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RimBlock

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  1. Like
    RimBlock got a reaction from raymix in [Video] Guide to server structure, variables, functions and Diffmerge   
    Nice info on the order of load.  Good to see you are using quality mods for the guide also  ;) .
     
    Man you are passionate on the variables and custom compiles.sqf files  :D .
     
    I do have a different view with bringing over the custom compiles or variables though if done correctly.  
     
    The guide mentions mod makers requiring a copy of the compiles / variables etc which are then amended and an extra line is added to load these amended files as well as the original files in the PBOs.   100% agree this is a bit silly for all the reasons you mention.  I was unaware that people were suggesting this but then I use very few mods  :) .
     
    ie.
    changing
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; to
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; call compile preprocessFileLineNumbers "customfiles\variables.sqf"; If any files are brought over from the base Epoch PBOs then the lines originally referencing those files in the PBOs should be changed to repoint them to the custom versions.  This avoids duplication of code being run at the sacrifice of a larger mission file size.
     
    ie.
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; to
    call compile preprocessFileLineNumbers "customfiles\variables.sqf"; I like pulling the files over as I know those have been amended, exactly what is being run and that each function / code block is only being defined once.  I also find it easier to explain to new server owners how to do this especially as there are numerous guides already out there.
     
    The idea of creating a custom compiles / variables or anything else with only the changes and additions has the advantage of a smaller mission size but anything already defined in the original PBO file that is changed is being defined twice (with the newer version taking precedence).  Not a big deal but not overly efficient.
     
    It is just down to the choice between defining the code once but having a larger mission file against a smaller mission file but possibly defining the same functions more than once on server / client startup.
     
    All told though, either of the last two ways work and are reasonably efficient. 
     
    TBH for common mod files like variables.txt and compiles.sqf I tend to put them in a custom/init folder to make them seem more mod neutral.  A lot of confusion with people wanting to put our mods on the same server was that they would create a custom compiles and link it in to the init.sqf and then chain the SBP compiles off the end (overriding the APfL overrides).  If the files from the init pbo folder were placed in a mod neutral init custom folder it may have been clearer although there is no standardisation between mods  ;) .
     
    Just one other thing on the variables and init.sqf and variables.  I usually explain the variable.txt as defining the base variable values and variables in init.sqf (or elsewhere) as overriding that initial definition, usually to turn features on or off.
     
    Anyway, great video.  Thanks for making it and it is always good to learn some new stuff.
  2. Like
    RimBlock got a reaction from paddy1223 in [Release] Build Vectors - Rotate objects in Dayz Epoch (v2.34 P4L & non-P4L)   
    @Striker
     
    I am currently amending my A Plot for Life script to merge it with Epoch 1.0.5.2, Snap Build Pro and the modular building system whilst making it possible to turn it on and off.  Details of the new files are on my Git here.
     
    Someone else has proposed a change as they are also looking at using the worldspace field for something else to fo with vehicles.  To this end I suggest we all get together and have a discussion on how best to utilise the worldspace field for different purposes so when, hopefully, this mod also goes in to the core Epoch build it will be able to fit right in with the minimum of effort (and will also be easier to intergrate for server owners before that point after 1.0.5.2 comes out).
     
    The discussion is if you would like to join in.
  3. Like
    RimBlock got a reaction from mgm in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    A quick update on the v2.3 development.
     
    I am actually currently testing with the Epoch 1.0.5.1 base code but with Epoch 1.0.5.2-RC buildables as there were issues pboing the 1.0.5.2-RC files.  I will upload the updated dayz_code.pbo when I have got all of the snap build pro parts included for others to test. 
     
    Currently this version is Alpha-1.21.
     
    Parameters
    A Plot for life:off
    Modular Building system: off
    Snap Build: off
     
    This is the vanilla config to confirm it still works wilth all options off.
     
    Tested
    Place / remove plot pole: Working
    Place / remove buildable: Working
    Place / remove tent: Working
    Place / unlock / lock / remove safe: Working
    Upgrade / Downgrade: Not yet tested.
     
    Overall results
    Working fine with the new code using the vanilla characterID based ownerships.  OwnerUIDs are being saved in the worldspace field as expected even with APfL turned off enabling it to be turned on and work at a future time without messing with the database.
     
    -----------------
     
    Parameters
    A Plot for life:off
    Modular Building system: ON
    Snap Build: off
     
    This is the vanilla config with the new modular build system Raymix put together and now part of Epoch 1.0.5.2-RC.
     
