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Phail

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  1. I can get the scroll option to show but i can't get it to function properly. I will leave this here and hopefully someone can figure out what to do server side to get it to save the right way. VehicleKeyChanger_init.sqf
  2. Ever thought about using a [ spoiler](without space [ s)[/spoiler]
  3. I thought the OP was trying to run a Database backup from Bec, which is what mine does through the server restart script.
  4. My server restart looks like this. It seems to work quite well. Run from BEC to restart the server. @echo off echo. echo KILL arma2oaserver.exe set serverkill="C:\DayZ" cd /d %serverkill% taskkill /im arma2oaserver.exe echo. echo Kill Bec.exe set beckill="C:\DayZ\BEC" cd /d %beckill% taskkill /im bec.exe Start C:\Dayz\instance_24_Napf\rotate_logs.bat start C:DayZ\Dayzbackup\dayzbackup.bat timeout 10 echo. echo Starting Dayz Server :: start the server.. set dayzpath="C:\DayZ" cd /d %dayzpath% start "" "DayZ_Epoch_instance_24_Napf.bat" echo. echo Starting Bec timeout 30 :: start bec set becpath="C:\DayZ\BEC" cd /d %becpath% start "" "bec.exe" -f Config.cfg echo. echo Server Started 100% cls @exit And the C:DayZ\Dayzbackup\dayzbackup.bat looks like this. REM [at] echo off for /f "skip=1 tokens=1-6" %%G in ('WMIC Path Win32_LocalTime Get Day^,Hour^,Minute^,Month^,Second^,Year /Format:table') do ( if "%%~L"=="" goto s_done set _yyyy=%%L set _mm=00%%J set _dd=00%%G set _hour=00%%H set _minute=00%%I ) :s_done set _mm=%_mm:~-2% set _dd=%_dd:~-2% set _hour=%_hour:~-2% set _minute=%_minute:~-2% set _isodate=%_mm%-%_dd%-%_yyyy%.%_hour%-%_minute% "C:\xampp\mysql\bin\mysqldump" -u root -r "C:\DayZ\Dayzbackup\dayz_epoch.%_isodate%.sql" dayz_epoch
  5. I fixed the issue buy making the traders civilians that are unarmed by default. ¯\_(ツ)_/¯
  6. The only real way to ever get rid of that is to remove the AI friendly behavior. Step 1. Wai\Config.sqf Comment out this or delete it. player_bandit = -5000; // this is the amount you declare someone to be a bandit on your server, bandit AI will not attack you if ai_friendly_behaviour is true player_hero = 5000; // this is the amount you declare someone to be a hero on your server, hero AI will not attack you if ai_friendly_behaviour is true Step 2-6. Wai\Compile\Spawngroup.sqf, Wai\Compile\SpawnStatic.sqf, Wai\Compile\Heli_Para.sqf, Wai\Compile\Heli_Patrol.sqf, Wai\Compile\Vehicle_Patrol.sqf Delete this section. if(_aitype == "Hero") then { if (!isNil "_mission") then { [_unitGroup, _mission] spawn hero_behaviour; } else { [_unitGroup] spawn hero_behaviour; }; } else { if (!isNil "_mission") then { [_unitGroup, _mission] spawn bandit_behaviour; } else { [_unitGroup] spawn bandit_behaviour; }; }; Step 7. Wai\Init.sqf Delete this section hero_behaviour = compile preprocessFileLineNumbers "\z\addons\dayz_server\WAI\compile\hero_behaviour.sqf"; bandit_behaviour = compile preprocessFileLineNumbers "\z\addons\dayz_server\WAI\compile\bandit_behaviour.sqf"; Done, your AI will not be friendly to anyone, but you will be free from errors. If you want them to be friendly, I can't help you. It never worked for me.
