I've found this, but isnt this client side?
I prefer this way:
Code:
if (_randomSpot && (getPlayerUID player) != "UID OF ADMIN") then {
_mylastPos = _tempPos;
};
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I've found this, but isnt this client side?
if (_randomSpot && (getPlayerUID player) != "UID OF ADMIN") then {
_mylastPos = _tempPos;
};
Anyone knows how to remove all loot-spawning totaly? i would like to test my server with zombies and players only to see how much FPS i lose because of the non-loot cleanup.
Code:DEBUG FPS : 3.22516 _countAllObjM: 7268 Players: 26 _zombies:137 _zombiesA:131 _loot:5827 _lootL:5088 _dayz_zombiesLocal:0 _dead:96 _numDeadL:87 Animal=55"
Some values right now.
Anyone knows what lootL and loot are? the differens?
i think my server is going on the knees because of this loot issue.
26 players shouldnt be able to spawn 5-6k items imo.
my sever fires up at arround 40-45 FPS but with 10-15 players and arround 4k-5k lootbags it starts to fall down to 10-15.
Also Zombie and Lootspawning feels to become slower.
Tryed to play arround with one of the first cleanups and a timeout of 5 minutes before every cleanup run but regardless of what i set in the code it runs every second.
DEBUG
FPS : 2.80653
_countAllObjM: 7426"
Players:32
_zombies:219
_zombiesA:212
_loot:5923
_lootL:4059
_dayz_zombiesLocal:0
_dead:51
_numDeadL:41
Animal=43"
i will post more numbers later tonight or under the day when i get a full server.
// class MH60S: Banned {};
_object1AI1 = createVehicle ["MH60S", [22924.3,19469.2,0], [], 0, "CAN_COLLIDE"];
_object1AI1 setvelocity [0,0,1];
_object1AI1 setFuel 1;
_object2AI2 = createVehicle ["MH60S", [22907.7,19524.1,0], [], 0, "CAN_COLLIDE"];
_object2AI2 setvelocity [0,0,1];
_object2AI2 setFuel 1;
_object3AI3 = createVehicle ["MH60S", [22946.9,19574.9,0], [], 0, "CAN_COLLIDE"];
_object3AI3 setvelocity [0,0,1];
_object3AI3 setFuel 1;
First unpack @DayzOrigins\dayz_anim.pbo and search fpr MH60S in config.cpp .
Comment the line out
// class MH60S: Banned {};
repack the folder to pbo
repack to pbo and fire up the server.
HowTo: Enabling better choppers for AI
Yesterday i felt that the Raid Helis are too less challenging. So i replaced them with the mighty MH60S Knighthawk.
They really rock.
First unpack @DayzOrigins\dayz_anim.pbo and search fpr MH60S in config.cpp . Comment the line out
repack the folder to pboCode:// class MH60S: Banned {};
Then unpack @dayz_1.origins.tavi\addons\dayz_server.pbo.
Edit server_monitor.sqf and replace
UH1H_DZ with MH60S
Code:_object1AI1 = createVehicle ["MH60S", [22924.3,19469.2,0], [], 0, "CAN_COLLIDE"]; _object1AI1 setvelocity [0,0,1]; _object1AI1 setFuel 1; _object2AI2 = createVehicle ["MH60S", [22907.7,19524.1,0], [], 0, "CAN_COLLIDE"]; _object2AI2 setvelocity [0,0,1]; _object2AI2 setFuel 1; _object3AI3 = createVehicle ["MH60S", [22946.9,19574.9,0], [], 0, "CAN_COLLIDE"]; _object3AI3 setvelocity [0,0,1]; _object3AI3 setFuel 1;
repack to pbo and fire up the server.
I am guessing you're doing that with verify sigs turned off? There is a way you can spawn the MH60's without the need for editing the config and is a much better way of doing it.
Dont the clients need this too? @DayzOrigins\dayz_anim.pboI have it turned off yes
@Alex: the apache should work but dunno if Ai can use the missiles. Would be bad if they can
no it is not needed to be on client sideDont the clients need this too? @DayzOrigins\dayz_anim.pbo
i forgott that it is located on the server too.
No its not client sideI've found this, but isnt this client side?
To clean up destroyed vehicles it should be enough to run the pMain function. At least, if you fixed it the way its described a few pages earlier or are using Major Pains newest files from github.
In detail, the pCleanup function is what checks specifically for the destroyed ones as well, so might want to try that if pMain doesnt work for you.
One additional thing I just had and fixed on my server:
A house disappeared completely and I wasnt able to get it back onto the server before I fixed this:
The "inventory" entry in the database is set to a max amount of 999 chars, which the disappeared house just hit and thus, it didnt write the last two "]]" into the database and left the inventory entry incomplete and unusable.
So to fix it, just edit the object_data table and alter the max length of the Inventory field to 5000 or something high enough.
999 clearly aint, because with a few weapons and some items with long names, you can easily hit the 999 chars limit.
Im not yet sure if this has anything to do with disappearing house inventory as well, as that was what I tried to have a look into, but seems this other bug is a good fix on the go and should keep people from getting even more trouble with having their homes vanish.
Not sure where your seeing 999 for inventory.
My length is empty.
But today, I have the same issue where someone's house is in the database, but it's not appearing in game though the log appears to show it spawning in.
Look cleanup needs to get fixed, it is totaly broken.The github cleanup from Cortez for Pain's files-- within the pbo the one with the loot cleanup is !!!server cleanup, etc.
Are we good to use this now, or package the folder? Basically the folder looks up to date but the pbo does not.
No its not client side
if you change the mission file data its changed for everybody like the cloud database sync they are client side
but can be changed in the mission files that everybody is forced to play with this settings