    Tested
    Place / remove plot pole: Working
    Place / remove buildable: Working
    Place / remove tent: Working
    Place / unlock / lock / remove safe: Working
    Upgrade / Downgrade: Not yet tested.
     
    Overall results
    Working fine with the new code using the vanilla characterID based ownerships and the new modular build system. OwnerUIDs are being saved in the worldspace field as expected.
     
    -----------------
     
    Next round will be
     
    Parameters
    A Plot for life:ON
    Modular Building system: off
    Snap Build: off
     
    Issues to be resolved.
     
    Fully merge Raymixs snap build pro in to the dayz_code.pbo I am using.
    Some way of converting historical buildables and possibly handling BIS PlayerUID -> SteamID conversions on object load. 
  4. Like
    RimBlock got a reaction from Tricks in [Release v1.0.5] Precise Base Building - Persistent bases after restart! (Updated 22/09/15)   
    Looks great.  Them gaps are a real pain :) .
     
    When you say it is compatible with P4L, I take it you mean version 2+ ?.  Looks like it is but just want to confirm as that is the version also using the worldspace field ;) .
     
    Thanks for the work and taking the time to share.
  5. Like
    RimBlock reacted to Mikeeeyy in [Release v1.0.5] Precise Base Building - Persistent bases after restart! (Updated 22/09/15)   
    Precise Base Building
    What is it?
    Ever made a super neat base and then after a server restart it moves slightly creating gaps in your walls? This fixes that problem and keeps all buildables exactly where you placed them after a server restart. It also saves vehicle positions precisely which may or may not reduce the 'buginess' of vehicles on player placed floors.
    What's new in version 1.0.5?
    This version removes the quotation marks wrapping the direction and position values in the worldspace field. Installation is now also a lot easier.
    Upgrading from v1.0.4 to 1.0.5
    Tutorial to uninstall v1.0.4 is here: https://docs.google.com/document/d/1eQe0gf8VkKji_NRjLB_o1STTo1BnKlWkkEA6N29rvU4 (I refuse to use the text editor on this website... abysmal...)
    Then simply follow the installation tutorial below.
    You MUST execute this query on your database: http://pastebin.com/QZgLH6tw
    Compatibility:
    Works with Snap Building Pro.
    Works with Plot for Life.
    Works with Build Vectors.
    Works with Private Hive Tools.
    Objects already in the database won't be affected.
    Credit:
    KillzoneKid for the 'KK_fnc_floatToString' and 'KK_fnc_positionToString' functions which makes this possible.Installation:
    Un-PBO your dayz_server.pbo. Open up 'server_publishObject.sqf' located in the compile folder (dayz_server\compile\server_publishObject.sqf).
    Find this line:_key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance, _class, 0 , _charID, _worldspace, [], [], 0,_uid];and replace it with:
    _key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance, _class, 0 , _charID, _worldspace call AN_fnc_formatWorldspace, [], [], 0,_uid]; Open up 'server_functions.sqf' located in the init folder (dayz_server\init\server_functions.sqf).
    All these functions to the very bottom:KK_fnc_floatToString = { private "_arr"; if (abs (_this - _this % 1) == 0) exitWith { str _this }; _arr = toArray str abs (_this % 1); _arr set [0, 32]; toString (toArray str ( abs (_this - _this % 1) * _this / abs _this ) + _arr - [32]) }; KK_fnc_positionToString = { format [ "[%1,%2,%3]", _this select 0 call KK_fnc_floatToString, _this select 1 call KK_fnc_floatToString, _this select 2 call KK_fnc_floatToString ] }; AN_fnc_formatWorldspace = { private "_ws"; _ws = toArray str _this; format ["[%1,%2%3]", _this select 0 call KK_fnc_floatToString, _this select 1 call KK_fnc_positionToString, toString ([_ws, (_ws find 93) + 1, count _ws - 2] call BIS_fnc_subSelect)] }; Open up 'server_swapObject.sqf' located in the compile folder (dayz_server\compile\server_swapObject.sqf).
    Find this line:_key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance, _class, 0 , _charID, _worldspace, [], [], 0,_uid];and replace it with:
    _key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance, _class, 0 , _charID, _worldspace call AN_fnc_formatWorldspace, [], [], 0,_uid]; Open up 'server_updateObject.sqf' located in the compile folder (dayz_server\compile\server_updateObject.sqf).
    Find this: _worldspace = [ round (getDir _object), _position ];and replace it with: _worldspace = [getDir _object, _position] call AN_fnc_formatWorldspace; Save all the files you've edited, repack your 'dayz_server' folder into a PBO and you're done!
  6. Like
