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Sandbird

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Posts posted by Sandbird

  1. I just modified the code slightly (I wrote it originally, so apologies to anyone who has suffered crashes :P) to output the OwnerID instead of querying for their name. Much easier to search the player_data table by their UID rather than have to look up the object and pull out the owner ID from object_data first.

     

    Actually there is a problem with the players_data table...that i am surprised noone has noticed it before.

    Sometimes (i think when someone dies and rages quits) there is NO ENTRY of the player in the table.

    Like his guid and player name are totally missing from there....Its as if he never existed.

    I noticed this when i was making my custom friend list for my server.

    In that case i write "Unknown Friend" when someone opens their friend list and there is no entry for player with GUID blahblah.

     

    Picture some admin pressing "I" and no entry exists in the table :P If you dont code the exception properly...i think it will do something 'bad', especially coming from an AH function.

  2. Well, it's finished :)

     

    I've implemented all of the existing Epoch database calls in extDB, and added a few new ones as well to handle base maintenance, which is now far more reliable than it was before.

     

    Next step is to improve granularity of the logging (at the moment, I only have Debug on/off and some important stuff forced output) and look into some sort of modification to server_hive* calls to allow compatibility with other scripts and/or infiSTAR. Currently I'm still making a call to HIVE 302 to set up the instance so that additional calls made by other scripts don't overwrite the instanceID in the database. Not sure what the potential downsides to this are, but I'd like to avoid them if at all possible, so perhaps parsing the calls to server_hiveWrite etc and converting them in the function to extDB might be the best solution.

     

    I might also see if I can have a chat with Chris (infiSTAR) and provide an option to utilize extDB features; the amount of control over the server that would be possible with extDB should appeal very nicely to him :P

     

    He is using Zupa's currency dll right now. I am sure he would be open to ideas :P

  3. hmmm that 'smells' like a lost packet to me.

    I think the best solution is to inform the players that IF this happens...they should go back to lobby and come back...

    Then if they see the safe there...then everything is fine.

  4. why dont u use the precise basebuilding fix ?? it uses killzone kids method and works fine ...

     

    cause it uses quotes in the wordspace cell and its pissing me off.

    I got quotes for color painted vehicles, and if i use that as well, i'll get quotes on coordinates as well.

     

    10.000 checks in my sqf files, if string, if array, if god knows what.

  5. You see these ?

     

      Error Undefined variable in expression: s_player_claimvehicle  <--------
    File mpmissions\__CUR_MP.Tavi\scripts\VehicleKeyChanger\VehicleKeyChanger_init.sqf, line 41

     

    You have to grab all those fracked up variables and add them in your variables.sqf to initialize them. For example the above would be :

     

    s_player_claimvehicle = -1;

     

    Just add them where the rest of the  ... = -1;   variables are

  6. I am using a heavily modified version of this and got stuck to a small problem.

    When the player builds an object and the object is huge, and he rotates it....he dies obviously, so am i trying to do :

    player allowdamage false;

    when the player is in build mode...and when he cancels or completes the build i set it back to true.

    But Infistar is blocking this.

    Did you come up with something similar to snap build, that uses the preview building....so players dont get killed when they are building huge objects ?

    Or has anyone figured out how to bypass infistar for this ?

  7.  

    Did you try using a SQL trigger that string replaces any double quotes in the worldspace field?

    E.g.

    DELIMITER $$
    CREATE TRIGGER clean_worldspace AFTER INSERT ON object_data
      FOR EACH ROW
        BEGIN
          UPDATE object_data
          SET worldspace = REPLACE(worldspace,'"','')
          WHERE worldspace LIKE '%"%'
        END;
    $$
    DELIMITER ;

     

    I thought about doing this in end....but i am also using the Vehicle Color mod....and that uses quotes as well...so it will break that mod doing so.

    Sure i can disable the trigger if its a vehicle and fire up only on objects.....but juggling 10 different things at the same time...i am bound to forget something somewhere with all these 'hacks' and all hell will break lose at some point....

