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syco

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Posts posted by syco

  1. I had it at 500, then raised it to 700, thinking that it counts all the owned (red) vehicles as well.

     

    I removed boats and some cars and for months it worked fine. I don't think adding the numbers will help. But will try.

     

    It does count red (locked) vehicles also. What you need to do and what seelenapparat is trying to tell you is open your dynamic_vehicle.sqf and see how many vehicles is possible and adjust it.

     

    Example. This dynamic_vehicle.sqf is the default one.

    ["AH6X_DZ",3],

    ["AN2_DZ",3],

    ["ArmoredSUV_PMC_DZE",1],

    ["ATV_CZ_EP1",3],

    ["ATV_US_EP1",3],

    ["C130J_US_EP1_DZ",1],

    ["car_hatchback",3],

    ["car_sedan",3],

    ["CH_47F_EP1_DZE",1],

    ["CSJ_GyroC",3],

    ["CSJ_GyroCover",3],

    ["CSJ_GyroP",3],

    ["datsun1_civil_1_open",3],

    ["datsun1_civil_2_covered",3],

    ["datsun1_civil_3_open",3],

    ["Fishing_Boat",3],

    ["GAZ_Vodnik_DZE",1],

    ["GAZ_Vodnik_MedEvac",1],

    ["GLT_M300_LT",3],

    ["GLT_M300_ST",3],

    ["GNT_C185",1],

    ["GNT_C185C",1],

    ["GNT_C185R",1],

    ["GNT_C185U",1],

    ["hilux1_civil_1_open",3],

    ["hilux1_civil_2_covered",3],

    ["hilux1_civil_3_open_EP1",3],

    ["HMMWV_Ambulance",1],

    ["HMMWV_Ambulance_CZ_DES_EP1",1],

    ["HMMWV_DES_EP1",3],

    ["HMMWV_DZ",3],

    ["HMMWV_M1035_DES_EP1",1],

    ["HMMWV_M1151_M2_CZ_DES_EP1_DZE",1],

    ["HMMWV_M998A2_SOV_DES_EP1_DZE",1],

    ["Ikarus",3],

    ["Ikarus_TK_CIV_EP1",3],

    ["JetSkiYanahui_Case_Blue",1],

    ["JetSkiYanahui_Case_Green",1],

    ["JetSkiYanahui_Case_Red",1],

    ["JetSkiYanahui_Case_Yellow",1],

    ["Kamaz",3],

    ["KamazRefuel_DZ",1],

    ["Lada1",3],

    ["Lada1_TK_CIV_EP1",3],

    ["Lada2",3],

    ["Lada2_TK_CIV_EP1",3],

    ["LadaLM",3],

    ["LandRover_CZ_EP1",3],

    ["LandRover_MG_TK_EP1_DZE",1],

    ["LandRover_Special_CZ_EP1_DZE",1],

    ["LandRover_TK_CIV_EP1",3],

    ["M1030_US_DES_EP1",3],

    ["MH6J_DZ",3],

    ["Mi17_Civilian_DZ",3],

    ["Mi17_DZE",3],

    ["MMT_Civ",6],

    ["MtvrRefuel_DES_EP1_DZ",1],

    ["MTVR_DES_EP1",3],

    ["MV22_DZ",1],

    ["Offroad_DSHKM_Gue_DZE",3],

    ["Old_bike_TK_INS_EP1",3],

    ["Old_moto_TK_Civ_EP1",3],

    ["PBX",3],

    ["Pickup_PK_GUE_DZE",3],

    ["Pickup_PK_INS_DZE",3],

    ["Pickup_PK_TK_GUE_EP1_DZE",3],

    ["RHIB",3],

    ["S1203_ambulance_EP1",3],

    ["S1203_TK_CIV_EP1",3],

    ["Skoda",3],

    ["SkodaBlue",3],

    ["SkodaGreen",3],

    ["SkodaRed",3],

    ["Smallboat_1",3],

    ["Smallboat_2",3],

    ["SUV_Blue",1],

    ["SUV_Camo",1],

    ["SUV_Charcoal",1],

    ["SUV_Green",1],

    ["SUV_Orange",1],

    ["SUV_Pink",1],

    ["SUV_Red",1],

    ["SUV_Silver",1],

    ["SUV_TK_CIV_EP1",1],

    ["SUV_White",1],

    ["SUV_Yellow",1],

