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sjd6795

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Posts posted by sjd6795

  1. na they are not :( ... but i dont know what to do its annoying player kill the trader, loot them and run away ... 

     

    You're the admin ban hammer his ass on to the next server. I can provide you with fresh server_traders.sqf and mission.sqf if you'd like to see that fix anything.

  2. No traders and AGN are completely seperate all AGN does it provide a dome over them to turn on god mode and players from shooting. But I've seen somewhere about adding god mode to vehicles is a bad idea because if that vehicle gets damaged while the god mode is on any small hit outside of the safe zone will apply all the damage taken from inside of it resulting in BOOOOOM! However post your rpt as well.

  3. Ok it looks like you have to many closing brackets there under the if (!isDedicated) then {

     

    I'm not sure if any of that is causing the problems but remove all but the one under   // auto refuel

    [] execVM "scripts\kh_actions.sqf";
     
     
    EDIT: Actually try to make it like this because the kh_actions.sqf needs to run before all of the other stuff If I remember correctly
    if (!isDedicated) then {[] execVM "scripts\kh_actions.sqf";
    //Conduct map operations
    0 fadeSound 0;
    waitUntil {!isNil "dayz_loadScreenMsg"};
    dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
     
    //Run the player monitor
    _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
    _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";
     
    //anti Hack
    [] execVM "admintools\AdminList.sqf";
    if ( !((getPlayerUID player) in AdminList) && !((getPlayerUID player) in ModList) && !((getPlayerUID player) in tempList)) then 
    {
    // [] execVM "\z\addons\dayz_code\system\antihack.sqf";
    };
    };
    
    

    Example of how my dedicated bracket looks like on my epoch files

     

     
    if (!isDedicated) then {
    //Conduct map operations
    0 fadeSound 0;
    waitUntil {!isNil "dayz_loadScreenMsg"};
    dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
     
    [] ExecVM "service_point\service_point.Sqf";
    //Custom Loadouts
    [] ExecVM "Scripts\loadout.sqf";
     
    //Run the player monitor
    _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
    _playerMonitor =     [] execVM "dayz_code\system\player_monitor.sqf";
     
     
    //Lights
    //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
     
    };

     

     

  4. If you want my skype you can PM me and I can provide you with my old epoch pbos or I can get a better look at yours and get it sorted out.

     

    EDIT: Guess I wasn't refreshed and that you already posted that you had done all of this

     

    Yea like Halvhjearne said just replace your dedicated bracket with this            

    if (!isDedicated) then {[] execVM "Scripts\kh_actions.sqf";
    

    And about the mission not starting you placed the dzms inside your server pbo and called it through the server_monitor like this just place the line that calls dzms above the allowconnection = true;

        [] ExecVM "\z\addons\dayz_server\DZMS\DZMSInit.sqf";
        allowConnection = true;
    
  5. Check your mission.sqf inside your server pbo should be mission/dayz_epoch_11.chernarus and then mission.sqf will be there and make sure all of the units with npc type names look like this the line you will be looking for is the very bottom one.

     

     

    _unit_17 = objNull;
    if (true) then
    {
      _this = createAgent ["RU_Villager3", [7996.1021, 2899.0759, 0.6355527], [], 0, "CAN_COLLIDE"];
      _unit_17 = _this;
      _this setDir 86.85891;
      _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;";
      _this setUnitAbility 0.60000002;
      _this allowDammage false; _this disableAI 'FSM'; _this disableAI 'MOVE'; _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;_this enableSimulation false;};
  6. Yep that's probably it. Totally forgot about the anti hack I use infiSTAR so it's the first thing I remove when adding stuff. Also check towards the top of the init.sqf I can't remember if epoch has it or not but it may have a variable to as well something along the lines of this.

     

    dayz_antihack = 1; // DayZ Antihack / 1 = enabled // 0 = disabled
    dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled
  7. For most errors in the rpt you can hit Control F to pull up a search box and type in the given script name and it should lead you to it. But another friendly tip which everyone will agree to here is if you're just starting to learn these things don't try to add to many scripts at once, add one script then test the server then if you add another one and something breaks you know exactly what the problem is.

