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Posts posted by iFear
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Are the AxeMurderer and SniperTeam Missions working?
With 0.2.5 these 2 Missions cleared automaticaly seconds after they appeared.
If they are still buggy i can takre a look at it. -
Could'nt clear Major Mission 10
Maybe because of Line 42:
waitUntil{{isPlayer _x && _x distance box < 30 } count playableunits > 0};
"box" is not defined, maybe should change it to _crate?
waitUntil{{isPlayer _x && _x distance _crate < 30 } count playableunits > 0};
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Found the bug and maybe Solution for the AxeMurderer (not tested yet)?
In Minor Mission sm13.sqf it says:
[_coords,80,4,1,2] execVM "\z\addons\dayz_server\ems\add_unit_server.sqf";//AI Guards sleep 1; waitUntil{({alive _x} count (units AxeMurderer)) < 1};
There is no Axemurderer defindet in this sqf so it has to be:
[_coords,80,4,1,2] execVM "\z\addons\dayz_server\ems\add_unit_server2.sqf";//AI Guards
because in the add_unit_server2.sqf you define the AxeMurderer:
AxeMurderer = createGroup EAST; publicVariable "AxeMurderer";
andif (_levelnum==2) then // in_sityes troops { if ((x == 1) || (x == 3) || (x == 5)) then //troop soldiers { "Rocker4_DZ" createUnit [_unitpos, AxeMurderer, "_aiunit=this;",1,"PRIVATE"]; _ailoadout= ["MeleeHatchet_DZE","5Rnd_762x51_M24"] }; };
Maybe this works?
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Got the exact problem 10 minutes ago. Guess it's broken so i'll just removed it..
Look at the SM8.sqf, there are some wrong entries for the weapons.
from Line 48 - 51 it looks like this:
tentloot addMagazineCargoGlobal ["MP5A5", 2]; tentloot addMagazineCargoGlobal ["30Rnd_9x19_MP5", 5]; tentloot addMagazineCargoGlobal ["glock17_EP1", 2]; tentloot addMagazineCargoGlobal ["17Rnd_9x19_glock17", 4];
In this case the Weapons are defined for the Magazine/Item-Slot, but the MP5 and Glock has to be defined for Weapon-Slot.
So change it to this:
tentloot addWeaponCargoGlobal["MP5A5", 2]; tentloot addMagazineCargoGlobal ["30Rnd_9x19_MP5", 5]; tentloot addWeaponCargoGlobal["glock17_EP1", 2]; tentloot addMagazineCargoGlobal ["17Rnd_9x19_glock17", 4];
Another wrong entry in Line 45:
tentloot addWeaponCargoGlobal ["ItemMatches", 2];
change it to:
tentloot addWeaponCargoGlobal ["ItemMatchbox_DZE", 2];
maybe this works....?
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Hey :)
Is it possible to log players who destroy vehicles?
So when a player destroys an car, it should log Time, Player ID or Name and the ID/Name of the destroyed vehicle.
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Hi,
I have a problem that i don't get tow/or lift option for bought and not locked vehicles, when i use this Tutorial.
Normaly this should only be for locked vehicles... but when i unlock my cars i still get no tow/lift option :(
I've explained my problem more detailed in this thread:
Maybe anyone could help me?
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So, the fix for the Missions worked fine for me, thank you vy3si :)
in server_functions.sqf
find this
_keep = _x getVariable ["permaLoot",false];
change to this
_keep = (_x getVariable ["permaLoot",false]) || (_x getVariable ["Sarge",0] == 1) ;
So now I'm testing the other part with my AI-Base ;)
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@Nekuan:
look at this thread: http://dayzepoch.com/forum/index.php?/topic/4762-ammoboxes-like-tkvehiclebox-ep1-in-ai-base-missions-disappearing/and try the thing with the server_functions.sqf
find this
_keep = _x getVariable ["permaLoot",false];
change to this
_keep = (_x getVariable ["permaLoot",false]) || (_x getVariable ["Sarge",0] == 1) ;
I've implemented it on my server, but had not the time for testing it yet.
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Yes I've defined it... thats not my problem, i can explain it more detailed:
Example for not bought Vehicles (working):
I find a V3S_Civ on the Map and a UAZ_RU
I get tow option for UAZ_RU and click tow...