    ["tractor",3],

    ["TT650_Civ",3],

    ["TT650_Ins",3],

    ["TT650_TK_CIV_EP1",3],

    ["UAZ_CDF",3],

    ["UAZ_INS",3],

    ["UAZ_MG_TK_EP1_DZE",3],

    ["UAZ_RU",3],

    ["UAZ_Unarmed_TK_CIV_EP1",3],

    ["UAZ_Unarmed_TK_EP1",3],

    ["UAZ_Unarmed_UN_EP1",3],

    ["UH1H_DZE",2],

    ["UH1Y_DZE",2],

    ["UH60M_EP1_DZE",1],

    ["UralRefuel_TK_EP1_DZ",1],

    ["Ural_CDF",3],

    ["Ural_TK_CIV_EP1",3],

    ["Ural_UN_EP1",3],

    ["V3S_Open_TK_CIV_EP1",3],

    ["V3S_Open_TK_EP1",3],

    ["V3S_Refuel_TK_GUE_EP1_DZ",1],

    ["VolhaLimo_TK_CIV_EP1",3],

    ["Volha_1_TK_CIV_EP1",3],

    ["Volha_2_TK_CIV_EP1",3],

    ["VWGolf",3],

    ["Zodiac",3],

    ["CH53_DZE",1]

     

    It has a possible of 368 vehicles. If you have MaxVehicleLimit = 400; you will then produce the errors you are getting and no new vehicles will spawn.

     

    What you need to do is

    1)add more vehicles to the list.

    2)increase the number next to each vehicle so the possible number is higher then what your MaxVehicleLimit is.

    3)Change MaxVehicleLimit to a number lower then what is possible inside your dynamic_vehicle.sqf.

  2. Quick question if anyone can answer. For AI skill level

     

    ["aimingAccuracy",0.20,0.25],
    ["aimingShake",0.85,0.95],
    ["aimingSpeed",0.80,0.90],
    ["endurance",0.80,0.90],
    ["spotDistance",0.70,0.85],
    ["spotTime",0.70,0.85],
    ["courage",0.80,1.00],
    ["reloadSpeed",0.80,0.90],
    ["commanding",0.80,0.90],
    ["general",0.80,1.00]

     

     

    Will it even register if i changed it to

     

    ["aimingAccuracy",2.20,2.25],
    ["aimingShake",2.85,2.95],
    ["aimingSpeed",2.80,2.90],
    ["endurance",2.80,2.90],
    ["spotDistance",2.70,2.85],
    ["spotTime",2.70,2.85],
    ["courage",2.80,2.00],
    ["reloadSpeed",2.80,2.90],
    ["commanding",2.80,2.90],
    ["general",2.80,2.00]

     

    Or is 1.00 the highest setting possible?

     

    Also if anyone else has adjusted these setting to a max level that makes them even remotely hard as they are just way to easy.

  3. Looks like you followed the steps correct. Maybe you did not add it your publicvariable.txt correct.

     

    If you want i could take a look at this for you with team viewer and point out your mistakes and show you what to do. This way you still learn how to fix this type of problem. If this is something you would like to do just join my team speak and toss me a message. If i am not too busy i will take a look and get this resolved. Info for my team speak is in my signature inside the spoiler.

  4. Not sure about those packs you have installed or want to install. However i can show you how to fix the publicvariable kick.

     

    My first question would be did you use the battleye filers provided by infiSTAR? If you did NOT then that is why you are being kicked and it should be for this reason "PVAH_AdminReq".