  7. The differences are step 7 for P4L, Step 8b for ZSC and Step 9 for Door Management Step 7 for P4L player_build_plotCheck.sqf Find // Since there are plot poles nearby we need to check ownership && friend status _buildcheck = [player, _nearestPole] call FNC_check_owner; _isowner = _buildcheck select 0; _isfriendly = _buildcheck select 1; if ((_isowner) || (_isfriendly)) then { _canBuildOnPlot = true; }; }; Replace with // Since there are plot poles nearby we need to check ownership && friend status _buildcheck = [player, _nearestPole] call FNC_check_owner; _isowner = _buildcheck select 0; _isfriendly = _buildcheck select 1; _friendlies = _nearestPole getVariable ["plotfriends",[]]; _fuid = []; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friendlies; _builder = getPlayerUID player; if ((_isowner) || (_isfriendly) || (_builder in _fuid)) then { _canBuildOnPlot = true; F }; }; Step 8b for ZSC **8 B**<br> Find For ZSC if ((count _inventory > 0) && !(typeOf( _object) in DZE_DoorsLocked)) then { if( count (_inventory) > 3)then{ _object setVariable ["bankMoney", _inventory select 3, true]; }else{ _object setVariable ["bankMoney", 0, true]; }; Replace that with For ZSC if ((count _inventory > 0) && !(typeOf( _object) in DZE_DoorsLocked) && !(typeOf( _object) == "Plastic_Pole_EP1_DZ")) then { if( count (_inventory) > 3)then{ _object setVariable ["bankMoney", _inventory select 3, true]; }else{ _object setVariable ["bankMoney", 0, true]; }; **STEP 9 Again, this is in your dayz_server.pbo (Modifying server_updateObject.sqf)**<br> Find FOR DOOR MANGEMENT _object_inventory = { private["_isNormal","_inventory","_previous","_key"]; _isNormal = true; if (typeOf (_object)in DZE_DoorsLocked) then{ _isNormal = false; _inventory = _object getVariable ["doorfriends", []]; //We're replacing the inventory with UIDs for this item }; if(_isNormal)then { _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object, _object getVariable["bankMoney",0] ]; }; _previous = str(_object getVariable["lastInventory",[]]); Replace that with FOR DOOR MANGEMENT _object_inventory = { private["_isNormal","_inventory","_previous","_key"]; _isNormal = true; if (typeOf (_object)in DZE_DoorsLocked) then{ _isNormal = false; _inventory = _object getVariable ["doorfriends", []]; //We're replacing the inventory with UIDs for this item }; if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then{ _isNormal = false; _inventory = _object getVariable ["plotfriends", []]; //We're replacing the inventory with UIDs for this item } else { if(_isNormal)then { _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object, _object getVariable["bankMoney",0] ]; }; }; _previous = str(_object getVariable["lastInventory",[]]);
  8. I have to admit I am not very good at installing mods. I have a long list that i have installed, P4L, Snap and vector, ZSC and Door Management that can make this hard for beginners like me. I originally started to get hung up at step 7 so i am going to just leave this here in hopes it helps someone. It seems to all work as intended after this, use at your own risk, like i said, i am not very good at this. **STEP 7 (Modifying player_build_plotCheck.sqf, player_upgrade.sqf, and player_buildingDowngrade.sqf)**<br> ALL THREE OF THESE FILES NEED THE SAME EDIT, MAKE SURE YOU DO ALL FILES!!!!<br> player_build_plotCheck.sqf Find // Since there are plot poles nearby we need to check ownership && friend status _buildcheck = [player, _nearestPole] call FNC_check_owner; _isowner = _buildcheck select 0; _isfriendly = _buildcheck select 1; if ((_isowner) || (_isfriendly)) then { _canBuildOnPlot = true; }; }; Replace with // Since there are plot poles nearby we need to check ownership && friend status _buildcheck = [player, _nearestPole] call FNC_check_owner; _isowner = _buildcheck select 0; _isfriendly = _buildcheck select 1; _friendlies = _nearestPole getVariable ["plotfriends",[]]; _fuid = []; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friendlies; _builder = getPlayerUID player; if ((_isowner) || (_isfriendly) || (_builder in _fuid)) then { _canBuildOnPlot = true; F }; }; player_upgrade.sqf Find _friendlies = player getVariable ["friendlyTo",[]]; // check if friendly to owner if(_ownerID in _friendlies) then { _canBuildOnPlot = true; }; Replace that with _friendlies = _nearestPole getVariable ["plotfriends",[]]; _fuid = []; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friendlies; _builder = getPlayerUID player; // check if friendly to owner if(_builder in _fuid) then { _canBuildOnPlot = true; }; player_buildingDowngrade.sqf Find _friendlies = player getVariable ["friendlyTo",[]]; // check if friendly to owner if(_ownerID in _friendlies) then { _canBuildOnPlot = true; }; Replace that with _friendlies = _nearestPole getVariable ["plotfriends",[]]; _fuid = []; { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } forEach _friendlies; _builder = getPlayerUID player; // check if friendly to owner if(_builder in _fuid) then { _canBuildOnPlot = true; }; **STEP 8 This one is in your dayz_server.pbo (Modifying server_monitor.sqf)**<br> **8 A**<br> Find _object setVariable ["ObjectID", _idKey, true]; After that, add if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then { _object setVariable ["plotfriends", _inventory, true]; }; **8 B**<br> Find For ZSC if ((count _inventory > 0) && !