     

    EDIT: I'm currently not doing anything so if you'd like to add me on skype which you can PM me for I can get all of these scripts added for you in a few moments but I'd rather have you try a few times yourself first. I made the mistake of having someone load my server up when I first got into it then I had to redo the whole thing and learn the ropes myself when it messed up.

     

     

    EDIT2: And as far as making your server daytime only this will be done in the hiveext.ini you'd be looking for this

     

    [Time]
    ;Possible values: Local, Custom, Static
    Type = Static //set this to static make sure you uncomment it by removing the ; if it isnt already
    ;If using Custom type, offset from UTC in hours (can be negative as well)
    Offset = -12
    ;If using Static type (Hour value always the same on every server start), the value (0-24) to set the Hour to
    Hour = 18 //set this to around 10-15 for a good daytime it may vary depending on where you are located but you can play around with it.
  8. I'm not seeing anything unusual or that would stop these scripts from working in anyway. Could you edit the config in your mission systems to have a mission spawn almost instantly. I've noticed on my server that it takes about 10 or 15 minutes for the first mission to show up. Also you said you have sarge AI installed and that these are not spawning either? Sarge tends to have a bug that causes them to go invisible(but they can still shoot at you)try going to a location to where they would be at and see if you notice them. Sarge posted a work around here for that reason. In the meantime you could upload your mission and server pbo and I can look for anything that seems out of place.

     

    you can run a quick workaroun for this yourself.​
    locate your UPSMON.sqf, find this codeblock:​
    Code (Text):

        _x allowDamage false;
        [nil, _x, "per", rHideObject, true] call RE; 
        _x disableAI "FSM";    
     

    and comment it out.

    find
     

    Code (Text):

            // hide & protect unit
            _leader allowDamage false;
            [nil, _leader, "per", rHideObject, true] call RE; 
            _leader disableAI "FSM";
     

    do the same.

    find
     

    Code (Text):

                    _newunit allowDamage false;
                    [nil, _newunit, "per", rHideObject, true] call RE; 
                    _newunit disableAI "FSM";
     

    do the same.

    The issue that the AI doesnt get made visible again seems to only occur on servers with very low fps, or lots of AI groups. It usually takes the amount of groups in seconds for them to become visible.

    Sarge

  9. You can do this by going to your mission file and going to mission.sqm and adding in a new class sensor be careful when editing these because one left out } or ; will break the server you also need to change the total of number of sensors above the first listed one and sensors start at 0 and go up so if you have 0-7 you actually have 8 sensors total. It's basically the same way it tells you that you are entering a trader city etc.

     

    Examle of a sensor: 

     

    class Item10
    {
    position[]={4980.1,0.1,8280.28};
    a=50;
    b=50;
    activationBy="ANY";
    repeating=1;
    interruptable=1;
    age="UNKNOWN";
    name="hempfield";
    expCond="(vehicle player) in thislist;";
    expActiv="TitleText[""Entering Hemp Field"",""PLAIN DOWN""];    //And if you'd like to activate a script to do certain things like provide god mode or protection of a certain area you can replace this with this expActiv="hempfield = [] execVM ""protection\hempfield.sqf"";";
    expDesactiv="terminate dome; titleText [""Leaving Hemp Field"", ""PLAIN DOWN"", 3];";
    class Effects
    {
    };
     
    But plenty other guides out there explaining linking a script to do certain events to a sensor. Maybe this gets you in the right direction.
  10. Ok I'm not sure how I managed this or what I even did to cause this to happen. But maybe these screenshots could give you guys a idea on how to fix this for me because I'm lost.
     