     

    If you DID use the filters provided by infiSTAR then what you need to do is go on your control panel and go to log viewer. Find your vilayer_active_server_######\battleye\publicvariable.log. Download it.

     

    Open that publicvariable.log and find the kick. It will look something like this "Player name (IP) GUID - #0" "kick reason here". What you need to do is take that reason that will be in " " and make a exception for it in your publicvariable.txt.

     

    Here is a example:

     

    publicvariable.log example

    25.04.2015 23:21:01:johndoe (55.55.55.55:5555) jkd983jkf84jk98dfio4k9fo409fol404g - #0 "Pvar_Test"

    Now you would add !="Pvar_Test" at the end of line #2 in publicvariable.text like this

    //new
    5 "" !"PVDZE_" !"norrn" !"usec" !="remExField" !="remExFP" !="drn_AskServerDynamicWeatherEventArgs" !="norrinRAlie" !="Pvar_Test"

    Hope this helped you. Let me know if you need more help. Remember to post logs in paste bin or in a spoiler.

  5. hi guys ive come back to dayz epoch.started a fresh server.but iam having problems big problems.ive installed sar ai.wai mission system.plz take a look at video and you will no what i mean.i never had this problem before.also infistar is deleting ai gear when killed also everything in the wai missions no loot at all .also when infistar is off everything is ok 

     

    hope you guys can help

     

    https://www.youtube.com/watch?v=tpbhSYst4Oo

     

    thankyou

     

    and sorry if this is in the wrong place

     

    Try to set EXPERIMENTAL CU FIX   */ _CUF = false; /* true or false */ /* *experimental* - will transfer serverside units (including mission AI) to clientside */ I think this is the problem as it offloads AI units to client side.

  6. Paste your dayz_server\compile\server_playerSetup.sqf and dayz_server\compile\server_playerSetup.sqf. Your init.sqf looks fine. I am guessing you did not follow step #5 or step #6 in the install correct.

     

    Step 5

    In dayz_server\compile\server_playerSetup.sqf find this block.

    if (_randomSpot) then {
    private["_counter","_position","_isNear","_isZero","_mkr"];
    if (!isDedicated) then {
      endLoadingScreen;
    };

    //Spawn modify via mission init.sqf
    if(isnil "spawnArea") then {
      spawnArea = 1500;
    };
    if(isnil "spawnShoremode") then {
      spawnShoremode = 1;
    };

    //
    _spawnMC = actualSpawnMarkerCount;

    //spawn into random
    _findSpot = true;
    _mkr = "";
    while {_findSpot} do {
      _counter = 0;
      while {_counter < 20 && _findSpot} do {
       // switched to floor
       _mkr = "spawn" + str(floor(random _spawnMC));
       _position = ([(getMarkerPos _mkr),0,spawnArea,10,0,2000,spawnShoremode] call BIS_fnc_findSafePos);
       _isNear = count (_position nearEntities ["Man",100]) == 0;
       _isZero = ((_position select 0) == 0) && ((_position select 1) == 0);
       //Island Check  //TeeChange
       _pos   = _position;
       _isIsland = false;  //Can be set to true during the Check
       for [{_w=0},{_w<=150},{_w=_w+2}] do {
        _pos = [(_pos select 0),((_pos select 1) + _w),(_pos select 2)];
        if(surfaceisWater _pos) exitWith {
         _isIsland = true;
        };
       };
      
       if ((_isNear && !_isZero) || _isIsland) then {_findSpot = false};
       _counter = _counter + 1;
      };
    };
    _isZero = ((_position select 0) == 0) && ((_position select 1) == 0);
    _position = [_position select 0,_position select 1,0];
    if (!_isZero) then {
      //_playerObj setPosATL _position;
      _worldspace = [0,_position];
    };
    };

    Replace that whole block with

    if (_randomSpot) then {
       if (!isDedicated) then {endLoadingScreen;};
       _debug = getMarkerpos "respawn_west";
       _worldspace = [0,[_debug select 0,_debug select 1,0.3]];
    };

     

    Step 6

    In dayz_server\compile\server_playerSetup.sqf. Find this line.

    dayzPlayerLogin2 = [_worldspace,_state];

    Replace with

    dayzPlayerLogin2 = [_worldspace,_state,_randomSpot];

     

    If these are not done correct that might just cause your problem.