(typeOf( _object) in DZE_DoorsLocked)) then { if( count (_inventory) > 3)then{ _object setVariable ["bankMoney", _inventory select 3, true]; }else{ _object setVariable ["bankMoney", 0, true]; }; Replace that with For ZSC if ((count _inventory > 0) && !(typeOf( _object) in DZE_DoorsLocked) && !(typeOf( _object) == "Plastic_Pole_EP1_DZ")) then { if( count (_inventory) > 3)then{ _object setVariable ["bankMoney", _inventory select 3, true]; }else{ _object setVariable ["bankMoney", 0, true]; }; **STEP 9 Again, this is in your dayz_server.pbo (Modifying server_updateObject.sqf)**<br> Find FOR DOOR MANGEMENT _object_inventory = { private["_isNormal","_inventory","_previous","_key"]; _isNormal = true; if (typeOf (_object)in DZE_DoorsLocked) then{ _isNormal = false; _inventory = _object getVariable ["doorfriends", []]; //We're replacing the inventory with UIDs for this item }; if(_isNormal)then { _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object, _object getVariable["bankMoney",0] ]; }; _previous = str(_object getVariable["lastInventory",[]]); Replace that with FOR DOOR MANGEMENT _object_inventory = { private["_isNormal","_inventory","_previous","_key"]; _isNormal = true; if (typeOf (_object)in DZE_DoorsLocked) then{ _isNormal = false; _inventory = _object getVariable ["doorfriends", []]; //We're replacing the inventory with UIDs for this item }; if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then{ _isNormal = false; _inventory = _object getVariable ["plotfriends", []]; //We're replacing the inventory with UIDs for this item } else { if(_isNormal)then { _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object, _object getVariable["bankMoney",0] ]; }; }; _previous = str(_object getVariable["lastInventory",[]]); Installation complete<br> **Infistar Antihack**<br> If you're running Infistar Antihack, add this to the dialogs array; 711194 And this to the '_cMenu =' section "PlotManagement"
  9. I did it when we had a Tavi server. You put this in your server PBO, server_monitor.sqf place [] ExecVM "\z\addons\dayz_server\IAW\initIAW.sqf"; above allowConnection = true; http://www.mediafire.com/download/tbx7y28dpfiw6fq/IAW.zip The AI will not spawn until someone is 4000 meters out or closer, it reduces server load when people are not doing it. There are no crates spawned with this, i used WAI to spawn the crates in WAI/static/default.sqf Example Please change all lines that look like this or it will not work, I have redone WAI on our servers to improve performance and errors. [_crate,[25,ai_wep_box],8,[30,crate_items_buildables],1,[100,ammo_list]] call dynamic_crate;
  10. Love this script, Thank You Very Much. I noticed you can disable putting in manual codes, but after all the glitchers getting around our attempts to stop them from brute forcing and using the escape bug, I decided to have a little fun with them. Since the lock is now tied to the player and not the Combo this was very easy. I made an Event. Name: trololol Status: Enabled Event Type: Recurring Execute Every: I have it set for @ restart Start: Now End: Never UPDATE `Object_DATA` SET `Object_DATA`.`CharacterID` = 9999 WHERE `Object_DATA`.`Classname` LIKE 'CinderWallDoorLocked_DZ' OR `Object_DATA`.`Classname` LIKE 'CinderWallDoorSmallLocked_DZ' OR `Object_DATA`.`Classname` LIKE 'Land_DZE_WoodDoorLocked' OR `Object_DATA`.`Classname` LIKE 'Land_DZE_LargeWoodDoorLocked' OR `Object_DATA`.`Classname` LIKE 'Land_DZE_GarageWoodDoorLocked' Definer: [email protected] Comment: trololol Fun Times :)
  11. The only way I got rid of it completely was to combine the old WAI 0,17 with this new WAI. I had to remove all the references to friendly ai behavior, I also had to remove the find_suitable_ammo because if you give them a gun that calls to that it will error out also ("20Rnd_556x45_Stanag","30Rnd_556x45_G36","30Rnd_556x45_G36SD"). It will take someone smarter than me to fix this with all the functionality still in place. For now I run this version, no errors, always clears but they are not friendly to anything. http://www.mediafire.com/download/vrn246xfsqflsl6/Redone+WAI.zip
  12. You need to remove all the weapons with "Base" in their name. They always gave me errors so I removed them and no more issues. @Havoc302 Check your server FPS, if it drops below 5 the missions stop spawning
  13. In every mission replace this _position = [30] call find_position; or whatever is there with this _position = [10] call find_position; That will make it so that the nearest object can be 10 meters away. If they still spawn on mountains ALL the time IDK what is wrong, mine spawn there sometimes, not very often like before.
  14. You could try this but IDK if it is what you are looking for.
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