Losing connection when hosting custom missions, how to fix it?

so… i’m running into troubles, if i try to start my own custom made mission, put a password, select the team, and start it, as soon i select a squad, wait for the spawn time the game automatically kicks me out saying that the connection is lost. but i can hear fighting happening in the background too. in other instances, i cannot spawn but the AI can spawn without issues.

even if i switch server region.
yet, this doesn’t happen with other modders missions. nor if i run in solo my own mission.

does anyone knows else have this issue to? or had it? how i can fix it?

this is the link to the draft

https://sandbox.enlisted.net/post/5aG9OKi5LiuCMXTB/manifest/1/

1 Like

@Helper

anyone aware if there are sort of limitations or something?

like, i know customs are bugged for other reasons, but… i don’t even know what to do or try. nor if this is actually new, or is known… or anything really.

1 Like

Your problem is something new… I don’t have any ideas why it happened, but probably:

  1. Custom profile (I think it happened because of it).
  2. Some entities can cause some problems in multiplayer game.
  3. Too many information to load.

About 1.

I did some tests and checks. I delayed spawn time by changing squads… And your map didn’t crash. It crashes only when I spawn. So it looks like that problem may be because of custom profile? Or maybe it happened because bots profile?

Not sure, but maybe it also can happened because that Axis team don’t have squads?

About 2:

If I remember correctly… There can be some entities that may cause disconnect for everyone. Try to find them and remove. After that check changes in game. I probably checked your very old version, but it worked before. Also it was without profile.

Try to check what new you added since this old version. If you find these entities then please tell me about them.

It may happens because multiplayer kinda works differently then singleplayer.

Kinda hard to tell… I know only that 2. and big file size (3.) can cause problems. But don’t know all details.

As I know there also problem that appears if you have big mod&map then it will be problematic to join first time (you will need to do reconnect). Probably it affect only for admin, but I’m not sure. But it don’t kick/disconnect you. Just it doesn’t let you deploy squad until reconnect.

2 Likes

First of all, this is some really cool map right there! I wish the sandbox portal had more of these…

How does this LOCKED BY BOT work?

the game automatically kicks me out saying that the connection is lost.

I could play with one squad. When i respawned i got kicked out which is very strange.

So in theory, VROMFS.BIN max size is 50Mb but the server can barely handle a scene.blk size over 2 mbs. It slows down and starts lagging. That 50Mb i think is reserved for:

  • Navmesh
  • Loadingscreens
  • Other blks?
  • Custom profiles

This also has a lot of custom stuff. I think the server gets overloaded at some point, maybe it shuts itself down below a certain tickrate?. Congratulations, noone has done that before!

If you wouldn’t mind, send me a DM with the raw files…maybe i can give you something in return?

3 Likes

It locks bot team slot. Just a bot player entity without anything. It worked before fine.
Code:

entity{
  _template:t="enlisted_bot_player+suicide_penalty"
  squads__squadsCanSpawn:b=no
  name:t="LOCKED BOT SLOT"
  canBeLocal:b=no
  team:i=1
}
2 Likes

after many attempts, i found out several problems with the profiles.

which i only found out by trying it in multiplayer rather than local ( still beyond my understanding that it works in singleplayer, but not in multiplayer )

apparently my carriable ammo box was in the wrong slot ( needed to be on secondary rather than inside the inventory )

and i found out after testing each soldier, my anti tank squad had an issue.
with the anti tank man.

