ThaThing Posted January 27, 2014 Report Share Posted January 27, 2014 @ bodyclean.sqf delete this part _aikiller = _this select 1; _aikiller_name = name _aikiller; _humanityBoost = 200; //Set this to whatever you want the humanity to increase by _humanity = _aikiller getVariable ["humanity",0]; _humanity = _humanity + _humanityBoost; _aikiller setVariable["humanity", _humanity,true]; _killsB = _aikiller getVariable["banditKills",0]; _killsB = _killsB + 1; _aikiller setVariable["banditKills",_killsB,true]; diag_log format ["EMS: AI %1 was killed by %2 (+%3 humanity, new total %4)",_ai_type,_aikiller_name,_humanityBoost,_humanity]; Figured out it has something to to with the bodyclean.sqf. But i don't mind the increase in humanity, but would prefer if i only could disable the part where it adds to your bandit killed. But am i wrong to think all i need to delete is this part: _killsB = _aikiller getVariable["banditKills",0]; _killsB = _killsB + 1; _aikiller setVariable["banditKills",_killsB,true]; Link to comment Share on other sites More sharing options...
insertcoins Posted January 28, 2014 Report Share Posted January 28, 2014 Quick question and this has probably been asked a 1000 times. Do I have to change anything in the files for this to work with taviana? cause I added this, no missions are starting. Might have missed something. Link to comment Share on other sites More sharing options...
wokkelwakker Posted January 28, 2014 Report Share Posted January 28, 2014 With the new epoch 1.0.4. patch a lot has changed in the server_cleanup.FSM. For example, the "killing a hacker" line is completely gone. I will be testing the missions in a moment to see if everything is still working without this change from EMS in the server_cleanup.FSM. EDIT: Doesn't seem to work anymore. Vehicle explodes upon entering/leaving them. Anyone has a fix for this? Link to comment Share on other sites More sharing options...
Fuchs Posted January 28, 2014 Author Report Share Posted January 28, 2014 1.0.4 is out ? Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted January 28, 2014 Report Share Posted January 28, 2014 1.0.4 is out ? Yup: Link to comment Share on other sites More sharing options...
Fuchs Posted January 28, 2014 Author Report Share Posted January 28, 2014 Oh sh.. this is horrible haha i feel trolled ! Link to comment Share on other sites More sharing options...
wokkelwakker Posted January 28, 2014 Report Share Posted January 28, 2014 1.0.4 is out ? :rolleyes: It's not available on commander yet, but i went ahead and downloaded server/client files for both server and my client to test it out. EDIT: Oh, just now i see that it is actually available. Link to comment Share on other sites More sharing options...
Fuchs Posted January 28, 2014 Author Report Share Posted January 28, 2014 holy sh.. ! ~1.4 gb clientversion lool Link to comment Share on other sites More sharing options...
ritualmsry Posted January 28, 2014 Report Share Posted January 28, 2014 The fix may lie in init\server_functions.sqf...there is a line called server_checkHackers....just sayin. Link to comment Share on other sites More sharing options...
Fuchs Posted January 28, 2014 Author Report Share Posted January 28, 2014 hm jsut updating my entire server to 1.0.4 ! server_checkHackers = { if (DZE_DYN_AntiStuck2nd > 3) then { DZE_DYN_HackerCheck = nil; DZE_DYN_AntiStuck2nd = 0; }; if(!isNil "DZE_DYN_HackerCheck") exitWith { DZE_DYN_AntiStuck2nd = DZE_DYN_AntiStuck2nd + 1;}; DZE_DYN_HackerCheck = true; { if(vehicle _x != _x && !(vehicle _x in PVDZE_serverObjectMonitor) && (isPlayer _x) && !((typeOf vehicle _x) in DZE_safeVehicle)) then { diag_log ("CLEANUP: KILLING A HACKER " + (name _x) + " " + str(_x) + " IN " + (typeOf vehicle _x)); (vehicle _x) setDamage 1; _x setDamage 1; sleep 0.25; }; sleep 0.001; } forEach allUnits; DZE_DYN_HackerCheck = nil; found in server functions thx for the hint ritualmsry! Link to comment Share on other sites More sharing options...
