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View Code? Open in Web Editor NEWDomination - A MP mission for Arma 3
Domination - A MP mission for Arma 3
Hi having weird issue, cant host server normally, coz after like 8-9 hours i get in console:
Overflow
Overflow
Overflow
Overflow
Overflow
and so on...
Massive LAG, Server FPS 0
Mission unplayable...
After server restart it's ok.
I notice that it happens when in game sun starts to set.
Is it possible for the mission parameters to be driven by file-based properties?
As an admin I use "#missions" to select the mission and then set the many, many mission parameters. As an example, my "taste" in Domination requires perhaps 20+ changes to the default parameters. So many clicks! (Or arrow keys!) Also the desired mission parameters are lost if the mission is stopped for any reason (because only "#restart" will remember mission settings). For this reason, many admins choose to download the code here to make changes and create custom PBOs for each update.
If there was a way to read defaults from a properties file then server admins would be able to use the "vanilla" Domination release PBOs and leave a properties file with the desired server tweaks in mpmissions folder (or wherever seems best). There are many properties that would be more accessible for tweaks, specifically the properties defined in description.ext, initcommon.sqf and fn_changeskill.sqf. It would be great to just create a few overrides in a text file once and after that each Domination release is just drop-and-replace for the new PBO.
What do you think? I could try to implement this myself too. Happy to try if you don't mind cleaning up my mistakes. :)
Well, I noticed that when I disconnect, the currently shown ingame score gets added to the database score instead of the current difference of scores. This was working in 0.95 which was my last used version.
The issue happens everytime when I go back to the lobby, but the ingame shown score gets only updated after a complete mission restart.
So when I connect with 2000 points in the DB, lose 50 points and disconnect with 1950 points, the database gets a score of 3950 points. And adds an additional 1950 every time I go back to the lobby.
So we have
then {_scpl - (_t_ps # 5)}
//Edit: Apparently this works when going back to the lobby.
But in another instance this didn't work:
I loaded into the game on slot 1, got a few points, back to lobby (progress was saved correctly, yay), into slot 2, lost a few points, back to lobby, exit from server. Points got doubled on the DB.
Strange indeed.
Is there another instance where it modifies the score?
Ok, so part 2:
Sometimes the _unit is not d_alpha_1 for instance, but a NULL-object . I coulnd't find the root cause for this, but it sometimes happens if you switch slots and reconnect a lot.
In this case it just overwrites the first statement and still adds the totalscore to the database.
So, it doesn't work at all.
In tvt version (vanilla), opfor havent "red arsenal". Only blufor.
http://joxi.ru/82QLB8KcjZ0yom
game with ranks
The DB mission save fails when too many sidemissions or maintargets are present:
extDB3: SQL: Error MariaDBStatementException1: Data too long for column 'd_side_missions_random' at row 1
extDB3: SQL: Error MariaDBStatementException1: Input: missionInsert:d_dom_db_autosave:36:[19,18,16,14,15,13,9,6,3,0,1,24,27,28,29,33,30,25,26,31,32,23,22,20,21,12,11,8,7,5,2,4,10,17,34,35]:19:-1:[]:[]:[37,74,35,39,57,36,2,105,1,89,10,77,199,81,8,59,44,24,19,84,46,33,94,75,16,62,50,95,73,7,103,80,66,51,18,64,38,9,63,68,28,54,67,43,79,69,3,71,40,85,4,88,93,26,104,6,99,14,82,31,86,76,32,65,102,60,107,53,22,61,41,47,49,97,56,12,20,100,11,15,25,30,13,42,27,52,91,70,29,55,34,87,106,23,101,45,48,58,0,83,72,5,17,96,21,98,90,78]:1:[0,0,0,0,0,0,0]:[]:altis:altisd_dom_db_autosave:altisd_dom_db_autosave
I suggest switching from VARCHAR to LONGTEXT - worked for me at least.
Also the ingame chat message says "Mission progress saved" although nothing got saved at all in this case
hi, dear Xeno. Its 99.99% russian translation of xml. Only 5-6 lines are not translated, as I have never seen them in missions. but maybe someone will add them. Speech in them about any "codenames..."
https://drive.google.com/open?id=1Kt177Y6pnF0v8Fqi0lG3YhkMzZif1O5q
Thank you.