     
    As you can see in this screenshot my lobby is full of AI I've never seen this before on a dayz server.
    3tLUabz.jpg
    In this screenshot you can see that after my black dayz loading screen it goes to a default arma 2 loading screen which I haven't even added or messed with the default one in any way considering it still shows before this one.
    GBmSuJm.jpg
     
    And in this final screenshot you can see the 100 AI that were in the lobby show on my normal player list on infistars antihack. When I teleport to or spectate one of these AI they are invisible and positioned in debug.
    9vlkKRZ.jpg
  11. Download the Panthera 2.9 map from here and unpack it into your Arma2 installation (where all the other @dayZ folders are)

     

    In DayzCommander, type -mod=@Dayz_Epoch;@Panthera

     

    No more RVMAT kicks

    Well that fixes my issue but I doubt my players like downloading stuff outside of dayz commander whoever created panthera should be fixing this issue and getting it implemented into dayz commander. Thanks for posting that though

  12. bump still nothing has increased crash spawns looking for a solution 

     

    Edit even tried switching back to the default non animated crash spawner and still no luck I feel as if these values do nothing and the true values are hidden away in davy jones locker or some shit. Here are all my values.

     

    Init.sqf

    // Dayz Epoch Events
    EpochEvents = [["any","any","any","any",0,"crash_spawner"],["any","any","any","any",10,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
     
    server_spawnCrashSite.sqf
    //_crashModel = _this select 0;
    //_lootTable = _this select 1;
    _guaranteedLoot = _this select 0;
    _randomizedLoot = _this select 1;
    _frequency = _this select 2;
    _variance = _this select 3;
    _spawnChance = _this select 4;
    _spawnMarker = _this select 5;
    _spawnRadius = _this select 6;
    _spawnFire = _this select 7;
    _fadeFire = _this select 8;
     
    crash_spawner.sqf
    _guaranteedLoot = 3;
    _randomizedLoot = 4;
    _spawnChance =  1;
    _spawnMarker = 'center';
    // _spawnRadius = 5000;
    _spawnRadius = HeliCrashArea;
    _spawnFire = true;
    _fadeFire = false;
     
    server_monitor.sqf
    // [_guaranteedLoot, _randomizedLoot, _frequency, _variance, _spawnChance, _spawnMarker, _spawnRadius, _spawnFire, _fadeFire]
    if(OldHeliCrash) then {
    _nul = [5, 4, (1 * 60), (0 * 1), 1, 'center', HeliCrashArea, true, false] spawn server_spawnCrashSite;
    };
     
     
     
     
  13. Ok I see what you're talking about now what would the preferred settings be for lets say 1 every 10 minutes or every 5 minutes for testing purposes

     

    [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];

     

    Edit: no matter what I change all of the settings to I am still only getting a crash at the 10 minute mark then after that it's completely random. Could the animated heli crashes be messing with the event spawn times? I forgot to save a back up of the default crash sqf but I set it for 0 on the first one and 5 on the second one and crashes are not happening as often as they should I have also set the frequency and the variances to for a crash every minute and it isn't doing that.

  14. I have not. I looked at that thread containing all that information but I'd rather not try and screw something up detailed instructions wasnt really given  but at least there is a help thread at all about it. I also tried adding in the server_spawnC130JCrash and it loaded up fine in the rpt but my server was stuck on authentication the only errors I have had is that error in bone. But the c130j can  wait for another day. So how can I go about adding more events? I'd like to have 1 spawn every 10 minutes or so or have 3 spawns in 30 minutes with a 30 minute pause until the next 3 spawn.

     

    Actually to think of it xbowbii told me to add this under the epoch config in the init.sqf would this be what you're talking about?

     

    MaxHeliCrashes= 50; // Default = 5

  15. Ok I've read multiple places about increasing crash spawns and I'm currently trying on my epoch panthera server I even added the animated crashes which is working but not as much as I like. Am I doing something wrong? I see the values for the crash spawn in several places I have edited all the spawn rates for them all and even went as far as setting it supposely to where it would spawn one in every minute, but still no luck. The most I have got is one to spawn at the 5 minute mark but after that another one doesnt spawn for up to an hour. Links are below to all the guides I followed. I'm running 1.0.4.2. I'd also like to know where the helicrash items write to.

     

     

     

     

    Animated Heli Crashes

    http://opendayz.net/threads/epoch-animated-heli-crashes.15051/

     

    Modifying the crash spawn amount(scroll down to ikuyo post)

    http://opendayz.net/threads/tutorial-editing-heli-crashes-1-7-6-1-simplified.9011/

     

    Same as above just more detailed

    http://opendayz.net/threads/increasing-or-decreasing-heli-spawn-crashes-1-7-5-1.7754/

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