ritualmsry Posted January 28, 2014 Report Share Posted January 28, 2014 Check two posts down for the corrections. Link to comment Share on other sites More sharing options...
wokkelwakker Posted January 28, 2014 Report Share Posted January 28, 2014 Line 788 of init/server_functions.sqf is where the code was moved from server_cleanup.fsm....I'm not at home right now and cant test it on my server, but if you change this in init/server_functions.sqf: if(vehicle _x != _x && !(vehicle _x in PVDZE_serverObjectMonitor) && (isPlayer _x) && !((typeOf vehicle _x) in DZE_safeVehicle)) then { to this: if (vehicle _x != _x && !(vehicle _x in PVDZE_serverObjectMonitor) && (isPlayer _x) && (vehicle _x getVariable [""Sarge"",0] != 1) && !((typeOf vehicle _x) in DZE_safeVehicle)) then { like the front page of this post shows, that might work. Maybe.... I thought that would be the correct thing to do as well, but it corrupts the server (hanging on waiting for authentication, resulting in getting kicked back to the lobby, many errors in .RPT from player_monitor) Link to comment Share on other sites More sharing options...
wokkelwakker Posted January 28, 2014 Report Share Posted January 28, 2014 POSSIBLE FIX, WILL CONFIRM IN 10-20 minutes: Find this in init/server_functions.sqf: if(vehicle _x != _x && !(vehicle _x in PVDZE_serverObjectMonitor) && (isPlayer _x) && !((typeOf vehicle _x) in DZE_safeVehicle)) then { replace with: if (vehicle _x != _x && !(vehicle _x in PVDZE_serverObjectMonitor) && (isPlayer _x) && (vehicle _x getVariable ["Sarge",0] != 1) && !((typeOf vehicle _x) in DZE_safeVehicle)) then { The double "" around the Sarge variable seems to have been causing the kick/errors in RPT. Once again, will confirm if this works in 10-20 minutes. EDIT: CONFIRMED WORKING If Fuchs would be so kind to update the frontpage tutorial with this information? :) Fuchs 1 Link to comment Share on other sites More sharing options...
FUBAR22 Posted January 28, 2014 Report Share Posted January 28, 2014 OMG - I hope this fixes some other issues like player made bases slowly disappearing and the whole problem with safe/tents/shack storage items disappearing. FUCHS - are you making any changes to the EMS to support this update? I noticed in the current version I am unable to spawn certain AI Mission vehicles (For Ex: The APC mission doesn't spawn an APC and all the AI die within the building/walls near it.) Cheers all, FUBAR Link to comment Share on other sites More sharing options...
FUBAR22 Posted January 28, 2014 Report Share Posted January 28, 2014 wokkelwakker - Have you checked your RPT to see if it is spamming it with the dreaded errors like below? if (_object getVariable "Sarge" == 1) exitWith {}; if (!_parachuteWest> 19:43:48 Error position: <== 1) exitWith {}; if (!_parachuteWest> Error Generic error in expression File z\addons\dayz_server\compile\server_updateObject.sqf, line 29 Error in expression < && (vehicle _x getVariable ["Sarge",0] != 1) && !((typeOf vehicle _x) in DZE_sa> Error position: <!= 1) && !((typeOf vehicle _x) in DZE_sa> Error Generic error in expression Error in expression < && (vehicle _x getVariable ["Sarge",0] != 1) && !((typeOf vehicle _x) in DZE_sa> Error position: <!= 1) && !((typeOf vehicle _x) in DZE_sa> Error Generic error in expression Link to comment Share on other sites More sharing options...
Defent Posted January 28, 2014 Report Share Posted January 28, 2014 You added the code to server_updateObject.sqf in 1.0.4 it was moved to server_functions.sqf. Find the lines mentioned in his post and add them. It seems to work, atleast for me. Thanks wokkelwakker. Link to comment Share on other sites More sharing options...
