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DangerRuss

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Posts posted by DangerRuss

  1. Seriously, I thought that red yellow chain 10 seconds was something only on my end :|

     

    Did you verify everything with steam?

    Nah it's everyone since this last arma thing. Re-verifying was the ticket, you have to disable the A drive and then re-verify like a fresh install. Disabling the A drive seems to get rid of the losing connection issue as well.

  2. Ok so, ever since this new arma version, when Im in servers, occasionally (and it seems like this happens to other people as well) I get the solid yellow chain, then it goes to red, I get the timer like the timeout counter like what you get when the server is restarting.After about 15 seconds it comes back and Im fine. It'll say Im losing connection on the bottom left.

    Well today, when this happens the game crashes and it says something like "arma2oa.ex - drive not ready" and it goes on to talk about my A drive possibly being open or something like that. A: Drive is my Floppy drive, which I dont even have. So I went into device manager and disabled my floppy drive. Now when I try and join a server I get a  \bin\config\ error about the female survivor clothes and the grey message pops up I cannot play or edit this mission it's dependent on downloadable content bla bla bla. Any idea?

  3. Hey Im using Vilayer to run an overwatch server. Their recent changes to the control panel have made it so vehicles are no longer respawning on my server. Ive had ticket  #689510 in with them for 2 weeks now and still the problem hasn't been resolved. Hell, it took them 6 days just to reply. Is there a way that anyone knows, to respawn vehicles on my server using my database? Im running out of vehicles here.

  4. bump , my original at the very top works but I receive this RPT error.

    18:22:39 WARNING: Function 'name' - C. Blackburn  is dead
     18:22:39 Error in expression <ect 3;
     _playerName =     name _newObject;
    
     _victim removeAllEventHandlers "MPHit";
     >
     18:22:39   Error position: <_victim removeAllEventHandlers "MPHit";
     >
     18:22:39   Error Undefined variable in expression: _victim
     18:22:39 File z\addons\dayz_server\compile\server_playerDied.sqf, line 11
    
  5. I have a custom debug monitor that works in game but for some reason the old one keeps appearing every second causing the two of them to constantly switch, how can I fix this?

    yeah me to Link can anyone add to this plz?

    No one is gonna be able to help you if you dont explain more. You need to tell us how you went about adding your debug monitor first.

  6. yup. that one i gave you should put it across the screen for all players.

    my other problem with that particular script, was people not actually dying from time to time. They would respawn at their body fully geared. Just for an example, here is my default overwatch server_playerdied.sqf

    #include "\z\addons\dayz_server\compile\server_toggle_debug.hpp"
    
    private ["_characterID","_minutes","_newObject","_playerID","_key"];
    //[unit, weapon, muzzle, mode, ammo, magazine, projectile]
    
    _characterID = 	_this select 0;
    _minutes =	_this select 1;
    _newObject = 	_this select 2;
    _playerID = 	_this select 3;
    _playerName = 	name _newObject;
    
    _newObject setVariable["processedDeath",diag_tickTime];
    _newObject setVariable ["bodyName", _playerName, true];
    
    if (typeName _minutes == "STRING") then 
    {
    	_minutes = parseNumber _minutes;
    };
    
    if (_characterID != "0") then 
    {
    	_key = format["CHILD:202:%1:%2:",_characterID,_minutes];
    	//diag_log ("HIVE: WRITE: "+ str(_key));
    	_key call server_hiveWrite;
    } 
    else 
    {
    	deleteVehicle _newObject;
    };
    
    #ifdef PLAYER_DEBUG
    format ["Player UID#%3 CID#%4 %1 as %5 died at %2", 
    	_newObject call fa_plr2str, (getPosATL _newObject) call fa_coor2str,
    	getPlayerUID _newObject,_characterID,
    	typeOf _newObject
    ];
    #endif
    
    //dead_bodyCleanup set [count dead_bodyCleanup,_newObject];
    
  7. Just put it under your global chat call and see if that section is working at all...

    Im afraid I dont completely understand until I See it...

    would this be correct? Im sorry I dont have a test server and fucking up my server means pissing off a lot of players. So if Im gonna test something, I at least want to write it correctly haha.

    diag_log _loc_message;
        [nil, nil, rspawn, [_killer, _message], { (_this select 0) globalChat (_this select 1) }] call RE;
    
        [nil,nil,"per",rTITLETEXT,_message,"PLAIN DOWN"] call RE;
    
  8. dunno about the global chat, try this is there as well and see if it works at all...