For the V3S i get the "Tow the selected..."
So i do that and the UAZ gets towed to the V3S
Example for bought vehicles (not working):
I buy a V3S_Civ and find a UAZ_RU
I get tow option for UAZ_RU and click tow...
But now i do not get the "Tow the selected..." for the V3S.
This Option is not available, so I can't see it.
V3S is not locked and i have driven a little bit with it.
So my Problem is that I don't geht the Tow Option for bought vehicles.
With this lock/unlock fix, this should only happen, if a vehicle is locked (and it worked perfectly for 1.0.2.5), but in my case, this happens for every bought vehicle, even if its locked or not :unsure:
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Thank you, I'm testing this today and give feedback.
So for the EMS Missions I'll use that thing in the server_functions.sqf
cause it's defined like this and so I haven't to change 20+ Missions:
_crate = createVehicle ["USVehicleBox",_coords,[], 0, "CAN_COLLIDE"]; [_crate] execVM "\z\addons\dayz_server\missions\misc\fillBoxes.sqf"; _crate setVariable ["Sarge",1,true];
for this i use that in the server_functions.sqf:
_keep = (_x getVariable ["permaLoot",false]) || (_x getVariable ["Sarge",0] == 1) ;
and for my AI-Base I'll use vy3si's Fix
_yourammobox setVariable ["permaLoot",true];
"_yourammobox" I change to the name of my box ;)
So I'll see if both works.
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Hi,
I'm using Epoch 1.0.3 with R3F Tow/Lift.
I've also added the feature, that people cannot tow or lift locked vehicles
http://dayzepoch.com/forum/index.php?/topic/2112-tutorial-disabling-r3f-towlift-for-locked-vehicles/
With Epoch 1.0.2.5 all worked perfectly, but with 1.0.3 i have a problem:
If i buy a car, i do not get the "Tow/Lift" Option on it, it doesen't appear in the left (scroll-)menu.
So i can't tow with that vehicle and/or it can't be towed because of the missing ottion.
All other (not bought) vehicles can be towed/lifted
I use the fresh 1.0.3 Files from the dayz_code.pbo (Client Files, but also tested it with server files).
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Hi,
I'm Using Epoch 1.0.3 and built my own AI-Base (like FNG Island) and I'm using TKVehicleBox_EP1 crates to spawn all the loot in it.
So after a while playing these ammoboxes disappear and i don't know why :huh:
I'm using the EMS Mission System from this Thread and Sarge AI.
The Boxes from the Missions are also affected.
With Epoch 1.0.2.5 i had no Problems...
Could this problem have anything to do with my server_cleanup.fsm?
It looks like this:
if(vehicle _x != _x && (vehicle _x getVariable [""Mission"",0] != 1) && (vehicle _x getVariable [""Sarge"",0] != 1) && !(vehicle _x in _safety) && (isPlayer _x) && !((typeOf vehicle _x) in DZE_safeVehicle)) then {" \n
So at the moment I'm using a workaround and keep all the Stuff in StorageShed_DZ Classname, but this looks not as good as the bxes ;)
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Missions work fine with Epoch 1.0.3
Had to make some changes in the fillboxes, because of some cfg.weapon errors.
Changed the DZN (Namalsk) Weapons, to some new from Epoch ;) -
Tank you vbawol, this helped :) :) :)
You need to place the CleanupPlacedAfterDays = -1 under the [Objects] section directly under ;ResetOOBObjects = false for it to work.@Exodon:
I love your Script Pack, have it on my server since one month :)
When can we expect an update for 1.0.2?
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Solved it
I've put it in the Objects-Section:
[Objects] ; Flag indicating whether hiveext should detect vehicles out of map boundaries (X < 0, or Y > 15360) and reset their position to [] ; Note: YOU MUST have a proper dayz_server.pbo that supports this feature, otherwise you will get script errors ; You can find that file under the SQF directory for your server version ;ResetOOBObjects = false CleanupPlacedAfterDays = -1
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Hi,
I'm using Exodons Server Pack with Basebuild 1.2
All placed objects on my Server are dissapearing after 7 Days, but i have put CleanupPlacedAfterDays = -1 in my HiveExt.ini (10 Days ago).