Artillery working-thx)
Baer or Bear?
http://joxi.ru/LmGn9RMieK001r
after respawn on base player stay on second floor in barracks building. sometimes its may to kill player by texture or smth more. need to change marker place
http://joxi.ru/vAWOzGnS1a007A
WHY add spectator in tt version for any players?? for best game??))) http://joxi.ru/a2Xnz0Xi1MYGpr
pls delete this and give only admins.
Bonus vehicles spawn on marker 0 (i dont remember mission.sqm name marker), not on base. All bonuses spawns on this marker. and opfor too. http://joxi.ru/BA0G5wohJ9D6E2
can I change the menu of the earplugs on the buttons? it is not very convenient to get them through your menu. for example, the button F1 or F2 or etc.
If i change sides i recive new scores, but old congratuletions). and waiting few minutes i recive all my scores from orther side http://joxi.ru/eAOWzydhxQX1QA.
and its NOT NORMAL, that player can change side. Maybe u can block it for 30 minutes for example? because on the server the people are switching over to the other side and watching where the mhq and so on and then go back. and catch everyone there is no time and desire. +And again your magic spectator for everyone)
and it would be nice to add to the mission of the ability to transfer scores from player to player ...
and add random start main targets after restart mission, becouse not interested to fight in the same cities, which start the same way. http://joxi.ru/a2Xnz0Xi1MGyNr first town in every versions(( tt or coop
and after respawn player have all loot again http://joxi.ru/VrwzEjdcObP86A . Its no good.
with hotkey Ctrl+O maybe load saved ammunition from virtual arsenal.
i'm added in file fn_arsenal_mod.sqf this section:
after #include "..\x_setup.sqf"
ADDED:
[missionNamespace, "arsenalOpened", {
disableSerialization;
params ["_display"];
_display displayAddEventHandler ["keydown", "_this select 3"];
{(_display displayCtrl _x) ctrlShow false} forEach [44151, 44150, 44146, 44147, 44148, 44149, 44346];
}] call BIS_fnc_addScriptedEventHandler;
this code disabled all buttons except Close button.
coop opfor rhs
does not work respawn if you change the number of lives in the settings. we put 5 and could not be reborn either on the base or on the kshm. The menu is active but there is no action. log errors http://joxi.ru/RmzoE6ZH07dPR2
try to default (-1) but too, cant respawn
Just tested this, if an HC is connected, no civilians are being spawned at all.
Just the dedicated without HC works fine.
I also have the feeling that something is off regarding the civilian unit count. I set
Civ enabled: true
Civ unit count: 2
Civ group count: 5
and there were at least 30 civilian units present in the MT. This doesn't sound right?
When using the option "sidemissions only", everytime an enemy gets killed or a building gets destroyed, the corresponding eventhandler scripts will throw errors because of an empty d_cur_tgt_pos variable:
Error in expression <f (!isNil "d_cur_tgt_pos" && {_building distance2D d_cur_tgt_pos < 800}) then {
>
Error position: <distance2D d_cur_tgt_pos < 800}) then {
>
Error 0 elements provided, 3 expected
File x_server\x_f\fn_buildingchanged.sqf [d_fnc_buildingchanged], line 36
Error in expression <ctParent _unit && {_score > 0 && {_unit distance2D d_cur_tgt_pos < d_mttarget_ra>
Error position: <distance2D d_cur_tgt_pos < d_mttarget_ra>
Error 0 elements provided, 3 expected
File x_server\x_f\fn_handlescore.sqf [d_fnc_handlescore], line 40
d_cur_tgt_pos currently only gets set in
we have a bug, when the flag base is down you can not take it!?
need to restart mission over and over again
Hi Xeno,
I run a small game with just my friends and I. Normally I use Zeus a ton just to give us a leg up during the missions with the minimal amount of people we have. We love using the carrier.