     

        [nil,nil,"per",rTITLETEXT,_message,"PLAIN DOWN"] call RE;

     

    diag_log _loc_message;
    	[nil, nil, rspawn, [_killer, _message], { (_this select 0) globalChat (_this select 1) }] call RE;
    
    

    completely replacing the bottom half of this with yours?

  9. Howso?

    Well I haven't seen/heard anyone else complaining about this.  Also, Vilayer completely revamped their control panel and didn't give any explanation to how they changed it. Originally, I used a task scheduler, and scheduled vehicles to spawn once every restart (if they were destroyed). Now it seems they gutted the task scheduler to bare bones and you cannot use it to spawn vehicles. Instead, they have a vehicle/object manager that you are supposed to use. The problem is, when I go to use it, it tries to use the object_DATA table, which is an epoch table, not an overwatch table. My database uses the old instance_vehicle, instance_deployable, etc. Ive had a ticket in with Vilayer about this since the 29th and still no reply.

    Oddly enough , the old task I had scheduled still says it runs and completes but the vehicles on my server arent really respawning. Every once in awhile some vehicles will respawn but they dont seem to respawn where they should.. Planes are respawning in the middle of the woods and the like.  So not sure exactly what is going on, if it's all a vilayer thing or if something is wrong with the 125548 version?  Their tool definitely doesn't work for my database, but Im not sure if my scheduled task is actually still functioning or not.

  10. I can't find help for this anywhere guys. I knew how to do it with my old server_monitor.sqf but that was outdated and not updating tent inventories. Ive looked at the epoch tutorial but the server_monitor.sqf is just too different. Any help on where to insert this block of code would be much appreciated. Thanks!

    if (_entity isKindOf "AN2_DZ") then {
    _entity addWeapon "DSHKM";
    _entity addMagazine "50Rnd_127x107_DSHKM";
    _entity addMagazine "50Rnd_127x107_DSHKM";
    _entity addMagazine "50Rnd_127x107_DSHKM";
    
    

    I know it needs to go somewhere after the magazine and weapon cargo clear but exactly where seems to be an issue.

    Here's my server_monitor.sqf

    private ["_date","_year","_month","_day","_hour","_minute","_date1","_hiveResponse","_key","_objectCount","_dir","_point","_i","_action","_dam","_selection","_wantExplosiveParts","_entity","_worldspace","_damage","_booleans","_rawData","_ObjectID","_class","_CharacterID","_inventory","_hitpoints","_fuel","_id","_objectArray","_script","_result","_outcome"];
    []execVM "\z\addons\dayz_server\system\s_fps.sqf"; //server monitor FPS (writes each ~181s diag_fps+181s diag_fpsmin*)
    #include "\z\addons\dayz_server\compile\server_toggle_debug.hpp"
    
    dayz_versionNo = 		getText(configFile >> "CfgMods" >> "DayZ" >> "version");
    dayz_hiveVersionNo = 	getNumber(configFile >> "CfgMods" >> "DayZ" >> "hiveVersion");
    
    waitUntil{initialized}; //means all the functions are now defined
    
    diag_log "HIVE: Starting";
    
    //Set the Time
    	//Send request
    	_key = "CHILD:307:";
    	_result = _key call server_hiveReadWrite;
    	_outcome = _result select 0;
    	if(_outcome == "PASS") then {
    		_date = _result select 1;
    
    		//date setup
    		_year = _date select 0;
    		_month = _date select 1;
    		_day = _date select 2;
    		_hour = _date select 3;
    		_minute = _date select 4;
    
    		//Force full moon nights
    		_date1 = [2013,8,3,_hour,_minute];
    
    		if(isDedicated) then {
    			//["dayzSetDate",_date] call broadcastRpcCallAll;
    			setDate _date1;
    			dayzSetDate = _date1;
    			dayz_storeTimeDate = _date1;
    			publicVariable "dayzSetDate";
    		};
    		diag_log ("HIVE: Local Time set to " + str(_date1));
    	};
    
    waituntil{isNil "sm_done"}; // prevent server_monitor be called twice (bug during login of the first player)
    
    if (isServer and isNil "sm_done") then {
    	
    	//Stream in objects
    	/* STREAM OBJECTS */
    		//Send the key
    		_key = format["CHILD:302:%1:",dayZ_instance];
    		_result = _key call server_hiveReadWrite;
    
    		diag_log "HIVE: Request sent";
    
