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#46 Posted at 2016-04-25 08:27        
     
Door closing and locking are executed client side, because of they are triggering only if player is near door. It would be resource killer if there will be as many loops as doors on server side. Better run one loop per player on players machine. But results should be broadcasted over network. Maybe there is lag/sync issues?

What exactly not working?

Also, for testing purposes i recommend to run your own dedicated "local" server:
http://www.armaholic.com/page.php?id=11655


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#47 Posted at 2016-04-25 14:18        
     
Thanks for the update. Yes, I've started running my on server. The issues right now seem to be isolate to a dedicated server. Right now, either the script will not completely load, it gets stuck in the PostInit and will not advance. Or and this I believe is a pretty large issue, when players join in progress, all of the doors and lock your statuses are reset. So, what I mean is, if I have been playing, and have open some doors, And somebody joins in progress, the doors will shut and re-lock.

I believe this might be because of the use of private variables, in certain parts of the script. I'm going to continue playing, but so far the only thing that becomes initialize server-side, is the PostInit. I do see in some of the files where you ensure that it is executed client side , but I can understand that. But I think the initial door locking, and door closing should be done server-side so that all clients have The same start point, and that isn't reset when players join in progress.

I hope this makes sense.

This post was edited by Yakavetta[31stMEU] (2016-04-25 14:26, 546 days ago)


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#48 Posted at 2016-04-25 19:58        
     
Yup, this makes sense and i think i know why this is happening.
I will try to release update as soon as possible. Unfortunately i dont have much free time right now, so please be patient.

Thanks for grate feedback, as always ;)


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#49 Posted at 2016-04-25 21:36        
     
I understand completely. I usually only get a few hours a week free to play arma and try to code. I will look into it when I can too, to see if I can help. I was hoping it was going to be a simple line of code change but when I started looking into it more, I realized it was more.

Thanks again for your work, it's a great script!


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#50 Posted at 2016-04-26 15:11        
     
Fast fix try:
Can you please change if statement to:
if (_closeDoors > 0 && isServer) then { .. 
in fn_breachPostInit.sqf - line 33?
I tested it on my dedicated and looks it working fine, but more feedback would be appreciated.


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#51 Posted at 2016-04-26 15:32        
     
I will try it and let you know. Thanks for the quick fix!


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#52 Posted at 2016-04-28 23:03        
     
That worked, but a new bug came up. When I place the explosive charges, they disappear immediately after the animation is complete, and the option to detonate appears for less than a second, before it disappears too.

I haven't looked into the setexplosives or detonate script yet to tell you which one is failing, but I'll dig into it this weekend


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#53 Posted at 2016-04-29 09:07        
     
This is because closeFix. Is it happening on every map/building or only on specific one? If You use custom maps there can be some buildings with close 0 and some with close 1.


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#54 Posted at 2016-04-29 12:03        
     
I've only tested it on one map, I'll try it on some
others and let you know.

Added 12 hours 51 minutes later:

So the issue is with the variable _pTmp in the SetExplosives script. It's only for custom doors, you are correct. Here's what I get with this code:
		waitUntil 
		{
			sleep 0.5;
			private _p = 0;
			{
				private _pTmp = _d animationPhase _x;
				if (saf_mission_setting_breach_closeFix > 0) then 
				{
					_p = 1;
				diag_log format ["pTmp"];
				diag_log _pTmp;	
					if (_pTmp > 0.3) then { _p = 0};
				diag_log format ["P1"];
				diag_log _p;	
				} else 
				{
					if (_pTmp > 0.3) then { _p = 1};
				diag_log format ["P2"];
				diag_log _p;
				};
			} foreach _s;
			isNull _c4 || !alive player || _p > 0
		};
		

It spits out:

19:44:09 "pTmp"
19:44:09 0
19:44:09 "P1"
19:44:09 1
19:44:09 "pTmp"
19:44:09 0
19:44:09 "P1"
19:44:09 1
19:44:09 "pTmp"
19:44:09 1
19:44:09 "P1"
19:44:09 0
19:44:09 "pTmp"
19:44:09 0
19:44:09 "P1"
19:44:09 1


So this means somehow, the _x is changing to 1, to set pTmp to 1, to delete the explosive. So I figured I'd just delete
foreach _s;

This works for me. I'm not sure if it's what you want in a final product, but it seems to fix the issue of pTmp becoming 1 when it shouldn't, as it's not executing the script for every _s, but only the initial one.

This post was edited by Yakavetta[31stMEU] (2016-04-30 00:59, 541 days ago)


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#55 Posted at 2016-05-12 09:40        
     
Love this script, really does what we need it to! Unfortunately we have a few problems:

1. It breaks LAxemann's "Mount" mod (http://www.armaholic.com/page.php?id=25962)

2. If the area you create of a small enough area, there are no problems. However we recently increased the size of the locked marker area to cover the landmass of island Bozcaada (http://www.armaholic.com/page.php?id=29580), and on a dedicated server it created strange lag issues which resulted on people not being able to log into the game, people unable to move, unable to get into vehicles.


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#56 Posted at 2016-05-15 10:20        
     
Unsurprisingly, we have that same issue. I've been working with our guys to get some logs, since I'm not sure if it's our modest or if the script gets hung up at some point.

It it seems to happen on mission start for us, first client to log in gets seized, but after that it's better.


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#57 Posted at 2016-05-22 17:08        
     
So the issue with the server locking up when the marker covers the entire map appears to be due to this segment of code:

		if (count _buildingsArr > 0) then {
			{
				SAF_MISSION_SET(breach_Buildings) pushBack _x;
				SAF_MISSION_SET(breach_BuildingsOpt) pushBack [_x,_locAll];
				diag_log format ["PostInit1"];			
				if (_closeDoors > 0 && isServer) then {
					 _y = _x;
					 {_y animate [format ["%1", _x], SAF_MISSION_SET(breach_closeFix)]} foreach _zeroes;
					 {_y animate [format ["%1", _x], SAF_MISSION_SET(breach_closeFix)]} foreach _ones;
					 {_y animate [format ["%1", _x], SAF_MISSION_SET(breach_closeFix)]} foreach _twos;
					 {_y animate [format ["%1", _x], SAF_MISSION_SET(breach_closeFix)]} foreach SAF_MISSION_SET(breach_customDoorNames);
				}; 
			} foreach _buildingsArr;

This is where the server gets hung up, and even though it's "loaded," under the splash screen, this loop prevents the client from actually entering the map.

I'm going to keep playing with it and see how I can change it.


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#58 Posted at 2016-08-01 08:48        
     
Any update on solving these issues? The script is perfect for our group, but can't use it on dedi due to the above issues.


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#59 Posted at 2016-08-02 20:55        
     
I've been playing with it off and on. Essentially, what I believe needs to be done, is the doors closing needs to be transferred from the init script to a post-init script, which I'm working on. But until Sushi comes back I can't really release it without his permission. It's not done anyway, just being worked on.


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#60 Posted at 2016-08-09 12:26        
     
So I fixed the server loading times but two new bugs have come up. I'll keep messing with them and shoot Sushi a PM so we can get this updated.