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Messages - RobJones

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1
Armed Assault 2 / Re: ARMA 2: OA Vehicle classes?
« on: June 14, 2012, 06:56:13 am »


Not on that list but in the older car set:
UH1H_DZ
UAZ_TK_Unarmed_CIV_EP1
SkodaRed
Lada1
Lada1_TK_CIV_EP1
Fishing_Boat
hilux_civil_3_open_EP1

I'm not sure if there's an substantive difference between the regular variants and the EP1 ones.

2
Armed Assault 2 / Re: Vehicles,players map mark
« on: June 14, 2012, 03:25:23 am »
Does someone have a list of what servers have vehicles enabled on them?

Never seen a list of vehicle enabled servers only , Maybe try making a list yourself , Im sure people would add to it if they find any you missed.





This is a while back, but every server has vehicles on it now. They went into the database and copy/pasted the same set of vehicle locations and just changed the server instance. Here's the current list of vehicles (note: the oldest 120 servers additionally have the older set that includes the UH1H).


3
Armed Assault 2 / Re: Class for DayZ items?
« on: June 14, 2012, 03:18:48 am »
None of them work. I'm putting them in as weapons, though. Do you think I should add them as magazines?

Yes.

4
Armed Assault 2 / Re: Vehicle Damage
« on: June 14, 2012, 01:32:18 am »
No, it's because they made it so that while the server is talking the database the entire game freeze's. Then it has to catch up when it gets back, causing fuckery. If you repeatedly set the damage of a vehicle +0.1 and then -0.1 you should lag a server pritty hard without any effort.

Their database is actually a ~200 meg file that is continually appended whenever somebody adds something. Additionally, characters aren't stored by actual player ID but by an internal character designation; which, again, has its own table translating Arma player ID to character ID. So whenever you enter or disconnect from a server (or die), you get your info added again.

Yep. Great database architecture there.

Side note, unlike the older vehicle spawn list which had about 10 different possible sets to use, they were horrendously lazy and set all newer vehicles to spawn in the same location. On every server.

5
Armed Assault 2 / Re: Vehicle Damage
« on: June 14, 2012, 01:19:08 am »
If you can't get it working, I just use this simple script for easy repair/refuel:

(vehicle player) setFuel 1;
(vehicle player) setDamage 0;

Just spam it whenever your vehicle gets damaged.

Or, if you want to be a real boss

Code: [Select]
thegame = true;
while {thegame} do
{
(vehicle player) setFuel 1;
(vehicle player) setDamage 0;
sleep 0.1;
};

Protip dayz players
Don't do (vehicle player) addEventHandler ["handleDamage", { false }];
Don't do player addEventHandler ["handleDamage", { false }]; either.
 

or even 'bosser'

while {true} do
{
(vehicle player) setFuel 1;
(vehicle player) setDamage 0;
sleep 0.01;
};

According to Rocket (in his moronic wisdom), vehicle damage reporting to the master server takes priority over everything else. So you might end up breaking everybody else's reporting if you spam that command.

Quote
Performance and Optimization

- Reduction/elimination of the new server lag. This is caused by the ArmA2 server expecting immediate response from the central server. Vehicles are the main cause of this, as whenever they are damaged everything stops while the server ensures this is recorded in the database.

6
Armed Assault 2 / Re: Dayz 1.7 Duping method with 2 people
« on: June 14, 2012, 12:34:56 am »
There's actually a duping method that requires only 1 person.

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