  7. Never had issues with -1

     

    why not then simply set it to 9999?

    Some do and some don't.

     

    For those that have that problem the reason to not set it to 9999 is the server code will ignore the CleanupPlacedAfterDays setting and if bases are too old they get deleted.

     

    Simple answer is CleanupPlacedAfterDays is buggy and if your players are not maintaining there base to update the timestamp it will be deleted.

     

    Also if you have every base stay on your server forever it will end up lagging very bad. This comes into play more for those that have high pop servers.

  8. The -1 setting is known to not work correctly. What happens is sometimes the server code ignores this setting and does a clean up anyways.

     

    To prevent this you should set it to a positive number like 20 or 30 days. Then have your players to maintain there base to keep it on the server.

     

    How to allow your player(s) to maintain?

    Open up your dayz_code.pbo. Inside the actions folder you will find maintain_area.sqf

     

    Place the maintain_area.sqf in your MPmission/Scripts folder. (Or what ever folder you want)

     

    You can edit the maintain cost so its cheap if you want. Open the maintain_area.sqf and find this block of code

    _requirements = [];
    switch true do {
    	case (_count <= 10):  {_requirements = [["ItemGoldBar10oz",1]]};
    	case (_count <= 20):  {_requirements = [["ItemGoldBar10oz",2]]};
    	case (_count <= 35):  {_requirements = [["ItemGoldBar10oz",3]]};
    	case (_count <= 50):  {_requirements = [["ItemGoldBar10oz",4]]};
    	case (_count <= 75):  {_requirements = [["ItemGoldBar10oz",6]]};
    	case (_count <= 100): {_requirements = [["ItemBriefcase100oz",1]]};
    	case (_count <= 175): {_requirements = [["ItemBriefcase100oz",2]]};
    	case (_count <= 250): {_requirements = [["ItemBriefcase100oz",3]]};
    	case (_count <= 325): {_requirements = [["ItemBriefcase100oz",4]]};
    	case (_count <= 400): {_requirements = [["ItemBriefcase100oz",5]]};
    	case (_count <= 475): {_requirements = [["ItemBriefcase100oz",6]]};
    	case (_count <= 550): {_requirements = [["ItemBriefcase100oz",7]]};
    	case (_count <= 625): {_requirements = [["ItemBriefcase100oz",8]]};
    	case (_count > 625):  {_requirements = [["ItemBriefcase100oz",9]]};
    };
    

    Change to the amounts you wish.

     

    Next open your custom fn_selfActions.sqf and search for this block of code

      if (_canDo && (speed player <= 1) && (_cursorTarget isKindOf "Plastic_Pole_EP1_DZ")) then {
       if (s_player_maintain_area < 0) then {
         s_player_maintain_area = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTAREA"], "\z\addons\dayz_code\actions\maintain_area.sqf", "maintain", 5, false];
        s_player_maintain_area_preview = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTPREV"], "\z\addons\dayz_code\actions\maintain_area.sqf", "preview", 5, false];
       };

    Change that too (remember if you placed the maintain_area.sqf inside a different folder then Scripts change the call)

     if (_canDo && (speed player <= 1) && (_cursorTarget isKindOf "Plastic_Pole_EP1_DZ")) then {
       if (s_player_maintain_area < 0) then {
         s_player_maintain_area = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTAREA"], "Scripts\maintain_area.sqf", "maintain", 5, false];
        s_player_maintain_area_preview = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTPREV"], "Scripts\maintain_area.sqf", "preview", 5, false];
       };

    No custom fn_selfAction.sqf?