    RimBlock got a reaction from Cherdenko in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    Plot For Life v2.5 with Snap Pro v1.4.1 & Precise Base Building 1.0.4 (Built for Epoch 1.0.5.1)   Current Version Note: If you are also going to use other building mods (Vector build etc) then please check the other mods have been updated to work with v2.5 before installing.  If they have not then please use A Plot for Life v2.35 which can be downloaded from the links further down this post.   Dropbox: A Plot for Life v2.5 GitHub: A Plot for Life v2.5   V2.4 -> 2.5 upgrade.    1. Download and replace the following files in MPMissions\[Mapname]\Custom\Compile. fn_check_owner.sqf fn_find_plots.sqf 2. Download and merge (see the diffmerge tutorial links further down) the server files found in $SERVERHOME\custom (changes are fairly minimal).   That is it.   New features. Merged in Precise Base Building from his kind permission.  Please show your appreciation to him as well.
      Core Features. The whole system is is switchable between characterID and PlayerUID by setting a variable. All items built after the mod is installed with have the PlayerUID and the characterID stored for ownership checking (locked buildables will only have the PlayerUID stored as the characterID field is used for the lock code). Includes the 1.0.5.2. code to allow either SteamID or BIS PUID (written by icomrade). You can turn on the plot boundary from the plot pole and remove it.  Currently I am using the road cones with lights on top which are also visible at night.  They can be changed. Take Ownership is available from the plot pole to the plot poles owner and allows them to take ownership of all buildables in range excluding  locked storage (safes / lockboxes), tents, locked doors.  This can be changed as it is all controlled via variables.  The core idea is that this will align peoples bases to the new system for steamID storage on legacy bases.  It also means that raiders can raid a base, replace the plot pole, take ownership and not get full access to locked areas but not have 6 cycles to remove stuff etc after taking over.  Depending on the size of the base, number of objects etc this could put a bit of load on the server / DB.  It is also turn off or on-able via a variable so you can set it only to allow players to realign their bases and then disable the option. New function to check ownership or friendly status of a given object. Merged with Snap Pro and Modular build framework with permission from Raymix Please show you appreciation to Raymix as well). Uses the modular build system.
    New functions to reduce instances of common code in the building system.  Both are small and precompiled.
    fn_check_owner.sqf to check ownership and friendly status
    fn_find_plots to get all nearby plot poles and return a count and the nearest alive one (if one exists).
    Optimised code changing nearestobjects to nearEntities.
    Added delay in the Take Ownership function so the Hiveext / DB does not get spammed when taking ownership of large bases.
    Player_build.sqf is no longer used at all and had been removed from the distribution.
    Optimised code what has saved between 20k & 30k in the mission package size.
      Install Instructions are in the zip file (A Plot for Life v2.5).   Guides on how to use Diffmerge and how to integrate scripts together.   Please backup your databases and thoroughly test before putting live.   Report any bugs / suggestions in the thread.   Previous version 2.35 Dropbox: A Plot for Life v2.35 & Snap Pro (by Raymix) v1.4.1 GitHub (v2.35 stable): A Plot for Life v2.35 & Snap Pro (by Raymix) v1.4.1   Outstanding issues None reported. Next Version: 3.0
    Include a action menu (scroll wheel menu) for plot options and builder / owner management ()  
    Beta Testing
    As it seems theres no with an interest to do any beta testing I need to sweeten the deal.  Anyone who helps with beta testing will get access to boobytrapping doors 4 weeks before it is released publicly.  The 4 weeks will start from the v2.4 release date and will include any bug fixing period.  
     
    Boobytrapping Doors - If you have a hand grenade then you can upgrade a locked door to boobytrap it.  If the incorrect door code is entered then the hand grenade will be dropped at the position the player was when they boobytrapped the door (make sure you are on the correct side of the door when setting the trap  ;) ).
     
     
    Releases   Naming convention  

     
    Previous releases (Majors)
     


      Use and Distribution License details.   This mod is licensed under the DayZ Mod License Share Alike (DML) license.   Usage For people wishing to use the mod for their own servers, please use away.  If advertising the mod as a feature of your servers then a shoutout and a linkback to here would be appreciated but is not a requirement.   Distribution For people wishing to modify and distribute my code for this mod, the requirements are different. 1. You contact me and ask (common courtesy really). 2. You make it clear who the original creator is and provide a link to this thread.   Included mods. A Plot for Life v2.35 (Rimblock). <- is fine.
     
    Included mods.
    A Plot for Life
     
    "credits to each addon / script creator" <- is not.
     
