Below is a list of the class name updates from Epoch 1051 to 106 taken from the database update file included with the 106 server install. I also added the new full_cinder_wall_kit. This should help with converting your 1051 config based trader price lists to 106. Let me know if I've missed any and I'll add them to the list.
This copy should Cut and paste better into Notepad++
http://dayzepoch.com/forum/index.php?/topic/1026-server-side-hintglobalchat-fix-deathmsg-fix/
Link is dead.
Can anyone provide instructions or details?
the only change in server_monitor used for plotmanagement is:
STEP 8 This one is in your dayz_server.pbo (Modifying server_monitor.sqf) 8 A
Find
_object setVariable ["ObjectID", _idKey, true];
After that, add
if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then {
_object setVariable ["plotfriends", _intentory, true];
};
8 B
Find
if (count _intentory > 0) then {
Replace that with
if ((count _intentory > 0) && !(typeOf( _object) == "Plastic_Pole_EP1_DZ")) then {
check all of this.. and remember all _intentory variables must be _inventory
Yeah, u right. But what wrong with this code? It`s clear EPOCH with Infi. When i setup Plot Management - this bug begins. I dont know what to do with it. Sry for my bad english
Make Your Own Server Hive
Make all your servers run on one database. Sync Character(gear, location) and banks(if using SC) across all servers. Even with different maps
Requirements:
Working Epoch Server Database
Access to your Database and HiveExt.cfg
Database Manager (HiediSQL)
Common Sense
Time
In this tutorial we will be combining only 2 servers together, you may add any more server if you like. We will be working with
Server 1 - Chernarus
and
Server 2 - Taviana
Configuring your Database
Please backup your database prior to applying any of the changes below
Using hiediSQL or a similar program to execute these Statements to your database you will be working with
-- adding new tables to your Database ~ [GG] Gr8
CREATE TABLE IF NOT EXISTS `object_data_1` (
`ObjectID` INT(11) UNSIGNED NOT NULL AUTO_INCREMENT,
`ObjectUID` BIGINT(24) NOT NULL DEFAULT '0',
`Instance` INT(11) UNSIGNED NOT NULL,
`Classname` VARCHAR(50) NULL DEFAULT NULL,
`Datestamp` DATETIME NOT NULL,
`LastUpdated` TIMESTAMP NOT NULL DEFAULT CURRENT_TIMESTAMP ON UPDATE CURRENT_TIMESTAMP,
`CharacterID` INT(11) UNSIGNED NOT NULL DEFAULT '0',
`Worldspace` VARCHAR(128) NOT NULL DEFAULT '[]',
`Inventory` LONGTEXT NULL,
`Hitpoints` VARCHAR(512) NOT NULL DEFAULT '[]',
`Fuel` DOUBLE(13,5) NOT NULL DEFAULT '1.00000',
`Damage` DOUBLE(13,5) NOT NULL DEFAULT '0.00000',
PRIMARY KEY (`ObjectID`),
INDEX `ObjectUID` (`ObjectUID`) USING BTREE,
INDEX `Instance` (`Instance`) USING BTREE
)
COLLATE='latin1_swedish_ci'
ENGINE=InnoDB
AUTO_INCREMENT=74383;
CREATE TABLE IF NOT EXISTS `object_data_2` (
`ObjectID` INT(11) UNSIGNED NOT NULL AUTO_INCREMENT,
`ObjectUID` BIGINT(24) NOT NULL DEFAULT '0',
`Instance` INT(11) UNSIGNED NOT NULL,
`Classname` VARCHAR(50) NULL DEFAULT NULL,
`Datestamp` DATETIME NOT NULL,
`LastUpdated` TIMESTAMP NOT NULL DEFAULT CURRENT_TIMESTAMP ON UPDATE CURRENT_TIMESTAMP,
`CharacterID` INT(11) UNSIGNED NOT NULL DEFAULT '0',
`Worldspace` VARCHAR(128) NOT NULL DEFAULT '[]',
`Inventory` LONGTEXT NULL,
`Hitpoints` VARCHAR(512) NOT NULL DEFAULT '[]',
`Fuel` DOUBLE(13,5) NOT NULL DEFAULT '1.00000',
`Damage` DOUBLE(13,5) NOT NULL DEFAULT '0.00000',
PRIMARY KEY (`ObjectID`),
INDEX `ObjectUID` (`ObjectUID`) USING BTREE,
INDEX `Instance` (`Instance`) USING BTREE
)
COLLATE='latin1_swedish_ci'
ENGINE=InnoDB
AUTO_INCREMENT=74383;
This will add 2 Extra tables to your database named object_data_1 & object_data_2. These will be used to the 2 servers the objects (bases and vehicles) will read and write from. We want to keep the objects independent for each server to prevent conflicts.
Now Execute this script
ALTER TABLE character_data ADD Worldspace1 VARCHAR(128) NOT NULL DEFAULT '[]' AFTER Inventory;
ALTER TABLE character_data ADD Worldspace2 VARCHAR(128) NOT NULL DEFAULT '[]' AFTER Worldspace1;
This will make 2 different worldspace fields for our 2 servers, since they are different maps, we want to keep the positions seperate from other server. But the overall character and gear will Sync on both servers.
Configuring your HiveExt.cfg
Now to the easy part. Grab your HiveExt.cfg from both of the servers and open them.
Find:
;Enables you to run multiple different maps (different instances) off the same character table
;WSField = Worldspace
;If using OFFICIAL hive, the settings in this section have no effect, as it will clean up by itself
[Objects]
;Which table should the objects be stored and fetched from ?
;Table = Object_DATA
For Server 1
Replace to:
;Enables you to run multiple different maps (different instances) off the same character table
WSField = Worldspace1
;If using OFFICIAL hive, the settings in this section have no effect, as it will clean up by itself
[Objects]
;Which table should the objects be stored and fetched from ?
Table = Object_DATA_1
For Server 2
Replace to:
;Enables you to run multiple different maps (different instances) off the same character table
WSField = Worldspace2
;If using OFFICIAL hive, the settings in this section have no effect, as it will clean up by itself
[Objects]
;Which table should the objects be stored and fetched from ?
Table = Object_DATA_2
Make sure both servers are running on same database.
1. Make a new folder in your mission file called "loottables". copy the hpp files from here https://github.com/vbawol/DayZ-Epoch/tree/master/SQF/dayz_code/Configs/CfgBuildingLoot into your loottable folder.
2. Open description.ext and add these lines just after the line that contains: "enableItemsDropping = 0;"
#include "loottables\CfgBuildingLoot.hpp"
3. Add DZE_MissionLootTable = true; to your init.sqf near the "// DayZ Epoch config" section.
*This is not for the lighthearted as much more documentation is needed for everyone to fully understand what everything does.