    Thats why i want a clean fix. Every coordinates inserted to be without quotes.

  8. nono my fault i'm wrong here !

     

    :lol:

     

    btw with 1042 i got it working ,awesome MAN!

     

    So let's hope i can merge the files over 1051 with diffmerge :ph34r:

     

    Yeah it really isnt that hard... most of the files are the same.

    I think the biggest differences should be in :

    - variables.sqf

    - server_functions.sqf

    - server_monitor.sqf

     

    most changes are silly stuff like (foreach ---> count,  || ---> or, && ---> and) etc....

    you can leave those...wont hurt you.

     

    The important changes are the functions....like if you see some new functions appearing in /dayz_code/init/compiles.sqf....then yeah add those :P

  9. Does it matter what server Epoch files I use in my Arma2 OA folder? Also, what version are you running this with if you're suggesting me to downgrade.

     

    I can't seem to get it working properly whatever I try. I tried 3 previous client versions, tried with db and without db. Still getting heaps of errors about player GUI, spawning, zombie check, damage check, etc.

     

    omg, i am so sorry about this...i didnt realize there was another post here....

    I know i am late but....yeah

    This was done for 1.0.4.2 files.

    Changes in 1.0.5.1 arent that many...If you got a comparing tool like Ultracompare, you can compare the vanilla 1051 files with this...and change some functions and get it up and running.

    Worst case scenario i re-release this for 1.0.5.1. I got it working for Overpoch now, and i remember it was a simple 10min comparing to upgrade to 1051.

    Did you manage to get it working ?

     

    And yeah, it should work fine with Zupa's currency

  10. Sandbird

     

    Holy shit man !

     

    Your awesome!

     

    Just testing around with this ,hope it works !

     

    If it works fine i will merge the files with napf !

     

    Which Epoch Version is integrated here?

     

    cheers

     

     

    This is epoch 1.0.4.2 but the conversion to 1.0.5.1 is pretty easy.....Although this should kinda work well with 1.0.5.1 also.

    Not so many things changed. If you have a good comparing folders and file program (like Ultracompare and Ultraedit) then you can easily do the conversion.

    You'll notice that the big changes are with the SQLs....epoch uses the hivedll, i am using Arma2net. Dont touch those :P If i remember correctly 1.0.5.1 has some small differences in server_function.sqf and system_monitor.sqf

     

    Also i've removed all "if (isserver)" lines....cause the editor is not a server hehe, so if you need that code, then you have to remove that.

    Anything /z/addons/dayz_code or /z/addons/dayz_server   should now be dayz_code/   dayz_server/  , because as you can see its client/server in one packet.

    And of course the biggest problem, getPlayerUID ....has to be :  player getvariable["playerUID",0].

     

    But right now i am using a heavily modified version of this for Overpoch. Its basically my whole real server, (with the above fixes).

    And took me like 10min tops to convert this to, vanilla 1.0.5.1 and overpoch ready.

  11.  

    Yup i did, even tried to convert the CBA functions to regular ones, since i dont want to run the extra @CBA param, since i've read it can cause problems with other mods.

    I got stuck on a command PUSH  that it has....couldnt figure out what was that.

     

    @Namindu

    I may be wrong but it looks like he is trying to increase floating point precision by storing floats as strings.

     

    @Sandbird

    So I had a go at this and my head is melting now. It would be a world easier if it was possible for you to store the string as an array of strings, e.g.

    ["1234.567","89098.7654","321234.56789"]

     

    I am already running a server with 6000 objects...All the sudden having coordinates with quotes is a problem :P

    I mean, i already re-wrote the whole system_monitor, and most of the SQLs to fix the CharacterID cell length not been able to fit more than 11 characters....Reinventing the wheel for the wordspace coords is just wrong :P hahaha.

     

     

    I see you are chatting on KillZoneKids site concerning the stuff Mikeeeyy has leveraged for his mod .

