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[OLD Release] Custom Chernarus Server Pack 1.2.1 - For Epoch 1.0.1.4 (Development Stopped)


Bungle

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I have considered ground fog but not tried it yet as concerned about fps drops with it. Have you seen any issues with it?

Last time i used the train script it was all over the place and didnt stay on the track. Also caused a lot of lag. Has this been fixed?

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i might give the fog a go then, maybe at the airfields etc. currently sorting out the server.pbo to have animated helicopters and c130 crashes along with Chinooks dropping care packages before they crash as well..... 

 

3 animated heli crash scripts and sarge ai flying about.... its gona be a busy sky!

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Curious if i can take a look at your Server cleanup,Im currently getting mad desync and login issues after changing the Server_cleanup.fsm

 

But the changes you're looking into sounds really good.

/*%FSM<COMPILE "F:\Program Files (x86)\Bohemia Interactive\Tools\FSM Editor Personal Edition\scriptedFSM.cfg, DayZ Server Cleanup">*/
/*%FSM<HEAD>*/
/*
item0[] = {"init",0,250,-75.000000,-400.000000,25.000000,-350.000000,0.000000,"init"};
item1[] = {"true",8,218,-75.000000,-175.000000,25.000000,-125.000000,0.000000,"true"};
item2[] = {"waiting",2,250,-75.000000,-100.000000,25.000000,-50.000000,0.000000,"waiting"};
item3[] = {"too_many_dead",4,218,-150.000000,-25.000000,-50.000000,25.000000,2.000000,"too many" \n "dead"};
item4[] = {"cleanup_dead",2,250,-150.000000,50.000000,-50.000000,100.000000,0.000000,"cleanup" \n "dead"};
item5[] = {"too_many_objects",4,218,-25.000000,-25.000000,75.000000,25.000000,0.000000,"too many" \n "objects"};
item6[] = {"cleanup_objects",2,250,-25.000000,50.000000,75.000000,100.000000,0.000000,"cleanup" \n "objects"};
item7[] = {"time_sync",4,218,-275.000000,-25.000000,-175.000000,25.000000,1.000000,"time" \n "sync"};
item8[] = {"sync_the_time",2,250,-275.000000,50.000000,-175.000000,100.000000,0.000000,"sync" \n "the time"};
item9[] = {"true",8,218,-75.000000,125.000000,25.000000,175.000000,0.000000,"true"};
item10[] = {"general_cleanup",2,4346,-75.000000,200.000000,25.000000,250.000000,0.000000,"general" \n "cleanup"};
item11[] = {"",7,210,-304.000000,220.999985,-296.000000,229.000015,0.000000,""};
item12[] = {"",7,210,-304.000000,-154.000000,-296.000000,-146.000000,0.000000,""};
item13[] = {"",7,210,221.000000,-79.000000,229.000000,-71.000000,0.000000,""};
item14[] = {"",7,210,221.000000,146.000000,229.000000,154.000000,0.000000,""};
item15[] = {"initialized",4,218,-75.000000,-325.000000,25.000000,-275.000000,0.000000,"initialized"};
item16[] = {"prepare",2,250,-75.000000,-250.000000,25.000000,-200.000000,0.000000,"prepare"};
item17[] = {"update_objects",2,250,100.000000,50.000000,200.000000,100.000000,0.000000,"update objects"};
item18[] = {"need_update",4,218,100.000000,-25.000000,200.000000,25.000000,1.000000,"need update"};
item19[] = {"",7,210,221.000000,-79.000000,229.000000,-71.000000,0.000000,""};
link0[] = {0,15};
link1[] = {1,2};
link2[] = {2,3};
link3[] = {2,5};
link4[] = {2,7};
link5[] = {2,13};
link6[] = {2,18};
link7[] = {3,4};
link8[] = {4,9};
link9[] = {5,6};
link10[] = {6,9};
link11[] = {7,8};
link12[] = {8,9};
link13[] = {9,10};
link14[] = {10,11};
link15[] = {11,12};
link16[] = {12,1};
link17[] = {13,14};
link18[] = {13,19};
link19[] = {14,9};
link20[] = {15,16};
link21[] = {16,1};
link22[] = {17,9};
link23[] = {18,17};
globals[] = {25.000000,1,0,0,0,640,480,1,24,6316128,1,-378.181000,335.872437,502.526184,-187.229050,911,880,1};
window[] = {2,-1,-1,-1,-1,936,156,1485,156,3,929};
*//*%FSM</HEAD>*/
class FSM
{
  fsmName = "DayZ Server Cleanup";
  class States
  {
    /*%FSM<STATE "init">*/
    class init
    {
      name = "init";
      init = /*%FSM<STATEINIT""">*/""/*%FSM</STATEINIT""">*/;
      precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
      class Links
      {
        /*%FSM<LINK "initialized">*/
        class initialized
        {
          priority = 0.000000;
          to="prepare";
          precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
          condition=/*%FSM<CONDITION""">*/"!isnil ""bis_fnc_init"""/*%FSM</CONDITION""">*/;
          action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
        };
        /*%FSM</LINK>*/
      };
    };
    /*%FSM</STATE>*/
    /*%FSM<STATE "waiting">*/
