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syco

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Posts posted by syco

  1. if(IsServer) then {
    /*
    Paradropped unit custom spawn Eg.
    
    
    [
    [911.21545,4532.7612,2.6292224], // Position that units will be dropped by
    [0,0,0],                         // Starting position of the heli
    400,                             // Radius from drop position a player has to be to spawn chopper
    "UH1H_DZ",                       // Classname of chopper (Make sure it has 2 gunner seats!)
    5,                               // Number of units to be para dropped
    "Random",                        // Skill level of units (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
    "Bandit2_DZ",                    // Skin classname, use "Random" or classname here
    "Random",                        // Gearset number. "Random" for random gear set.
    "Bandit",                        // AI Type, "Hero" or "Bandit".
    true                            // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire. 
    ] spawn heli_para;
    
    
    Place your paradrop spawns under this line
    */
    
    
    diag_log format["WAI: Static mission for %1 loaded", missionName];
    
    
    };
    

    Change to

    if(IsServer) then {
    /*
    Paradropped unit custom spawn Eg.
    
    
    [
    [911.21545,4532.7612,2.6292224], // Position that units will be dropped by
    [0,0,0],                         // Starting position of the heli
    400,                             // Radius from drop position a player has to be to spawn chopper
    "UH1H_DZ",                       // Classname of chopper (Make sure it has 2 gunner seats!)
    5,                               // Number of units to be para dropped
    "Random",                        // Skill level of units (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
    "Bandit2_DZ",                    // Skin classname, use "Random" or classname here
    "Random",                        // Gearset number. "Random" for random gear set.
    "Bandit",                        // AI Type, "Hero" or "Bandit".
    true                            // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire. 
    ] spawn heli_para;
    
    
    Place your paradrop spawns under this line
    */
    
    [
    [911.21545,4532.7612,2.6292224], // Position that units will be dropped by
    [0,0,0],                         // Starting position of the heli
    400,                             // Radius from drop position a player has to be to spawn chopper
    "UH1H_DZ",                       // Classname of chopper (Make sure it has 2 gunner seats!)
    5,                               // Number of units to be para dropped
    "Random",                        // Skill level of units (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
    "Bandit2_DZ",                    // Skin classname, use "Random" or classname here
    "Random",                        // Gearset number. "Random" for random gear set.
    "Bandit",                        // AI Type, "Hero" or "Bandit".
    true                            // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire. 
    ] spawn heli_para;
    
    
    diag_log format["WAI: Static mission for %1 loaded", missionName];
    
    
    };
    

    Just as LunatikCH said the answer is right in front of you.

     

    Be sure to change

     

    [911.21545,4532.7612,2.6292224],   //Position that units will be dropped by

     

    AND

     

    [0,0,0],  //Starting position of the heli

     

    To what you want.

  2. I've got custom loot tables installed and the loot seems to be spawning appropriately, but I'm getting this error in my client log that I believe is related to my custom loot tables:

    Error in expression <) select 2) * 100);
    for "_k" from 0 to (_weight - 1) do
    {
    _weighted set [_j + _k>
      Error position: <_weight - 1) do
    {
    _weighted set [_j + _k>
      Error Undefined variable in expression: _weight
    File z\addons\dayz_code\init\loot_init.sqf, line 27
    

    The error repeats 7 times.  The loot_init.sqf is the standard file. I haven't edited it, so something in my loot tables must be causing this error. In case anyone wants to take a look, here's my loot table files: https://www.dropbox.com/s/fnbbeo7mxl4y6j0/loot.rar?dl=0

     

    I also have a similar error in my client  RPT when in my servers. Seems to not cause any problems.

     

    This is the one i get

    Error in expression <ind _iItem;
    _weights = dayzE_CLSChances select _index;
    _cntWeights = count _weig>
      Error position: <select _index;
    _cntWeights = count _weig>
      Error Zero divisor
    File z\addons\dayz_code\compile\spawn_loot_small.sqf, line 81

    I get this one also. Guessing it has something to do with loot table also.

