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  1. Yesterday
  2. Brian Soanes

    Standalone Epoch mod ? Maybe ? Maybe Not ?

    It's not April 1st yet
  3. Helion4

    Error in carge_trucks?

    Are you for real? Firstly I thought the smily face was enough of a hint towards a fun little jibe... Secondly, where in your o.p was the question or the request for help? If you cant be arsed to even type out what it is you came here for, then dont expect people to take it seriously, Snowflake.
  4. Last week
  5. RedLink

    infistar base copy

    this is a bug in infistar admin panel. not fixed ((
  6. Vladick

    [Release] ESSV3 - Enhanced Spawn Selection

    Thanks again for looking at it. I looked up the class names on the lists below and they look right to me. https://github.com/EpochModTeam/DayZ-Epoch/tree/master/Documents/Epoch 1.0.6.2 Classnames If I take out the primary weapon and ammo info then it works just fine. Have I put the class names in the wrong spots? Confused? I am.
  7. l1nkrx7

    infistar base copy

    anyone noticed when copying an area in infistar that angled floors and walls dont sit right? has anyone managed to fix this?
  8. Vladick

    [Release] ESSV3 - Enhanced Spawn Selection

    Thanks salival. I will take a look and compare.
  9. salival

    [Release] ESSV3 - Enhanced Spawn Selection

    I copy pasted directly from your spoiler into a file, the shotgun magazines "8Rnd_12Gauge_slug" look wrong in notepad++ and in diffmerge, I dunno if that's your problem? I diffmerged yours against the default ESS (left), yours is on the right (This is a good trick to see if you've stuffed anything up BTW) I can't see anything obvious but sometimes these issues hide in plain sight
  10. Vladick

    [Release] ESSV3 - Enhanced Spawn Selection

    Hi there, I'm trying (without much luck) to edit my custom spawn items to include a different primary weapon for various humanity levels; plus or minus 5,000, 10,000 and 20,000. My config is below in the spoiler. Can someone please take a look and tell me what I'm doing wrong? When I use this mission PBO I spawn in no man's land every time. Thanks for your help !
  11. ViktorReznov

    Standalone Epoch mod ? Maybe ? Maybe Not ?

    server files, modding tools.... its all out. SA is in beta necroing thread to bring this to light
  12. Here is the log+error without the Kron functions running for this query: _key = format["SELECT ObjectID, ObjectUID, Classname, CharacterID, Worldspace, Inventory, Hitpoints, Fuel, Damage, StorageCoins FROM object_data WHERE Instance=%1 AND Classname IS NOT NULL LIMIT %2,1",dayZ_instance, _i]; _response = _key call server_hiveReadWriteLarge; diag_log format["::::::: 1- Before compile ::::: %1",_response]; _response = call compile _response; _response = _response select 1 select 0; LOG: "::::::: 1- Before compile ::::: [1,[[2,3,"VaultStorageLocked",6946928881,"[126,[6326.18,7802.88,0.00143433],"76561198017478031",[[-0.892854,0.450347,0],[0,0,1]]]",[[[],[]],[[],[]],[[],[]]],"[]",0.00000,0.00000,3000610]]]" Error in expression <881,"[126,[6326.18,7802.88,0.00143433],"76561198017478031",[[-0.892854,0.450347,> Error position: <76561198017478031",[[-0.892854,0.450347,> Error Missing ] The Wordspace (and also Hitpoints) cells because they are Varchar, they come back as strings "[126,[6326.18,7802.88,0.00143433],"76561198017478031",[[-0.892854,0.450347,0],[0,0,1]]]" not arrays, thus breaking the code. Without the Kron functions to convert them back to arrays (by removing the double quotes) the whole thing breaks. Same goes for the server_publishvehicle files, server_playerSetup etc...since Character_data table also has arrays stored as varchar in the db. That's what i mean. But in the end, I think mass replacing the "[ and ]" strings to [ ] for the whole result that comes back from the database is much easier and faster than to take care each individual varchar value. Arma2Net also has this bug...but for some weird reason when you are sending the whole query inside double quotes like this: _data = format["Arma2NETMySQLCommand ['%2',""%1""]",_key, DB_NAME]; SQL_RESULT = "Arma2Net.Unmanaged" callExtension _data; negates the problem...and the values come back as arrays....so you dont have to do the KRON parsing.
  13. FG_Trap