    class waiting
    {
      name = "waiting";
      init = /*%FSM<STATEINIT""">*/"//diag_log ""CLEANUP: Waiting for next task"";" \n
       "_numDead = {local _x} count allDead;" \n
       ""/*%FSM</STATEINIT""">*/;
      precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
      class Links
      {
        /*%FSM<LINK "too_many_dead">*/
        class too_many_dead
        {
          priority = 2.000000;
          to="cleanup_dead";
          precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
          condition=/*%FSM<CONDITION""">*/"(_numDead > 300)"/*%FSM</CONDITION""">*/;
          action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
        };
        /*%FSM</LINK>*/
        /*%FSM<LINK "time_sync">*/
        class time_sync
        {
          priority = 1.000000;
          to="sync_the_time";
          precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
          condition=/*%FSM<CONDITION""">*/"((time - _lastUpdate) > 300)"/*%FSM</CONDITION""">*/;
          action=/*%FSM<ACTION""">*/"_lastUpdate = time;"/*%FSM</ACTION""">*/;
        };
        /*%FSM</LINK>*/
        /*%FSM<LINK "need_update">*/
        class need_update
        {
          priority = 1.000000;
          to="update_objects";
          precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
          condition=/*%FSM<CONDITION""">*/"( (count needUpdate_objects) > 0 && (time-_lastNeedUpdate>20) )"/*%FSM</CONDITION""">*/;
          action=/*%FSM<ACTION""">*/"_lastNeedUpdate = time;"/*%FSM</ACTION""">*/;
        };
        /*%FSM</LINK>*/
        /*%FSM<LINK "true">*/
        class true
        {
          priority = 0.000000;
          to="general_cleanup";
          precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
          condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
          action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
        };
        /*%FSM</LINK>*/
        /*%FSM<LINK "too_many_objects">*/
        class too_many_objects
        {
          priority = 0.000000;
          to="cleanup_objects";
          precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
          condition=/*%FSM<CONDITION""">*/"((time - _timeNem) > 60)"/*%FSM</CONDITION""">*/;
          action=/*%FSM<ACTION""">*/"_timeNem = time;"/*%FSM</ACTION""">*/;
        };
        /*%FSM</LINK>*/
      };
    };
    /*%FSM</STATE>*/
    /*%FSM<STATE "cleanup_dead">*/
    class cleanup_dead
    {
      name = "cleanup_dead";
      init = /*%FSM<STATEINIT""">*/"diag_log (""CLEANUP: TOO MANY DEAD BODIES"");" \n
       "" \n
       "diag_log (""CLEANUP: PERFORMING BODY CLEANUP ON "" + str(_numDead) + "" BODIES"");" \n
       "" \n
       "_delQtyZ = 0;" \n
       "_numZombie = {_x isKindOf ""zZombie_Base""} count allDead;" \n
       "{" \n
       "	if (local _x) then {" \n
       "		if (_x isKindOf ""zZombie_Base"") then {" \n
       "			deleteVehicle _x;" \n
       "			_delQtyZ = _delQtyZ + 1;" \n
       "		} else {" \n
       "			_exists = _x in _deadBodies;" \n
       "			if(!_exists) then {" \n
       "				_deadBodies set [count _deadBodies,_x];" \n
       "			};" \n
       "		};" \n
       "	};" \n
       "} forEach allDead;" \n
       "" \n
       "//Cleanup players" \n
       "_body = objNull;" \n
       "_delQtyP = 0;" \n
       "_delDo = _numDead - _numZombie;" \n
       "_delDo = ((_delDo min (count _deadBodies)) -1);" \n
       "if (_delDo<1) then {_delDo=1};" \n
       "for ""_i"" from 0 to _delDo do {" \n
       "	_body = _deadBodies select _i;" \n
       "	if(!isNil ""_body"") then {" \n
       "		_pos = getPosATL _body;" \n
       "		_sfx = nearestObject [_pos,""Sound_Flies""];" \n
       "		if (!(isNull _sfx)) then {" \n
       "			deleteVehicle _sfx;" \n
       "		};" \n
       "		deleteVehicle _body;" \n
       "		_delQtyP = _delQtyP + 1;" \n
       "	};" \n
       "	_deadBodies set [_i,""DEL""];" \n
       "" \n
       "//Let's move this into the body removal sequence so uncontrolled flies are removed only if corpses are cleaned" \n
       "//Check Flies" \n
       "_isOK=-1;" \n
       "_dwUSOFC=0;" \n
       "{" \n
       "	//_isOk = {!alive _x} count (nearestObjects [_x, [""CAManBase""], 2]);" \n
       "	_isOk = {!alive _x} count (_x nearEntities [[""CAManBase""], 2]);" \n
       "	if (_isOk>-1) then {" \n
       "		diag_log (""DW_DEBUG _isOK: "" + str(_isOK) );" \n
       "	};" \n
       "	if ((_isOk>-1) AND (_isOK<1)) then {" \n
       "		//diag_log (""CLEANUP: DELETING A SOUND OF FLIES"");" \n