    Open your dayz_code.pbo and you will find it inside the compile folder. Place the fn_selfAction.sqf inside your Mpmission/Scripts folder. (Or what ever folder you want)

     

    Now open your custom compiles and search for fn_selfAction.sqf and change that line to (remember if you placed the fn_selfActions.sqf inside a different folder then Scripts change the call)

    fnc_usec_selfActions = compile preprocessFileLineNumbers "Scripts\fn_selfActions.sqf";

    No custom compiles?

    Open your dayz_code.pbo and you will find it inside the init folder. Place the compiles.sqf inside your MPmissions/Scripts folder. (Or what ever folder you want)

     

    Now open your init.sqf inside your Mpmission and find

    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
    

    change that to (remember if you placed the compiles.sqf inside a different folder then Scripts change the call)

    call compile preprocessFileLineNumbers "Scripts\compiles.sqf";

     

    Next you need to allow players to maintain by

    1) Database event that places damage on objects.

    This will only let them maintain object that are X amount of days old. Change the INTERVAL 3 DAY to how ever many days the object has to be to receive the damage so it can be maintained.

    DROP EVENT IF EXISTS setDamageOnAge;
    CREATE EVENT setDamageOnAge
       ON SCHEDULE EVERY 1 DAY
       COMMENT 'This sets damage on a wall so that it can be maintained'
       DO
         UPDATE `Object_DATA` SET `Damage`=0.1 WHERE `ObjectUID` <> 0 AND `CharacterID` <> 0 AND `Datestamp` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 3 DAY) AND ( (`Inventory` IS NULL) OR (`Inventory` = '[]') )
    ; 

    OR

    2) Allow them to maintain the objects at full health. (This will let them maintain anytime they want)

    Open your MPmissions/init.sqf and add

    DZE_DamageBeforeMaint = 0;

    right with the other    DZE_    (config settings)

     

    Now change your decay to a positive number

    CleanupPlacedAfterDays = 20

    Change to how many days a placed empty object has to be to get deleted. The number is in days.

     

    End result is if players are active and maintain there base it WILL NOT be deleted. No more bases being deleted randomly.

  9. I can help with this. However it will take us to talk on team speak or some kind of voice over net program. I don't use sarge AI anymore but I know how to get it to work as I have used it in the past. Send me a pm for info to get in touch with me or pm info to get in touch with you.

  10. Look inside your MPmission/init.sqf for

    DZE_ConfigTrader = true;
    

    If you find that config setting then you are using CFGtrader and that's why you can't find those gems in your database.

     

    If you want I could take a look for you and find were this gems are. Just toss me a private message and I will give you info to contact me.

  11. Do you have to open the trade window or just scroll on the trader to sell/buy the gems?

     

    I'm guessing that you don't have to open a trade window and just scroll on the trader to sell/buy the gems as you can not find them in your database.

     

    If that is the case then open your MPmission/server_traders.sqf and search for them there. If you find them it will look something like this

    // Neutral Building/Parts P
    menu_GUE_Woodlander3 = [
    	[["Building Supplies",508],["Toolbelt Items",510],["Vehicle Parts",509]],
    	[["ItemGoldBar10oz","ItemAmethyst",1,1,"buy","Amethyst","Gold Bar (10oz)",101],
    	["ItemGoldBar10oz","ItemCitrine",1,1,"buy","Citrine","Gold Bar (10oz)",101],
    	["ItemGoldBar10oz","ItemEmerald",1,1,"buy","Emerald","Gold Bar (10oz)",101],
    	["ItemGoldBar10oz","ItemObsidian",1,1,"buy","Obsidian","Gold Bar (10oz)",101],
    	["ItemGoldBar10oz","ItemRuby",1,1,"buy","Ruby","Gold Bar (10oz)",101],
    	["ItemGoldBar10oz","ItemSapphire",1,1,"buy","Sapphire","Gold Bar (10oz)",101],	
    	["ItemGoldBar10oz","ItemTopaz",1,1,"buy","Topaz","Gold Bar (10oz)",101]],
    	"neutral"
    ];
    

    That is another way to sell/buy the gems without placing them in your database/CFGtraders.

