-
Posts
209 -
Joined
-
Last visited
Content Type
Profiles
Forums
Articles
Posts posted by js2k6
-
-
Anyone who can make something to stomp out bad behaviour deserves commendation.
not the negative crap posted above.
if this works as described, hopefully you guys share it with the devs. for the benefit of all players, and ultimately the mod itself.
-
sadly enough. i dont think snap pro is a solution for the grubby behaviour
I host 2 overpoch servers, both use snap pro / vectors.
The most common ban reason is still glitching into bases.
certain vehicles pass straight through doors and so forth.
active penalisation of grubby behaviour is by far the best deterrent.
in game scripts that do these things are the best method. an admin cant be spectating all people at all times. so if someone tries to go through a wall and dies.that would be the best way to make the offending player think twice about doing it again
when that script was included with epoch that killed players who got out of their vehicle through a wall. that was such a huge help.
sure its killed me a couple of times when getting out of my car in my airlock, but give me that any day, rather than letting any man and his dog just park next to my wall and hop out of the car and come inside to help themselves to my stuff
-
If the server files are released and people start to host their own servers they can add this mod into it right?
would be awesome imo.
already on it mate.
creating the custom loot tables will be the fun part,
as for rangecreeds post, it does have the potential to limit your playerbase yes.
but with an already established community its easier to do,
plus if people can figure out how to load dayz epoch overwatch origins taviana... they can figure out how to add -mod=@mas; into their startup params.
all it would take would be one frankie or psi video and all the kiddies would be mad for it.
-
http://forums.bistudio.com/showthread.php?160599-NATO-SF-and-Russian-Spetsnaz-WEAPONS-for-A3
make it so!
i've got this on my dev server. it's a damn good addon.i wish this could be added by default to arma 3.
-
-
thanks sandbird, i'll have a look.
i do from time to time get theplayer without identity
and
Server: Object x:x not found (message x)
errors showing in my rptthis is my basic.cfg - i run 2 overpoch servers, one popular. the other isnt. an empty altis life server and a half full wasteland a3 server on my dedicated box. sharing 100mbit connection.
any tips for improving this?
language="English"; MinBandwidth=131072; MaxBandwidth=90000000; MaxMsgSend=8192; MaxSizeGuranteed=1024; MaxSizeNonguaranteed=128; MinErrorToSendNear=0.029999997; MinErrorToSend=0.0019999994; MaxCustomFileSize=0; adapter=-1; 3D_Performance=93750; Resolution_Bpp=32; Windowed=0; class sockets { maxPacketSize=1400; }; serverLongitude=133; serverLatitude=-27; serverLongitudeAuto=133; serverLatitudeAuto=-27;
-
@echo off for /f "tokens=1-7 delims=:/-, " %%i in ('echo exit^|cmd /q /k"prompt $d $t"') do ( for /f "tokens=2-4 delims=/-,() skip=1" %%a in ('echo.^|date') do ( set dow=%%i set %%a=%%j set %%b=%%k set %%c=%%l set hh=%%m set min=%%n set ss=%%o ) ) set dumppath="C:\DayZDB" echo %dow% %yy%-%mm%-%dd% @ %hh%:%min%:%ss% cd /d %dumppath% start "" "7za" a -mx9 %yy%-%mm%-%dd%-OverpochDB.7z *.sql timeout 180 del *.sql timeout 30 cls @exit
further to an sql dump script. this is a batch file i run once every day. (just run it using windows scheduler)
it requires 7zip, but it compresses all the sql files from the day into a datestamped.7z archive.
then it deletes all the sql files.
http://www.dotnetperls.com/7-zip-examples
basically it just compresses roughly 70mb of data (4 servers, each sql dump every 30 mins) into a 1-2mb 7z file..
after that is complete. i have a seperate batch file which then moves the files from C:\dayzdb to my google drive folder so it then syncs on my home pc, my dedi box and of course my google drive
i've been the victim of hard drive failure on the server box once. if i'm that unlucky again.. i'll be prepared next time
-
Hi,
I have a player on one of my servers claiming that he placed a safe and it vanished in front of his very eyes
in the next breath he is telling me he wants gear replaced. (i'm thinking... what gear if you just placed it?... )
that's besides the point really
has anyone heard of this happening before?
I've seen storage sheds disappear when their inventory line in the db gets too long.
but never safes.