more precisely, this soldier

which it only had 4 ammo slots instead of 5

          {
            "appearance__rndSeed": 13905,
            "availPerks": 1,
            "bodyScale": {
              "height": 1.016547799110413,
              "width": 1.079841256141663
            },
            "callname": "",
            "exp": 1243,
            "gametemplate": "usa_base_soldier",
            "guid": "usa_base_soldier_anti_tank_16",
            "heroTpl": "",
            "id": 16,
            "isPremium": false,
            "level": 4,
            "maxLevel": 5,
            "name": "Charles",
            "perkPoints": {
              "speed": 16,
              "vitality": 16,
              "weapon": 16
            },
            "sClass": "anti_tank",
            "sKind": "anti_tank",
            "surname": "Green",
            "tier": 3,
            "weaponPreset": "",
            "equipment": {
              "gloves": {
                "gametemplate": "attachable_wear_gloves_01_ger_winter_item",
                "slot": "gloves"
              },
              "skined_helmet": {
                "gametemplate": "attachable_wear_usa_m1_helmet_winter_white_item",
                "slot": "skined_helmet"
              },
              "belt_1": {
                "gametemplate": "attachable_wear_us_m23_cartridge_belt_jacket_m41_item",
                "slot": "belt_1"
              },
              "pants": {
                "gametemplate": "attachable_wear_pants_m43_tankers_jacket_item",
                "slot": "pants"
              },
              "face": {
                "gametemplate": "attachable_wear_head_male_40_ger_item",
                "slot": "face"
              },
              "side_belt_l": {
                "gametemplate": "attachable_wear_m43_entrenching_tool_m43_jacket_item",
                "slot": "side_belt_l"
              },
              "backpack": {
                "gametemplate": "attachable_wear_backpack_m_36_02_us_summer_item",
                "slot": "backpack"
              },
              "side_belt_r": {
                "gametemplate": "attachable_wear_us_m1916_holster_m43_jacket_item",
                "slot": "side_belt_r"
              },
              "tunic": {
                "gametemplate": "attachable_wear_tunic_10_ussr_winter_item",
                "slot": "tunic"
              },
              "flask_r": {
                "gametemplate": "attachable_wear_flask_m36_belt_m43_jacket_item",
                "slot": "flask_r"
              }
            },
            "human_weap__weapTemplates": {
              "secondary": "m1a1_bazooka_gun",
              "tertiary": "m1911_colt_gun",
              "melee": "knife_weapon",
              "grenade": "grenade_thrower",
              "primary": "m1_garand_gun"
            },
            "human_weap__weapInfo": [
              {
                "gunSlots": {},
                "reserveAmmoTemplate": "m1_garand_magazine",
                "numReserveAmmo": 7
              },
              {
                "gunSlots": {},
                "reserveAmmoTemplate": "m1911_colt_magazine",
                "numReserveAmmo": 3
              },
              {
                "gunSlots": {},
                "reserveAmmoTemplate": "",
                "numReserveAmmo": 0
              },
              {
                "gunSlots": {},
                "numReserveAmmo": 0,
                "reserveAmmoTemplate": ""
              }
            ],
            "inventory": [
              {
                "gametemplate": "mk2_grenade_item"
              },
              {
                "gametemplate": "neiman_mine_item"
              },
              {
                "gametemplate": "neiman_mine_item"
              },
              {
                "gametemplate": "neiman_mine_item"
              },
              {
                "gametemplate": "neiman_mine_item"
              },
              {
                "gametemplate": "neiman_mine_item"
              },
              {
                "gametemplate": "neiman_mine_item"
              },
              {
                "gametemplate": "usa_binoculars_item"
              }
            ]
          },

another error that i noticed, and don’t know how to fix either, all my soldier have a pistol, but for some reason, despite me giving them ammo, once in the game, they have 0 ammo for sidearms.

do you know if the ammo for sidearms require to be in a specific slot/order?.

cheers :slight_smile:

ain’t no resort of yours ( which by the way, so effig impressive ) though…

a bit tricky to explain but,

by doing that, it prevents bots to join team 2, which team 2 is empty.
which it’s sort of a safe to prevent players from joining team 2 through custom and ruin the pve for players in team one.

and, if i dont lock the various slots of team 2, bots would join said team and leave team 3 ( the actual team of bots where they will perform the counter attack ) without bots. which it ruins the atmosphere.

all of this hassle because devs failed to provide basic custom fuctions such as locking slots for team.

so i had to remove spawns for team 2. and lock it’s access for the bots, so that they wouldn’t have none in team 3 for the counter attack.

i believe it’s because of the profiler.

which for some reason, a soldier had 4 slots instead of 5.

but, i gotta test more tests.

and see if that was my actual problem.

funny, i was about to reach for a collaboration too :joy:

but first i wanted to actually make it work and sort of prove some of the work.