    3. The person distributing the mod explicitly states that they are responsible for any issues with their modified version of the mod and not the original creator (i.e. me).
     
    4. Any other requirements under the  DayZ Mod License Share Alike (DML) license.
     
  7. Like
    RimBlock got a reaction from insertcoins in What are your favorite weapons?   
    PkP for light machine gun as I like the fact you can see outside the scope as well as though it making tracking fast moving targets or goups a bit easier.
     
    I did like the M4SD but it just feels a bit weak.
     
    I found a VSS on an AI and have been using that for a bit now.  Silenced, scoped with 10 round mags although 20 round mags can be had from the black market trader at Starey.
     
    I loved the M107 for sniping but tend to use the M40A3 most of the time as I can carry DMR mags and break them down in to 5 shot mags when needed to save space.  Would like to try the M14 or even the EBR varient if it is available.
     
    For a hand gun I was using the Makrov SD but just happen to carry a PDW I found now.  Takes lots of mag types, can hold up to 30 rounds and does 899 damage per bullet.  899 x up to 30 bullets per clip = a lot of up close damage vs a 1911 or revolvers 4,500 damage if you actually hit... ;) .  Spray and pray baby, if they get that close.
  8. Like
    RimBlock got a reaction from raymix in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    An updated server pbo and dayz pbo are available here.
     
    Note these are Epoch v1.0.5.1 pbos with 1.0.5.2 amended files and an addition to the compiles.sqf for the playerUID function introduced in 1.0.5.2 and the modular building system Raymix has put together.
     
    I have not tested the code yet.
  9. Like
    RimBlock got a reaction from mgm in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    A Plot for Life v2.3 - Alpha build 2 - Requires testing.
      Incorporated Epoch 1.5.0.2. s FNC_GetPlayerUID.
    Merged with the modular building system.
    Number of bug fixes.   Available for download from my Git in the first page.
  10. Like
    RimBlock got a reaction from f3cuk in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    v2.3 - Available for Alpha testing - This is the version to be included in the Epoch core build and can be turned on and off.
     
    See the first post for details.
     
    Post here or PM me if you want to take part in testing.
  11. Like
    RimBlock reacted to StiflersM0M in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    Fixxed some syntax erros in my instucation on here:

  12. Like
    RimBlock reacted to f3cuk in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    Found it.

    In fn_damageActions.sqf

    Find
     

    _playerUID = getPlayerUID _player;Replace with 

    _targetUID = getPlayerUID _unit;Find

    if ((isPlayer _unit) && !(_playerUID in _friendlies)) then {Replace with

    if ((isPlayer _unit) && !(_targetUID in _friendlies)) then {
  13. Like
    RimBlock got a reaction from KamikazeXeX in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    Snap Build Pro is actually very fluid at the moment.  I am using the original release with the infinite drag issue but it is otherwise working fine with PryMarys originally provided merged player_build file.
     
    Once Snap Build Pro calms down a little with the releases we can try to get a stable merged player_Build file out with a version number for this mod and the Snap Build Pro.
  14. Like
    RimBlock got a reaction from js2k6 in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    The issues with tagging in this thread are to do with the initial v1 of A Plot for Life.  I have not heard of any v2 tagging issues that I recall.
     
    What is the issue you are seeing ?.
     
    Tagging is controlled by fn_selfactions.sqf (tag anotehr player as friendly) and fn_damageactions.sqf (required to build on friendly plot).
     
    Are the friendlies details stored correctly in the currentstate field of you character_data table for that character ?.
     
    Are you using 125548 stable or beta (have you subscribed to betas in steam for ARMA II OA) ?.
  15. Like
    RimBlock got a reaction from RC_Robio in Modular && Function based player_build.sqf   
    Cool, I was going to suggest a separate thread for this.
     
    We were discussing slightly different things about functions and the modular building system it seems :) .  I was looking at taking duplicated code out of the player_build / remove / upgrade / downgrade sqf files and put it in a single fn_xxxx.sqf thus reducing the size of those sqf files.
     
    You idea is a bit more .... epic ;) .
     
    Some observations / suggestions.
     
    Noticed the plot pole in range is hard coded to 30 and not using the global variable (DZE_PlotPole) in DZE_buildFNC_countNearby.  Whilst this matches the original, personally I think that is a bug with the original as well.  If you have changed the plot radius to 20 for smaller builds, it will still count objects outside the players build range.
     
