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About terox

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    ermmmmmm??? Arma
  1. Typically mission files are packed into a .pbo file and then uploaded to the server MpMissions folder. It is these .pbo files that arte then downloaded by the clients ands stored in their ArmA 3\MpMissions folder I do know it is possible to run unpacked mission files on the server, therefore it may be possible for a client to download them, although I have never tried to host a mission using such unpacked formats Is it a specific file that the client isn't downloading or all and any .sqf files ?
  2. SQL Files ? The engine will only allow ***mission***.pbo file to be downloaded by the client via the game itself
  3. Server refusing to load mods!

    @Darkhound, why would adding yet another complication help debugging an issue that is already there. You only add additional systems when you know the system you already have in use works That suggestion doesnt make sense
  4. Client-side FPS drops

    To find the issue You need to start with a clinically clean environment, eg a vanilla server with only BI missions and prove its stable Once you prove this (Which most folks don't do, they set there server up, add a ton of "Crap" and then find issues) Then its a nightmare to track down the problem Every time you add 3rd party content you need to verify the issue isn't there Very long and drawn out process If you initially had a stable server with no such issues then at least there is a very good chance its 3rd party content It may be an addon It may be the template that you use to create all your missions If you don't know whether you had a stable vanilla server to start with and you just added a bunch of addons and then hoped for the best, then it could be anything, from hardware, o/s configuration or server configuration or 3rd party content or even bad hosting
  5. Server refusing to load mods!

    You need to work through this every time you get an issue with the server not starting until you get very familiar with the symptoms that each issue causes. From a quick look, this is what i can see wrong DEFINITE ERRORS 1) The last -mod param shouldn't have a semi colon eg @Sonara; should be @Sonara 2) @ShackTacUserInterface I believe is a clientside mod so doesnt need to and shouldn't be be run on the server MAYBE's 1) Not sure if the characters listed below in red are valid for use as -mod params (Maybe they are ?, I've never tried to load a -mod with these characters in, this is the reason I don't know) - [ ] 2) I don't know @BloodlustLITE, am assuming this is an SFX mod, maybe that's clientside only ? 3) The length of the command line maybe too long, those who run a lot of mods with such long -mod calls seem to have issues (You can place most -mods in your own custom mod folders, eg @MyIslands @MyUnits etc etc (There are some mods that you cannot run outside of their original Mod folder name, Task Force Radio is one of them) This is a method to reduce the length of the -mod param Once you have worked through the debugging tutorial, if you have determined its a -mod issue Start by loading half the mods,if that is successful then load half that is left (1/4) The half again (1/8) Keep doing that until you figure out which batch has the culprit in then start to weed them out to the individual
  6. I'm assuming you mean using some form of ingame currency, not real money as that would break your EULA How to edit a wasteland mission is a question that should be raised in the scripting forums https://forums.bistudio.com/forums/forum/154-arma-3-mission-editing-scripting/
  7. this is a scripting, mission design question. A server administration forum isn't the best place to get a good answer, try https://forums.bistudio.com/forums/forum/154-arma-3-mission-editing-scripting/
  8. have you checked this isnt a clientside/ serverside performance issue, server cps and client fps are? Units haven't got anthing disabled like simulation or dynamic simulation, set up for a lesser viewdistance than the player has etc. They aren't set up for any caching system either vanilla or addon variants
  9. Erro '' You were kicked out of the game.''

    there must be more to that message....... Also the time when you are kicked would help, eg on joining, while in the lobby, after joining etc some reasons for being kicked Battleye timeout issue You don't haven the addons for that server (3rd part or DLC) Ping too high wrong version of game You didnt respond to an admin so he kicked you You have a hacked version of the game
  10. Good luck with your hosting Duncan, glad your sorted
  11. Your probably Right Tankbuster, according to rpt server has fully loaded, didnt read RPT until just now
  12. are you guessing what it could be or have you worked through the debug tutorial methodically ?
  13. i did say possibly an issue with the config file right at the start anyway sorted ion the end
  14. I've explained the priority of the setviewdistance command and also where issues may lay. (This information should have led you to think about running a vanilla test server to rule out an addon issue) The link I gave also explains how to reset the viewdistance, something else you could try I've also explained that 12000 is an invalid value. (I have no idea how the engine reacts to an invalid value for viewdistance in the various areas it can be defined) You've proved that the setviewdistance command works and your able to return the actual distance that is set with the hint code command on your client You should now have the tools and the knowledge to debug the issue and return the values for the server by logging the viewdistance to the servers rpt file < diag_log format ["Viewdistance is %1",viewdistance]; > and run your hint using the debug dialog on your local machine to return the viedistance for your client Unfortunately, there is nothing else I can offer, the issue lays somewhere within the information I have already given So its either Config error addon code in a mission Just as a tip run the following code on all nodes from a pre init function, so it runs as early as possible This will log the viewdistance to the rpt on the server and the client, you can then look through the log, it may give you an idea if and when the viewdistance is changing and if it does the time it will change will point to where the issue could be. diag_log format ["Viewdistance is %1", viewdistance]; []spawn { while {time < 20}do { diag_log format ["Time: %1 - Viewdistance: %2", diag_tickTime, viewdistance]; sleep 0.01; }; };
  15. SEE THIS LINK: https://community.bistudio.com/wiki/setViewDistance Max view distance you can set in Arma is 5km (5000m) <<<< Thats your issue that's a 12km viewdistance your trying to set. (Even if Arma allowed that No one is going to have a rig that can do that with a decent frame rate and i have absolutely no idea what impact that would have have on the AI and the server cps if it were a valid value Running the code in the debug console will have the highest priority, even over a mission script, that's why your seeing the impact Here is a more detailed order of what can be run to effect the view distance, in the order that they would effect it, (The higher the number the higher the priority, eg overides any previous defines for viewdistance) Client config Server config (which will overide client config) Addon (With any script thats sets the viewdistance) if it is defined as a pre init function Mission (any script that is run at time == 0) eg before the mission is started, (Pre init or when mission.sqm is run or from the init.sqf) After that any post init code from an addon or a mission script or in your example from the debug console