Only issue I am facing is Zeus does not interact with the flight deck of the carrier (snapping units, objects, etc). Makes it almost impossible to place a Wasp down on the deck. Not sure if this has something to do with how the carrier is placed in mission. Was wondering if this could be looked at and fixed up in a future update?
This is happening on current master.
Steps to reproduce:
{ drawIcon3D _x; } forEach d_pl_name_huddo> 21:16:27 Error position: <drawIcon3D _x; } forEach d_pl_name_huddo> 21:16:27 Error 0 elements provided, 4 expected 21:16:27 File client\fn_player_name_huddo.sqf [d_fnc_player_name_huddo]..., line 55
line 1743 **军事模拟联盟QQ群:422522513
line 1753 语音TS服务器:ts.msuoc.cn
I recommend to change that into:
line 1743 欢迎进入Domination任务 //welcom to domination server
line 1753 祝您游戏愉快 //I wish you a happy game
Hope to adopt.Thanks!
v3.98a
http://joxi.ru/82QLB8KcjZYJJm
23:02:38 "Domination ATTENTION!!!!!! A player connected as null object or with an empty UID"
23:02:38 ["_this",[d_alpha_2,true]]
23:02:38 "This means the player has not connected properly, resulting in a no unit message!!!!!"
23:02:38 "This may break scripts!!!!"
When this message appears the mission ends a few seconds later and the players are abruptly sent to the mission selection screen.
Is anyone else seeing this? It's occurring on master build.
Got this one after loading 3.991 with my DB from 3.95:
Error in expression <:updatePlayer:%1:%2:%3:%4:%5:%6:%7:%8", _infkills, _softveckills, _armorkills, _>
Error position: <_infkills, _softveckills, _armorkills, _>
Error Undefined variable in expression: _infkills
File x_server\x_f\fn_dbtoppasync.sqf [d_fnc_dbtoppasync], line 55
Strange enough, this file hasn't been touched since.
Also had this one:
Error position: <# 2, ((_dbresult # 1) # 0) # 3, ((_dbres>
Error Zero divisor
File mpmissions\__cur_mp.Tanoa\initPlayerServer.sqf, line 67
Reverting the relevant db playerscore code part of initPlayerServer.sqf to 3.95 fixed the errors and everythings still working. Also the first error doesn't occur every server start, the second one does.
I'll probably try to debug this in the next days.
So regarding that isledefense thing thats not working with an HC ony my server.
I placed a few debug markers in the files and it seems like the script never gets past this line:
Do I see this right - it exits the isledefense script if it finds a HC unit on the server? Doesn't this just disable isledefense when an HC is present or is there another script that handles only HC's? (couldn't find one).
Also it already got an HC // server check a few lines before that (d_fnc_checkSHC), so I'm not quite sure what this line does except disabling only on servers with an HC.
After thinking about that line again, it indeed should work. Instead it seems to exit on HC's as well or never gets that far on an HC.
(I opened this issue because I'm not yet proficient with HC spawned units and maybe I'm in the wrong here and am missing something)
// EDIT: I was wrong about the above.
But removing that line does re-enable defense units on my server. Clearly thats not an elegant solution, since AI is not offloaded, but was a hint in the right direction.
My observations so far:
a small request for design. Can you move the positions in the screenshot slightly so that the text does not merge? Because:
Artillery is always off-target in Takistan. CAS and artillery is always off-target in Takistan and Sarahani.
Those maps are two examples but there are probably more. CAS and artillery splash is usually off by several hundred meters.
Report from Auge103:
I also have the feeling that something is off regarding the civilian unit count. I set
Civ enabled: true
Civ unit count: 2
Civ group count: 5
and there were at least 30 civilian units present in the MT. This doesn't sound right?
Hi Xeno, is there a way to modify your code so I can do uinit ID comparison instead of database for the admin slot in MP? I know I'm a noob but can't seem to find how to occupy the admin slot.
Any help is welcome!
Features: acemod/ACE3#5734
Stats: acemod/ACE3#6110
https://ace3mod.com/wiki/feature/arsenal.html
https://ace3mod.com/wiki/framework/arsenal-framework.html
Full arsenal is easy to implement
[player, player, true] call ace_arsenal_fnc_openBox
The limited arsenal variant is slightly different. ACE Arsenal takes array of all Classnames without categorization. I think BI arsenal does things differently in that regard.