     

    Who set up your server because default epoch install does not have any gems in traders. They have been removed several patch's ago.

     

    Also you can lower the amount of veins on the server so those gems are harder to get by adding

    MaxMineVeins = 10;
    

    To your MPmission/init.sqf right below MaxDynamicDebris = 300;

     

    NOTE: You can change that number 10 to w/e number of veins you want to be the max. MaxMineVeins = 50; is default.

  12. Place the maintain_area.sqf in your MPmission/Scripts folder. (Or what ever folder you want)

     

    Open your custom fn_selfActions.sqf and search for this block of code

    	 if (_canDo && (speed player <= 1) && (_cursorTarget isKindOf "Plastic_Pole_EP1_DZ")) then {
    		 if (s_player_maintain_area < 0) then {
    		  	s_player_maintain_area = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTAREA"], "\z\addons\dayz_code\actions\maintain_area.sqf", "maintain", 5, false];
    		 	s_player_maintain_area_preview = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTPREV"], "\z\addons\dayz_code\actions\maintain_area.sqf", "preview", 5, false];
    		 };
    

    Change that too (remember if you placed the maintain_area.sqf inside a different folder then Scripts change the call)

    	 if (_canDo && (speed player <= 1) && (_cursorTarget isKindOf "Plastic_Pole_EP1_DZ")) then {
    		 if (s_player_maintain_area < 0) then {
    		  	s_player_maintain_area = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTAREA"], "Scripts\maintain_area.sqf", "maintain", 5, false];
    		 	s_player_maintain_area_preview = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTPREV"], "Scripts\maintain_area.sqf", "preview", 5, false];
    		 };
    

    No custom fn_selfAction.sqf?

    Open your dayz_code.pbo and you will find it inside the compile folder. Place the fn_selfAction.sqf inside your Mpmission/Scripts folder. (Or what ever folder you want)

     

    Now open your custom compiles and search for fn_selfAction.sqf and change that line to (remember if you placed the fn_selfActions.sqf inside a different folder than Scripts change the call)

    fnc_usec_selfActions = compile preprocessFileLineNumbers "Scripts\fn_selfActions.sqf";
    

    No custom compiles?

    Open your dayz_code.pbo and you will find it inside the init folder. Place the compiles.sqf inside your MPmissions/Scripts folder. (Or what ever folder you want)

     

    Now open your init.sqf inside your Mpmission and find

    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
    

    change that to (remember if you placed the compiles.sqf inside a different folder than Scripts change the call)

    call compile preprocessFileLineNumbers "Scripts\compiles.sqf";
    

    That's it for that, next you need to allow players to maintain by

    1) Database event that places damage on objects.

    OR

    2) Allow them to maintain the objects at full health.

     

    Database event to place damage on objects is

    DROP EVENT IF EXISTS setDamageOnAge;
    CREATE EVENT setDamageOnAge
       ON SCHEDULE EVERY 1 DAY
       COMMENT 'This sets damage on a wall so that it can be maintained'
       DO
         UPDATE `Object_DATA` SET `Damage`=0.1 WHERE `ObjectUID` <> 0 AND `CharacterID` <> 0 AND `Datestamp` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 3 DAY) AND ( (`Inventory` IS NULL) OR (`Inventory` = '[]') )
    ;
    

     

    Allow maintain on full health object. Open your init.sqf inside your MPmissions and add

    DZE_DamageBeforeMaint = 0;
    

    right with the other    DZE_    (config settings)

     

    For your decay question. It just deletes any placed empty item that is at or past your decay number  (in days).

