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Posts posted by syco
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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.
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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.
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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.
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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.
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I am not sure why it does not lock the M2StaticMG for you but does for me. But even with your code of true/false's it is the same after restart. The M2StaticMG is locked and you need a key to unlock it. I did notice if the pack option is true you can pack it even if it is locked.
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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.
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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.
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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?
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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.
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This error is all over the forums.
Check out this thread
This one also
Both are the same type of error and the fix for it is simpleFixed the links
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What version of infiSTAR are you using?
The most up to date version has no problems with this.
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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 " , "
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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
arraystring. 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.
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I take that back it is one step but would be nice to chop that time in half.
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I have DZE_StaticConstructionCount = 1; and all deployables are still 3 steps but building is one step. Never did look into why that is to be honest.
I will mess around with this today.
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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.
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Can you link where you got this from?
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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.
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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?
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My guess is it is AGN safe zone script as i don't use it and have never had this problem.
I use infiSTAR safe zone script with no problems.
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The way your MySQL Event is after you place a object it takes 7 days before it will place the 0.11 damage on it for you to be able to maintain.
If you keep the event change
INTERVAL 7 DAY
TO
INTERVAL 1 DAY
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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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Well I have found a very good and experienced coder to help me for $10. He's a great guy. Maybe if you were to lighten up a little you would know people like him exist :)
This type of stuff should not cost you anything. it is all so basic. i could teach a 10 year old how to install those 5 scripts.
WAI Custom Heli Parachute drop
in Scripting
Posted
Change to
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.