       "_dwUSOFC=_dwUSOFC+1;" \n
       "		deleteVehicle _x;" \n
       "		diag_log (""CLEANUP: DELETED AN UNCONTROLLED SOUND OF FLIES:"" + str(_dwUSOFC) );" \n
       "	};" \n
       "} forEach allMissionObjects ""Sound_Flies"";" \n
       "" \n
       "" \n
       "//Let's move this into the body removal sequence so uncontrolled fireplaces are removed only if corpses are cleaned" \n
       "//clean fireplaces" \n
       "_dwUFPC=0;" \n
       "{" \n
       "	if (local _x) then {" \n
       "		//diag_log (""CLEANUP: DELETING A UNCONTROLLED FIREPLACE"");" \n
       "		deleteVehicle _x;" \n
       "_dwUFPC=_dwUFPC+1;" \n
       "		diag_log (""CLEANUP: DELETED AN UNCONTROLLED FIREPLACE:"" + str(_dwUFPC) );" \n
       "	};" \n
       "} forEach allMissionObjects ""Land_Fire_DZ"";" \n
       "" \n
       "};" \n
       "_deadBodies = _deadBodies - [""DEL""];" \n
       "" \n
       "diag_log (""CLEANUP: DELETED "" + str(_delQtyP) + "" PLAYER BODIES AND "" + str(_delQtyZ) + "" BODIES"");" \n
       ""/*%FSM</STATEINIT""">*/;
      precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
      class Links
      {
        /*%FSM<LINK "true">*/
        class true
        {
          priority = 0.000000;
          to="general_cleanup";
          precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
          condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
          action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
        };
        /*%FSM</LINK>*/
      };
    };
    /*%FSM</STATE>*/
    /*%FSM<STATE "cleanup_objects">*/
    class cleanup_objects
    {
      name = "cleanup_objects";
      init = /*%FSM<STATEINIT""">*/"_missionObjs = allMissionObjects ""WeaponHolder"";" \n
       "_qty = count _missionObjs;" \n
       "" \n
       "//diag_log (""CLEANUP: PERFORMING ITEM CLEANUP: TOTAL "" + str(_qty) + "" LOOT BAGS"");" \n
       "_delQty = 0;" \n
       "{" \n
       "	if (local _x) then {" \n
       "		_keep = _x getVariable [""permaLoot"",false];" \n
       "                _nearby = {isPlayer _x} count (_x nearEntities [[""CAManBase""], 100]);" \n
       "		if ( (!_keep) && (_nearby==0) ) then {" \n
       "			deleteVehicle _x;" \n
       "			_delQty = _delQty + 1;" \n
       "		};" \n
       "	};" \n
       "} forEach _missionObjs;" \n
       "if (_delQty > 0) then {" \n
       "	diag_log (""CLEANUP: DELETED "" + str(_delQty) + "" LOOT BAGS"");" \n
       "};" \n
       ""/*%FSM</STATEINIT""">*/;
      precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
      class Links
      {
        /*%FSM<LINK "true">*/
        class true
        {
          priority = 0.000000;
          to="general_cleanup";
          precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
          condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
          action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
        };
        /*%FSM</LINK>*/
      };
    };
    /*%FSM</STATE>*/
    /*%FSM<STATE "sync_the_time">*/
    class sync_the_time
    {
      name = "sync_the_time";
      init = /*%FSM<STATEINIT""">*/"//Send request" \n
       "_key = ""CHILD:307:"";" \n
       "_result = _key call server_hiveReadWrite;" \n
       "_outcome = _result select 0;" \n
       "if(_outcome == ""PASS"") then {" \n
       "	_date = _result select 1; " \n
       "	_dateNum = dateToNumber(_date); " \n
       "	_diff = ( _dateNum - dateToNumber (date) )*365*24*60;" \n
       "	if ( abs(_diff)>5 ) then {" \n
       "		setDate _date;" \n
       "		dayzSetDate = _date;" \n
       "		publicVariable ""dayzSetDate"";" \n
       "		diag_log (""TIME SYNC: Local Time set to "" + str(_date));" \n
       "	};" \n
       "};" \n
       ""/*%FSM</STATEINIT""">*/;
      precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
      class Links
      {
        /*%FSM<LINK "true">*/
        class true
        {
          priority = 0.000000;
          to="general_cleanup";
          precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
          condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
          action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
        };
        /*%FSM</LINK>*/
      };
    };
    /*%FSM</STATE>*/
    /*%FSM<STATE "general_cleanup">*/
    class general_cleanup
    {
      name = "general_cleanup";
      init = /*%FSM<STATEINIT""">*/"//Clean groups" \n
       "{" \n
       "	//diag_log (""CLEANUP: CHECKING GROUP WITH "" + str(count units _x) + "" UNITS"");" \n
       "	if (count units _x==0) then {" \n
