blckeagls
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Posts posted by blckeagls
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Do you have a custom GUI for players? I had the same issue, it was with a custom GUI.... it remapped keys and it breaks the cancel trade issue
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Anyone know how to implement this? Or can possibly help me?
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Has anyone been able to get this to work?
http://forums.bistudio.com/showthread.php?128795-Arma2MySQL&p=2072983#post2072983I have tried for days and dayz to get this to work. I have followed the instructions carefully, tried on 3 different servers. I get the command tester to work (which make me think that all the prerequisites are good) but it doesn't seem to load as a Mod in the server.
Any help would be greatly appreciated!
Thanks!
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Whatever... don't use them.. use them.. just trying to help out.
I know what I saw on a live stream and what I saw in my DB backups.. Pretty suspicious to have a satchel charges in a HUMVEE at the same time you were playing and have they key to the humvee...
But take it as you will. Just want to help
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Take it if you want.. on my server live streaming:
http://www.twitch.tv/superduperdoge
I saw through DB they were having 90 Satchel Charges, which are not spawnable on my server. Then I banned them, then one came in and livestreamed his hacks blowing up server.
Bright side, I backup database every 15 minutes, so minimal harm done. -
Here are three GUID's I found on my server hacking... Even saw them live stream it.
SNIP
Please post any other bans other admins have here.
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Every now and then, players are unable to cancel trade. I am running v1.0.4.1.
Does anyone know a fix to this? -
Hello, so I know they added the CHILD:500-505 methods... Does anyone know how to do a Insert/Update SQL command with these?
Thanks!
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Server spawns two safes on restart on top of each other... No multiple entries in the database.....
Having issues with two safe always being spawned on top of each other. Anyone else having this issue?
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I have an issue getting door codes since there appears to be a new algorithm for calculating CharacterID for locked doors.
How is this calculated? -
Anyone else getting this issue with 1.0.4.0 and 1.0.4.1?
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Copy and paste 1.0.4.1 hiveext.dll to your @DayZ_Epoch folder
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Running EPOCH 1.0.4
Anyone have the HiveExt.dll with the CHILD:999 custom sql query?
Or does anyone know how to implement inser/update sql queries with the CHILD:500 series calls? -
I am getting an issue with the syntax I assume for the CHILD:999/998 though.... Is there something wrong with these SQF statements?
_key = "CHILD:999:insert into donor_bank (PlayerUID,Balance) values (555555,1111):[0]:";_result = _key call server_hiveReadWrite;_key = "CHILD:998:insert into donor_bank (PlayerUID,Balance) values (444444,2222):[0]:";_result = _key call server_hiveReadWrite;_key = format ["CHILD:998: INSERT INTO donor_bank (PlayerUID) VALUES (?):[""%1""]:", player getPlayerUID];_key call server_hiveWrite; -
To use this Hiveext.dll for the Child:999/998 you have to do:
Copy and paste the hiveext.dll into you @DayZ_Epoch_Server directory
Issue the SQL insert to add the Slot to the Character_DATA table.
Change to this in server_playerLogin:
_key = format["CHILD:101:%1:%2:%3:0:",_playerID,dayZ_instance,_playerName]; -
Your hiveext.dll is probably the wrong version... I have the same issue trying to implement the Child:999 hiveext.dll
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Anyone have a fix for the auto-buying not canceling on movement?
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Nevermind... Worked on test server running linux DB... but not real server running windows DB....
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Does anyone know why randomly players cannot cancel buying items from the traders?