    		//Process result
    		_status = _result select 0;
    
    		_myArray = [];
    		if (_status == "ObjectStreamStart") then {
    			_val = _result select 1;
    			//Stream Objects
    			diag_log ("HIVE: Commence Object Streaming...");
    			for "_i" from 1 to _val do {
    				_result = _key call server_hiveReadWrite;
    
    				_status = _result select 0;
    				_myArray set [count _myArray,_result];
    				//diag_log ("HIVE: Loop ");
    			};
    			diag_log ("HIVE: Streamed " + str(_val) + " objects");
    		};
    
    		_countr = 0;		
    		{
    
    			//Parse Array
    			_countr = _countr + 1;
    			
    			_action = 		_x select 0; 
    			_idKey = 		_x select 1;
    			_type =			if ((typeName (_x select 2)) == "STRING") then { _x select 2 };
    			_ownerID = 		_x select 3;
    			_worldspace = 	if ((typeName (_x select 4)) == "ARRAY") then { _x select 4 } else { [] };
    			_inventory =	if ((typeName (_x select 5)) == "ARRAY") then { _x select 5 } else { [] };
    			_hitPoints =	if ((typeName (_x select 6)) == "ARRAY") then { _x select 6 } else { [] };
    			_fuel =			if ((typeName (_x select 7)) == "SCALAR") then { _x select 7 } else { 0 };
    			_damage = 		if ((typeName (_x select 8)) == "SCALAR") then { _x select 8 } else { 0.9 };
    			
    			_dir = floor(random(360));
    			_pos = getMarkerpos "respawn_west";	
    			_wsDone = false;
    			
    			if (count _worldspace >= 1 && {(typeName (_worldspace select 0)) == "SCALAR"}) then { 
    				_dir = _worldspace select 0;
    			};
    			if (count _worldspace == 2 && {(typeName (_worldspace select 1)) == "ARRAY"}) then { 
    				_i = _worldspace select 1;
    				if (count _i == 3 &&
    					{(typeName (_i select 0)) == "SCALAR"} && 
    					{(typeName (_i select 1)) == "SCALAR"} &&
    					{(typeName (_i select 2)) == "SCALAR"}) then {
    					_pos = _i;
    					_wsDone = true;					
    				};
    			};
    			if (!_wsDone) then {
    				_pos = [getMarkerPos "center",0,30,10,0,2000,0] call BIS_fnc_findSafePos;
    				if (count _pos < 3) then { _pos = [_pos select 0,_pos select 1,0]; };
    				diag_log ("MOVED OBJ: " + str(_idKey) + " of class " + _type + " to pos: " + str(_pos));
    			};
    
    			if (_damage < 1) then {
                     //diag_log format["OBJ: %1 - %2,%3,%4,%5,%6,%7,%8", _idKey,_type,_ownerID,_worldspace,_inventory,_hitPoints,_fuel,_damage];
            
                     dayz_nonCollide = ["DomeTentStorage","TentStorage","CamoNet_DZ"];
            
                     //Create it
                     _object = createVehicle [_type, _pos, [], 0, if (_type in dayz_nonCollide) then {"NONE"} else {"CAN_COLLIDE"}];
                     _object setVariable ["lastUpdate",time];
                     // Don't set objects for deployables to ensure proper inventory updates
                     if (_ownerID == "0") then {
                         _object setVariable ["ObjectID", str(_idKey), true];
                     } else {
                         _object setVariable ["ObjectUID", _worldspace call dayz_objectUID2, true];
                     };
                     _object setVariable ["CharacterID", _ownerID, true];
            
                     _object setdir _dir;
                     _object setDamage _damage;
    				
