Brutus Posted February 1, 2014 Report Share Posted February 1, 2014 Hi all; I use one old mission system for my server. All was going always nice. But since 1.0.4 i get a problem about the vehicles in missions. They kill everyone entering in. I tryed to change the server_function.sqf by change this: 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; }; To this: 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) && (vehicle _x getVariable [""DZAI"",0] != 1)) then {" \n 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; }; But vehicle still kill anyone entering in. ( between my admin tool bluephoneix was working correctly since i updated in epoch 1.0.4 with the same vehicule issue now) Any fix for it? Link to comment Share on other sites More sharing options...
Fuchs Posted February 1, 2014 Author Report Share Posted February 1, 2014 Located: dayz_server\init\server_functions.sqf Around line 298 look for this: if(vehicle _x != _x && !(vehicle _x in PVDZE_serverObjectMonitor) && (isPlayer _x) && !((typeOf vehicle _x) in DZE_safeVehicle)) then { Replace with 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 { Repack your dayz_server.pbo and replace your original one. Link to comment Share on other sites More sharing options...
Brutus Posted February 1, 2014 Report Share Posted February 1, 2014 Thank you Fuchs; Unfortunatly it doesnt work, still killed once i entering mission or admin tool vehicles Link to comment Share on other sites More sharing options...
Fuchs Posted February 1, 2014 Author Report Share Posted February 1, 2014 I just implemented it on my own server and having a look onto the PVP Arena if the crates and vehicles up there spawning in ,reply soon! Link to comment Share on other sites More sharing options...
Brutus Posted February 1, 2014 Report Share Posted February 1, 2014 here it'zs the part of my server_function.sqf for epoch 1.0.4 }; server_cleanupGroups = { if (DZE_DYN_AntiStuck3rd > 3) then { DZE_DYN_GroupCleanup = nil; DZE_DYN_AntiStuck3rd = 0; }; if(!isNil "DZE_DYN_GroupCleanup") exitWith { DZE_DYN_AntiStuck3rd = DZE_DYN_AntiStuck3rd + 1;}; DZE_DYN_GroupCleanup = true; { if (count units _x == 0) then { deleteGroup _x; }; sleep 0.001; } forEach allGroups; DZE_DYN_GroupCleanup = nil; }; 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) && (vehicle _x getVariable ["DZAI",0] != 1) && !((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; }; And it doesnt work ( i Use DZAI ) Link to comment Share on other sites More sharing options...
Brutus Posted February 1, 2014 Report Share Posted February 1, 2014 Edit ... I made a small mistake... Your code working great now... You make my day. Thank you Fuchs Link to comment Share on other sites More sharing options...
FUBAR22 Posted February 1, 2014 Report Share Posted February 1, 2014 Fuchs/Anyone - I am still getting pages upon pages of this error spamming my RPT: if (!_parachuteWest> 17:45:00 Error Generic error in expression 17:45:00 File z\addons\dayz_server\compile\server_updateObject.sqf, line 29 17:45:12 Error in expression < && (vehicle _x getVariable ["Sarge",0] != 1) && !((typeOf vehicle _x) in DZE_sa> 17:45:12 Error position: <!= 1) && !((typeOf vehicle _x) in DZE_sa> 17:45:12 Error Generic error in expression 17:45:12 File z\addons\dayz_server\init\server_functions.sqf, line 802 17:45:26 "CLEANUP: Deleted 2 Loot Piles out of 117" 17:45:27 Error in expression < && (vehicle _x getVariable ["Sarge",0] != 1) && !((typeOf vehicle _x) in DZE_sa> 17:45:27 Error position: <!= 1) && !((typeOf vehicle _x) in DZE_sa> 17:45:27 Error Generic error in expression 17:45:27 File z\addons\dayz_server\init\server_functions.sqf, line 802 17:45:42 Error in expression < && (vehicle _x getVariable ["Sarge",0] != 1) && !((typeOf vehicle _x) in DZE_sa> 17:45:42 Error position: <!= 1) && !((typeOf vehicle _x) in DZE_sa> 17:45:42 Error Generic error in expression 17:45:42 File z\addons\dayz_server\init\server_functions.sqf, line 802 17:45:45 Error in expression <0"; }; if (_object getVariable "Sarge" == 1) exitWith {}; if (!_parachuteWest> 17:45:45 Error position: <== 1) exitWith {}; I have everything setup correctly in my server_functions.sqf: if (vehicle _x != _x && !