting this.
december
Dec 16 2006, 01:15
Sorry BIS but you struck out again. No improvement of AI on dedicated server. Still stupid as ever. http://forums.bistudio.com/oldsmileys/mad_o.gif
Wildgoose
Dec 19 2006, 19:23
continuing on then....
Did you create a "Server" gamelogic in your dedicated server test mission?
Reason beiing from memory of OFP, and ofcourse knowing you personally Dec, this might be something which could be a possible reason for the new FSM Ai not working on dedicated server.
Not sure, but could be worth a try, because it does seem like the FSM is working locally very well, in editor and player hosted, but as soon as we make a dedicated server hosted mission, the Ai play dumb.
Whether or not we just need to let the FSM model/functions know we are playing "dedicated" for it to work correctly? or if we need the Devs to enable it in a new patch?
december
Dec 19 2006, 23:27
I gave it a try but no difference. Thanks for the suggestion tho. http://forums.bistudio.com/oldsmileys/sad_o.gif
Wildgoose
Dec 22 2006, 06:16
Well looks like the "NEW" FSM (http://community.bistudio.com/wiki/FSM) Ai is not working on the dedicated server BETA yet?
Hopefully the FSM will be working Dedicated soon?, as they appear to be quite special when playing/hosted in comparison.
Very impressive difference, it would appear with the right FSM scripts/Functions in place, you would not need to place many waypoints for Ai in missions at all. they would just follow the FSM's...
Out of all the NEW features in ArmA, these FSM's impress me the most so far. Hopefully they will be fully enabled for ArmA, and not just for VBS2 with its FSM editor.
Powered by vBulletin® Version 4.2.0 Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.