I've looked at hivext.log, and the server's rptnothing seems anomalous. I was just wondering if anyone knows of any particular set of circumstances that may cause this.
Because I'm not really buying the story.
(edit: mods... lots of mods. but have been running them for months without issue)
p4l, snap, vectors, door management, elevators, service point, group management, ess the list goes on and on. -
you can have multiple traders sharing the same tid.
and you can do that without causing a problem.
on my NoZ server, i just use one TID for each type of vehicle or weapon, despite there being 4-5 of each kind of trader
on my cherno server, i have the black market trader at stary, klen and bash. and they all share the same tid.just means that the trader needs to be restocked more frequently (or you can just set the qty really high)
thats a link to my old tavi overpoch server_traders.sqf (its got custom tids for gemstones and those horrible overwatch weapons and such. but maybe it can be of use to you? i dont know)
-
from hosting a3wasteland using arma2net, then altis life using arma2net, finally moving to extdb
if that was anything to go by, i would think extdb would be the way forward. performance wise it was miles ahead.
i wish i never read this post, i can see lots of changing things to get epoch to work with extdb in my future.
and i have exams coming up damn it.
keen to follow this thread a lot more closely though.
-
$3 DOLLARS LOL .. thats not even a good tip at a restaurant ..
Same script here posted a month later
I haven't tested yet, waiting till morning but I edited the init.sqf in the mpmissions and placed the script in my scripts folder, made a dir for it and placed the sqf in that folder,Of course you can put in any folder u want , scripts just as long as you call the right path and file name, folder just helps keep me organized ADHD is a mofo sometimes lol
Then adding this to bottom of the init.sqf
//No Talk Side Chat kick 2nd warning[ ] execVM "scripts\notalkside\nosidechat.sqf";you can also add this to your server pbo@DayZ_Epoch_Server\addons\dayz_server\init\server_functions.sqf
add the [] execVM "\z\addons\dayz_server\init\nosidechat.sqf"; to bottom of the server_functions.sqf and place the nosidechat.sqf in the init folder the choice is yours
Just make sure to repack your server pbo or it wont be therelike I said I haven't tested yet .. but should work..Just put on server and it works .. tested kicked my self :)I was just about to go and pull it from my mission file and post it again.. haha thanks for saving me the effort
-
your defines.hpp is seemingly correct
so if e_rscbutton is showing as undefined, i would look at description.ext
and make sure you've got all #include lines present
i'm using an older version of ess.
but i don't think it's changed too much (my classes show as RscListBoxe, RscButtone etc... so similar but different)
screenshot of my description.ext for example...
-
i use my own modified version of an older WAI, so sending you mine will do nothing but cause you tonnes of undefined variable errors. but.......
I use it on cherno, with a modified version of sector FNG.
What I do is in my sector FNG i have included a triger which executes a script to call in the AI
I do it this way, because if noone wants to do the compound, whats the point of wasting system resources on a tonne of AI?
so in my sector_FNG.sqf i have the following line of code.
// TRIGGER TO SPAWN AI _this = createTrigger ["EmptyDetector", [6610.8867, 14176.624]]; _this setTriggerArea [500, 400, 0, true]; _this setTriggerActivation ["WEST", "PRESENT", false]; _this setTriggerStatements ["this", "nul = execVM ""\z\addons\dayz_server\map_additions\AI\Sector_FNG_AI.sqf"";", ""]; spawnAI = _this;
so you could effectively store your custom static_spawn.sqf file in your server files,
and call it using that method once the trigger point is activated.but basically with this method, no ai spawn unless someone goes near the compound
added a check to the start of the file that exits the script if the server is running badly, and recreates the trigger.
if ((diag_fps) < 5) exitWith { // send message alerting player compound cannot be completed cutText [format["Sorry, The AI Compound cannot be completed at this time! Try again in 20 minutes"], "PLAIN DOWN"]; deleteVehicle spawnAI; // delete the original trigger so it can be recreated // wait 15 minutes (should allow player ample time to leave the area!) uiSleep 900; // create the AI trigger again _this = createTrigger ["EmptyDetector", [6610.8867, 14176.624]]; _this setTriggerArea [500, 400, 0, true]; _this setTriggerActivation ["WEST", "PRESENT", false]; _this setTriggerStatements ["this", "nul = execVM ""\z\addons\dayz_server\map_additions\AI\Sector_FNG_AI.sqf"";", ""]; spawnAI = _this; };
i have mine set to broadcast a message that someone is entering the compound, it dispatches heli reinforcements, spawns in some crates, waits til the player has reached the center point where all the building loot is
then dispatches more reinforcements, spawns them near the exits. and adds another loot box with gems
(this trigger method also prevents players obtaining free loot without working for it)you can effectively turn that custom static_spawn into an ai mission.
