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MP missions: Local server vs Dedicated

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Quote[/b] ]snYpir's MP editing rule 8:

As far an MP missions are concerned, dedicated servers are the same as in-game servers.

Don't attempt to write your mission differently depending on the type of server that will be running.

But here is where mr snYpir is wrong?

a local(mp) server do differ from a dedicated one. banghead.gif

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if(local (myNamedOMGbbqGameLogic)then{

serverIsBBQ = "Yes, Its alright!"

};

serverIsBBQ

Would be "Scalar bool etc" on clients on dedicated obviously.

But... some aspects of the game differs.

Waypoints for example.

Moving them or other objects around works on a local mp server.

But not on a dedicated server.

The problem is this:

How do I test my stuff to work properly when the host on a local MP server is always a client...

"Run a dedicated server on another computer"

Yes, but this takes time, and when I need to basically trial and error everything as the wiki* isn't really that friendly on the examples, either they don't work at all, or the example isn't comprehendable.

It takes FOR EVER to build a mission with more than. "OMG kill this and survive"

And not to mention that the game "captures" the .pbo file even if the server isn't running...

So if I edit something it wont update.

I need to start another MP game with a different map, or restart the game...

"be realistic and blabla"

Says the description on editing missions.

Sure, "realistic" to me means "dynamic" missions.

This works on sp missions, not on MP missions.

What would be the answer?

publicVariable everything?

Quote[/b] ]

snYpir's MP editing rule 6:

You should only ever measure distances or perform calculations on the server (because the server is always right).

I can see this.

but...

having a heli wait for something to happen. i.e. player entering a vehicle

@player in vehicle

or@(player distance toHere) < 10

this is done in a script, as the trigger/wp-on actv field are too short.

Scripts f*cks up in MP so I need to add

if(local blablaGameLogic)

and then we have the problem from above.

How to test...

*sob*

I need some sort of clarification of what needs to be run on server, and what may be run on the clients.

Objects

where do they live?

It seems that AI soldiers lives on the server but their GEAR is client?(if updated via a script)

i.e.

Client1 kills a AI soldier, finds 2 mags of blabal in it

ServerHost(local MP) kills a AI soldier, finds weapons, mags and candy!

I read somewhere that you should refrain on publicVariable stuff as the network preformance will suffer.

But, what other can we do?

if the "rearm" script was running on a client, it could be that

client1 AI soldier differs from client2's AI soldier

Same goes with ammo crates i've read...

waypoints, triggers, flies?

and yes, can't publicVariable arrays unless doing a magic "send via channel" script I saw the other day...

As far as I know in MP you should "only" scan for variable changes, like updating your score and etc.

server

omg = "LOOOOL!"

publicVariable "omg"

client

#Scanox

~2

if(omg == "LOOOL!")then{goto "Ende"}

goto Scanox

#Ende

I'm utterly confused.

I had the same problems with MP dedicated server editing when I was doing the same work on OFP...

Please BIS, make the MP editing better, we like to make cool and realistic(dynamic) missions to work in MP without frying our brains out with endless testing.

Take if quake 3 map editing needed

"spawn rocket ammo"

rocketItem = create rocketItem["blabla"]

publicVariable "rocketItem"

and on the client

scan if rocketItem has respawned

?

(not the best example, but you get my point)

goodnight.gif

*WIKI: Even if it needs more examples. THANK YOU BIS for that one, its worth more than gold and <your favorite thing here>

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I too have had the same problem, a map I worked on a totally debugged works just fine hosted, but on dedi.....it's totally ugly behaviour. I hope this gets figured out soon

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Quote[/b] ]How do I test my stuff to work properly when the host on a local MP server is always a client?

I run the dedicated server, and three windowed ArmA clients on one computer. One client is in the mission editor, the other two connected to the dedicated server to test.

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This is easy to overcome if you have a dual core machines. Simply run the dedicated server.exe on one core using affinity to set the core, then run your client on another core and connect the same way u would normally nener.gif

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Quote[/b] ]How do I test my stuff to work properly when the host on a local MP server is always a client?

I run the dedicated server, and three windowed ArmA clients on one computer. One client is in the mission editor, the other two connected to the dedicated server to test.

Yes, but you see fasad.

I've been looking around my apartment for computers good enough to run ArmA, I've only found one.

And, I rather not call my friends.

"Hey, dude can you connect my server, I've altered some stuff now and I want to test it."

"nah, it was like 2 mins since you last asked, I've got other things todo."

Its the whole "trial and error"-tests I'm getting seriously bored with.

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This is easy to overcome if you have a dual core machines. Simply run the dedicated server.exe on one core using affinity to set the core, then run your client on another core and connect the same way u would normally nener.gif

Indeed.

However its strange that BIS has made their server this way.

1 for local MP games

1 for dedicated games.

as they do behave differently.

You need to think REALLY carefully of what should be "server side" and "client side"

and the third factor, "what is needed for the poor local server host guy"

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They all run simultaneously on a single PC. One computer total!

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They all run simultaneously on a single PC. One computer total!

Sorry, my bad.

OMG your machine must be a monster?

I'll try to see what happens with mine xD

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