       "		deleteGroup _x;" \n
       "		//diag_log (""CLEANUP: DELETING A GROUP"");" \n
       "	};" \n
       "} forEach allGroups;" \n
       "" \n
       "/*" \n
       "//Check for Ammobox" \n
       " {" \n
       "	if(!(_x isKindOf ""WeaponHolder"")) then {" \n
       "		diag_log (""CLEANUP: DELETING AN AMMOBOX "" + (typeOf _x));" \n
       "		deleteVehicle _x;" \n
       "	};" \n
       " } forEach allMissionObjects ""ReammoBox"";" \n
       "*/" \n
       "" \n
       "//Check for hackers" \n
       " {" \n
       "  	if(vehicle _x != _x && (vehicle _x getVariable [""Sarge"",0] != 1) && !(vehicle _x in _safety) && (typeOf vehicle _x) != ""ParachuteWest"") then {" \n
       "		diag_log (""CLEANUP: KILLING A HACKER "" + (name _x) + "" "" + str(_x) + "" IN "" + (typeOf vehicle _x));" \n
       "   		(vehicle _x) setDamage 1;" \n
       "   		_x setDamage 1;" \n
       "	 };" \n
       " } forEach allUnits;" \n
       "" \n
       "/*" \n
       "//Let's move this into the body removal sequence so uncontrolled flies are removed only if corpses are cleaned" \n
       "//Check Flies" \n
       "_isOK=-1;" \n
       "_dwUSOFC=0;" \n
       "{" \n
       "	//_isOk = {!alive _x} count (nearestObjects [_x, [""CAManBase""], 2]);" \n
       "	_isOk = {!alive _x} count (_x nearEntities [[""CAManBase""], 2]);" \n
       "	if (_isOk>-1) then {" \n
       "		diag_log (""DW_DEBUG _isOK: "" + str(_isOK) );" \n
       "	};" \n
       "	if ((_isOk>-1) AND (isOK<1)) then {" \n
       "		//diag_log (""CLEANUP: DELETING A SOUND OF FLIES"");" \n
       "_dwUSOFC=_dwUSOFC+1;" \n
       "		deleteVehicle _x;" \n
       "		diag_log (""CLEANUP: DELETED AN UNCONTROLLED SOUND OF FLIES:"" + str(_dwUSOFC) );" \n
       "	};" \n
       "} forEach allMissionObjects ""Sound_Flies"";" \n
       "*/" \n
       "" \n
       "dayz_serverObjectMonitor = _safety;"/*%FSM</STATEINIT""">*/;
      precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
      class Links
      {
        /*%FSM<LINK "true">*/
        class true
        {
          priority = 0.000000;
          to="waiting";
          precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
          condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
          action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
        };
        /*%FSM</LINK>*/
      };
    };
    /*%FSM</STATE>*/
    /*%FSM<STATE "prepare">*/
    class prepare
    {
      name = "prepare";
      init = /*%FSM<STATEINIT""">*/"diag_log (""CLEANUP: INITIALIZING CLEANUP SCRIPT"");" \n
       "" \n
       "_safety = dayz_serverObjectMonitor;" \n
       "" \n
       "_lastUpdate = time;" \n
       "_timeNem = time;" \n
       "_deadBodies = [];" \n
       "_lastNeedUpdate = time;" \n
       "_maxBodies = 15;" \n
       ""/*%FSM</STATEINIT""">*/;
      precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
      class Links
      {
        /*%FSM<LINK "true">*/
        class true
        {
          priority = 0.000000;
          to="waiting";
          precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
          condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
          action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
        };
        /*%FSM</LINK>*/
      };
    };
    /*%FSM</STATE>*/
    /*%FSM<STATE "update_objects">*/
    class update_objects
    {
      name = "update_objects";
      init = /*%FSM<STATEINIT""">*/"diag_log format[""DEBUG: needUpdate_objects=%1"",needUpdate_objects];" \n
       "{" \n
       "//	_x setVariable [""needUpdate"",false,true];" \n
       "	needUpdate_objects = needUpdate_objects - [_x];" \n
       "	[_x,""all""] call server_updateObject;" \n
       "" \n
       "} forEach needUpdate_objects;" \n
       ""/*%FSM</STATEINIT""">*/;
      precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
      class Links
      {
        /*%FSM<LINK "true">*/
        class true
        {
          priority = 0.000000;
          to="general_cleanup";
          precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
          condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
          action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
        };
        /*%FSM</LINK>*/
      };
    };
    /*%FSM</STATE>*/
  };
  initState="init";
  finalStates[] =
  {
  };
};
/*%FSM</COMPILE>*/
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That is very strange might have to keep looking into this for people using HFB servers as this is what mine looks like.