and believe me, your players will love you for it -
now correct me if i'm wrong
but with epoch 1.0.5 onwards, you cant use if (_this and _that) then
i was under the impression 'and' now had to be &&
and
or had to be ||
so i would tryif ((_mgQTY >= 2) && (_isalb)) then {
-
that just looks like your server is trying to start overpoch without having either epoch or overwatch loaded.
check your startup bat file and make sure its still loading both epoch and overwatch client files aswell as the epoch server files.
-
good way to think of it
if you see a script with_option = _this select 0;
_option2 = _this select 1;
at the start.
you can send the values to it using the braces.
["randomvariable",5] execVM "randomscript.sqf";
so _option will be the string "randomvariable"
and _option2 will be the integer 5it's similar for functions aswell...
["randomvariable",5] call savedFunction;
-
I cannot spawn static AIs. How would I do so? I added my configs to Chernarus.sqf in the static folder...
Looks like this:
Place your custom group spawns below */ [ [13624.906, 3200.7109, -8.392334e-005], // Position 28, // Number Of units "hard", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 4, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Soldier_DZ", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; [ [9610.84,11279.6,0], // Position 15, // Number Of units "hard", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 4, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Soldier_DZ", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; [ [4481.76,10249.8,0], // Position 10, // Number Of units "hard", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 4, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Soldier_DZ", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group;
have you enabled the static ai in config.sqf?
/* STATIC MISSIONS CONFIG */ static_missions = false; // use static mission file custom_per_world = false; // use a custom mission file per world /* END STATIC MISSIONS CONFIG */
if you've edited chernarus.sqf then set custom_per_world to true.
-
So, can anyone PLEASE enlighten me as to what this error is all about? Only happened after doing a clean install of WAI.
10:54:32 "WAI: [Mission:[Bandit] Black Hawk Crash]: Starting... [2756.09,6443.52,0]" 10:54:32 "WAI: Spawned a group of 3 AI (Hero) at [2756.09,6443.52,0]" 10:54:33 "WAI: Spawned a group of 3 AI (Hero) at [2756.09,6443.52,0]" 10:54:33 "WAI: Spawned a group of 3 AI (Hero) at [2756.09,6443.52,0]" 10:54:33 "WAI: Spawned in 2 M2StaticMG" 10:57:51 Error in expression < getVariable["actionSet", false]; if (!_actionSet) then { s_player_holderPickup> 10:57:51 Error position: <_actionSet) then { s_player_holderPickup> 10:57:51 Error Undefined variable in expression: _actionset 10:57:51 File z\addons\dayz_code\init\object_BackpackAction.sqf, line 13 10:58:35 "TIME SYNC: Local Time set to [2013,8,3,5,58]" 10:59:05 Error in expression < getVariable["actionSet", false]; if (!_actionSet) then { s_player_holderPickup> 10:59:05 Error position: <_actionSet) then { s_player_holderPickup> 10:59:05 Error Undefined variable in expression: _actionset 10:59:05 File z\addons\dayz_code\init\object_BackpackAction.sqf, line 13 10:59:05 "WAI: [Mission:[Hero] Bandit Base]: Ended at [1480.75,2292.71,0]" 11:00:08 "RUNNING EVENT: crash_spawner on [2014,11,4,6,0]" 11:01:50 "WAI: [Mission:[Bandit] Black Hawk Crash]: Ended at [2756.09,6443.52,0]"
Thanks in advance.
hey eldubya, jake here.
rather than looking at object_BackpackAction.sqf...
look at the mission file for black hawk crash, check your static gun arrays. make sure the positioning for the backpack is correct in the arrays.
looking at github, they look fine to me and seem to match the other missions. and if you haven't altered the mission files at all from what is on github, then it should be fine.
so the next thing i would check is your ai_packs array in the main config.sqf file,
if the selectrandom function is selecting an invalid classname it could cause an error like you are seeing.
sometimes 'error in expressions' are caused by something bad being sent from elsewhere, rather than the file the rpt error is pointing to.
and this seems clear to me, the error is being caused around the time your static guns are being called in.
so it's either an issue with this
//Static Guns [[ [(_position select 0) + 25, (_position select 1) + 25, 0], [(_position select 0) - 25, (_position select 1) - 25, 0] ],"M2StaticMG","Easy","Hero","Hero",0,2,"Random","Random",_mission] call spawn_static;
or... ai_packs
when its choosing "Random" it's picking the wrong one. or something that doesn't actually exist.
aside from that i probably couldnt give you too much help, the version of WAI on our servers is completely different. i forked off from 0.17 and did something similar to f3cuk, but went in a completely different direction.
