Happened to me this morning. Logged in, saw server was night. Swapped to another server - logged in on the beach.
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May 10 2016
^ This. DO NOT DOWNLOAD THIS FILE! DO NOT RUN IT.
Any problems playing ArmA2 DayZMod?
Right when you join a server a lot of information about what's going on ingame is synced with the game client. It's possible your router/internet connection can't handle this.
Have you tried finding a well/pond and just drinking until you get the message that says you're "full"?
What our russian friend is writing is that if you delete these files you can just join the servers anyways, and play as if you had wallhack on. (All the trees, bushes etc will be gone...) This is because these particular models/pbos are referenced only in the map file, and the pbo's have no config with a cfgPatches, so they cannot be made a "required file".
This is because currently loot is only spawned on server startup. I'm unsure of how the loot generation function actually works tho, and I know spawning too much loot can actually make the server run out of object references, which has hilarious effects like players spawning invisible etc.
You also need to check there are no players near where you are spawning/recycling loot and it's all made a lot harder by the fact that large buildings like the apartment buildings in cherno obviously might need to be recycled more often than say, military barracks.
Military spawns has a very high number of points where loot can spawn compared to most other buildings, and they're also pretty clustered. But yeah, if you hit Balota with nobody else there to split the loot you're gonna get very nicely geared fast.
There is no loot frequency, loot spawns at server startup - PERIOD.
The stuff you left behind will be picked up by other players, and after 30 minutes nobody will find anything at the airfield. It's a bit silly tbh... should be spawned slowly over time.
Confirmed.
Relogging is not needed, the item will appear after a while (though it sometimes can take a VERY long time). It's because the scheduler on the server is overloaded, you can see similar issues in ArmA2 as well when too much is going on.
Rossums, perhaps these players should leave their steam ID or whatever unique identifier is used in the database to track character owners?
We've seen people intentionally abusing this on our servers. Hard to fix due to how ArmA is designed, the player pulling his cable basically becomes immortal since he does not receive information that he is supposed to take damage.
I don't think this is actually such a huge problem, if you're fully fed and filled up with water until you're almost gonna puke you can run around for a long time without needing a drink or finding any food.
However when you're a fresh spawn, your hunger/thirst is already low - something that should be mentioned, especially to new players. Really I don't think it's too bad, it's just different from the mod where eating once would solve all your problems.
Nobody should ever get banned for combat logging or server hopping for loot farming on the public hive.
That's a horrible solution to a simple problem.
@Kaotix - that would still allow for ghosting. What if hostiles have you blocked inside a building? Just log out, log back in and you'll randomly get placed outside the building? Would put that player in a perfect ambush position.
A combat logging timer does not protect against ghosting.
10 seconds is not enough, we use 30 seconds and still have players who dodge using that. 10 seconds in urban warfare is not long, it's quite easy to find a place to hide in that amount of time, especially since the guys chasing you will have to check and make sure you're not going to ambush them
Headless clients would help, but it would be so hardware inefficient.
Really need more working zombies on the map tho. 700 is not enough for them to be a threat.
Perhaps locked onto a target that does not exist anymore, or their "brain" crashed. I've never had a zombie not react to my presence, but for me it's mostly been their slow reactions to my presence.
You notice this a lot in ArmA2 as well on high population servers. The delay caused by the scheduler overload keeps on growing over time, since it never has enough free CPU power to catch up. (Not enough server FPS)
For ArmA2 we "solved" this by overclocking all the servers to 5.4GHz and running on RAMDisk to minimize any possible disk read time.
From looking at the DayZ server CPU usage, it seems to weigh in at 125%-150% , similar to ArmA2 so technically you shouldn't run more than 3 gameservers full-population instances on a quadcore. Hyperthreading makes the whole thing much worse, since RV is such a single-threaded engine, and you get fucking thread thrashing and windows putting two "main" (the thread that uses 100% cpu) on the same core, before realising that's a dumb idea and moving it over to another core.
An easy way to make this problem less of an issue would be to instruct game hosting companies to make 50% of their instances on each dedicated server running inverted day/night. The nighttime servers usually never gets full, so it would make things a little bit better at least.
Happened to me this morning. Logged in, saw server was night. Swapped to another server - logged in on the beach.
Probably related to how zig-zagging zombie problem was solved by disabling their object collision awareness?