anyway, i’ll have to find a way to fix the ammo from sidearms not working, find out why my grenade launchers do not work, ( mostly because i’m still unsure where my custom made rifle grenade should go. like in which slot ) and i should be pretty much be done with it. ( actually, i still miss an arcade version, an experimental version with “”“ai tanks”“”, and lone fighter mode version )

2 Likes

also, how were the fps for you guys?

kinda terrible for me until defenders from the first point started dying.

i worry some consoles will blow up because of it lol.

but yeah, enlisted is not optimized to have more 300+ soldiers active at a time.

like, the generated soldiers inside the editor are so resourche hungry that it’s a nightmare to make pve.
( although, it still is a custom made map so… that could also be why )

Looking to one of profile… Yes. It should be on third body in human_weap__weapInfo.

                  "human_weap__weapInfo" : [
                     {
                        "gunSlots" : {},
                        "numReserveAmmo" : 4,
                        "reserveAmmoTemplate" : "m3_submachine_gun_magazine"
                     },
                     {
                        "gunSlots" : {},
                        "numReserveAmmo" : 0,
                        "reserveAmmoTemplate" : ""
                     },
                     {
                        "gunSlots" : {},
                        "numReserveAmmo" : 8,
                        "reserveAmmoTemplate" : "colt_new_service_m1909_magazine"
                     },
                     {
                        "gunSlots" : {},
                        "numReserveAmmo" : 0,
                        "reserveAmmoTemplate" : ""
                     },
                     {
                        "gunSlots" : {},
                        "numReserveAmmo" : 0,
                        "reserveAmmoTemplate" : ""
                     }
                  ],

Make sure that your weapon have mod.

                  "human_weap__weapInfo" : [
                     {
                        "gunSlots" : {
                           "grenade_launcher" : "m8_grenade_launcher_item"
                        },
                        "numReserveAmmo" : 5,
                        "reserveAmmoTemplate" : "m1_carbine_magazine"
                     },

Then find inventory and add items there:

                  "inventory" : [
                     {
                        "gametemplate" : "medkit_item"
                     },
                     {
                        "gametemplate" : "explosion_pack_item"
                     },
                     {
                        "gametemplate" : "m2_rifle_grenade_item"
                     },
                     {
                        "gametemplate" : "m2_rifle_grenade_item"
                     },
                     {
                        "gametemplate" : "m2_rifle_grenade_item"
                     }
                  ],

All this information you can find in game profiles. Soldiers with grenade launchers are in sea_predator.json.

Well… In old version if feels playable and fine? I’m not sure. I’ll recheck it later.

1 Like

funny. i just tested, and no. it wasn’t the lack of a 5th slot.

but for some reason, my anti tank guy makes the whole profile be broken.

yep.

that would explain it :upside_down_face:

they are all in the second slot…

mh… i see

just like the anti tank guy that i made

that’s the thing though, i made sure through entities that the weapons already have scopes and grenade launchers. ( so i didn’t had to put them over the profiles, but be already present )

which it works, but i don’t understand why it doesn’t work for the m1c garand ( scope ) and the m1 garand launcher:

like, all of them works, except the sniper m1c with both scopes that can be find inside " ww2.guns.blkk

sniper entities code

m1c_garand_gun{
  _override:b=yes
  gun_deviation__extraDeviationTau:r=0.25
  gun_deviation__maxDeviation:r=15.0
  gun_spread__maxDeltaAngle:r=0.03
  gun__shotFreq:r=7.333
  "gun_mods__slots:object"{

    "scope:object"{
      scope_m82:t="scope_m82"
    }
  }

  "customProps:object"{
    "gunMods:object"{
      scope:t="scope_m82"
    }
  }
}

m1c_garand_gun_item{
  _override:b=yes

  "gun_mods__slots:object"{

    "scope:object"{
      scope:t="scope_m82"
    }
  }
}

sniper_gewehr_41_gun{
  _override:b=yes

  "gun_mods__slots:object"{

    "scope:object"{
      scope_zf_41:t="scope_zf_41"
    }
  }

  "customProps:object"{
    "gunMods:object"{
      scope:t="scope_zf_41"
    }
  }