 

 

People using HFB dont try this as it wont work correctly.

 

//Clean groups
{
    //diag_log ("CLEANUP: CHECKING GROUP WITH " + str(count units _x) + " UNITS");
    if (count units _x==0) then {
        deleteGroup _x;
        //diag_log ("CLEANUP: DELETING A GROUP");
    };
} forEach allGroups;

/*
//Check for Ammobox
 {
    if(!(_x isKindOf "WeaponHolder")) then {
        diag_log ("CLEANUP: DELETING AN AMMOBOX " + (typeOf _x));
        deleteVehicle _x;
    };
 } forEach allMissionObjects "ReammoBox";
*/

//Check for hackers
 {
      "heliCrash" addPublicVariableEventHandler {
        _list = nearestObjects [_this select 1, ["CraterLong"], 100];
        {deleteVehicle _x;} foreach _list;
    };
 } forEach allUnits;

/*
//Let's move this into the body removal sequence so uncontrolled flies are removed only if corpses are cleaned
//Check Flies
_isOK=-1;
_dwUSOFC=0;
{
    //_isOk = {!alive _x} count (nearestObjects [_x, ["CAManBase"], 2]);
    _isOk = {!alive _x} count (_x nearEntities [["CAManBase"], 2]);
    if (_isOk>-1) then {
        diag_log ("DW_DEBUG _isOK: " + str(_isOK) );
    };
    if ((_isOk>-1) AND (isOK<1)) then {
        //diag_log ("CLEANUP: DELETING A SOUND OF FLIES");
_dwUSOFC=_dwUSOFC+1;
        deleteVehicle _x;
        diag_log ("CLEANUP: DELETED AN UNCONTROLLED SOUND OF FLIES:" + str(_dwUSOFC) );
    };
} forEach allMissionObjects "Sound_Flies";
*/

dayz_serverObjectMonitor = _safety;

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Omg scratch that i am the biggest idiot ever been banging my head against a wall for the past few days while coding other stuff and without much sleep and missed a key element.

 

Incase people do the same thing as me rightclick your fsm files and edit as notepad ++, to change to kill a hacker.

 

Little sleep + coding all night = stupid mistakes XD.

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Hey i'm trying to configure base guards using sarge_AI, could I get some feedback on this code and where it belongs in the SAR_cfg_grps_chernarus.sqf file?

// placed in marker location with other spawn locations

// Adminbase, Base fortify area
_this = createMarker ["SAR_marker_Adminbase", [3640.06,14860.7]];
_this setMarkerShape "RECTANGLE";
_this setMarkeralpha 0;
_this setMarkerType "Flag";
_this setMarkerBrush "Solid";
_this setMarkerSize [100, 100];
SAR_marker_Adminbase = _this;

 

// placed with other spawn orders

[sAR_marker_Adminbase,1,2,2,"fortify",true,30] call SAR_AI;

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Would you mind taking a look below at my .int file, I don't seem to have any other mods working except self blood on the server, where have I gone wrong,

 

I've marked some notes, any help welcome, thinking I may just do a fresh install as i'm still using Bungles old server pack?

 

/* 
 INITILIZATION
*/
startLoadingScreen ["","RscDisplayLoadCustom"];
cutText ["","BLACK OUT"];
enableSaving [false, false];

//REALLY IMPORTANT VALUES
dayZ_instance = 11;     //The instance
dayzHiveRequest = [];
initialized = false;
dayz_previousID = 0;

//disable greeting menu
player setVariable ["BIS_noCoreConversations", true];
//disable radio messages to be heard and shown in the left lower corner of the screen
enableRadio false;

// DayZ Epoch config
spawnShoremode = 1; // Default = 1 (on shore)
spawnArea= 1500; // Default = 1500
MaxHeliCrashes= 10; // Default = 5
MaxVehicleLimit = 175; // Default = 50
MaxDynamicDebris = 300; // Default = 100
dayz_MapArea = 10000; // Default = 10000
dayz_maxLocalZombies = 40; // Default = 40
dayz_tameDogs = true; // Default = fasle

// Loadout config
DefaultMagazines = ["ItemBandage","ItemBandage","ItemMorphine","HandRoadFlare","ItemWaterbottleUnfilled"];
DefaultWeapons = ["ItemWatch"];
DefaultBackpack = "";
DefaultBackpackWeapon = "";