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Ok I changed them... Still doenst work... Here is latest scripts.... (This is a AI Base Guard Script... When a player enters an area the ai gets removed.. when all leave they come back)
At server start this runs:
_a=0; _b=1; danespawn = true; natespawn = true; alynxispawn = true; publicVariable "danespawn"; publicVariable "natespawn"; publicVariable "alynxispawn"; [[1288,4078,1],"ItemAmethyst"] execVM "PlayerBase\spawnguards.sqf"; while { _a < _b } do { if ( danespawn && natespawn && alynxispawn ) then { [[1288,4078,1],"ItemAmethyst"] execVM "PlayerBase\spawnguards.sqf"; while { danespawn && natespawn && alynxispawn } do { }; }; }; if ( !danespawn || !natespawn || !alynxispawn ) then { { _rb = magazines _x; if ("ItemAmethyst" in _rb) then { deleteVehicle _x; }; }forEach allUnits; while { !danespawn || !natespawn || !alynxispawn } do { }; }; };
When player enters area:
if ((getPlayerUID player) in ["163214982","11032256"]) then { { danespawn = false; publicVariable "danespawn"; }; if ((getPlayerUID player) in ["13192774"]) then { { natespawn = false; publicVariable "natespawn"; }; if ((getPlayerUID player) in ["164931206"]) then { { alynxispawn = false; publicVariable "alynxispawn"; };
When player leaves area:
if ((getPlayerUID player) in ["163214982"]) then { { danespawn = true; publicVariable "danespawn"; }; if ((getPlayerUID player) in ["13192774"]) then { { natespawn = true; publicVariable "natespawn"; }; if ((getPlayerUID player) in ["164931206"]) then { { alynxispawn = true; publicVariable "alynxispawn"; };
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I have three scripts..
This one launchs only at spawn from server_functions.sqf:
_a=0; _b=1; _danespawn = true; _natespawn = true; _alynxispawn = true; publicVariable "_danespawn"; publicVariable "_natespawn"; publicVariable "_alynxispawn"; while { _a < _b } do { if (_danespawn && _natespawn && _alynxispawn) then { [[1187,4138,1],"ItemAmethyst"] execVM "PlayerBase\spawnguards.sqf"; waitUntil {!_danespawn || !_natespawn || !_alynxispawn}; } else { { _rb = magazines _x; if ("ItemAmethyst" in _rb) then { deleteVehicle _x; }; }forEach allUnits; waitUntil {_danespawn && _natespawn && _alynxispawn}; }; };
This one that executes when a player enters an area:
if ((getPlayerUID player) in ["163214982","11032256"]) then { { _danespawn = false; publicVariable "_danespawn"; }; if ((getPlayerUID player) in ["13192774"]) then { { _natespawn = false; publicVariable "_natespawn"; }; if ((getPlayerUID player) in ["164931206"]) then { { _alynxispawn = false; publicVariable "_alynxispawn"; };
And this one that executes when a player leaves an area:
if ((getPlayerUID player) in ["163214982","11032256"]) then { { _danespawn = true; publicVariable "_danespawn"; }; if ((getPlayerUID player) in ["13192774"]) then { { _natespawn = true; publicVariable "_natespawn"; }; if ((getPlayerUID player) in ["164931206"]) then { { _alynxispawn = true; publicVariable "_alynxispawn"; };
Why does this not work? It spawns the AI.. but it doesn't remove them when they enter the area...
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1.0.4.1 isn't out yet....
But it appears to me the barracks is getting the "assaultrifle" class......
Also, Vehicle ammo crates do not spawn...
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That error Cannot use magazine FlareRed_M203 in muzzle M9SD is still unknown to me as it does happen from time to time on a vanilla server as well. In your case I think it might be more common due to AI having weapons.
You cannot sell a vehicle unless it has been spawned by the server and not the mission file.
How do I change this sell requirement?
Saw this in dayz_code - trade_any_vehicles.sqf:
_objectID = _obj getVariable ["ObjectID","0"]; _objectUID = _obj getVariable ["ObjectUID","0"]; _notSetup = (_objectID == "0" && _objectUID == "0"); if(local _obj and !isNull _obj and alive _obj and !_notSetup) then { if(_okToSell) then {
So if you do this to any spawned vehicles:
_hummer = createVehicle ["HMMWV_DZ",[(_coords select 0) + 25, (_coords select 1) - 5,0],[], 0, "CAN_COLLIDE"];
_hummer setVariable ["ObjectUID",1,true];
it should not get deleted....
[Outdated] [Release] Single Currency & Banking 1.1
in Gold Coin based Single Currency & Banking System
Posted
It's not showing the price of each item in the trader GUI... Any suggestions to fix?