    				//Dont add inventory for traps.
    				if (!(_object isKindOf "TrapItems")) then {
    					_cargo = _inventory;
    					clearWeaponCargoGlobal  _object;
    					clearMagazineCargoGlobal  _object;
    					clearBackpackCargoGlobal  _object;	 
    					_config = ["CfgWeapons", "CfgMagazines", "CfgVehicles" ];
    					{
    						_magItemTypes = _x select 0;
    						_magItemQtys = _x select 1;
    						_i = _forEachIndex;
    						{    
    							if (_x == "Crossbow") then { _x = "Crossbow_DZ" }; // Convert Crossbow to Crossbow_DZ
    							if (_x == "BoltSteel") then { _x = "WoodenArrow" }; // Convert BoltSteel to WoodenArrow
    							// Convert to DayZ Weapons
    							if (_x == "DMR") then { _x = "DMR_DZ" };
    							//if (_x == "M14_EP1") then { _x = "M14_DZ" };
    							if (_x == "SVD") then { _x = "SVD_DZ" }; 
    							if (_x == "SVD_CAMO") then { _x = "SVD_CAMO_DZ" };
    							if (isClass(configFile >> (_config select _i) >> _x) &&
    								getNumber(configFile >> (_config select _i) >> _x >> "stopThis") != 1) then {
    								if (_forEachIndex < count _magItemQtys) then {
    									switch (_i) do {
    										case 0: { _object addWeaponCargoGlobal [_x,(_magItemQtys select _forEachIndex)]; }; 
    										case 1: { _object addMagazineCargoGlobal [_x,(_magItemQtys select _forEachIndex)]; }; 
    										case 2: { _object addBackpackCargoGlobal [_x,(_magItemQtys select _forEachIndex)]; }; 
    									};
    								};
    							};
    						} forEach _magItemTypes;
    					} forEach _cargo;
    				};
    								
    				} else { 
    					if (_type in SafeObjects) then {
    						if (_object isKindOf "TentStorage" || _object isKindOf "CamoNet_DZ" || _object isKindOf "Land_A_tent") then {
    							//_booleans=[];
    							//_pos = [_type, _pos, _booleans] call fn_niceSpot;
    							_pos set [2,0];
    							_object setPosATL _pos;
    							_object addMPEventHandler ["MPKilled",{_this call vehicle_handleServerKilled;}];
    						};
    												
    						if (_object isKindOf "TrapItems") then {
    							_object setVariable ["armed", _inventory select 0, false];
    						};
    					} else {
    						_damage = 1;
    						_object setDamage _damage;
    						diag_log format["OBJ: %1 - %2 REMOVED", _object,_damage];
    					};
    			
    			if (_object isKindOf "AllVehicles") then {
    					{
    						_selection = _x select 0;
    						_dam = _x select 1;
    						if (_selection in dayZ_explosiveParts and _dam > 0.8) then {_dam = 0.8};
    
    						[_object,_selection,_dam] call fnc_veh_setFixServer;
    					} forEach _hitpoints;
    					_object setvelocity [0,0,1];
    					_object setFuel _fuel;
    					_object call fnc_veh_ResetEH;
    					
    				};
    				
    				//Monitor the object
    				//_object enableSimulation false;
    				dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_object];
    			};
    			sleep 0.01;
    		} forEach _myArray;
    
    	// # END OF STREAMING #
    
    	createCenter civilian;
    	if (isDedicated) then {
    		endLoadingScreen;
    	};
    /*
    	if (isDedicated) then {
    		_id = [] execFSM "\z\addons\dayz_server\system\server_cleanup.fsm";
    	};
    */
    
    [] ExecVM "\z\addons\dayz_server\DZMS\DZMSInit.sqf";
    	allowConnection = true;
    	
    	// antiwallhack
    	call compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\fa_antiwallhack.sqf";
    	
    	sm_done = true;
    	publicVariable "sm_done";
    	
    	dayz_Crashspawner = [] spawn {
    		// [_guaranteedLoot, _randomizedLoot, spawnOnStart, _frequency, _variance, _spawnChance, _spawnMarker, _spawnRadius, _spawnFire, _fadeFire]
    		[3, 4, 3, (40 * 60), (15 * 60), 0.75, 'center', 4000, true, false] call server_spawnCrashSite;
    	};
    	
    	//Spawn camps
    	dayz_Campspawner = [] spawn {
    		// quantity, marker, radius, min distance between 2 camps
    		Server_InfectedCamps = [3, "center", 4500, 2000] call fn_bases;
    		dayzInfectedCamps = Server_InfectedCamps;
    		publicVariable "dayzInfectedCamps";
    	};
    	
    	dayz_Plantspawner = [] spawn {
    		[300] call server_plantSpawner;
    	};
    
    	//if (isDedicated) then {
    	//Wild Zeds Ownership isnt working as expected yet
    	//	execFSM "\z\addons\dayz_server\system\zombie_wildagent.fsm";
    	//};
    	
