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  1. J

    [Support] DZGM

    27.06.2014 02:11:48: myname (x.x.x.x:port) myguid - #145 "N"; _marker setMarkerTypeLocal "mil_triangle"; _marker setMarkerTextLocal (_x select 1); _marker setMarkerColorLocal (_x select " using 5 "setMarkerTextLocal" !="_markerstr setMarkerTextLocal _name;" !="_somerandomvar setMarkerTextLocal...
  2. J

    DayZ 1.8.1

    Yes. Pretty much all my custom restart scripts are worthless now :( I think I have default loadout figured out (will know on next restart). I don't have ANY vehicles on the map... do you have that same problem? I'm using infi AH and I'm not seeing any with vehicle icons on lol
  3. J

    DayZ 1.8.1

    Very doubtful. The only thing that really needs made is a way to convert player profiles and maybe some other data. Honestly it's nice to have a fresh start every now and again :D I'd just be happy to get the default loadout modified at this point lol
  4. J

    DayZ 1.8.1

    nvm
  5. J

    DayZ 1.8.1

    Dead in the water it looks like. Pretty much starting over lol
  6. J

    1.8.0.3 Large amount of: DEBUG: Monitoring: (Players) / needUpdate_objects (Players)

    But I don't think this solves my problem. Things like my combat log code do not work on my live server only my test server with only 2 players I'm guessing because the player object is not updated fast enough.
  7. J

    1.8.0.3 Large amount of: DEBUG: Monitoring: (Players) / needUpdate_objects (Players)

    I see in epoch they have made some changes... I'm not done comparing yet and maybe I'm just talking to myself but: server_cleanup.fsm DayZMod 1.8.0.3 condition=/*%FSM<CONDITION""">*/"(( (count needUpdate_objects) > 0) && (diag_tickTime -_lastNeedUpdate> 5))"/*%FSM</CONDITION""">*/; Epoch...
  8. J

    [Release] pick spawn and loadout

    I didn't want to quote your post because it's huge but thank you. I haven't had time to finish this idea I'm working on but I'm sure it will be useful. I'm using the normal GUI spawn select for my normal users... while people who have donated will spawn by default in a protected area then...
  9. J

    1.8.0.3 Large amount of: DEBUG: Monitoring: (Players) / needUpdate_objects (Players)

    So I'm still getting a lot of these. I'm not getting the warping anymore just lag on using bandages and when shooting players. Server FPS is always greater than 5. I get very few network pending log entries... I have no clue what this could be :\ Normally you can relog and everything is...
  10. J

    1.8.0.3 Large amount of: DEBUG: Monitoring: (Players) / needUpdate_objects (Players)

    This is really strange because I've never had this problem before. My ping kick is at about 200 and I monitor for players with low bw. These people having 15ms pings with 500+ bw and are having the problem. I've disabled some of the more intensive addons etc. The only thing that seems to be...
  11. J

    [Release] pick spawn and loadout

    Trying to figure out a way to prevent the scroll menu from going away until a user selects a spawn. Any ideas? I haven't tested every way to make the menu go away but if you right click poof it's gone lol
  12. J

    1.8.0.3 Large amount of: DEBUG: Monitoring: (Players) / needUpdate_objects (Players)

    I'm desperate here... I can't find the source of my problem. I'm geting ALOT of the errors pasted below. I have quite a few players talking about "rubberbanding" (while running or driving a vehicle they will jump back like 10m) I am running Inf's AH so I get tons of reports of players...
  13. J

    [Discussion] Custom spawn points based on UID (UPDATED)

    I keep having problems with this after using it for a year. I'm trying to find the thread that shows how to make a proper trigger to see if that will work better. The only way it works for me is if I turn off the AH's script scan. It always works for any defined admins. Edit: Found out a...
  14. J

    Improving connection/login speed (wait for host progress bar)

    I'm sticking with my first assumption and that is BattlEye. I've noticed when it starts now that I'll get "update failed" or "lost connection". It's the servers and or clients BE connection that seems to slow it down. No basic.cfg settings have changed this. I've run 70 players all weekend...
  15. J

    Has anyone adapted player_antiWall.sqf (anti vehicle wallhack) to DayZ 1.8.0.3?

    I guess nobody has tried this. I'm sure this would be useful to anyone running DayZ 1.8.0.3.
  16. J

    Has anyone adapted player_antiWall.sqf (anti vehicle wallhack) to DayZ 1.8.0.3?

    Anyone have anything like this going? I'm trying to adapt it but I know very little about epoch. I have found stuff in variables, compiles, player_monitor and a few other odds and ends but I've yet to make it work. Any ideas?
  17. J

    Improving connection/login speed (wait for host progress bar)

    Haven't noticed the problem tonight keeping the settings I last posted. at most 15-20 seconds before BE verifies and you're in the lobby. Pending network msg's on the last 5 reboots (45-64 players) 112,291,188,394,74(only 2 out of 3hrs). My only changes so far: MaxSizeNonguaranteed from...
  18. J

    Improving connection/login speed (wait for host progress bar)

    I'm running/testing: MinBandwidth=2097152; MaxBandwidth=1073741824; MaxMsgSend=1024; MaxSizeGuaranteed=512; MaxSizeNonguaranteed=256; MinErrorToSend=0.001; MinErrorToSendNear=0.029999999; I've tried 512-768 on maxsend with no noticeable results. What do you recommend?
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