If ACE Arsenal is used then
Players attempting to capture a tower can see a progress bar but it does not fill.
Steps to reproduce:
This prevents the main target from ever being "beaten" and turned to a green circle.
If i destroy my heli (lift 1) i recive +3 score. I can farm))
http://joxi.ru/n2YXgExCo4kPWm
http://joxi.ru/YmE3zZMF0eGOlA
Is it possible to add a parameter for the Titan cooldown? As I understand it, changing the current cooldown requires code changes or modifying the database.
I am seeing infantry that crawl around for their entire lifespan. It looks as though they are spawned with behavior mode in STEALTH instead of AUTO.
coop rhs altis rank:
http://joxi.ru/5mdBgRqCkYObQA
1.side mission with convoy start from base need change start position marker some meters.
2. AI patrol near base are vanilla, not rhs blufor http://joxi.ru/EA44Lwoiwn63KA
3. have any time to recive heli to base? we waiting heli 2 two hours and it not respawn http://joxi.ru/GrqGjqphQwEZV2
Farps:
need container down http://joxi.ru/KAxJBQLHMpElDm
and in flag-menu write "qudrobike", but respawn gaz tigr
haven't next items in arsenal in all ranks:
1 radioitem http://joxi.ru/bmoJENgH3M6D7r
2 binoculars at least http://joxi.ru/D2Pdz7LcqdM0R2
3. mine-detector, toolkit http://joxi.ru/xAeBg3MCRYW97r
I have maximum rank but dont know where i can take radio http://joxi.ru/krDRzKMHK01p32 )) and others items.
mods: only cba & rhs
Downloaded last Release and getting this ["Dom Database result loading:","[0,""Database Config Error""]"]
Can't make connection to DB, am using mysql on linux Centos 7 and tried MariaDB on Win 7, no success..
[Main]
Version = 1
Randomize Config File = false
;; Randomizes Config File after loading.
;; Recommend to turn on, if you have enabled filepatching on arma.
Allow Reset = false
;; Allows 9:RESET, usefull for development work
Thread = 0;
;; Option to force number of worker threads for extDB3.
;; Min = 2, Max = 6
[Log]
Flush = true;
;; Flush logfile after each update.
;; Option really only usefull if running DEBUG BUILD
[Database]
IP = 90.190.177.29 tied local ip like 192.168.1.220 nothing same eeror
Port = 7777
Username = arma3
Password = mypassword
Database = domination
DEAR XENO! i download last u version again and:
- without ranks (tt) artillery working now), BUT:
- WITH RANKS -NOT WORKING! WHY? becouse see message http://joxi.ru/E2ppEJqT9bVgy2
http://joxi.ru/D2Pdz7Lcpl1O92
(i have 66666 scores and art.observer slot)
i think its script error or database config? On other servers some people fix it and say me, that u have some error in database. pls check again.
I cant open this dialog http://joxi.ru/eAOWzydhxQE3xA .Only in without ranks version.
https://drive.google.com/open?id=1uA06fvh_-4BgG0gFsPt0YHV1ro13k-Um
Hi Xeno! pls add to next update some fixes of rus transl +new transl. Thx
Issue:
When selecting a spawn point in the teleport or respawn GUI, the selected position in the list is not the same as on the map, nor does it spawn the player at the selected position.
This apparently happens when using more than 2 MHQ's, but I'm quite unsure with that.