    	// Trap loop
    	[] spawn {
    		private ["_array","_array2","_array3","_script","_armed"];
    		_array = str dayz_traps;
    		_array2 = str dayz_traps_active;
    		_array3 = str dayz_traps_trigger;
    
    		while { true } do {
    			if ((str dayz_traps != _array) || (str dayz_traps_active != _array2) || (str dayz_traps_trigger != _array3)) then {
    				_array = str dayz_traps;
    				_array2 = str dayz_traps_active;
    				_array3 = str dayz_traps_trigger;
    
    				diag_log "DEBUG: traps";
    				diag_log format["dayz_traps (%2) -> %1", dayz_traps, count dayz_traps];
    				diag_log format["dayz_traps_active (%2) -> %1", dayz_traps_active, count dayz_traps_active];
    				diag_log format["dayz_traps_trigger (%2) -> %1", dayz_traps_trigger, count dayz_traps_trigger];
    				diag_log "DEBUG: end traps";
    			};
    
    			{
    				if (isNull _x) then {
    					dayz_traps = dayz_traps - [_x];
    				};
    
    				_script = call compile getText (configFile >> "CfgVehicles" >> typeOf _x >> "script");
    				_armed = _x getVariable ["armed", false];
    
    				if (_armed) then {
    					if !(_x in dayz_traps_active) then {
    						["arm", _x] call _script;
    					};
    				} else {
    					if (_x in dayz_traps_active) then {
    						["disarm", _x] call _script;
    					};
    				};
    
    				//sleep 0.01;
    			} forEach dayz_traps;
    		};
    	};
    };
    
  11. On the namalsk map, that's this little land piece at the bottom left. Best change it to somewhere else, like hacker island on chern or something. What it does is place an invincible, angry taliban char with unlimited ammo on those cords. Bloodsuckers need this unit to act as their leader, else they can't be spawned in and the mission closes itself.

    holy shit is that why that guy is out there? I always wondered! I used to try and hide my helicopters out there back in the day and his mean ass would always shoot me.

  12. I was looking at the ambient sound file and they appear to trigger by zones, since I'm running this on chernarus those zones would not exist, my first line of thought was to disable the chernarus ambient sounds and then create new triggers for the namalsk ambient sounds, not sure how that would work on the client side. Even if you frankensteined it, you'd have to disable the chernarus sounds, I guess that could happen if you pointed it at the new script calling the namalsk files and since it would call from the mission pbo it sould work client side, the only x factor is the zones, unless you just allow any ambient to run anywhere. Problems with that is there is ambient sounds for the coast, if you disabled those and used the namalsk at random you'd be getting coast ambient in the middle of the map.

     

    EDIT: So I thought changing the hideobjects from true to false in the AH.sqf would fix the problem of decloaking with infistar, it did not, so gotta keep looking. There is something in the AH doing this, and I can't think of anything else that would do this other than the hideobjects. In fact when you change all the hideobjects to false, the bloodsuckers won't appear even when you log out and log back in. I thought this would work because hideobject is stored in the publicvariable used by the remote executioner in multiplayer. So when you log out the PV goes away, and the bloodsuckers appear. This is annoying...

    you could use that radio chatter script like insert linked, and just have the random little kid screams every now and again, that'd freak people out.

  13. Im probably gonna hit a dead end here but Im really not sure where else to ask. It seems a lot of the opendayz.net community has come over to here....  Anyways, I know on epoch you can set the kill messages to true in the init, however, in vanilla dayz/overwatch and some other mods you need a custom server_playerdied.sqf.

    I used to use this one

    #include "\z\addons\dayz_server\compile\server_toggle_debug.hpp"
    
    private["_characterID","_minutes","_newObject","_playerID","_key","_playerName","_playerID","_myGroup","_group","_victim", "_killer", "_weapon", "_message",                          "_distance","_loc_message","_victimName","_killerName","_killerPlayerID"];
    //[unit, weapon, muzzle, mode, ammo, magazine, projectile]
    _characterID = 	_this select 0;
    _minutes =		_this select 1;
    _newObject = 	_this select 2;
    _playerID = 	_this select 3;
    _playerName = 	name _newObject;
    
    _victim removeAllEventHandlers "MPHit";
    
    _victim = _this select 2;
    _victimName = _playerName;
    
    _killer = _victim getVariable["AttackedBy", "nil"];
    _killerName = _victim getVariable["AttackedByName", "nil"];
    
    // when a zombie kills a player _killer, _killerName and _weapon will be "nil"
    // we can use this to determine a zombie kill and send a customized message for that. right now no killmsg means it was a zombie.
    if (_killerName != "nil") then
    {
    	_weapon = _victim getVariable["AttackedByWeapon", "nil"];
    	_distance = _victim getVariable["AttackedFromDistance", "nil"];
    
    	if (_victimName == _killerName) then 
    	{
    	 	_message = format["%1 killed himself",_victimName];
    	 	_loc_message = format["PKILL: %1 killed himself", _victimName];
    	}
    	else 
    	{
    		_killerPlayerID = getPlayerUID _killer;
    	 	_message = format["%1 was killed by %2 with weapon %3 from %4m",_victimName, _killerName, _weapon, _distance];
    	 	_loc_message = format["PKILL: %1 (%5) was killed by %2 (%6) with weapon %3 from %4m", _victimName, _killerName, _weapon, _distance, _playerID,         _killerPlayerID];
    	};
    
    	diag_log _loc_message;
    	[nil, nil, rspawn, [_killer, _message], { (_this select 0) globalChat (_this select 1) }] call RE;
    
    	// Cleanup
    	_victim setVariable["AttackedBy", "nil", true];
    	_victim setVariable["AttackedByName", "nil", true];
    	_victim setVariable["AttackedByWeapon", "nil", true];
    	_victim setVariable["AttackedFromDistance", "nil", true];
    };
    
    //dayz_disco = dayz_disco - [_playerID];
    _newObject setVariable["processedDeath",time];
    _newObject setVariable ["bodyName", _playerName, true];
    
    /*
    diag_log ("DW_DEBUG: (isnil _characterID): " + str(isnil "_characterID"));
    if (isnil "_characterID") then {
    diag_log ("DW_DEBUG: _newObject: " + str(_newObject));	
    	};
    */
    
    if (typeName _minutes == "STRING") then 
    {
    	_minutes = parseNumber _minutes;
    };
    
    if (_characterID != "0") then 
    {
    	_key = format["CHILD:202:%1:%2:",_characterID,_minutes];
    	//diag_log ("HIVE: WRITE: "+ str(_key));
    	_key call server_hiveWrite;
    } 
    else 
    {
    	deleteVehicle _newObject;
    };
    
    #ifdef PLAYER_DEBUG
    format ["Player UID#%3 CID#%4 %1 as %5 died at %2", 
    	_newObject call fa_plr2str, (getPosATL _newObject) call fa_coor2str,
    	getPlayerUID _newObject,_characterID,
    	typeOf _newObject
    ];
    #endif
    
    /*
    _eh = [_newObject] spawn {
    	_body = _this select 0;
    	_method = _body getVariable["deathType","unknown"];
    	_name = _body getVariable["bodyName","unknown"];
    	waitUntil{!isPlayer _body;sleep 1};
    	_body setVariable["deathType",_method,true];
    	_body setVariable["bodyName",_name,true];
    	diag_log ("PDEATH: Player Left Body " + _name);
    };
    */
    //dead_bodyCleanup set [count dead_bodyCleanup,_newObject];
    
    sleep 600;
    deleteVehicle _newObject;
    

    Which used to work, but would often cause people to spawn at their bodies fully geared.  EIther way, this script no longer works after the steam update. If someone could maybe tweak this for me somehow, I would probably love you forever. Thanks for any help.

  14. So I use Vilayer as a host running Overwatch, and Ive had a ticket in with them for a few days now with no response (typical). In the mean time I was hoping to take matters into my own hands and fix my problem.. The Problem is, vehicles are not respawning on my server.  Previously, all vehicles were set to have a 100% chance of respawn.  Now a little backstory... Vilayer recently made a ton of changes to their ACPlayer control panel, and didnt' really explain what changes they were making etc. They used to have a lovely little drop down menu wherein you could schedule all sorts of lovely little tasks. Now it seems, they have deleted a fair amount of these tasks from this drop down, and even though my old ones say they are running and completed, they are obviously not working. Vilayer has another icon which they recently added which allows you to manage vehicles and objects. I select all of the things I want to do in the drop down and select ok, and it brings up several errors. Mainly, the errors involve the object_DATA table. The problem is, running Overwatch on reality, there is no object_DATA table, thats epoch, not overwatch. So, can anyone help me to possibly get all of the vehicles that have been destroyed to respawn? I'd appreciate it a lot. Thanks.

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