    Error in expression <tNumber(configFile >> "CfgMagazines" >> _loot >> "count");
    if(_loot_count>1) the>
      Error position: <_loot >> "count");
    if(_loot_count>1) the>
      Error Undefined variable in expression: _loot
    File z\addons\dayz_code\compile\zombie_generate.sqf, line 100
    Error in expression <CLChances select _index;
    _loot = _array select (_weights select (floor(random (c>
      Error position: <select (_weights select (floor(random (c>
      Error Zero divisor
    File z\addons\dayz_code\compile\zombie_generate.sqf, line 98
    

    Also this one

    Error in expression < getVariable["actionSet", false];
    
    if (!_actionSet) then {
    s_player_holderPickup>
      Error position: <_actionSet) then {
    s_player_holderPickup>
      Error Undefined variable in expression: _actionset
    File z\addons\dayz_code\init\object_BackpackAction.sqf, line 13
    

    These pop up a couple times and go away. Kinda ignored them to be honest.

  3. hi

     

    so i read some tutorials 

    i bought infastar yesterday,,

    when i look in my AH.sqf 

     

    in one post is say to look for _log2 = format['Blood: %1 Humanity: %2

    that is nowhere to be found

     

    in anotehr post it says 

     

    in your AH.sqf file, location the superadmin 'adminadd' section (around line 4038) and insert the following lines anywhere you deem fit. I chose below the give/take humanity.

     

    i searched for adminadd  and i cant find it "/

    Did you figure this out?

     

    If you still need help let me know.

  4. Unless your your running multiple servers on the same box i,m not sure dual cpu,s will help you because of the way Arma is. To many scripts or poorly coded scripts are prob your most likely cuprits but it could be multiple things.

     

    I do run more then one server off one box. Right now i run 3 servers off one box. The fps is low but it is at a decent level as most servers with 60+ players run at or lower then 3-5 fps. When the server only has 30-35 players the fps is around 20 which is good.

  5. Just a very random guess here:  but does one of you have infistar and the other doesnt? or maybe different variations of it? 

     

    Plot pole flag turned on = static weapons are not locked after restart.

     

    _plot  = true, no locking static weapons

     

    _plot  = false, the static weapons lock after reboot

     

    NOTE: so far this only works for the M2StaticMG.     (Still testing)

    This does not work for me.

     

    This is my code i want to use for static weapons.

    	["ItemEmerald",[0,7,1],7,-1,false,false,false,true,true,true,false,["Stinger_Pod_US_EP1","TOW_TriPod_US_EP1"],[],["ItemEmerald"],"true"],
    	["ItemObsidian",[0,7,1],7,-1,false,false,false,true,true,true,false,["M2StaticMG_US_EP1","MK19_TriPod_US_EP1"],[],["ItemObsidian"],"true"]
    

    All four of them are locked after a restart.

     

    Even changing the class names

    	["ItemEmerald",[0,7,1],7,-1,false,false,false,true,true,true,false,["Stinger_Pod","TOW_TriPod"],[],["ItemEmerald"],"true"],
    	["ItemObsidian",[0,7,1],7,-1,false,false,false,true,true,true,false,["M2StaticMG","MK19_TriPod"],[],["ItemObsidian"],"true"]
    

    Still they are locked after a server restart.

  6. Anyone know how to stop a deployable that is being saved to the database from being locked after restart?

     

    I am using gems to deploy static weapons on my taviana server and after restart they become locked and the player does not have a key to unlock it.

     

    The script is giving the static weapon a Character ID which makes it a locked vehicle after restart. I would like to make it save but as character ID 0 so it is unlocked after restart.

     

    What i have done so far to counter this is let anyone pack it up so even if they die they can still pack it up and redeploy it. This is not how i want it.

     

    The code for this is inside functions.sqf

    fnc_set_temp_deployable_id = {
        _this setVariable ["DeployedBy",call fnc_temp_deployable_id, true]; 
    };
    
    fnc_set_perm_deployable_id = {
        _this setVariable ["CharacterID",call fnc_perm_deployable_id, true]; 
    };
    
    fnc_get_perm_deployable_id = {
        private["_return","_parse"];
        _return = _this getVariable ["CharacterID","0"];
        _parse = parseNumber _return;
        if(_parse < 500000) then {
            _return = "nil";
        };
        _return
    };
    
    fnc_get_temp_deployable_id = {
        _this getVariable ["DeployedBy","nil"]
    };
    
    fnc_perm_deployable_id = {
        private["_calc","_return"];
        _calc = 999999 - (parseNumber dayz_characterID);
        if(_calc < 500000) then {
            _return = "nil";
        } else {
            _return = (str _calc);
        };
       _return
    };
    
    fnc_temp_deployable_id = {
        getPlayerUID player  
    };
    

     

    If anyone can help change this code some so the depoyables that get saved to the database are set to character ID 0 would be great. I have tryed a couple different ways with no success.