     

    Cant read the chat from work though :) .

     

    That is probably the best way to go with A2 and seems to take care ofthe worldspace position shift issues quite nicely.

     

    Thats what i did....I tried to do Mikeeeyys post and even tried to tweak KK's code but every time, i am getting quotes around the result.

    And i know KK is saying that i wouldnt get a truncated result by call compiling the string.....i still am though.

     

    As an example:

    spos = getPosASL player;
    diag_log format[" >> getPosASL player : %1", spos];
    str spos;
    pos2str = spos call KK_fnc_positionToString;
    diag_log format[" >> Converted getPosASL : %1", pos2str];
    diag_log format[" >> Call Compiled: %1", call compile pos2str];
    

    Gives:

    " >> getPosASL player : [6038.43,1436.7,57.5287]"
    " >> Converted getPosASL : [6038.430176,1436.699951,57.528652]"
    " >> Call Compiled: [6038.43,1436.7,57.5287]"
    

    See the last line ? I lost the extra decimal points.

    And importing the converted getPosASL type into database, adds the extra quotes.

  12. It should be a simple command....but its been at pain in the @ss....

    I am trying to convert this:

    [336.253,"[6028.168945,1444.422974,0.370625]"]
    

    to this:

    [336.253,[6028.168945,1444.422974,0.370625]]
    

    Here is the trick....

    I cant call compile the string cause if i do is will 'cut' the decimal points to 2 points....and for obvious reasons i want to keep it as it is :/

    Any ideas?

     I tried KRON_Strings to replace the string with nothing....same results....its like call compile.

  13. Put it in client files, lets say dayz_code.pbo... this file has prefix property with value z\addons\dayz_code

    so you call it like this

    execVM "z\addons\dayz_code\someScript.sqf";
    

     

    uhhmm....what ?

    Isnt dayz_code.pbo part of the map files ? Why adding it there, since all client must have the same.pbo ?

  14.  

    thanks sandbird, i'll have a look.

    i do from time to time get the

    player without identity

    and

    Server: Object x:x not found (message x)

    errors showing in my rpt

     

    this is my basic.cfg - i run 2 overpoch servers, one popular. the other isnt. an empty altis life server and a half full wasteland a3 server on my dedicated box. sharing 100mbit connection.

    any tips for improving this?

     

     

    well i also get the same errors, so i am not the perfect candidate to give you advise on that.

    I do know this:

    serverLongitude=133;

    serverLatitude=-27;

    These 2 need to be correct so people get the proper ping values in the browser

     

    MinBandwidth=131072;

    MaxBandwidth=90000000;

    These 2 are the most important....I am not sure for the proper values in your case....I got 1 Gbit/s-Port on my server and i have these values:

    MinBandwidth=1097152;

    MaxBandwidth=1073741824;

     

    but i am not even sure mine are correct either.

    Here is my whole basic.cfg

    language="English";
    MinBandwidth=1097152;
    MaxBandwidth=1073741824;
    MinErrorToSendNear=0.029999992;
    MinErrorToSend=0.0019999994;
    MaxCustomFileSize=0;
    serverLongitude=9;
    serverLatitude=51;
    serverLongitudeAuto=9;
    serverLatitudeAuto=51;
    Windowed=0;
    adapter=-1;
    3D_Performance=1;
    Resolution_Bpp=32;
    Resolution_W=800;
    Resolution_H=600;
  15. I had a guy who couldnt see his safe .... but his friend next to him could. He re-logged in and was able to see it again.

    I dont know if its the same case....But maybe you should take a look at your config.cfg settings.

    Maybe he lost the 'packet' from the server that a safe was placed there.

  16. bump, is this still working ? cause its not working for me....has anything changed since September ?

    I have fsockets on in my php.ini....but i just get a white page.

    There used to be a script (if i remember correctly) that didnt require the rcon pass to show the players. Was it based on Gamespy responds ? cant remember.

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