//Load in compiled functions
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf";     //Initilize the Variables (IMPORTANT: Must happen very early)
progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf";      //Initilize the publicVariable event handlers
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";  //Functions used by CLIENT for medical
progressLoadingScreen 0.4;
call compile preprocessFileLineNumbers "dayz_code\init\compilesn.sqf";         //Compile regular functions
progressLoadingScreen 0.5;
call compile preprocessFileLineNumbers "server_traders.sqf";           //Compile trader configs
call compile preprocessFileLineNumbers "dayz_code\init\variables.sqf";          //Initializes custom variables
call compile preprocessFileLineNumbers "dayz_code\init\compiles.sqf";        //Compile custom compiles
call compile preprocessFileLineNumbers "dayz_code\init\settings.sqf";          //Initialize custom clientside settings
progressLoadingScreen 1.0;

"filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";

if ((!isServer) && (isNull player) ) then
{
waitUntil {!isNull player};
waitUntil {time > 3};
};

if ((!isServer) && (player != player)) then
{
  waitUntil {player == player};
  waitUntil {time > 3};
};

if (isServer) then {
 call compile preprocessFileLineNumbers "dynamic_vehicle.sqf";         //Compile vehicle configs
 
 // Add trader citys
 _nil = [] execVM "mission.sqf";
 _serverMonitor =  [] execVM "\z\addons\dayz_code\system\server_monitor.sqf";
};

if (!isDedicated) then {
 //Conduct map operations
 0 fadeSound 0;
 waitUntil {!isNil "dayz_loadScreenMsg"};
 dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
 
 //Run the player monitor
 _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
 _playerMonitor =  [] execVM "\z\addons\dayz_code\system\player_monitor.sqf"; 
 _void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
};

// Bungle's List of Added Extras
// Strip Clothes and Self Blood Trasnfusions are enabled/disabled via custom compiles/fn_selfactions.
// A short guide will be on Epoch from on how to enable/disable and modify these.
// Add or Remove Comment at the START of each line below to enable or disable

call compile preprocessFileLineNumbers "addons\UPSMON\scripts\Init_UPSMON.sqf";    // UPSMON (Needed for Sarge)
call compile preprocessfile "addons\SHK_pos\shk_pos_init.sqf";        // SHK (Needed for Sarge)
[] ExecVM "addons\SARGE\SAR_AI_init.sqf";             // SARGE AI - Roaming AI Survivor, Military and Bandit Groups - NOT WORKING
[] ExecVM "custom\kh_actions.sqf";               // Refuel Script - At Villages Only, However can add more classes for more Locations.
[] ExecVM "custom\villages.sqf";               // Epoch Trader Villages by Bungle. - NOT WORKING
[] ExecVM "custom\buildings.sqf";               // Custom Map Updates by Bungle.
//[] ExecVM "custom\raceday.sqf";               // Custom Coastal Racetrack by Bungle. - NOT WORKING (not found it lol)
//[] ExecVM "custom\fightyard.sqf";               // Custom Fightyard by Bungle. NOT WORKING
[] ExecVM "custom\bases.sqf";                // Custom Bases by Bungle. - WORKING
[] ExecVM "custom\devilscastle.sqf";              // Devils Castle Base by AVendettaForYou. WORKING

// POI Chernarus - By Team BBC

[] ExecVM "custom\Barrage_Dan_BBC.sqf";              // Topolka Dam Military Base not found
[] ExecVM "custom\BlackLac_Dan_BBC.sqf";             // Black Lake Miltary Base not found
[] ExecVM "custom\bois1_Dan_BBC.sqf";              // Hidden Killers Ranch not found
//[] ExecVM "custom\AirstripBaseUS.sqf";             // North East Airfield Base - WORKING
[] ExecVM "custom\LieuxditPenduAto.sqf";             // Wreck Sites - WORKING

// Taylor's Added Extras

// Dance At FirePlace! Enabled by Default as its FUN! Silly but Fun! - NOT WORKING
// Disable/Enable in dayz_code\compile\fn_selfActions.sqf
// Just remove/add the stars/asterisk at described in the guide.
// Studybody Fix - Now will show the Dead Persons - Name, Kills, Days Alive and Humanity. - NOT WORKING
// This version has Base Building 1.2 by Daimyo21 With improvements 0.1 by kikyou2 turned on by default. Cannot be turned off with changing mission pack.
// Add or Remove Comment at the START of each line below to enable or disable

[] ExecVM "BTK\Cargo Drop\Start.sqf";               // BTK Cargo Drop - Load Cars into Choppers and Eject With Parachutes and Smoke. - WORKING
[] ExecVM "R3F_ARTY_AND_LOG\init.sqf";              // R3F Logistics Only - No Arty, Limited Towing/Lifting/Cargo. - NOT WORKING
// Enjoy