    The player_build is now 240 odd lines bigger (780+ vs the origian 560 odd).  These lines will be read every time a player builds something.  Smaller scripts generally run faster so why not move the functions out to separate files (or groups of functions into 2-3 files, maybe fn_PB_checks & fn_PB_create or something).  Pre compile them from the init or custom compiles.  The fn_selfactions suffers from this type of problem as well as more and more just gets tagged on.
     
    I also notice you still have the animation in the DZE_buildFNC_publish rather than as a separate function.  This would probably provide one of the biggest benefits to move to its own function and it could be leveraged but a great many scripts or bypassed if the mod writer wishes very easily.  I was thinking of passing [animation-name, num-of-repeats] and returning [abort] (false being sucessful completion, false being interrupt of some kind).
     
    Great work.
  16. Like
    RimBlock got a reaction from raymix in Modular && Function based player_build.sqf   
    Cool, I was going to suggest a separate thread for this.
     
    We were discussing slightly different things about functions and the modular building system it seems :) .  I was looking at taking duplicated code out of the player_build / remove / upgrade / downgrade sqf files and put it in a single fn_xxxx.sqf thus reducing the size of those sqf files.
     
    You idea is a bit more .... epic ;) .
     
    Some observations / suggestions.
     
    Noticed the plot pole in range is hard coded to 30 and not using the global variable (DZE_PlotPole) in DZE_buildFNC_countNearby.  Whilst this matches the original, personally I think that is a bug with the original as well.  If you have changed the plot radius to 20 for smaller builds, it will still count objects outside the players build range.
     
    The player_build is now 240 odd lines bigger (780+ vs the origian 560 odd).  These lines will be read every time a player builds something.  Smaller scripts generally run faster so why not move the functions out to separate files (or groups of functions into 2-3 files, maybe fn_PB_checks & fn_PB_create or something).  Pre compile them from the init or custom compiles.  The fn_selfactions suffers from this type of problem as well as more and more just gets tagged on.
     
    I also notice you still have the animation in the DZE_buildFNC_publish rather than as a separate function.  This would probably provide one of the biggest benefits to move to its own function and it could be leveraged but a great many scripts or bypassed if the mod writer wishes very easily.  I was thinking of passing [animation-name, num-of-repeats] and returning [abort] (false being sucessful completion, false being interrupt of some kind).
     
    Great work.
  17. Like
    RimBlock reacted to AlZymers in Self Actions (trader, unlocks, builds, etc) VERY Slow, Icons don't update, No Zed aggro   
    Running Overpoch on a Vilayer server..
     
    Some people, but not everyone, report  the following...
     
    - Zombies don't aggro for quite a while
    - Loot spawns very slowly
    - Self action menus (traders, unlock vehicles, repari, salvage, etc) take a long time to come up.
    - Icons on screen do not update
     
    Examples:
     
    Point at safe, scroll wheel. 20-30 seconds later, option comes up to unlock. Type in combo. Anywhere from 30 seconds to 5 minutes later you get a message saying "safe is unlocked"
     
    Point at heli, wait a long time for repair option to come up. Five things broken but they appear one at a time anywhere from 5 - 30 seconds apart)
     
    Shoot a gun. Icon for combat does not blink read for 20-30 seconds.
     
    Get shot by AI. Screen flashes white so you know you have been hit. Blood going down but blood icon not flashing. Use a bandaid but by the time the animation happens 30 sec to 2 min later, you are usually dead.
     
     
    Othe things work like normal. Shoot a zombie (even a non aggro one) and it dies immediately. Vehicles work fine. FPS is fine. I can put / take items from boxes with no problems.
     
     
    Any ideas ????
  18. Like
    RimBlock got a reaction from -Dutchy- in [WIP] - Better refueling (Accurate fuel capacity, multiple fuel sources, choose vehicle to refuel, GUI).   
    Epoch Better Refueling.
     
    GIThub: Better Refueling.
    Dropbox: Better Refueling.
     
    Overall status: This is now a work in progress. 
    Current Phase being worked on: Phase 1 & 2 [Fuel truck Beta released].
     
    Overview
    This is a  mod aimed at improving the fuel pump / fuel truck setup in Epoch. 
     
    Current release.
    Realistic fuel capacity for air and sea vehicles (an AH6 is faster to fill than a Blackhawk for example). Faster flood fill for large vehicles from the fuel truck. Refueling 'cycles' depend on capacity from the fuel truck. Choose which vehicle in range to refuel from the fuel truck. Fully configurable via variables.  You can change Flood fill vehicle list (default is realistic vehicles) Vehicle capacities (default is actual vehicles fuel capacities) Fuel Truck fueling litres / cycle (default would be realistic if one cycle = 1 minute - which it does not) Flood fill litres / cycle (default would be realistic if one cycle = 1 minute - which it does not) Fuel truck refuel range. This project is being done in my own spare time and will be provided to all, free of charge.  Peoples entitlement level is directly relational to the cost :D.
     