  7. 21:39:46 Error in expression <_x getVariable["permaLoot", false];
    if (!_keep) then {
    _created = _x getVariable>
    21:39:46   Error position: <!_keep) then {
    _created = _x getVariable>
    21:39:46   Error !: Type Number, expected Bool
    21:39:46 File z\addons\dayz_server\init\server_functions.sqf, line 1026
    

    This error is being caused because another script. There is no error in this spot.

     

    It is the same as mine.

    		if (!isNull _x) then {
    			_keep = _x getVariable["permaLoot", false];
    			if (!_keep) then {
    				_created = _x getVariable["created", -0.1];
    				if (_created == -0.1) then{
    					_x setVariable["created", _dateNow, false];
    					_created = _dateNow;
    				}
    

    You will have to find out what script is causing this. I think it will be something that is putting the permaLoot variable on a weapon box or something with loot in it.

     

    For your M2 static problem you will have to remove them or ask the guy that made it. There is no release of this to install it myself and find your problem.

  8. Might want to fix these errors first

    21:39:46 Error in expression <_x getVariable["permaLoot", false];
    if (!_keep) then {
    _created = _x getVariable>
    21:39:46   Error position: <!_keep) then {
    _created = _x getVariable>
    21:39:46   Error !: Type Number, expected Bool
    21:39:46 File z\addons\dayz_server\init\server_functions.sqf, line 1026
    
    22:52:15 Warning Message: Error: creating weapon nsw_er7s with scope=private
    
    23:05:05 Warning Message: Script z\addons\dayz_server\TLC\Missions\crash_spawner.sqf not found
    

    Post your server_functions.sqf, around line 1026

     

    Remove nsw_er7s weapon

     

    Make sure crash_spawner.sqf is inside z\addons\dayz_server\TLC\Missions\

    Or

    Remove it from the events in MPmission\init.sqf

     

    This TLC mission system is something you created?

  9. 3-5 fps is what my server has with 60+ players. Wish it was higher but it is what it is.

     

    Been looking at maybe running duel cpu's. This should help a lot i think and maybe even headless client.

  10. Is your server even Overpoch? Does not look like it from your mission.sqm. You will not be able to get stalker skin on your server unless you install overwatch on top of epoch.

     

    You are missing all the overwatch addons

     

    If you have overpoch installed. Replace your addons with these.

     

    My Mission.sqm

    class Mission
    {
    	addOns[]=
    	{
    		"chernarus",
    		"ca_modules_animals",
    		"dayz_anim",
    		"dayz_code",
    		"dayz_communityassets",
    		"dayz_weapons",
    		"dayz_equip",
    		"dayz_epoch",
    		"dayz_vehicles",
    		"cacharacters_pmc",
    		"ca_modules_functions",
    		"glt_m300t",
    		"pook_h13",
    		"csj_gyroac",
    		"map_eu",
    		"jetskiyanahuiaddon",
    		"warehouse",
    		"mbg_buildings_3",
    		"mbg_killhouses",
    		"aif_arma1buildings",
    		"mbg_african_buildings",
    		"gms_k98",
    		"RH_m14",
    		"FHQ_Remington",
    		"FHQ_Remington_ammo",
    		"FHQ_Remington_msr",
    		"FHQ_Remington_xm2010",
    		"FHQ_Remington_acr",
    		"FHQ_Remington_rsass",
    		"VILAS_WWP",
    		"VILAS_RW_Forces",
    		"VILAS_WWP_CO",
    		"VILAS_RW_Forces_CO",
    		"ddopp_taserpack",
    		"smk_anims_lite",
    		"MicroAirVehicles",
    		"oz_is_objects",
    		"gsc_units_stalker_patch",
    		"CYBP_Camels_Config",
    		"nissan_350z",
    		"ussr_cheytac",
    		"bb_mercenary"
    	};
    	addOnsAuto[]=
    	{
    		"dayz_weapons",
    		"ca_modules_functions",
    		"chernarus"
    	};
    

    NOTE: The stalker addon is "gsc_units_stalker_patch"

     

    I do not allow the cop cars and a one other so if you want them then add in

    		"american_law_enforcement",
    		"monaro",
    

    Just be sure the last line in the addons does not have a comma " , "

  11. It's an interesting one. First error looks fine and shouldn't be giving any kicks because you are allowing PVAHR_0 prefix, which is weird.