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//Load in compiled functions

call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf";     //Initilize the Variables (IMPORTANT: Must happen very early)

progressLoadingScreen 0.1;

call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf";      //Initilize the publicVariable event handlers

progressLoadingScreen 0.2;

call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";  //Functions used by CLIENT for medical

progressLoadingScreen 0.4;

call compile preprocessFileLineNumbers "dayz_code\init\compilesn.sqf";         //Compile regular functions

progressLoadingScreen 0.5;

call compile preprocessFileLineNumbers "server_traders.sqf";           //Compile trader configs

call compile preprocessFileLineNumbers "dayz_code\init\variables.sqf";          //Initializes custom variables

call compile preprocessFileLineNumbers "dayz_code\init\compiles.sqf";        //Compile custom compiles

call compile preprocessFileLineNumbers "dayz_code\init\settings.sqf";          //Initialize custom clientside settings

progressLoadingScreen 1.0;

 

There may be more issues but from what i can see your calling some files twice.

 

at the end of the section your calling some files from dayz_code and you have not // the lines that they should be replacing. Also you should have the new lines under the old lines

 

The whole file looks a bit messed up so you might do better off replacing it with this and trying agin

/*	
	INITILIZATION
*/
startLoadingScreen ["","RscDisplayLoadCustom"];
cutText ["","BLACK OUT"];
enableSaving [false, false];

//REALLY IMPORTANT VALUES
dayZ_instance =	11;					//The instance
dayzHiveRequest = [];
initialized = false;
dayz_previousID = 0;

//disable greeting menu 
player setVariable ["BIS_noCoreConversations", true];
//disable radio messages to be heard and shown in the left lower corner of the screen
enableRadio false;

// DayZ Epoch Config
spawnShoremode = 1; // Default = 1 (on shore)
spawnArea= 1500; // Default = 1500
MaxHeliCrashes= 10; // Default = 5
MaxVehicleLimit = 175; // Default = 50
MaxDynamicDebris = 300; // Default = 100
dayz_MapArea = 10000; // Default = 10000
dayz_maxLocalZombies = 40; // Default = 40 
dayz_tameDogs = true; // Default = fasle

// Loadout config
DefaultMagazines = ["ItemBandage","ItemBandage","ItemMorphine","ItemPainkiller","ItemWaterbottleUnfilled"];
DefaultWeapons = ["ItemWatch"];
DefaultBackpack = "";
DefaultBackpackWeapon = "";

//Load in compiled functions
//call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf";				 //Initilize the Variables (IMPORTANT: Must happen very early)
call compile preprocessFileLineNumbers "dayz_code\variables.sqf";								 //Initilize the Variables (IMPORTANT: Must happen very early)
progressLoadingScreen 0.1;
//call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf";				 //Initilize the publicVariable event handlers
call compile preprocessFileLineNumbers "dayz_code\publicEH.sqf";					   			 //Initilize the Custom publicVariable event handlers
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";	 //Functions used by CLIENT for medical
progressLoadingScreen 0.4;
//call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";				 //Compile Regular Functions
call compile preprocessFileLineNumbers "dayz_code\compiles.sqf";					 			 //Compile Custom Functions and Weather
progressLoadingScreen 0.5;
call compile preprocessFileLineNumbers "server_traders.sqf";							 		 //Compile trader configs
progressLoadingScreen 1.0;


"filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";

if ((!isServer) && (isNull player) ) then
{
waitUntil {!isNull player};
waitUntil {time > 3};
};

if ((!isServer) && (player != player)) then
{
  waitUntil {player == player}; 
  waitUntil {time > 3};
};

if (isServer) then {
	call compile preprocessFileLineNumbers "dynamic_vehicle.sqf";								 //Compile vehicle configs
	
	// Add trader citys
	_nil = [] execVM "mission.sqf";
	_serverMonitor = 	[] execVM "\z\addons\dayz_code\system\server_monitor.sqf";
};

if (!isDedicated) then {
	//Conduct map operations
	0 fadeSound 0;
	waitUntil {!isNil "dayz_loadScreenMsg"};
	dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
	
	//Run the player monitor
	_id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
	_playerMonitor = 	[] execVM "\z\addons\dayz_code\system\player_monitor.sqf";	
	_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
};

///////////////////////////////////////////////////////////////////////////////////////////
// Added Extras are below however some are also enabled/disabled via custom fn_selfactions.
// Add or Remove Comment at the START of each SCRIPT line below to enable or disable.
// Custom Loadscreen is found in load_screen - To replace make sure image is 2048x1024.
///////////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////////
// Sarge AI Area 

call compile preprocessFileLineNumbers "addons\UPSMON\scripts\Init_UPSMON.sqf";				// UPSMON (Needed for Sarge)
call compile preprocessfile "addons\SHK_pos\shk_pos_init.sqf";								// SHK (Needed for Sarge)
[] ExecVM "addons\SARGE\SAR_AI_init.sqf";													// SARGE AI - Roaming AI Survivor, Military and Bandit Groups