    I am very happy to have others join me in creating this mod. I firmly believe in pooling resources from the community to make a better end product. If you wish to join me then let me know here or PM me. All contributors will be listed here and in the readme file that will come with the mod download.  Contributors can, of course, remain anonymous if they prefer.
     
    Planned features by phase
    (current status in []);
     



     
    Install Instructions
     



     
    Other contributors to this project.
     



     
    Comments, suggestions, desirables all welcome. 
     
    RB
  19. Like
    RimBlock got a reaction from SmokeyBR in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    Plot For Life v2.5 with Snap Pro v1.4.1 & Precise Base Building 1.0.4 (Built for Epoch 1.0.5.1)   Current Version Note: If you are also going to use other building mods (Vector build etc) then please check the other mods have been updated to work with v2.5 before installing.  If they have not then please use A Plot for Life v2.35 which can be downloaded from the links further down this post.   Dropbox: A Plot for Life v2.5 GitHub: A Plot for Life v2.5   V2.4 -> 2.5 upgrade.    1. Download and replace the following files in MPMissions\[Mapname]\Custom\Compile. fn_check_owner.sqf fn_find_plots.sqf 2. Download and merge (see the diffmerge tutorial links further down) the server files found in $SERVERHOME\custom (changes are fairly minimal).   That is it.   New features. Merged in Precise Base Building from his kind permission.  Please show your appreciation to him as well.
      Core Features. The whole system is is switchable between characterID and PlayerUID by setting a variable. All items built after the mod is installed with have the PlayerUID and the characterID stored for ownership checking (locked buildables will only have the PlayerUID stored as the characterID field is used for the lock code). Includes the 1.0.5.2. code to allow either SteamID or BIS PUID (written by icomrade). You can turn on the plot boundary from the plot pole and remove it.  Currently I am using the road cones with lights on top which are also visible at night.  They can be changed. Take Ownership is available from the plot pole to the plot poles owner and allows them to take ownership of all buildables in range excluding  locked storage (safes / lockboxes), tents, locked doors.  This can be changed as it is all controlled via variables.  The core idea is that this will align peoples bases to the new system for steamID storage on legacy bases.  It also means that raiders can raid a base, replace the plot pole, take ownership and not get full access to locked areas but not have 6 cycles to remove stuff etc after taking over.  Depending on the size of the base, number of objects etc this could put a bit of load on the server / DB.  It is also turn off or on-able via a variable so you can set it only to allow players to realign their bases and then disable the option. New function to check ownership or friendly status of a given object. Merged with Snap Pro and Modular build framework with permission from Raymix Please show you appreciation to Raymix as well). Uses the modular build system.
    New functions to reduce instances of common code in the building system.  Both are small and precompiled.
    fn_check_owner.sqf to check ownership and friendly status
    fn_find_plots to get all nearby plot poles and return a count and the nearest alive one (if one exists).
    Optimised code changing nearestobjects to nearEntities.
    Added delay in the Take Ownership function so the Hiveext / DB does not get spammed when taking ownership of large bases.
    Player_build.sqf is no longer used at all and had been removed from the distribution.
    Optimised code what has saved between 20k & 30k in the mission package size.
      Install Instructions are in the zip file (A Plot for Life v2.5).   Guides on how to use Diffmerge and how to integrate scripts together.   Please backup your databases and thoroughly test before putting live.   Report any bugs / suggestions in the thread.   Previous version 2.35 Dropbox: A Plot for Life v2.35 & Snap Pro (by Raymix) v1.4.1 GitHub (v2.35 stable): A Plot for Life v2.35 & Snap Pro (by Raymix) v1.4.1   Outstanding issues None reported. Next Version: 3.0
    Include a action menu (scroll wheel menu) for plot options and builder / owner management ()  
    Beta Testing
    As it seems theres no with an interest to do any beta testing I need to sweeten the deal.  Anyone who helps with beta testing will get access to boobytrapping doors 4 weeks before it is released publicly.  The 4 weeks will start from the v2.4 release date and will include any bug fixing period.  
     
    Boobytrapping Doors - If you have a hand grenade then you can upgrade a locked door to boobytrap it.  If the incorrect door code is entered then the hand grenade will be dropped at the position the player was when they boobytrapped the door (make sure you are on the correct side of the door when setting the trap  ;) ).
     