    However, now that I am looking at your filters, is this the whole file? You are missing keyword at very beginning on line 1.

    Another thing I see is filter conflicting itself - the very first part !"PVDZE_" and then few lines below 5 "PVDZE_"

    Where did you get the filter from?

    Saltzman has changed a few things in his publicvariable.txt

     

    This is the most up to date filter right from infiSTAR.

     

    //new

    5 "" !"PVDZE_" !"norrn" !"usec" !="remExField" !="remExFP" !="drn_AskServerDynamicWeatherEventArgs" !="norrinRAlie" !="BIS_effects_gepv" !="dayzPlayerLogin" !="dayzPlayerLogin2" !"PVAHR_" !="PVAH_AdminReq" !="PVAH_WriteLogReq" !="currentInvites" !="PVDZE_queryGarageVehicle" !="PVDZE_storeVehicle" !="PVDZE_spawnVehicle" !="currentInvites" !"cad_pvar_s" !="axeLampObjects" !="dayzHeliEvac" !="HCrequest_spawnRCV" !="HCsignalRCV" !="HCsignal" !="HClist" !="HCdo_spawn" !="HCrequest_spawn" !="clothesTaken" !="owner_B1" !="owner_B2" !="owner_B3" !="owner_H1" !="owner_H2" !="owner_H3" !="owner_SG" !="owner_LG" !="owner_KING" !="owner_SH" !="OriginsLockUnlock" !="Detain" !="PVDZ_ply_Arrst"

    5 "norrn" !="norrnRACarUp" !="norrnRAPicUp" !="norrnRaDrag" !="norrnR180" !="norrnRalie" !="norrnRLact" !="norrnRALW" !="norrnRDead"

    5 "usec" !="usecMorphine" !="usecBandage" !="usecBleed"

    5 "PVDZE_" !"PVDZE_player" !="PVDZE_send" !="PVDZE_log_lockUnlock" !="PVDZE_Server_Simulation" !="PVDZE_veh_Update" !="PVDZE_plr_GutBody" !="PVDZE_plr_GutBodyZ" !="PVDZE_veh_Lock" !="PVDZE_plr_DeathB" !="PVDZE_maintainArea" !="PVDZE_obj_Publish" !="PVDZE_obj_Swap" !="PVDZE_plr_Save" !="PVDZE_obj_Delete" !="PVDZE_obj_Trade" !="PVDZE_veh_Publish2" !="PVDZE_zed_Spawn" !="PVDZE_plr_Died" !="PVDZE_plr_TradeMenu" !="PVDZE_veh_Upgrade" !="PVDZE_atp" !="PVDZE_plr_Login" !="PVDZE_plr_Login2" !="PVDZE_plr_LoginRecord" !="PVDZE_plr_DeathBResult" !="PVDZE_veh_SFix" !="PVDZE_plr_Hit" !="PVDZE_plr_HitV" !="PVDZE_veh_SFuel" !="PVDZE_plr_HideBody" !="PVDZE_plr_Morph" !="PVDZE_veh_Publish" !="PVDZE_plr_Characters" !="PVDZE_lockVault" !="PVDZE_obj_setlocalVars" !="PVDZE_obj_getlocalVars" !="PVDZE_EvacChopperFieldsUpdate" !="PVDZE_bank_Save" !="PVDZE_account_Doublecheck" !="PVDZE_veh_Colour"

    5 "PVAHR_" !"PVAHR_0_"

    1 "PVAH"

    5 "remExFP" !="\"remExFP\" = \[,,\"per\",\"execVM\",\"ca\\Modules\\Functions\\init.sqf\"\]" !"\[,,\"per\",\"execVM\",\"ca\\Modules\\Functions\\init.sqf\"\]"

    5="player"

    5="server"

    5 "fnc_plyrHit"

    5 "AntiHack"

    1 "Delete"

     

    As you see he has changed line one and added in PVDZE_ which should be a empty array string. Also looks like he is missing a few at the end of the line !="Detain" !="PVDZ_ply_Arrst".

     

    @saltzman

     

    I also get this mass kick after restarts for about 5 minutes. Normally about 20 people get in before it kicks the rest for about 5 mins then everything is back to normal.

     

    At this time there is nothing you can do to fix it. let Chris aka infiSTAR know about it so he can release a new version with no kicks.