-
just added this to my dev server, copied all the items in object_data from one of my live servers.
everything looks perfectusing p4l, snap-pro (with a custom player_build.sqf... and extra build items)
loving your work.
thanks!
-
Thanks for the quick reply NoxSicarius,
Not really important for me then,Just me and a co-owner. Neither of us really play in the servers. just build and help people if they need it.
Recruited another guy, once... never again.
good help is so hard to come by. -
Hi, I am still running an older version of these admin tools
I've customised them quite a great deal, I was wondering what the DLL files are for, what functionality do they provide? are they some form of anti hack measure?
I guess to be blunt, I am trying to find out if, to me, they are worth taking the time to update my tools to utilise the features or if I can live without them -
I just wish I could play the game again, since the AU servers are gone, playing with 250ms + latency isn't enjoyable.
having withdrawals here haha.
There is no point in trying to run a Epoch server right now as we are working to give the whole community a product that they can mod freely.
as a server host with a dedicated machine, this makes me very happy.
best of luck with the development and hopefully we will be seeing some official AU based servers soon.
-
how would i go about doing this for admins only?
I know would need something in variables.sqf like
FastTrade = ["0","0"] //Admin ID's
and also would need something to wrap the code saying basicly "if uid is in the fasttrade block then do this else do this" but im not sure how to do that bit lol
I would try this in each of the files, like trade_any_vehicle etc.
if ((getPlayerUID player) in FastTrade) then { player playActionNow "PutDown"; } else { player playActionNow "Medic"; };
this may not work, but it's what I would try first
-
what you're referring to, i use that sort of thing with WAI.
this is just an copied from one of my mission files.
_veharray = ["LAV25_HQ","BTR90_HQ","BTR60_TK_EP1","BAF_Jackal2_L2A1_w","HMMWV_M998_crows_MK19_DES_EP1"]; _vehclass = _veharray call BIS_fnc_selectRandom; _vehname = getText (configFile >> "CfgVehicles" >> _vehclass >> "displayName"); // gets the name of the vehicle it selected _picture = getText (configFile >> "cfgVehicles" >> _vehclass >> "picture"); // gets the picture of the vehicle _hint = parseText format ["<t align='center' color='#FF0000' shadow='2' size='1.75'>Priority Transmission</t><br/><t align='center' color='#FF0000'>------------------------------</t><br/><t align='center' color='#FFFFFF' size='1.25'>Main Mission</t><br/><t align='center'><img size='5' image='%1'/></t><br/><t align='center' color='#FFFFFF'>The Brotherhood of Steel have stolen a<t color='#FF0000'> %2</t>go take it off them!!</t>", _picture, _vehname]; [nil,nil,rHINT,_hint] call RE; // displays the hint window, %1 shows picture, %2 displays the name of the vehicle
just place the _hint section where you see
[nil,nil,rTitleText,"mission white text displays here", "PLAIN",10] call RE;
Craft Walls and Floors Directly from Packs
in A2: Epoch Mods (1.0.5.1)
Posted
Hi everyone,
This is just a really basic script i made for the guys on my server who were always at the wholesalers buying lumber and ply packs. Just to save them a little time.
i made this to work with extra right click options Which can be found here
What the script does:
This allows people to right click on a plywood or lumber pack. and convert the items directly into a 1/3 wall, full wall, 1/2, 1/4 or full floor/ceiling
without the need to unpack the item
then craft 3 x 1/3 walls, then craft them into a full wall etc
Cons: Can only craft 1 item at a time (however this is still much faster than the alternative)
Step 1: Add the following code to extra_rc.hpp beneath
class ExtraRc {
Step 2:
Create a file called fn_craftable.sqf in a folder called custom in your mission.pbo
Originally there was a distance requirement, which required a person to be x meters from a craft table which i removed on request. i dont have the original file still however