     
    Releases   Naming convention  

     
    Previous releases (Majors)
     


      Use and Distribution License details.   This mod is licensed under the DayZ Mod License Share Alike (DML) license.   Usage For people wishing to use the mod for their own servers, please use away.  If advertising the mod as a feature of your servers then a shoutout and a linkback to here would be appreciated but is not a requirement.   Distribution For people wishing to modify and distribute my code for this mod, the requirements are different. 1. You contact me and ask (common courtesy really). 2. You make it clear who the original creator is and provide a link to this thread.   Included mods. A Plot for Life v2.35 (Rimblock). <- is fine.
     
    Included mods.
    A Plot for Life
     
    "credits to each addon / script creator" <- is not.
     
    3. The person distributing the mod explicitly states that they are responsible for any issues with their modified version of the mod and not the original creator (i.e. me).
     
    4. Any other requirements under the  DayZ Mod License Share Alike (DML) license.
     
  20. Like
    RimBlock got a reaction from cring0 in How should Admins... Admin ?.   
    We have all heard of numerious servers where one or more of the server administrators are highlighted as abusing their admin powers.
     
    This, I think, opens up a interesting topic on how admins should perform their tasks which may be different from players and admins points of views.
     
    My own personal opinion (which I am fully aware may not match other server owners or players) is that there are two acceptible types of administration (with the possible combination of both).
     
    1. Out of game administration.
    Administration via RCON only.  No in-game administration at all. 
     
    2. Referee Administration.
    Have a character in-game who is not part of the game (activity wise) like a football ref.  They perform admin tasks, check reports of abuse etc but do not participate in the game at all (no shooting, looting or rooting tooting).  To make this doable, the admin should be in God mode with an easily identifiable skin and their may be a central base for the admins with vehicles etc to make the movement around the map fairly quick without hacks.  Conversly they may also be configured so they cannot carry or hold weapons
     
    If an admin wants to play the game they should use their own game character and not the admin character.
     
    So what are other peoples views on my own views above and any other suggestions of their own and what is acceptible behaviour for admins and what is not ?.  Please keep in mind that admins have tasks to perform and so expecting an admin to perform admin duties in-game but be a standard player if fairly unworkable (would you expect to have to wait 30minutes for an admin to walk across the map to check out a report you filed or to have a vehicle at their disposal ?).
     
     
  21. Like
    RimBlock got a reaction from Nemaconz in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    Change DZEdebug = true; to DZEdebug = false; in the init.sqf file.
     
    That should do it.
     
    It is meant for debugging but seems to be a bit broken.  I get it randomly as well.
  22. Like
    RimBlock reacted to StiflersM0M in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    ==================================Step by Step guide================================
    I have alot of custom scripts and files in my server, so i decided to look into the custom scripts from RimBlock and search what he has changed so i can make a step by step guide for guys who have the same problem like me. But ok lets start now.
     
    Required:
    -Time about an hour
    -Custom compiles.sqf
    -A general knowledge about scripting and formating
    -Brain.exe
     
    At first here is a file list compare it with your custom folder if some files are missing get them from the DayZ_Code.pbo.


    If you checked theese list and maked sure that you have every file, you can start with the compiles.sqf
    Remeber, i use my own file path´s, if you have another folder who is not named "Custom" you need to change the path´s to fit your folders.
    I also call the custom compiles.sqf twice, so first the original one then the custom one, so my compiles.sqf looks like this:



    So, now we came to the changes in every file:
    fn_damageActions.sqf


     Fn_sefactions.sqf


     player_packtent.sqf


    player_unlockvault.sqf


    remove.sqf


    player_updateGui.sqf


    tent_pitch.sqf


    vault_pitch.sqf


    player_build.sqf


    player_buildingDowngrade.sqf


    player_tagfriendly.sqf


    player_upgrade.sqf


    Server_monitor.sqf


    Now go to your init.sqf
    and find:
    _serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf"; and replace it with your custom path pointing to your custom folder in my case it looks like this:
     
    _serverMonitor = [] execVM "custom\server_monitor.sqf"; For me everything is working, i dont test the script before, i doed exact the same like above and its working for me with vanilla epoch and with my normal MPmission where i have about 22 custom files from the dayz_code.pbo.
    #Edit: fixxed some synatx errors in my instruction
  23. Like
    RimBlock got a reaction from Darihon in How to really fly the Huey..   
    Haha,  I ended up trying to land a Seahawk on some telegraph wires which bounced me up in the air again and I then subsequantly ended up landing on a tree and exploding.  My son later brushed up against our Chinooks rotors in a humvee and it exploded.  Two wrecked choppers in a couple of hours... not one of our best sessions :D .
     