FUBAR22 Posted January 29, 2014 Report Share Posted January 29, 2014 Thanks Defenting....I should have clarified that I was looking to make sure that the errors (I posted) from 1.0.3.1 might be cleared in 1.0.4. Anyone using DayZ.st? Doesn't look like they have updated to 1.0.4 yet. :( Also, can anyone recommend the BEST server host? Like mentioned DayZ.ST is simply $hit. Support sux...Desync after 35 players...horrible...and DDOS/Hackers attacking all the time. Please let me know your feedback. At the moment I am considering Vert Hosting, Vilayer, and HFB. Your thoughts and/or suggestions on these or ANY OTHER server host with EXCELLENT ping/support is is most welcomed! THANKS! Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted January 29, 2014 Report Share Posted January 29, 2014 HFB's response times are horrendous. I use Vilayer and while their support replies aren't much better, they give you access to everything you could possibly need. As far as upgrading, vbawol has already referenced 1.0.4.1, so you might just want to wait... Link to comment Share on other sites More sharing options...
Ventana Posted January 29, 2014 Report Share Posted January 29, 2014 HFB's response times are horrendous. I use Vilayer and while their support replies aren't much better, they give you access to everything you could possibly need. As far as upgrading, vbawol has already referenced 1.0.4.1, so you might just want to wait... I use vilayar also and their response time for me has been great. they even answer questions they aren't required to support. I had HFB and dumped them after the first month. Worste customer service I've ever seen. took days to get and answer and then it was "we don't support that" every single time. finally i was told i asked too many questions (too many tickets) so i dumped them. Link to comment Share on other sites More sharing options...
wokkelwakker Posted January 29, 2014 Report Share Posted January 29, 2014 FUBAR22, before i switched to a dedicated server i was with Vilayer. Their support is pretty good i'd say, i've always had my questions answered within 24 hours. They are not expensive and their servers are good. Link to comment Share on other sites More sharing options...
Firefly Posted January 29, 2014 Report Share Posted January 29, 2014 I'm confused, the killing a hacker line is still in server cleanup for me? Oh what a retard, just spent the morning modifying the 1.0.3.1 files again, unzipped the wrong archive :( insertcoins 1 Link to comment Share on other sites More sharing options...
FUBAR22 Posted January 29, 2014 Report Share Posted January 29, 2014 Hey...may have found a small problem with a file (spelling error) If you look at the server_spawnCarshSite.sqf at line 40 see: diag_log(format["CRASHSPAWNER: %1%2 chance to spawn '%3' with loot table '%4' in %5 secounds", round(_spawnChance * 100), '%', _crashName, _lootTable, _timeToSpawn]); Probably needs to be spelled seconds Not sure how that will impact the server, but worth noting. FUBAR Link to comment Share on other sites More sharing options...
Firefly Posted January 29, 2014 Report Share Posted January 29, 2014 If you are looking for a new host I would recommend Vert, they've gotten back to me at the strange times I email with great help, fixed my BEC incompetence for me (most hosts won't) and the servers are running very well. I think that line you have quoted is just a log file that is added to the rpt log to show something has happened. Shouldn't cause any issues. insertcoins 1 Link to comment Share on other sites More sharing options...
GhostTown Posted January 29, 2014 Report Share Posted January 29, 2014 Just a qestion with this. Is it possible to get these missions systems to work on other maps besides Chernarus? I would like to get this working on the new map Napf. Anyone had any luck converting it or is there another mission system I could try? Link to comment Share on other sites More sharing options...
Firefly Posted January 29, 2014 Report Share Posted January 29, 2014 It really depends on the topography of the map. With Panthera I had to create a complete set of new missions using static locations. The issue being loot would spawn on one side of the hill and the AI on the other. You could run it on other maps just be wary of missions spawning underwater, up mountains in volcanos and other fun places! Link to comment Share on other sites More sharing options...