(vehicle _x in PVDZE_serverObjectMonitor) && (isPlayer _x) && (vehicle _x getVariable ["Sarge",0] != 1) && !((typeOf vehicle _x) in DZE_safeVehicle)) then { and server_updateObject: if (_object getVariable "Sarge" == 1) exitWith {};if (!_parachuteWest and !(locked _object)) then { if (_objectID == "0" && _uid == "0" && (vehicle _object getVariable ["Sarge",0] != 1)) then One clue that may be help that I have noticed - all this starts happening after a bunch of these start spamming: 17:52:25 Server: Object 24:55 not found (message 70) 17:52:25 Server: Object 24:54 not found (message 94) 17:52:25 Server: Object 24:58 not found (message 70) 17:52:25 Server: Object 24:57 not found (message 94) 17:52:25 Server: Object 24:63 not found (message 70) 17:52:25 Server: Object 24:62 not found (message 70) 17:52:25 Server: Object 24:69 not found (message 70) 17:52:25 Server: Object 24:74 not found (message 70) 17:52:25 Server: Object 24:76 not found (message 70) 17:52:25 Server: Object 24:73 not found (message 94) 17:52:25 Server: Object 24:75 not found (message 70) AND - all of that starts spamming right after a mission starts to load the AIUNIT. Anyone have any ideas? Perhaps there is some Bandit or Loadout or Vehicle in the AI Mission that is creating these errors? THANKS! PS: When creatingthe units (add_unit_server or 1 or 2) = does the Sarge variable need to be added anywhere? Just reaching out thinking out of the box here. Link to comment Share on other sites More sharing options...
FUBAR22 Posted February 1, 2014 Report Share Posted February 1, 2014 IF you are getting any of these errors in your RPT Warning Message: No entry 'bin\config.bin/CfgMagazines.ItemGPS'. Warning Message: No entry 'bin\config.bin/CfgMagazines.Binocular_Vector'. It's due to the type of item in your fillBoxesM.sqf. ItemGPS and Binocular_Vector are both listed as addMagazineCargoGlobal. Change it to addWeaponCargoGlobal Here is my updated fillBoxesM.sqf _crate = _this select 0; clearWeaponCargoGlobal _crate; clearMagazineCargoGlobal _crate; _crate addMagazineCargoGlobal ["ItemBandage", 25]; _crate addMagazineCargoGlobal ["ItemMorphine", 10]; _crate addMagazineCargoGlobal ["ItemEpinephrine", 10]; _crate addMagazineCargoGlobal ["ItemPainkiller", 15]; _crate addMagazineCargoGlobal ["FoodMRE", 15]; _crate addMagazineCargoGlobal ["ItemSodaCoke", 10]; _crate addMagazineCargoGlobal ["ItemAntibiotic", 10]; _crate addMagazineCargoGlobal ["ItemBloodbag", 10];_crate addWeaponCargoGlobal ["ItemGPS", 2]; _crate addWeaponCargoGlobal ["Binocular_Vector", 2]; Corrected above Link to comment Share on other sites More sharing options...
infiniti Posted February 1, 2014 Report Share Posted February 1, 2014 Im not sure if its because of the latest patch or not but we are not currently able to sell the mission vehicles back to traders. it starts the trade but then at almost completing it says you need to sit in the driver seat to be able to sell. Obviously we have sat in the divers seat before trying to sell. we have no other problems selling other non mission vehicles, it only happens with the mission vehicles Link to comment Share on other sites More sharing options...
Brutus Posted February 1, 2014 Report Share Posted February 1, 2014 Im not sure if its because of the latest patch or not but we are not currently able to sell the mission vehicles back to traders. it starts the trade but then at almost completing it says you need to sit in the driver seat to be able to sell. Obviously we have sat in the divers seat before trying to sell. we have no other problems selling other non mission vehicles, it only happens with the mission vehicles Do you using any bloodbag script or any other script requiring fn_selfaction.sqf? If yes, did you updating it by grabing 1.0.4 fn_selfaction.sqf from your dayzcode? Link to comment Share on other sites More sharing options...
infiniti Posted February 1, 2014 Report Share Posted February 1, 2014 yeah i did i took the new fn_selfaction.sqf from the 1.0.4 files for my self bb script what's the reason for not being able to sell the mission vehicles? it relates to the self action file? Link to comment Share on other sites More sharing options...