    On a side note... if anyone wants to get a feel for flying a Huey then checkout the book Chickenhawk. It is written by a Huey pilot who went on to be part of the 1st Air Cav during Vietnam and includes his training at flight school with quite a lot of detail on how to fly helicopters.  Later on it goes on to describe using the rotor to cut small trees and bamboo in order to land is very small clearings.  Great book although it has a rather depressing ending.  Have read it 4 or 5 times myself and feel like picking it up for another read now ;) .
  24. Like
    RimBlock got a reaction from stonXer in [WIP] - Better refueling (Accurate fuel capacity, multiple fuel sources, choose vehicle to refuel, GUI).   
    Well  Plot for Life now seems to be fairly stable now with the new SteamID system.  I need to make it optional and then it will be pulled in to the Epoch core build.  I expect a week or two to get this done and then I will be back working on this mod.
     
    I think I will release the option to refuel the vehicle of choice in the range of the fuel truck as a first item as it is almost ready and should be pretty easy to package up for you.  I think it will also be fairly welcome as only being able to refuel the closest vehicle is a major pain.  I will then enhance after that for the other features.
  25. Like
    RimBlock got a reaction from Vindomire in [Release] MySQL DB backup v1.1.   
    MySQL DB backup v1.1.
     
    Note: This script is included in the DayZEpoch 1.0.6 distribution (when released).
     
    What is it.
     
    This is a Windows batch file (.bat) which will backup your MYSql database(s) for you.  If you add it to Windows scheduler it can also run automatically at a frequency you define (every 15 minutes for example).
     
    Features.
     
    - Backup tables, triggers and events.
    - Housekeeps old backups after user defined number of days.
    - Resulting .sql files can be loaded in to a SQL client and run against a MYSQL database to recreate the structure and data from the backed up database.
    - Server DateTime format independant (works for MM/DD/YYYY or DD/MM/YYYY date formats).
    - Can be scheduled with Windows scheduler.
     
    How to use it.
     
    Create a .bat file (call it something like DB_Backup.bat) and paste the following in to it.
    @REM *** PARAMETERS/VARIABLES *** SET BackupDir="[Where you want to save the backups]" SET mysqldir="C:\Program Files\MySQL\MySQL Server 5.6\bin" SET mysqlschema=[Your DB schema name] SET mysqlpassword=[your DB password] SET mysqluser=[your DB user login] SET housekeepafter=5 for /F "usebackq tokens=1,2 delims==" %%i in (`wmic os get LocalDateTime /VALUE 2^>NUL`) do if '.%%i.'=='.LocalDateTime.' SET ldt=%%j set datestamp=%ldt:~0,4%-%ldt:~4,2%-%ldt:~6,2%.%ldt:~8,2%-%ldt:~10,2%-%ldt:~12,2% @REM *** EXECUTION ***@REM Change to mysqldir c: cd %mysqldir% @REM dump/backup ALL database, this is all in one line mysqldump -u %mysqluser% -p%mysqlpassword% --databases %mysqlschema% --routines --events --triggers --quick >%BackupDir%\%mysqlschema%_backup.%datestamp%.sql @REM - Housekeeping forfiles -p %BackupDir% -s -m *.sql -d -%housekeepafter% -c "cmd /c del @path"   Configuration   Input your DB connection details and desired backup save location.  All details that need changing are in []. Make the changes without the [].    e.g. SET mysqlschema=[Your DB schema name] may change to  SET mysqlschema=EpochDB   SET BackupDir="[Where you want to save the backups]" May change to  SET BackupDir="c:\DB-Backups"   Housekeeping will clear any .sql files that are over housekeepafter number of days old.   You may need to confirm the MySQL path for the mysqldump exe as it may depend on your provider.   Add "read" (without "") at the end of the file to require an input for debugging.  This allows you to check the test backup is ok and troubleshoot any issues.  Remove it when automating or the .bat file will never close.  Automation can be done via Windows task scheduler.  Create a basic task and then edit the tasks parameters after creating if you want to backup more than once a day.  The option is only available after the task is created.  
    Revision History.
     
    Current version: v1.1
     
    Changes:
     - Amended code to cope with US & UK date formats when calculating the resulting .sql files datetimestamp included in the filename.
     
    Previous versions:
    v1.0: Initial version.
     
    Possible future improvements.
     
    I may add an option to compress (zip) the files if there is enough interest.
     
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