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People would "just know" which settings, and BE config files to use with each release.
Arma 2 takistan life revolution jggaming code#
This could be solved by moving the actual mission source code one level down, and having this kind of structure:Īfter all, the settings, and BattlEye config files are intricately connected to the mission code itself, so this would be a nicer fit. The only reason I'd see for the external repository is for keeping track of wasteland settings, and the BattlEye configuration files. Out out of the box, github gives a nice "Releases" tab, which allows for integration between the release files, and the source code (connecting, commits, and tags to specific set of files). There is an entirely different repository for holding release files, but there is no clear connection between the release files, and git commits. What's the logic here? Would be nice to have tags in git for versions. I am assuming that "Development_main" is the equivalent of the "master" branch for A3Wasteland. On most git projects, there would be a "master" branch which is kept clean most of the time. I'd recommend you first setup the vanilla mission using profileNamespace, then move on to the more advanced persistence solutions.ĪgentRev, can you shed some light on the strategy for these. If you've never setup a server before, this information is probably not very useful to you. Non-official fork that I maintain using Node.js (and your choice of database) for persistence Released PBOs: you have to build the PBO yourself from the sourceģ. The yet-to-be-official fork using extDB (and MySQL) for persistence The official mission, using iniDB for persistenceĢ. anyone using iniDB on a managed server?)įor unmanaged servers, you got a few choices:ġ. I am guessing you do want to have objects, and vehicles persisted in your mission across restarts.įor managed servers, I think your only choice is to use profileNamespace for saving ( need clarification on this.
Arma 2 takistan life revolution jggaming full#
Unmanaged means that the hosting provider gives you full access to the operating system of the box (or VM) Managed means that the hosting provider manages the server for you, and all you get is usually a control panel kind of access, and FTP. If there are any web developers (JavaScript + HTML5 + CSS), or web designers interested in contributing to the development of the Trading, and scoreboard work let me know.ĭid you rent a managed, or unmanaged server? Save the full scoreboard in the database, and create a CouchApp to show it in a nice web interface. Create a CouchApp to give players a nice web interface to view each other's stats, and trade items, and gearģ. Support for cross-sever shared player statsĢ. since all the stuff is going to be saved anyways right before a server restart.ġ. There is a script for communicating with the server to hint it that a restart is coming and force it so save all the vehicles, players, and objects at that moment.īecause of the "server-restart-hint" script, you can afford to have really longer save intervals (like every 10 minutes). There is a script for migrating your full iniDB database into the new system (takes less than a minute) I also made a couple of scripts, (plan to add more) to support admins who want to use this. this means no more money duping by timing the save system.
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It does not matter if you alt-f4, or kill the Arma process, your player information is still saved. Save interval for objects, and vehicles is configurable
Vehicles are saved in bulk, 100 vehicles with each save callĤ. Objects are saved in bulk, 100 objects with each save callģ. Player information is saved when the player disconnectsĢ. The vehicles, and object information are in "A3W_Objects", and "A3W_Vehicles" respectively.ġ. Got a server up running Wasteland with CouchDBĮach player information is a document "A3W_" similar to iniDB