     

    To change your decay open your hiveExt.ini and find

    ;CleanupPlacedAfterDays = 6
    

    change to

    CleanupPlacedAfterDays = 6
    

    Change to how many days a placed empty object has to be to get deleted. The number is in days.

     

    Hope this helped. Cheers...

  13. Yes if you are trying to give the skin in the players inventory then you need "Skin_Tanny_PMC". If you are changing the default skin then you need "Tanny_PMC".

     

    If you give a skin that is a trader to a normal player that player could be banned. Another down side is that player becomes the trader, meaning other players can come up to him and scroll there mouse and trade. That's not something you want.

     

    If you wish to put the skin in there inventory you need to pick a skin that is obtainable to have in your inventory. As far as I know "Skin_Tanny_PMC" is not obtainable.

  14. This used to my old default loadout before I put ESS on my server

    DefaultMagazines = ["ItemMorphine","ItemBloodbag","ItemPainkiller","FoodMRE","ItemWaterbottleBoiled","Skin_Soldier1_DZ","ItemBandage","ItemBandage","7Rnd_45ACP_1911","7Rnd_45ACP_1911"];
    DefaultWeapons = ["Colt1911","ItemRadio","ItemCompass","ItemGPS","ItemHatchet_DZE","ItemToolbox"];
    DefaultBackpack = "DZ_TK_Assault_Pack_EP1";
    DefaultBackpackItems = [""];
    

    For yours you should be able to just add the skin in default magazines line like this

    DefaultMagazines = ["ItemBandage","ItemBandage","Skin_Functionary1_EP1_DZ","ItemPainkiller","FoodCanPasta","ItemSodaCoke"];
    DefaultWeapons = ["ItemFlashlight","ItemHatchet_DZE","ItemMap"];
    DefaultBackpack = "DZ_Patrol_Pack_EP1";
    DefaultBackpackWeapon = "";
    

    This should work as it does for me. The skin used need to be one you can have in your gear in-game.

     

    EDIT: That skin "Skin_Functionary1_EP1_DZ" works just fine to give as a skin in DefaultMagazines as I put my test server on NAPF and it gave me it and was able to use it no problem.

     

    Default trader skins for NAPF are

    ["Tanny_PMC","Graves","US_Delta_Force_AR_EP1","GUE_Commander","Damsel3","Soldier_MG_PKM_PMC","GUE_Worker2","GUE_Woodlander2","RUS_Soldier2","Drake_Light","GUE_Woodlander3","Soldier_GL_PMC","GUE_Villager3","CIV_EuroWoman01_EP1","Dr_Annie_Baker_EP1","RUS_Commander","Damsel5","TK_Special_Forces_MG_EP1","TK_Special_Forces_EP1","Ins_Soldier_AR","Ins_Lopotev","Ins_Worker2","Ins_Woodlander3","Dr_Hladik_EP1","pook_Doc_Bell47","Ins_Woodlander2"]
    

    I even put one in my backpack with no problems. Code right from my NAPF server that works perfect.

    DefaultMagazines = ["ItemBandage","ItemBandage","Skin_Functionary1_EP1_DZ","ItemPainkiller","FoodCanPasta","ItemSodaCoke"];
    DefaultWeapons = ["ItemFlashlight","ItemHatchet_DZE","ItemMap"];
    DefaultBackpack = "DZ_Patrol_Pack_EP1";
    DefaultBackpackItems = ["Skin_Functionary1_EP1_DZ"];
    

    I place this code inside my MpMissions\DayZ_Epoch_24.Napf\init.sqf right below dayz_MapArea = 18000; . If you are using a custom loadout script that has default loadout inside it might be your problem from the start.

  15. Hello

     

    What is exactly needed to add to the BattlEye filters?