umfufu Posted February 1, 2014 Report Share Posted February 1, 2014 @Fubar22 this is a example How this CAN get weird and wrong 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 { if (vehicle _x != _x && !(vehicle _x in PVDZE_serverObjectMonitor) && (isPlayer _x) && (vehicle _x getVariable ["Sarge",0] != 1) && !((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; }; 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) && (vehicle _x getVariable ["Sarge",0] != 1) && !((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; }; The first 1 is a snippet from server_functions.sqf BUT with a Uncomment line .... // if vehicle etc etc the original line But the hole function server_checkHackers = aint working .. why the uncomment line is still a part of the function The end has ......DZE_safeVehicle)) then { <<< a curly bracket wich still working Hence the ["Sarge",0] NOT is 1 aint processed ... u may get killed or not ....but u sure get RPT spamming each time this function gets called ! The second snippet is a working function Hence the ["Sarge",0] NOT is 1 is working and u dont get killed ,, only RPT if a hacker gets killed else iam out of ideas Link to comment Share on other sites More sharing options...
Firefly Posted February 1, 2014 Report Share Posted February 1, 2014 what's the reason for not being able to sell the mission vehicles? it relates to the self action file? It is nothing to do with EMS, it is a change with the latest Epoch patch. At the moment you will not be able to sell mission vehicles. Link to comment Share on other sites More sharing options...
FUBAR22 Posted February 2, 2014 Report Share Posted February 2, 2014 @umfufu - thank you bro for all your in trying to figure this out. Mine is like your 2nd example without the //commented out section. I have learned that lesson with compiles :-) So, not sure what to do. I think it has something to do with when the mission AI is launched. The variable is triggering the error, but not sure why. Perhaps some other _xxxxxx variable is causing this to happen. Will keep looking around. THANKS! Link to comment Share on other sites More sharing options...
Ventana Posted February 2, 2014 Report Share Posted February 2, 2014 fixed https://github.com/TheFuchs/EMS-Epoch-Mission-System What was he fix? Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted February 2, 2014 Report Share Posted February 2, 2014 Is there any chance of the EMS version being updated to reflect that it has changes for 1.0.4, as well as new instructions being posted in a new thread, updated to reflect the changes needed for 1.0.4? I think this will help stop the repeated questions. Link to comment Share on other sites More sharing options...
F507DMT Posted February 2, 2014 Report Share Posted February 2, 2014 Hi everyone! I have a problem, mission work perfectly! But cars are not sold with missions (( help? Epoch Chernorus 1.0.4 Link to comment Share on other sites More sharing options...
Fuchs Posted February 2, 2014 Author Report Share Posted February 2, 2014 The remmarkers have been removed ... Why should i make another thread ,for more confusion and some sort of people never read anything !? Cars cant be selled at the moment maybe we fix this when we have the time . Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted February 2, 2014 Report Share Posted February 2, 2014 The remmarkers have been removed ... Why should i make another thread ,for more confusion and some sort of people never read anything !? Cars cant be selled at the moment maybe we fix this when we have the time . Have you updated the main post with the correct instructions for 1.0.4? If not, you are confusing people. You haven't even updated the version number as you make fixes, which is confusing. A 29 page thread clouds things and makes it more difficult to find the correct answers. Since you have your own subforum now, why not clean it up, create a new post with the information about how to set up EMS properly, for the current version of Epoch? Link to comment Share on other sites More sharing options...
infiniti Posted February 2, 2014 Report Share Posted February 2, 2014 selling the cars is a major part of the mission script. really sucks on missions where the only reward is a vehicle and you cant sell it. hopefully you have time and get it fixed asap because it really ruins the mission script not being able to sell the vehicles. Link to comment Share on other sites More sharing options...
F507DMT Posted February 2, 2014 Report Share Posted February 2, 2014 Forgive me if I do not understand that, really appreciate your work! But I not found a solution to the problem, because of which it is impossible to sell cars that do not exist in the database. Solutions yet? If not then I am willing to wait as long as necessary. ps Fuchs big Respect! Link to comment Share on other sites More sharing options...