    Scripting

    @Markb make sure your hive dll is up to date and for ai systems their are some great ones on the forums like WAI, EMS and dzai.
  14. Can you paste an example result? I know that for example, when you retrieve a number, it will come back as a string and you can call compile it. However, I am not understanding what the issue is with the arrays. I see you are call compiling it even after you have removed the " from the return. The KRON function is returning a string, which is why I see you call compiling it. But my question is, why do we need the KRON function? It looks like it is doing the exact same thing the call compile below it will do. If the first result from the database is: _result = "[blah,blah]"; _result = call compile _result; _var = _result select 0; - this should now equal blah without error. Now, if what you meant above was something like this: _result = "['[array1]', '[array2]']"; I would see the purpose in the KRON function. Let me know what I am not understanding correctly.
  15. salival

    1.0.6.2 zombies walking ?

    https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/configVariables.sqf#L35
  16. weltoncamargo

    1.0.6.2 zombies walking ?

    remember that in version 1.0.5.1 was just putting a line in init.sqf and now in version 1.0.6.2 how to make zombies walk ?
  17. He-Man

    Scripting

    I think you are talking about A2 Epoch?! I have moved it to Arma2 for you...
  18. @Tuhjay, your code above can not be correct. I have not the time to check page 38 and page 46 atm, but you could simply try to replace the above script by: _this call EPOCH_server_effectCrypto; This should also work. Please give some feedback for others, if it works :)
  19. I am having trouble with money not being exchanged and I have made sure to change the HALV_takegive_crypto to the following: Changes were made using page 38 and page 46 of this topic.
  20. Its a classic server, not too much militarized. very good FPS !! Server: 144.76.39.232 Teamspeak: 144.76.39.232
  21. C4-timah

    EpochZ: Bandit Country

    Since I have massively reduced the default epoch allowedvehicles list, the crash sites no longer have vehicles or loot. I assume the loot is dependent on a vehicle spawning. All I have are floating balls of fire with pillars of smoke. Is there an allowedvehicle file in epochz that I need to modify so the mod will know which vehicles to spawn with the crash sites? Thanks.
  22. Earlier
  23. Ah yes, i need to push a fix to my script since epoch updated. in z_at_buyItems.sqf (mpmissions, dayz_code\AdvancedTrading\functions\z_at_buyItems.sqf) if (_buyingType in DZE_tradeVehicleKeyless) then { PVDZE_veh_Publish2 = [[_dir,_location],_part_out,true,"0",_activatingPlayer,dayz_authKey]; } else { PVDZE_veh_Publish2 = [[_dir,_location],_part_out,false,_keySelected,_activatingPlayer,dayz_authKey]; }; the change is the dayz_authKey
  24. Hi Biggy, Yeah i know that. Maybe a better example would be the server_monitor.sqf (here). The problem is that you have to call compile the result and then select the array (the select 1 select 0 part). While what you said is true..the select part always breaks in the server_monitor because the varchar entries come back as strings even though they are as arrays in the database. So i would have to do what you said almost everywhere for every single varchar entry that comes from the database....which of course is tedious and not to mention crazy :) There has to be an easier way to 'tell' extdb3 how to treat the outcome of the query...like it does with non-async calls. Premade queries have that option (look here), but since i dont want to rewrite every single query as a prepared statement (some people might wanna write their own sql queries for their own crazy mod ideas) having a robust 'hive_write', instead of 20 different queries helps a lot to that end. Arma2Net wasnt like that...i remember having the same problem with Arma2net at some point..but adding the queries inside double quotes for some reason negated that effect. I contacted the author of arma2net about the battleye block, and he sent a request to them to add it to their exception list. Hopefully we'll be able to return to A2Net at some point.
  25. You only need this line (line 48): _result = call compile _result; If _result is "[blah,blah]", the above line will return the following: _result = [blah,blah]; Call compile removes the string.
  26. JakeQue

    BiPlanes and Cessna with a m240 rounds!

    The easiest way to do this is put your VehicleAmmo.sqf in the server > compile folder, then call it in each file like so : You can also get it working for infistar too. In infistar folder, open AH.sqf. Find: There are 3 of these. Look for the next two also. Under each one add the same VehicleAmmo include like this: This works for all vehicles spawned in via hive or without.
  27. FG_Trap

    Server setup

    Wrong place
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