It looks like this:
; HiveExt.ini [Time] ; Type kann "Local, "Custom", oder "Static" sein ; Local: Die aktuelle Serverzeit wird verwendet ; Custom: Der Wert von "Offset" wird beachtet ; Static: Die Zeit, die bei "Hour" eingestellt ist, wird bei jedem Start verwendet ;Hour = 8 Type = Custom Offset = -1 [Database] ; Zugangsdaten für die Datenbank Type = MySQL Host = 217.198.xxx.xxx Port = 3306 Database = ni1xxxxx_7_epoch Username = ni1xxxxx_7_epoch Password = 4nQxxxxx CleanupPlacedAfterDays = -1 [Characters] ; IDField: The field name that Player's IDs are stored in (unique per game license) ;IDField = PlayerUID ; WSField: The field name that Player's World Position and rotation is stored in ; Enables you to run multiple different maps (different instances) off the same character table ;WSField = Worldspace [Objects] ; Flag indicating whether hiveext should detect vehicles out of map boundaries (X < 0, or Y > 15360) and reset their position to [] ; Note: YOU MUST have a proper dayz_server.pbo that supports this feature, otherwise you will get script errors ; You can find that file under the SQF directory for your server version ;ResetOOBObjects = false [ObjectDB] ; Zugangsdaten für die Objekte-Datenbank (falls verwendet). ;Use = false [Date] ; Type kann "Local, oder "Static" sein ; Local: Die aktuelle Serverzeit wird verwendet ; Custom: Die Werte von "Year", "Month" und "Date" werden beachtet ;Year = 2012 ;Month = 7 ;Date = 3 Type = Local
I also have tried it with 365 on my second server, but same Problem there.
Safes don't disapear.
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Hi Exodon,
The placed objects on my Server are dissapearing after 7 Days, but i have put CleanupPlacedAfterDays = -1 in my HiveExt.ini (7 Days ago).
It looks like this:
; HiveExt.ini [Time] ; Type kann "Local, "Custom", oder "Static" sein ; Local: Die aktuelle Serverzeit wird verwendet ; Custom: Der Wert von "Offset" wird beachtet ; Static: Die Zeit, die bei "Hour" eingestellt ist, wird bei jedem Start verwendet ;Hour = 8 Type = Custom Offset = -1 [Database] ; Zugangsdaten für die Datenbank Type = MySQL Host = 217.198.xxx.xxx Port = 3306 Database = ni1xxxxx_7_epoch Username = ni1xxxxx_7_epoch Password = 4nQxxxxx CleanupPlacedAfterDays = -1 [Characters] ; IDField: The field name that Player's IDs are stored in (unique per game license) ;IDField = PlayerUID ; WSField: The field name that Player's World Position and rotation is stored in ; Enables you to run multiple different maps (different instances) off the same character table ;WSField = Worldspace [Objects] ; Flag indicating whether hiveext should detect vehicles out of map boundaries (X < 0, or Y > 15360) and reset their position to [] ; Note: YOU MUST have a proper dayz_server.pbo that supports this feature, otherwise you will get script errors ; You can find that file under the SQF directory for your server version ;ResetOOBObjects = false [ObjectDB] ; Zugangsdaten für die Objekte-Datenbank (falls verwendet). ;Use = false [Date] ; Type kann "Local, oder "Static" sein ; Local: Die aktuelle Serverzeit wird verwendet ; Custom: Die Werte von "Year", "Month" und "Date" werden beachtet ;Year = 2012 ;Month = 7 ;Date = 3 Type = Local
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Hi,
The Section "Epoch Trader Items" shows nothing.
In the settings i changed the instance to 17, but nothing happened.
The Server_Traders (Database) shows Instance 17 but in my init.sqf there is 11.
I'm a bit confused of that, because all my Traders from 17 are working correctly.
EDIT: I have fixed it for myself. The Names of the Traders in my Database were "Server_TRADERS", "Trader_TIDS",... so i changed it in your epoch_trader.func.php to that names and it works ;)
But can anyone tell me what the "dayZ_instance = 11;" in my init.sqf means. I know it is the instance of the Chernarus Epoch map but i got confused because of "Instance 17" in the database
denmark Pack (new towns)
in A2: Custom Bases (1.0.5.1)
Posted
Awesome Work!!! I think you spent a lot of time on these maps.
They are brilliant!