Fuchs Posted February 2, 2014 Author Report Share Posted February 2, 2014 EMS 0.2.6 Showtime Current Dev's Firefly,Fuchs Requirements: Notepad++ PBO Manager Epoch 1.0.3.1 Server Difficulty Easy : 10-15 minutes Some knowledge of Epoch Server & Mission file locations How to use PBO manager to unpack and pack PBO files Installation Instructions dayz_server PBO Instructions [ATTENTION] Mission Vehicles disappear after a restart , EMS will not support saving them in any way !! Download and unpack the most recent release of EMS 0.2.6 from https://github.com/TheFuchs/EMS-Epoch-Mission-System Make a copy of your dayz_server.pbo and rename it dayz_server.pbo.bak Unpack your dayz_server.pbo to a folder called dayz_server Copy the Missions folder from the EMS download ,paste and place the contents in the existing since Patch 1.0.3.1 missions folder dayz_server Edit your server_functions.sqf Located: dayz_server\init\server_functions.sqf Around line 30 look for this: server_deaths = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerDeaths.sqf"; Add this after it: fnc_hTime = compile preprocessFile "\z\addons\dayz_server\Missions\misc\fnc_hTime.sqf"; //Random integer selector for mission wait time Around line 540 look for this: dayz_recordLogin = { private["_key"]; _key = format["CHILD:103:%1:%2:%3:",_this select 0,_this select 1,_this select 2]; _key call server_hiveWrite; }; Insert this after it: //----------InitMissions--------// MissionGo = 0; MissionGoMinor = 0; if (isServer) then { SMarray = ["SM1","SM2","SM3","SM4","SM5","SM6","SM7","SM8","SM9","SM10","SM11","SM12","SM13"]; [] execVM "\z\addons\dayz_server\EMS\major\SMfinder.sqf"; //Starts major mission system SMarray2 = ["SM1","SM2","SM3","SM4","SM5","SM6","SM7","SM8","SM9","SM10","SM11","SM12","SM13"]; [] execVM "\z\addons\dayz_server\EMS\minor\SMfinder.sqf"; //Starts minor mission system }; //---------EndInitMissions------// Edit server_updateObject.sqf Located: dayz_server\compile\server_updateObject.sqf Around line 22 look for this: { diag_log(format["Non-string Object: ID %1 UID %2", _objectID, _uid]); //force fail _objectID = "0"; _uid = "0"; }; Insert this after it: if (_object getVariable "Sarge" == 1) exitWith {}; comment this out and add the line below : //if (_objectID == "0" && _uid == "0") then and add if (_objectID == "0" && _uid == "0" && (vehicle _object getVariable ["Sarge",0] != 1)) then Located: dayz_server\init\server_functions.sqf Around line 298 look for this: if(vehicle _x != _x && !(vehicle _x in PVDZE_serverObjectMonitor) && (isPlayer _x) && !((typeOf vehicle _x) in DZE_safeVehicle)) then { Replace with 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 { Repack your dayz_server.pbo and replace your original one. Mission PBO Instructions Unpack your mission PBO file using PBO Manager into a folder Copy the debug folder from the EMS download to the root of your mission folder Edit your init.sqf file At the very end of you init.sqf file paste the following block of code: // Mission System Markers [] execVM "debug\addmarkers.sqf"; [] execVM "debug\addmarkers75.sqf"; Understanding BIS_fnc_findSafePos http://tactical.nekromantix.com/wiki/doku.php?id=arma2:scripting:bis_fnc_findsafepos This will make the mission markers show up on the map for players that have died and respawn, or connect to the server after a mission has already spawned. THX to waTTe Be aware: Using older releases of EMS only from github by the tags option and follow the install instructions there ! e.g. https://github.com/TheFuchs/EMS-Epoch-Mission-System/releases/tag/0.2.5 After Bugfixing 0.2.6 [WIP] 0.5 https://github.com/TheFuchs/EMS-Epoch-Mission-System/issues?milestone=5&page=1&state=open Updated already yesterday U can solve it yourself by adding Epoch Classnamed Vehicles Link to comment Share on other sites More sharing options...
infiniti Posted February 2, 2014 Report Share Posted February 2, 2014 i dont think its a problem with not being able to sell them because they arnt written to the database. if that was true i wouldn't be able to sell non hive versions of vehicles i spawn in with my admin tool. they are not database vehicles but i can still sell them fine. its only mission vehicles i cant sell so i think the problem is something different other than them just being none database vehicles. vehicles shouldn't save to the database because of the spam to the server that would happen. i just hope there is a fix soon so that we can sell them to traders again. Link to comment Share on other sites More sharing options...
umfufu Posted February 2, 2014 Report Share Posted February 2, 2014 this line _notSetup = (_objectID == "0" && _objectUID == "0") if(local _obj and !isNull _obj and alive _obj and !_notSetup) then { in dayz_code\trade_any_vehicle.sqf triggers the } else { cutText [(localize "str_epoch_player_245"), "PLAIN DOWN"]; wich is the comment in dayz_epoch_b.pbo <Key ID="STR_EPOCH_PLAYER_245"> <Original>\n\nFailed, you must get into drivers seat first.</Original> So must look how to do this simple , else no vehicle selling Link to comment Share on other sites More sharing options...
infiniti Posted February 2, 2014 Report Share Posted February 2, 2014 what does that mean? Link to comment Share on other sites More sharing options...