// For Custom Configuration see addons/SARGE/SAR_config.sqf
///////////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////////
// Custom Actions Area
// Self Blood Transfuions, Strip Clothing from Bodies, and Fireplace Dancing are in dayz_code\fn_selfActions.sqf
// Search for Self Bloodbag, Clothes, Knockout, Tent Sleeping and Dance and add * at the end and start of the //// above and below respectfully to disable.
///////////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////////
// POI Chernarus - By Bungle

[] ExecVM "custom\villages.sqf";															// Epoch Trader Villages 
[] ExecVM "custom\buildings.sqf";															// Extra Charnarus Buildings
//[] ExecVM "custom\raceday.sqf";																// Coastal Racetrack 1.0
//[] ExecVM "custom\fightyard.sqf";															// Cherno Fightyard 1.0

// Race Day and the Fightyard are for events, unless you want them as default.
// Updates and additons on these will be posted seperate and included in future updates.
///////////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////////
// POI Chernarus - By Team BBC

[] ExecVM "custom\Barrage_Dan_BBC.sqf";														// Topolka Dam Military Base
[] ExecVM "custom\BlackLac_Dan_BBC.sqf";													// Black Lake Miltary Base
[] ExecVM "custom\bois1_Dan_BBC.sqf";														// Hidden Killers Ranch
[] ExecVM "custom\LieuxditPenduAto.sqf";													// Wreck Sites
[] ExecVM "custom\castle.sqf";																// The Dead Castle

// Upadtes and additons on these will be posted sepearte and included in furture updates.
///////////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////////
// Extra Map Upgrades

[] ExecVM "custom\devilscastle.sqf";														// Devils Castle Base by AVendettaForYou.

// Special Thanks to each for their awesome packs and hard work.
// Skalisty by Excelisor Bridge is on by default and disbaled by changing the missiondefault.sqm to mission.sqm
///////////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////////
// Logistics Area

[] ExecVM "custom\kh_actions.sqf";															// Refuel Script  
[] ExecVM "BTK\Cargo Drop\Start.sqf"; 														// BTK Cargo Drop 
[] ExecVM "R3F_ARTY_AND_LOG\init.sqf";														// R3F Logistics

// For more Refuel Locations add object classes to Line 14 of custom\kh_actions.sqf
// Limited Towing/Lifting/Cargo - See R3F_ARTY_AND_LOG\R3F_LOG\config.sqf
///////////////////////////////////////////////////////////////////////////////////////////

/////////////////////////////////////////////////////////////////////////////////////////
// I hope you enjoy the pack thanks to everyone for their contributions.
// If you have any issues please let me know via the post on www.dayzepoch.com
// Special Thanks to the Epoch Development Team for their mod and hard work on the mod.
/////////////////////////////////////////////////////////////////////////////////////////
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Greetings Bungle

 

  Well, so far all my players are loving 1.1 .  As an Admin, I got a couple of quick questions

 

 1)  I saw in another post where the only fuel tanks that can be used to fill a jerrycan are the large rusty red ones.  My players noticed this right away.  Will this be addressed in another update?

 

 2) The change notes for the pack says auto refuel works at "villages".  Can you elaborate?  Is it only where there is a red rusty fuel tank?

 

 3) Does anyone know how to make a backup in case I get a hacker attack?  On vanilla dayz, ST servers backed up automatically. I guess this function is not supported on Epoch.

 

 4)Since the application of the pack, my Admin map is tore up from the floor up.  It says vehicles exist where there are none and I am starting to find vehicles that are not on the map (oddly, mostly boats).  Any idea if I got another problem somewhere, or is this something I'm just gonna have to go thru and delete all the phantoms?

 

Look forward to your input.

 

rac

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i may be able to help with this one :)

 

1) i think it may be todo with how epoch uses fuel station and the need for generators etc. having all tanks working would make the generators redundant etc.

 

2) The villages are 2 custom trader villages but are not complete yet. if you drive along the coast to the west you have to drive through one of them. the other i cant remember for sure where it is

 

3) The dayz.st backup is just a database backup. with epoch they dont do backups. i believe this could be because the database structure is different. to back up you will need to access your database and then back it up

 

4) I dont think the admin map works to well with epoch. i was with dayz.st before moving to another host and had nothing but problems with them and epoch

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Thanx for the quick reply.   Hmmmm.  Seemed all my vehicles showed correctly before I added the Pack.   Not that it matters that much anyhow.  My server is Non PVP / no stealing.  I just use the map to locate stolen vehicles .  Whats really odd is all the trader bought vehicles show correctly.  Go figure.

 

rac

 

 

 

EDIT:  We're still having a blast with all the new buildings and features

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