  "gun_mods__slots:object"{

    "scope:object"{
      scope_zf_41:t="scope_zf_41"
    }
  }
}

sniper_gewehr_41_gun_item{
  _override:b=yes

  "gun_mods__slots:object"{

    "scope:object"{
      scope:t="scope_zf_41"
    }
  }
}

sniper_gewehr_43_gun{
  _override:b=yes

  "gun_mods__slots:object"{

    "scope:object"{
      scope_zf4:t="scope_zf4"
    }
  }

  "customProps:object"{
    "gunMods:object"{
      scope:t="scope_zf4"
    }
  }

  "gun_mods__slots:object"{

    "scope:object"{
      scope_zf4:t="scope_zf4"
    }
  }
}

sniper_gewehr_43_gun_item{
  _override:b=yes

  "gun_mods__slots:object"{

    "scope:object"{
      scope:t="scope_zf4"
    }
  }
}

kar98k_with_scope_mount_gun{
  _override:b=yes

  "gun_mods__slots:object"{

    "scope:object"{
      scope_zf39:t="scope_zf39"
    }
  }

  "customProps:object"{
    "gunMods:object"{
      scope:t="scope_zf39"
    }
  }

  "gun_mods__slots:object"{

    "scope:object"{
      scope_zf39:t="scope_zf39"
    }
  }
}

kar98k_with_scope_mount_gun_item{
  _override:b=yes

  "gun_mods__slots:object"{

    "scope:object"{
      scope:t="scope_zf39"
    }
  }
}
grenade launcher code

// weapons


m1_garand_with_grenade_launcher_gun_item{
  _use:t="main_weap_slots"
  _use:t="ironsights_open_semiauto"
  animchar__res:t="m1_garand_grenade_launcher_m7_char"
  gun__blk:t="content/enlisted/gamedata/weapons/m1_garand_grenade_launcher_m7.blk"
  item__template:t="m1_garand_with_grenade_launcher_gun_item"
  item__proto:t="content/enlisted/gamedata/weapons/m1_garand_grenade_launcher_m7.blk"
  item__locDetails:t="7.62x33mm;"
  item__id:i=0
  item__weapTemplate:t="m1_garand_grenade_launcher_m7_gun"
  item__name:t="items/m1_garand_grenade_launcher_m7"
  item__weapType:t="semiauto"
  item__weight:r=4.3
  gun__locName:t="M1 Garand with grenade launcher M7"
  gun__statName:t="semiauto"
  gun__sightsDistance:r=0.05
  gun__shotFreq:r=5.333
  gun__automaticReload:b=no
  gun_spread__maxDeltaAngle:r=0.28
  gun_deviation__omegaRange:p2=30.0, 90.0
  gun_deviation__omegaDevInc:p2=0.1, 0.6
  gun_deviation__movementRange:p2=2.1, 4.0
  gun_deviation__movementDevInc:p2=0.0, 15.0
  gun_deviation__onShotDeviationChange:r=0.0
  gun_deviation__shotTau:r=0.1
  gun_deviation__extraDeviationTau:r=0.3
  gun_deviation__maxDeviation:r=25.0
  gun__reloadTime:r=2.9
  gun__altReloadTime:r=3.4
  gun__showChamberedAmmo:b=no
  gun__boltFreq:r=7.0
  gun__kineticDamageMult:r=1.06

  "gun__ammoHolders:array"{
    ammoHolders:t="m1_garand_magazine"
  }

  "gun__shells:array"{
    shells:t="content/enlisted/gamedata/weapons/bullets/30_06_springfield_semiauto.blk"
  }

  "gun__firingModes:array"{

    "mode:object"{
      modeType:t="burst"
      burstSize:i=1
    }
  }

  "customProps:object"{
    "gunMods:object"{
      grenade_launcher:t="m7_grenade_launcher"
    }
  }

  "gun__firingModeNames:array"{
    mode:t="semi_auto"
  }
}

m1_garand_with_grenade_launcher_gun{
  _use:t="equipable_gun"
  _use:t="semiauto_ww2_preset"
  _use:t="mgun_gun_shot_dry_sound"
  _use:t="rifle_gun_aim_sound"
  _use:t="m1_garand_grenade_launcher_m7"
  _use:t="rifle_muzzle_preset"
  _use:t="hit_effect_group_8_12mm"
  gun_shell_ejection__timeMult:r=0.35
  gun__standOffset:p3=0.2, 0.05, 0.15
  gun__crouchOffset:p3=0.2, -0.07, 0.25
  gun__length:r=0.4
  gun__recoilAmount:r=0.138
  gun__recoilDirAmount:r=0.76
  gun__recoilDir:r=0.35
  gun__visualRecoilMult:r=0.7
  gun_attach__slot:t="weapon"
  meleeSoundType:t="rifle"

  "gun_sound__shotPath:shared:object"{
    _tags:t="sound"
    path:t="/weapon/rifle/m1"
  }

  "sound_irqs:shared:object"{
    _tags:t="sound"

    "reload1:object"{
      path:t="/weapon/rifle/m1/reload1/change_ammo"
    }

    "reload2:object"{
      path:t="/weapon/rifle/m1/reload2/change_ammo"
    }

    "reload3:object"{
      path:t="/weapon/rifle/m1/reload3/change_ammo"
    }

    "boltAction:object"{
      path:t="/weapon/rifle/m1/bolt_action"
    }

    "modActivate:object"{
      path:t="/weapon/antivehicle/mortyr_grenade_launcher/mod_activate"
    }

    "modDeactivate:object"{
      path:t="/weapon/antivehicle/mortyr_grenade_launcher/mod_deactivate"
    }

    "modReload:object"{
      path:t="/weapon/antivehicle/mortyr_grenade_launcher/mod_reload"
    }
  }

  "gun_mods__slots:object"{

    "grenade_launcher:object"{
      m7_grenade_launcher:t="m7_grenade_launcher"
    }
  }

  "customProps:object"{
    "gunMods:object"{
      grenade_launcher:t="m7_grenade_launcher"
    }
  }

  "gun__mountPoints:shared:array"{

    "point:object"{
      type:t="rest"
      recoil:r=0.65
      offset:p3=0.68, 0.005, -0.005
    }
  }
}

garand_with_grenade_launcher_gun{
  _use:t="m1_garand_with_grenade_launcher_gun"
  _use:t="m1_garand_with_grenade_launcher_gun_item"
  "gun_mods__slots:object"{

    "grenade_launcher:object"{
      m7_grenade_launcher:t="m7_grenade_launcher"
    }
  }
}

m7_grenade_launcher{
  _override:b=yes
  gun__reloadTime:r=3.7
  weapon_mod__activateTime:r=4.85
  weapon_mod__deactivateTime:r=4.85
  animchar__res:t="m8_grenade_launcher_char"

  "gun__ammoHolders:array"{
    gun__ammoHolders:t="content/enlisted/gamedata/weapons/grenades/m2_rifle_grenade.blk"
    gun__ammoHolders:t="m2_rifle_grenade_item"
    gun__ammoHolders:t="content/enlisted/gamedata/weapons/shells/mine_o832_smoke.blk"
  }

  "gun__shells:array"{
  gun__shells:t="content/enlisted/gamedata/weapons/grenades/m2_rifle_grenade.blk"
  gun__shells:t="content/enlisted/gamedata/weapons/shells/mine_o832_smoke.blk"
  }
}

mine_o832_phys_base{
  _override:b=yes
  shell__fuseTime:r=0
  shell__cleanupTime:r=60.0
  shell__explNodeIdx:i=1
  shell_explosion_fx__infoTemplate:t="hit_effect_group_grenade_explosion"

  _group{
    _tags:t="sound"
    shell_launch_sound__name:t="weapon/antivehicle/mortyr_grenade_launcher/shot_single"
  }
}

neiman_mine_phys{
  _override:b=yes
  shell__fuseTime:r=0.05
  hitPower:r=2500.0
  armorPower:r=800
  impulsePower:r=1000.0
  penetration:p2=1500.0, 200.0
}


ownerAnimVars{
  reye_offset_fwd0:r=-0.1
  gun_offset_along:r=-0.12
  gun_offset_across:r=0.06
  gun_offset_up:r=0.04
}

gunOffset{
  offset:p3=0.2, 0.05, 0.15
  crouchOffset:p3=0.2, -0.07, 0.25
  gunLen:r=0.4
}

m1a1_bazooka_gun{
 _override:b=yes
  "gun__ammoHolders:array"{
    ammoHolders:t="neiman_mine_item"
  }

  "gun__shells:array"{
    shells:t="%ugm/neiman_custom.blkx"
  }
}

like, if i place in the editor the grenade launcher ( both the new weapon, and the m7 ) they do come with the attachment, but through profile, they do not.

( if you are wondering why the m9 soldier with the bazooka is using a neiman, it’s because i changed the code to be an HE rocket instead of " ap " )

yeah i should prolly send you the whole file, but i didn’t wanted to bother you too much with my own shit every time.

1 Like

Okay then. I’ll tell when I’ll be ready. And don’t call it shit.

Well… Hard to tell, but profile give them gun, not gun_item. I mean that it miss this part:

  "customProps:object"{
    "gunMods:object"{
      scope:t="scope_m82"
    }
  }

And probably you can’t use it normally for profile. Only for pickups.

1 Like

also, how were the fps for you guys?

Not very smooth 110 fps at 1440p on a 3070

enlisted is not optimized to have more 300+ soldiers active at a time.

Indeed it isn’t. Server performance is worse than local for me. I can run 25vs25 squads smoothly in the editor, but online, it laggs like crazy.

1 Like

found the issue.

so, for some reason, both in single player, and in the editor, my modified rocket launcher works.

but in multiplayer, it doesn’t:

m9_bazooka_gun{
 _override:b=yes
  "gun__ammoHolders:array"{
    ammoHolders:t="neiman_mine_item"
  }

  "gun__shells:array"{
    shells:t="%ugm/neiman_custom.blkx"
  }
}
neiman_mine_phys{
  _override:b=yes
  shell__fuseTime:r=0.05
  hitPower:r=2500.0
  armorPower:r=800
  impulsePower:r=1000.0
  penetration:p2=1500.0, 200.0
}

it causes the whole profile to not work.

is it because it’s wrong? or…

If it really sovle problem then it’s nice!

Well…

Should be in another blk file. Or it works?

shells:t=“%ugm/neiman_custom.blkx”

I don’t think blkx works anywhere, use .BLK.

1 Like

it works

i modified these parameters because the neiman wouldn’t activate. or would bounce off.

similar to the other mines

edit, i do also have it’s own blk inside the folder:

image

stat_name:t="grenade"
selWeaponVar:t="neiman_minethrower"
  hitPower:r=2500.0
  armorPower:r=800
  impulsePower:r=1000.0
  penetration:p2=1500.0, 200.0

ownerAnimVars{
  reye_offset_fwd0:r=-0.1
  gun_offset_along:r=-0.12
  gun_offset_across:r=0.06
  gun_offset_up:r=0.04
}

gunOffset{
  offset:p3=0.2, 0.05, 0.15
  crouchOffset:p3=0.2, -0.07, 0.25
  gunLen:r=0.4
}

tracer{
  ignitionTime:r=0.002
  smokeColor:c=255, 230, 179, 204
  smokeTime:r=0.01
  smokeRadius:r=0.01
  headColor:c=255, 170, 85, 255
  luminosity:r=10.0
  burnTime:r=1.8
}

uh.

interesting.

gotta try that

I meant these changes:

They’re really work inside entities?

Also…

Not very sure, but it;s code for gun__blk, not for projectiles.

eh.

yeah not sure about that.

changed some parameters, and i was happy with the result of having created a fatman from fallout with the rocket launcher lol.

it doesn’t destroy rendinsts with one shell as i would have hoped them to do, but…

err.

that would explain why

1 Like

however, it did worked


( and yeah, the game is screaming on the top about ballistic. which the code i gave him prolly doesn’t have one )

… ffs

apparently solving profiles wasn’t enough…

although,

so… it does work, but i have to disconnect and reconnect.

from what i notice, the map is more stable in fps.

but it’s laggy… so… perhaps it is heavy