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mugaben

Server issue - missions not loaded fully

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Im starting to think its our server thats bugged.

First this: http://forums.bistudio.com/showthread.php?t=85161

But now i tried another mission. All my missions works flawless on local MP, but when hosting on dedicated - either description hasnt been loaded as respawn, disabledAI or other scripts couldnt be found or wasnt activated.

I should say, there is nothing wrong with my description or script files. Alot of guys went through them and didnt find any mistakes.

arma2.cfg

/*

Example ArmA2 configuration file

by [KH]Jman, 1st July 2009. http://www.kellys-heroes.eu

These example numbers are for a 2.5Ghz Quad Core Xeon on a 100mBit connection.

*/

language="English";

adapter=-1;

3D_Performance=-180000;

Resolution_Bpp=32;

Resolution_W=1680;

Resolution_H=1050;

refresh=60;

Render_W=1680;

Render_H=1050;

FSAA=0;

postFX=2;

HDRPrecision=8;

lastDeviceId="";

localVRAM=924188672;

nonlocalVRAM=1475895296;

/*

Bandwidth the server is guaranteed to have (in bps).

This value helps server to estimate bandwidth available.

Increasing it to too optimistic values can increase lag and CPU load

as too many messages will be sent but discarded. Default: 131072

*/

MinBandwidth=15000000;

/*

Bandwidth the server is guaranteed to never have.

This value helps the server to estimate bandwidth available.

*/

MaxBandwidth=100000000;

/*

Maximum number of messages that can be sent in one simulation cycle.

Increasing this value can decrease lag on high upload bandwidth servers. Default: 128

*/

MaxMsgSend = 1024;

/*

Maximum size of guaranteed packet in bytes (without headers).

Small messages are packed to larger frames.

Guaranteed messages are used for non-repetitive events like shooting. Default: 512

*/

MaxSizeGuaranteed = 1024;

/*

Maximum size of non-guaranteed packet in bytes (without headers).

Non-guaranteed messages are used for repetitive updates like soldier or vehicle position.

Increasing this value may improve bandwidth requirement, but it may increase lag. Default: 256

*/

MaxSizeNonguaranteed = 64;

/*

Minimal error to send updates across network.

Using a smaller value can make units observed by binoculars or sniper rifle to move smoother.

Default: 0.01

*/

MinErrorToSend = 0.0025;

/*

Users with custom faces or custom sounds larger than this size are kicked when trying to connect.

Use this wisely as it can be the cause of alot of Join in Progress lag.

1600000 = 160k

*/

MaxCustomFileSize=0;

// EOF

server.cfg

//

// server.cfg

//

// comments are written with "//" in front of them.

// GLOBAL SETTINGS

hostname="name of our server"; // The name of the server that shall be displayed in the public server list

password="password to our server"; // Password for joining, eg connecting to the server

passwordAdmin="pass"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login'

reportingIP="arma2pc.master.gamespy.com"; // This is the default setting. If you change this, your server might not turn up in the public list. Leave empty for private servers

logFile="server_console.log"; // Tells ArmA-server where the logfile should go and what it should be called

// WELCOME MESSAGE ("message of the day")

// It can be several lines, separated by comma

// Empty messages "" will not be displayed at all but are only for increasing the interval

motd[]={

"", "", "",

"message",

"",

"",

"",

};

motdInterval=5; // Time interval (in seconds) between each message

// JOINING RULES

checkfiles[]={ // Checks if these files are equal to the servers files. If one or more is not, player will be kicked from server

"HWTL\dta\data3d.pbo",

"dta\data3d.pbo",

};

maxPlayers=14; // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player.

kickDuplicate=1; // Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing.

verifySignatures=0; // Verifies the players files by checking them with the .bisign signatures. Works properly from 1.08 on

equalModRequired=0; // If set to 1, player has to use exactly the same -mod= startup parameter as the server.

// VOTING

voteMissionPlayers=1; // Tells the server how many people must connect so that it displays the mission selection screen.

voteThreshold=0.15; // 33% or more players need to vote for something, for example an admin or a new map, to become effective

// INGAME SETTINGS

disableVoN=1; // If set to 1, Voice over Net will not be available

vonCodecQuality=1; // Quality from 1 to 10

persistent=1; // If 1, missions still run on even after the last player disconnected.

// SCRIPTING ISSUES

onUserConnected=""; // self-explaining

onUserDisconnected="";

doubleIdDetected="";

regularCheck="";

// some ArmA specific stuff - signature verification

onUnsignedData = "kick (_this select 1)"; // unsigned data detected

onHackedData = "ban (_this select 1)"; // tampering of the signature detected

onDifferentData=""; // data with a valid signature, but different version than the one present on server detected

BattlEye=1; //Server to use BattlEye system

// MISSIONS CYCLE (see below)

class Missions

{

};

Anything looks suspicious or anything to you guys?

---------- Post added at 05:34 PM ---------- Previous post was at 05:15 PM ----------

When uploading with IE, instead of firefox it worked..

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Dedicated is different in that locality is a factor. Scripts might run on the server, one client, all clients, or all clients plus server... Have you got all that handled?

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