Page 3 of 4 FirstFirst 1234 LastLast
Results 21 to 30 of 35

Thread: The Docks COOP 1-14

  1. #21
    Quote Originally Posted by (Lonewolf1980 @ Dec. 05 2006,12:53)
    yeah i got told lastnight it's still bugged in coop,i can't understand it,this will have to stay a singleplayer map till i get my server up and can test it.
    No worries Lone... I will invest some time in this and try to clear it for you. If we got the problem I will add the info to the thread about considerations when making missions etc.

    I hope I can make it tonight or tomorrow.
    A.C.E. Advanced Combat Environment

    Dev-Heaven.net Free Project Hosting | A2 Community Issue Tracker Help BIS, Help yourself!

  2. #22
    Sergeant
    Join Date
    Nov 30 2006
    Location
    United Kingdom
    Posts
    120
    Author of the Thread
    cheers m8,i'll bet my life it's the scripts though.even though i took them out,something still remains in the map that i cant see,causing problems.

    i'll do my next mission from scratch,without these scripts,until we know what the problem is with this map.

  3. #23
    Quote Originally Posted by (Lonewolf1980 @ Dec. 05 2006,14:02)
    cheers m8,i'll bet my life it's the scripts though.even though i took them out,something still remains in the map that i cant see,causing problems.

    i'll do my next mission from scratch,without these scripts,until we know what the problem is with this map.
    If you removed the scripts there is no way they can affect the game. Only scripts that affect the game when left in:
    init.sqs
    onPlayerRespawn*****.sqs
    and a few others afaik.

    If you removed certain scripts and removed references to them then that can't be it m8, It might be one of the units you've used etc... I will really try to figure it asap, the first step ill probably do is divide the mission in 4 versions, in each version more units/vehicles/objects are removed from the mission, the last version only has the friendly units in, then i'll test one by one which version works well, then you will find where you need to put your magnifying glass and take a look.

    PS, you can test it on a deddy server yourself by starting up the game twice, if you have a dual core this is gonna be great, if you dont then it will lag but at least you can see how it goes...
    What you need to do is copy your arma folder to lets say: arma-server
    then start the arma.exe in that server with: -server
    and then you can join it and check it out for yourself aswell.




  4. #24
    Sergeant
    Join Date
    Nov 30 2006
    Location
    United Kingdom
    Posts
    120
    Author of the Thread
    it only seems to kick the other players though,the first main player that joined doesnt get kicked ,so i'm stuck for testing it to be honest.

    that trial and error idea sounds like a good idea to find out where the problem is.

    wish i had my uk copy to test online ;( i have to wait till january.

  5. #25
    Quote Originally Posted by (Lonewolf1980 @ Dec. 05 2006,14:15)
    it only seems to kick the other players though,the first main player that joined doesnt get kicked ,so i'm stuck for testing it to be honest.

    that trial and error idea sounds like a good idea to find out where the problem is.

    wish i had my uk copy to test online ;( i have to wait till january.
    Why do you have to wait for January, Christmas is in December right? sorry for the offtopic.
    I'll have a quick looky into a text editor and your mission to see if I find something




  6. #26
    Sergeant
    Join Date
    Nov 30 2006
    Location
    United Kingdom
    Posts
    120
    Author of the Thread
    thanks sickboy...basically i used my first map (nova) as a template for the docks,most mission makers will do this to save time putting the playable soldiers in/respawn e.t.c

    i added a chopper script from ofpec.com (played with the script a bit to make it useable as an evacuation method,works good tested over and over in singleplay and on lan on my own)

    then i added an intro and set some playable soldiers to moveincargo boat1 ,for the intro to look cool.

    that's the only difference between operation nova (scriptwise) so i cant understand why some clients getting kicked...i think i might have added a lighthouse from your editor addon,but that wouldnt make clients crash out either.plus i think i removed it in beta 2.

    chipper said it might be to do with the location near the water cos it happened in his map.

    maybe it's the docks area thats bugged as a starting point in mutliplayer.but that's way too weird,even for arma bugs lol.

    oh and i think the helipads are from your editor addon,not sure if there available without your addon,but the clients dont need to have that addon installed to play the map.




  7. #27
    Quote Originally Posted by (Lonewolf1980 @ Dec. 05 2006,15:20)
    i think i might have added a lighthouse from your editor addon,but that wouldnt make clients crash out either.plus i think i removed it in beta 2.
    Exactly, as the server should crash then aswell, and player 1 aswell, aswell as when you test it on your own without the addon Unless the objects that are made available contain bugs themselves, but i can't think of anything that would make crashes for ppl.

    As we can never be sure, you could delete those things from your mission and share that version with the crashing ppl.

    I am putting it on our server aswell, in this state, and gonna check it

  8. #28
    Can you send your crash log to BIS ? so they can see why starting near water cause CTD.

    http://community.bistudio.com/wiki/Crash_Files

  9. #29
    Just FYI, I made a mission where the players start on a small island and have to board boats and assault two smaller islands. Only on that mission do I see a lot of CTD's and people dropping from the game. The desynch is also higher on that mission. I'm assuming there's some bug to do with water that's causing this.

    There are AI patrolling the smaller islands as well. After I return and play again, I don't crash, but there's still desynch.

    I have two other coops that are on land, even though one is in Dolores, near the rivers. Those don't crash at all with almost 0 desynch.

    I think there's some bug with water/boats causing this.
    _____________________________________________
    Visit the BootCamp ArmA 2 CO server: 66.239.221.141
    Bandwidth: 20 mbps
    Hardware: HP DL360G5 Dual-Core Xeon @ 3Gz /2GB RAM
    _____________________________________________

  10. #30
    Sergeant
    Join Date
    Nov 30 2006
    Location
    United Kingdom
    Posts
    120
    Author of the Thread
    thanks for the info,i still can't test it online yet but i hope it's something that can be fixed in a patch.

    i dont wanna have to take the boats out and change the location,or it wouldn't be 'the docks'

Page 3 of 4 FirstFirst 1234 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •