matrixmark
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Posts posted by matrixmark
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Hey,
Since the 1.0.4.1 update, my users have told me removing junk piles / vehicles on roads etc are now taking forever.
I went and tried it and it's confirmed. it starts off at 1 out of 800 steps until complete.
800!!! steps to remove a junk vehicle... same is happening to the rubbish piles.
Any ideas on how i can fix this?
Thanks for your time.
edit: this is also happening for any buildables. 800 steps for any item.
edit 2: this only happens when DECONSTRUCTING buildables.
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I removed the "ca" folder from MPMissions and yeah all good now.
But I heard its to stop free users playing. I paid for my game over steam....... so why was it stopping me.
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Turns out where you place this variable makes all the difference.
Moved it around the init.sqf and its now working.
Didn't get any help with this but thought it'd be nice to post back what I did.
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To be honest I dont think there is anything that can be done...
Unless they change the model. I have the same issue.
I just park my MTVR outside of base and salvage the wheels off it lol.
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This still isn't working :(
Frustrating as well as my users have been asking me about this but I can't give them any more info.
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Is this confirmed broken? or just your opinion?
Just saying :D
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Yeah we get this as well, not a big deal though.
Would be nice to drive away in a bandit vehicle, maybe like once the last one of that group is dead.
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Yeah thats the default setting Richie but I wanted to increase it.
It just doesn't seem to increase when changing them numbers. It did the first time and I saw the markers and it was all good.
But then I died and had to redo my plot pole... on redoing it, I didn't see the markers again and it now wont let me build beyond 30m
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No I dont think thats right ozersk as the changelog has it in the [x,y] format.
X being the plot pole radius and y being the exclusion zone.
[ADDED] Global variable to set plot pole radius and exclusion zone, enabled via mission file. DZE_PlotPole = [x,y] in the mission file controls the [Radius, Exclusion zone].
Default: DZE_PlotPole = [30,45]. @dayz10k @SkaronatorBut it just isn't working after that first time.
When it says "enabled via mission file" do they mean the init.sqf?
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I have added the following to the init.sqf
DZE_PlotPole = [60,90];
And then restarted server etc. Went in game and slapped a plot pole down. I saw the markers and it looked fine and I could build within that.
But I died and had to rebuild pole. Now I don't see any markers and it wont let me build beyond 30m.
Any ideas plawks :D
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God yeah they are a little messed up now.
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I didnt noticed a bend when building a wall, even if its 100m long but i will have a look at it again
There is nothing i can do about this behaviour.
I cant predict if the walls on that position gets shifted after restart.
The moving of the objects after restart is not only sideways, they do move forward, backward also, sometimes.
Its just a small amount if they do but not predictable.
sorry :unsure:
No worries dude, if it can't be helped :D
It's still saving a lot of time for my users. I just cover the gaps with metal panels etc as I have some users that tend to shoot through the gaps just to damage peoples vehicles etc.
Thanks for the reply.
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Was this gap right on building or after the restart of the server? Cause when i build a cinderwall i have no gap between left and right, but after restart the building parts "shifts" alittle bit, that is normal behaviour from the "built flat" fix that epoch uses so the built items doesnt follow the angle of terrain level .
Yup perfectly level before a restart.
Afterwards its a gap like you can see. Any way to stop that? or is it just normal and nothing we can do?
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The only cinder walls that have this "gap" are the Half-Cinderwalls but this is on purpose, upgrade them and the next Half-Cinderwall will snap in perfect position!
Yeah for the most part this works awesome! and saves us all a lot of time but here's a picture.
Hopefully that will mean something lol.
This wall in the picture was built completely using the snap in.
You can clearly see the HUGE gap between the left and right wall.
As I said above these walls were both built using the snap in.
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Which walls?
Cinder block walls is the only one I've actually noticed it on.
Cheers.
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This mod is awesome !
However, I have noticed that when building walls using the snap in it's raising the walls to the point they end up with a big gap at the bottom of the wall.
Is there anything I can do to stop that from happening. Like allowing us to change the height a little once it's snapped in?
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Hmm I seem to be having issues.
Well just one :D
It works fine for me but for normal non admins the menu briefly flashes up and then goes.
I added the line you mentioned to the allowed cmd menus list but yeah still not working for them.
I use the latest Blur / infiSTAR anti-hack.
Thanks.
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Using any of the filters posted in this thread either doesnt work at all or I just get the incompatible error.
4:00:30 BattlEye Server: Initialized (v1.185)
4:00:30 Host identity created.
4:00:31 BattlEye Server: Incompatible filter file: remoteexec.txt
4:00:31 BattlEye Server: Incompatible filter file: createvehicle.txt
4:00:31 BattlEye Server: Incompatible filter file: setdamage.txt
4:00:31 BattlEye Server: Incompatible filter file: deletevehicle.txt
4:00:31 BattlEye Server: Incompatible filter file: publicvariable.txt
4:00:31 BattlEye Server: Incompatible filter file: publicvariableval.txt
4:00:31 BattlEye Server: Incompatible filter file: mpeventhandler.txt
4:00:31 BattlEye Server: Incompatible filter file: teamswitch.txt
4:00:31 BattlEye Server: Incompatible filter file: addweaponcargo.txt
4:00:31 BattlEye Server: Incompatible filter file: addmagazinecargo.txtI even used the latest ones that Blur sent out in his latest update and they give the same results.
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Ok all the filters in Battleye need to have //new as the 1st line to stop the errors with incompatibility
tested and working on our servers
Thanks for posting these MGT
Seems you're the only one posting solutions at the moment :D
DZE_Plotpole problem
in Scripting
Posted
I had the same problem. I just moved the DZE_PlotPole = ##,##; around the init file.
Eventually it worked being placed under the following line you should be able to find in your init.sqf
Placed it under the above line and it's worked ever since. Might help.... if not I'd say something else is interferring with it somehow.