    I'm getting a pvar restriction kick after installing the fix and so far i did not figure out what to add :P

    Open your publicvariable.txt and on line two add  !="cad_pvar_shared_var"  at the end of the line so it looks like this

    5 "" !"PVDZE_" !"norrn" !"usec" !="remExField" !="remExFP" !="currentInvites" !="drn_AskServerDynamicWeatherEventArgs" !="norrinRAlie" !="BIS_effects_gepv" !="dayzPlayerLogin" !="dayzPlayerLogin2" !"PVAHR_" !="PVAH_AdminReq" !="PVAH_WriteLogReq" !="cad_pvar_shared_var"
    
  16. Nighthawk managed to fix this and I figured I would post how.

     

    For the player(s) that keep showing up as new player no matter what, just delete their

     

    player_data

     

    and

     

    player_login

     

    info in your database. This does not hurt anything and they will only show up as new player the one time they join after you do this.

     

    Problem solved.

  17. Found a new way to dupe. Not sure if I should share as the bad guys will know of it. Working on a fix atm.

     

    If you want to help me try and fix this new dupe send me a private message.

     

    Until I get a fix for it I will not post publicly about it as I have never seen this dupe before and I bet every server has this dupe wide open for players to abuse.

  18. Xtr3m3 is correct. The difference between MaxVehicleLimit and the amount of vehicles possible in dynamic_vehicle is too far off.

     

    Lower the MaxVehicleLimit in init.sqf or add more vehicles in dynamic_vehicle.sqf.  Also you can just up the number next to each vehicle in dynamic_vehicle.sqf.

    ["ArmoredSUV_PMC_DZE",3], //["class name",amount to spawn],
    

    You should lower the MaxVehicleLimit to 100 in init.sqf to test then restart server. If there is no more errors then you know for sure the problem. Then do as you want.

  19. Wanna be sure no bases get removed instantly? If some are over that 7days old they will get removed right when the server comes up. Run this as query in database to update all bases then after the 7 days they will start to vanish.

    UPDATE `Object_DATA` SET `Datestamp`=CURRENT_TIMESTAMP WHERE `ObjectUID` <> 0 AND `CharacterID` <> 0 AND ( (`Inventory` IS NULL) OR (`Inventory` = '[]') )
    
  20. Did you pull the variables.sqf from your dayz_code and place it inside your custom folder within your mission pbo?

     

    Did you edit the variables.sqf in any way?

     

    Any errors in your RPT.log? If yes post your RPT in a spoiler.

    Answer all the question pls.

     

    Or just post your whole variables.sqf in a spoiler.

  21. If I am not mistaken, the above fix can generate a slight level of server lag. The original fix included a non-lag inducing script for the DupingFix.sqf as follows:

    private ["_escMenu","_typf","_mxBckpcks"];
     
    disableSerialization;
    waitUntil {!isNull findDisplay 49};
    _escMenu = findDisplay 49;
    {
       _typf = typeOf cursortarget;
       _mxBckpcks = getNumber (configFile >> "CfgVehicles" >> _typf >> "transportmaxbackpacks");
       if (!(isNull _x) && (canbuild) && !(_x == player || typeOf _x in ["WeaponHolder","DebugBoxPlayer_DZ"]) && (_mxBckpcks > 0)) exitWith
       {
          titleText ["You cannot log out near a storage unit!", "PLAIN DOWN", 3];
          systemchat "You cannot log out near a storage unit!";
          _escMenu closedisplay 0;
       };
    } foreach (nearestObjects [player, ["All"], 7.5]);
    

    This is a very simplified fix in that it prevents people from logging out near any container, be it a tent, safe, vehicle, crate or whatever. It doesn't cause any lag.

     

    The link you provided is for a completely different duplication issue involving safes. The one I posted is still a problem but fixable as per the instructions.

    I used to use this fix by buddyrole i think was his name. You can get around it very easy. All it takes is the person looking away from the storage container or move a little bit away before hitting esc or even look down or up. It only check if cursortarget is looking at a storage container that a backpack can be placed in. Also you can just use a storage container that don't hold backpacks and this will not stop them at all.

     

    Only works if the player is facing any kind of storage container that a backpack can be placed in and closes the ESC menu instantly.

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