  12. I have mine set to a much larger distance. 7 meters

    ["ItemToolbox",[0,7,1],5,0.9,false,false,false,false,false,true,true,["MMT_USMC"],[],["ItemToolbox"],"true"],
    

    Anything less and you can rotate the bike and still get the option to get on before it is already deployed.

  13. Add a custom loot table to increase the spawn rate of weapons, loot, etc. Open the cfgLoot.hpp and increase the chance for what you want.

     

    Example: 2% chance to spawn

    sniperrifleser7[] = {{"USSR_cheytacm200", 0.02}, {"USSR_cheytacm200_sd", 0.02}};
    

    Change to 50% chance to spawn.

    sniperrifleser7[] = {{"USSR_cheytacm200", 0.5}, {"USSR_cheytacm200_sd", 0.5}};

    There is a lot of post with custom overpoch loot tables on these forums and how to install them. Use the search function.

     

    The problem with vehicles spawning outside of the map.

     

    Two things to check

     

    MPmission\init.sqf

     

    Find this

    dayz_MapArea = 14000;
    dayz_minpos = -1;
    dayz_maxpos = 16000;

    Defines the map area

     

    MPmission\mission.sqm

     

    Search for this

    class Markers
    {
      items=23;
      class Item0
      {
       position[]={7839.6055,381.33774,8414.7324};
       name="center";
       type="Empty";
      };

    Marks the center of the map.

     

    This is for chernarus and yours should be the same. If all fails reinstall the server.

  14. Post the following .sqf files in a spoiler or paste bin.

     

    server_playerLogin.sqf

    server_deleteObj.sqf

    server_swapObject.sqf

    server_publishVehicle.sqf

    server_publishVehicle3.sqf

    server_traders.sqf

    server_spawnEvent.sqf

    AH.sqf

    server_playerDeaths.sqf

    server_maintainArea.sqf

    server_adminspawnEvent.sqf

    server_sendToClient.sqf

     

    Also post your

     

    server_functions.sqf

    server_monitor.sqf

     

    What have you installed recently? What version of infiSTAR are you running?

  15. Here is another welcome credits you can use. I did not make this. Credit goes to the real maker.

     

    Server_WelcomeCredits.sqf

    private ["_messages", "_timeout"];
    
    
    waitUntil { alive player };
    sleep 2;
    waituntil {!isnull (finddisplay 46)};
    sleep 10; //Wait in seconds before the credits start after player loads into the game
    
    
    _messages = [
            ["Welcome To", "Disturbed Gaming<br />"+(name player)],
            ["Admins", "Joe<br />Mr.GoodTrust<br />Rob<br />Stallem<br />Digi"],
            ["Teamspeak", "Coming Soon!"],
            ["Website", "disturbedgaming1.enjin.com"],
            ["Server Rules", "No PVP<br />No Stealing<br />No Trespassing at Bases<br />No Hacking<br />No Cheating<br />No Mass Building<br />No Vehicle Destruction"],
            ["Side Chat Rules", "No Profanity<br />No Griefing<br  />No racism or Homophobia"],
            ["Server Features 1", "Currency & Banking<br />Deploy Vehicle<br />Self BB<br />Tow/Lift<br />DAZI/WAI/DZMS<br />JAEM"],
    	["Server Features 2", "Bandit HQ's"],
    	["Server Features 3", "Service Points with Rearm+<br />More To Come Soon"],
    	["Thank You", "For Playing On<br />Disturbed Gaming<br />"+(name player)]
    ];
    
    {
            private ["_title", "_content", "_titleText"];
            sleep 2;
            _title = _x select 0;
            _content = _x select 1;
            _titleText = format[("<t font='TahomaB' size='0.50' color='#a81e13' align='right' shadow='1' shadowColor='#000000'>%1</t><br /><t shadow='1'shadowColor='#000000' font='TahomaB' size='0.60' color='#FFFFFF' align='right'>%2</t>"), _title, _content];
            [
                    _titleText,
                    [safezoneX + safezoneW - 0.8,0.50],     //DEFAULT: 0.5,0.35
                    [safezoneY + safezoneH - 0.8,0.7],      //DEFAULT: 0.8,0.7
                    _timeout,
                    0.5
            ] spawn BIS_fnc_dynamicText;
            sleep (_timeout * 1.1);
    } forEach _messages; 

     

    Bottom of the init.sqf or if you got ESS put at the bottom of start.sqf

    execVM "Path\To\Server_WelcomeCredits.sqf";

    I think they look a lot better. Welcomes them with there name and easier to use i think.

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