Trace example:
(variable names only valid for this example, those are not from the original mission)
BASE, Mhq1, Mhq2, Mhq3, CARRIER, Farp1, Farp2, Farp3
in that particular order, from top to bottom.d_additional_respawn_points
have this issue, we are only looking at their corresponding classnames (array has those names in exactly this order, exluding additional info like positions for better readibility):d_add_farp_d_flag_bb
->CARRIER
d_add_farp_d_flag_bb_2
->Farp1
d_add_farp_d_flag_bb_1
->Farp2
d_add_farp_d_flag_bb_3
->Farp3
UI workflow:
fn_teleportdialoginit.sqf
gets called, each marker gets correctly drawn.fn_update_telerespsel.sqf
is at_data: "D_BASE_D"
, _sel: "7"
,_uidx: "0"
, d_beam_target: "D_BASE_D"
which are all correct so far.fn_update_telerespsel.sqf
is correct again:_data: "d_add_farp_d_flag_bb_3"
, _sel: "0"
,_uidx: "-1"
, d_beam_target: "d_add_farp_d_flag_bb_3"
fn_beam_tele.sqf
, where the issue is visible:_uidx
value:_uidx
comes from d_add_resp_points_uni
, not d_additional_respawn_points
.d_add_farp_d_flag_bb_3"",""d_add_farp_d_flag_bb"",""d_add_farp_d_flag_bb_1"",""d_add_farp_d_flag_bb_2"",""d_add_farp_d_flag_bb"",""d_add_farp_d_flag_bb_2"",""d_add_farp_d_flag_bb_1"",""d_add_farp_d_flag_bb_3
Since we get a _uidx
value of 0 in this example (d_add_farp_d_flag_bb_3
is the first entry), but the following code uses the _uidx
for selection in another array,
d_add_farp_d_flag_bb ≠ d_add_farp_d_flag_bb_3
A pretty similar codebase can also be found in fn_buttonclickrespawn.sqf
, although I didn't found a use for this codefile yet.
I didn't try to solve this issue so far, since I'm a bit time limited.
Not sure if this is related to Domination... some players are reporting their saved arsenal loadouts are grayed out/disabled. Some players are consistently affected, others are not.
Got this error after using admin spectate on Altis:
14:18:38 Error in expression <e {true} do {
if (rain isEqualTo 0 && {!d_rscspect_on && {!(player getVariable ">
14:18:38 Error position: <d_rscspect_on && {!(player getVariable ">
14:18:38 Error Undefined variable in expression: d_rscspect_on
14:18:38 File scripts\fn_sandstorm.sqf [d_fnc_sandstorm], line 33
Tested in Eden editor SP & MP - 3.95 - default settings.
Just load the mission (Altis), enter admin spectate, exit admin spectate. Thats it.
It seems that this var gets set to false in init, then to true in
When this error occurs, the arma rpt file gets seriously spammed with this error - it had about 120.000 lines in it (and roughly 7mb filesize) after about a minute or two.
Players report spawning over water and dying/washing up on shore. This consistently affects some players while others are not affected at all. This only occurs on the first "life" of the mission, subsequently the players can spawn correctly.
Cluster artillery is always off by 100-200m. Other artillery types are fine. Or am I going crazy?
Steps to reproduce:
*mission parameters -> place the first tower near the center of town -> true
*start mission
*observe on map, tower #1 is not marked but does exist (should be near gold marker for main target)
*attempt to capture the tower, observe the "capture tower" message appears but never progresses
The checkbox for "Auto viewdistance change at maintarget" does not "remember" its state.
Steps to reproduce:
When ordering a taxi for the red side on altis, I am faced not the first time with the problem of incorrectly building the path to the base. Instead, the brave Mi8 flies to the place of an aircraft carrier, which is not on the map, because we are playing for the Reds. How to solve this problem?
Got the following error after restarting v3.91 on my DS with DB connection:
23:15:03 Error in expression <c setDir _dir;
_vec setVehiclePosition [_endpos, [], 0, "NONE"];
_vec addMPEven>
23:15:03 Error position: <_endpos, [], 0, "NONE"];
_vec addMPEven>
23:15:03 Error Undefined variable in expression: _endpos
23:15:03 File x_server\x_f\fn_db_loadsavegame_server.sqf [d_fnc_db_loadsavegame_server], line 88
It seems that one of the vehicles (jet) respawned at the d_bonus_create_pos but got not moved away. No further errors in my log.
I should mention that this happened on an edited mission.sqm, I had not the time to test this with a vanilla one so far. I'll update this after further testing.
// Edit: May be due to the new DB params, I'm still running the 3.90 DB since it's not on Git.
Issue:
When using ACE, sidemissions sometimes fail if the target is killed by ACE logic (i.e. ACE medical system).
When the target gets killed, the killer of
_this addEventhandler ["killed", {_this call d_fnc_KilledSMTargetNormal}];
< File: fn_addkillednormal.sqf ,last line >
is sometimes set to [<NULL-object>]
instead of [d_alpha_1]
.
Reproduction:
Load only sidemission "1" (kill officer) and try to kill him with ace enabled (medical system set to players and ai). Headshots & explosives tend to finish the sidemission, "normal shots" tend to fail it.
//Edit: This seems related: acemod/ACE3#3790
Since its kind of a new var, I'm unsure on how to debug this one.
So here's the error, it happened right when it spawned a UAV as bonusvec while testing.
(Maybe related to the UAV crews getting deleted bug? Since that one popped up after introduction of this new function)
2:53:36 Error in expression <]; }; }; _vec allowCrewInImmobile true; d_do_not_delete }; if (_vec isKindOf > 2:53:36 Error position: <d_do_not_delete }; if (_vec isKindOf > 2:53:36 Error Undefined variable in expression: d_do_not_delete 2:53:36 File x_server\x_f\fn_getbonus.sqf [d_fnc_getbonus], line 113
First of all, I'll soon push a fix for the first two issues mentioned here. Testing done without mods.
We'll begin with the three simple ones:
fn_handlescore.sqf gets triggered additional times per kill after each respawn in a hosted environment for the host itself. This can be abused to farm infinite points.
This is due to this line not having an isServer check - since the host itself never loses the initial eventhandler added in initPlayerServer.sqf. (Only remote units lose it after respawn)
Landing with a parachute can cause an airVec teamkill awarded (score only). This can be mitigated in handleScore.sqf.
(Didnt push because I was not sure if bug or feature): The bonus score in range of MT patrols is set as addscore (score * 2) - since we already get one point from the kill itself, this adds two additional points. Is it intended to get thrice the points per kill in MT? Else it should be addScore ((_score * 2) - _score)
(Gets worse if airkill - awards 15 points)
4. The main one and actually hard to debug:
On a dedicated server with a connected HC, the handleScore
eventhandler which triggers fn_handlescore.sqf is somehow not reliable. The EH fires on most infantry against infantry kills, but when the player is inside a vehicle, suddenly a lot of kills, especially against other vecs, don't trigger the EH - despite Arma itself awarding points to the player.
I did test this quite a bit and it only occurs with a connected HC on dedicated (Didn't test hosted with HC).
Reproduction steps:
add [format ["|-> HS EH triggered on unit: %1 <-|",(_this # 0)]] remoteExecCall ["systemchat", 0];
below params in handlescore.sqf, then load the mission on hosted or dedicated without HC first. Enabling the debug console for dedicated in the desciption helps here.
Spawn yourself any combat vehicle like _test = "B_Plane_CAS_01_dynamicLoadout_F" createVehicle position d_artop_1;
. Also allowDamage false
for yourself helps.
Start killing enemy vehicles. For every single kill one message should pop up in systemchat, also a score should be awarded on the scoreboard. This works fine so far.
Repeat this as foot soldier in the main target or anywhere where you can shoot at AI's. Watch for message & scoreboard
Now test this on a dedicated server with a connected HC unit. Repeat the whole test. You won't get any messages for most of the kills from a vehicle, but then again, most of the kills done as foot soldier will spawn a message. BUT: You will get a score on the scoreboard for each and every kill.
This is completely against what the EH should do.
I'm personally out of ideas and not quite sure if the "handleScore" EH is broken somehow.
3.99 TT version (ranked ver)
http://joxi.ru/52aBgKlC4Bgv0A
Opfor comander cant open menu art.strike too
http://joxi.ru/bmoJENgHxk7Exr
There are Blufor jets on Malden. Is that intentional?
A player reported low client FPS on 4.20 (latest version from this afternoon). Version 4.17 did not have that problem.
Let me know if I can add more information. We can try to capture logs if it will help.
tell me how to reduce the number of bots on the main missions
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