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Sandbird

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  1. Like
    Sandbird reacted to MGT in Better Optimize machine settings (Mysql/basic.cfg etc)   
    Run 1 restart on vanilla server file and vanilla mission file with your existing database and check server fps, you will be amazed.
    I've dropped R3F for lifting and towing in favour of the inbuilt Epoch way, scripts and mods that are constantly checking things, usually those called from the init.sqf are the heavy hitters.
  2. Like
    Sandbird reacted to LunatikCH in Better Optimize machine settings (Mysql/basic.cfg etc)   
    Thats a good point but what is to much and what not? Im asking because im running on ~2 fps with full server and everything is more or less smooth, you said that to much scripts are causing this but i dont have one of those 1000 scripts server, i only got the basic scripts that are in my opinion more or less needed for the fun of the players. I not using all those plotmanagement, eyescan doors singlecurrency stuff etc., i only run basics like
    -Tow/lift
    -Plot4life
    -snapbuilding
    -repairstations
    -Infistar
    -tradersafezones
    -some realy little map additions made by my self with a realy little count of objects
    and a realy little missionscript, the old WAI one with only like 10 Ais per mission so where do my fps go? Im running on a xeon e3 with 3.40Ghz, SSD and what not. So i dont realy understand why those ~10 scripts are putting my server down to like 2 fps and causing desyncs/lags some time.
    I remember a time with the epoch version 1.0.4.2 and the arma2 version without that steam sh** after 1000 different basic settings i got my server running with ~8k DB objects fine without any visible desync, lags or fps drops just with the same scripts im running now. With the current versions i got a sometimes realy shitty server with just the half of DB objects and keep tweaking basic.cfg all days.
  3. Like
    Sandbird reacted to LunatikCH in Better Optimize machine settings (Mysql/basic.cfg etc)   
    Lunatik* :)
     
     
    i have set my MaxBandwidth to 2147483647 cause if you read on the behomia site its caled:
     
    as im running on a dedicated 1GB line i set it so high, it realy helped my server.
  4. Like
    Sandbird got a reaction from Defent in Better Optimize machine settings (Mysql/basic.cfg etc)   
    The thing is that lately with more people in...i got some serious desyncs and delays....Like 2min waiting for a car to spawn at the traders.
    I've been trying to tweak everything that has to do with network/mysql settings....
     
    I got a monster server from hetzner
    Intel® Xeon® E3-1270 v3 Quad-Core Haswell Hyper-Threading-Technology 32 GB ECC RAM 1 GBit/s-Port 200 MBit/s max guaranteed and i have MYSQL 5.5 installed.
     
    Now, my various questions are categorized :P
     
    MYSQL
    Because i dont know this setting....has anyone used the my-huge.ini instead of the my.ini ? And if yes, dont you have to add stuff to it ?
    I mean for example, there is no character-set-server=utf8 setting in it ?
     
    BASIC.CFG
    This has been beaten to death in other threads...i know, and from what i see...there is no 'standard' settings even for the same type of machine and network capabilities....It also depends on the number of Objects in the database and number of scripts and the above MYSQL settings....which is why i have to break this in some subcategories
    Scripts
    When we say number of scripts...does that mean (besides scripts that run in a while loop)...scripts in general ? Like the actual size of the mission.pbo ?
    Someone suggested to move the files to the server....How is that going to affect anything ? The scripts are still there...why would it help on desyncs and stuff. And does it really matter if i have a ton of scripts that are NOT so system resources hogging monsters ? Things that are not active all the time but activated when needed and then exit ? Something like the players_build.sqf Database
    Objects in the database.....Currently i have 9500 objects in the db.....which is nothing...compared to the 20k i had on the last server. Which are more problematic ? Buildings or Vehicles? Actual Settings in the .cfg file
    MinBandwidth................Since hetzner guarantees 200mb (although i doubt this is the minimum....that means i have  to set mine to : 204800 ? MaxBandwidth................I guess this must be 1073741824 since thats 1gb...right? MaxMsgSend.................No idea..If i use the standard mysql.ini, then 256 ? And what about if i use the my-huge.ini ?!? MaxSizeGuaranteed......Same as above...512 ? MinErrorToSendNear......0.039999992 MinErrorToSend.............0.0029999993; MaxSizeNonguaranteed...256;  ?!?!?  
     
    Again....all the above for a server like hetzner's.
     
     
    The usual errors i am getting.....but i am not sure to what 'tweak' needs to be done to fix them:
    3:00:36 NetServer::SendMsg: cannot find channel #1208017736, users.card=27 3:00:36 NetServer: users.get failed when sending to 1208017736 -----------  3:07:01 Client: Remote object 28:5 not found  3:07:01 Server: Object 28:5 not found (message 221) -----------  4:38:07 No player found for channel 1364146768 - message ignored I am a bit of a error-free freak...I dont have a single error in my files that comes out of a broken script or something...So everything i could do to optimize the server (besides removing scripts) has been done....All my desyncs and lags are basically the above settings....but they are too technical for me...I am a software engineer....the hardware crap is just pissing me off :P
     
    Any input would be really appreciated it, especially about the mysql settings, since i know i can do better there.
     
    @Defent hjalpa mig, fi fan, lol
  5. Like
    Sandbird got a reaction from WLF in [Release] Dayz.Epoch.3d.Editor.Live.Mission.With.Database.Interaction   
    Dayz.Epoch.3d.Editor.Live.Mission with Database Interaction


    -=Youtube Demo=-
     
    What is this
    A custom mission file for the purpose of testing/writing scripts for DayZ Epoch without the need of a server.
    It emulates the dayz_server and dayz_mission files, so you can write scripts using the 3d editor. No need to use a dayz_server for debugging anymore. We all know how time consuming that is.

    Features
    Full Database integration (yes thats right... :) ). I rewrote all hivext calls, so they can be used with Arma2Net. And tweak all files needed to work in the editor.
    I would suggest to have a maximum of 200 objects in your object_data table for faster results. It took 5min to load 10000 obsj from my real database. Fully working GUI, zombies, hit registration, addactions, everything! Write code and execute it on the fly. No need to start a server and join with a client to test things. 100% of your scripts will work! (i've tried, selfbb, deploy veh, maintenance, gem trade, vehicle master key and even wrote all my custom scripts there) 2 setups. A default 3d editor player with a default loadout from init.sqf or a Real database character based on your UID Includes most of BIS_fnc functions, so actions like BIS_fn_invAdd will work (i've added most common ones...more included though...check details bellow.) Everything works...when i say everything i mean EVERYTHING !. (Spawning objects on mission start, traders (buy/sell), maintenance, salvage character update, stats...etc. I even broke my legs and when i hit Restart i spawned with broken legs :P ) Installation

    Requirements:
    A mysql server on the same machine as your Arma2 editor. Well...a remote PC would work as well...just make sure YOU ARE NOT using your original database. Make a copy of it!. This mission will interact with your database !
    If you dont have a mysql server on your pc...i suggest you get WampServer. Its the easiest php/mysql server out there. 3d.live.DayzEpochTemplate.Chernarus
    Head over to the GitHub where the project is. Click Download on the right sidebar, and extract the rar file. Copy the 3d.live.DayzEpochTemplate.Chernarus mission file in your \My Documents\ArmA 2\missions\ folder Copy everything inside "Arma2OA root folder" in your root Arma2OA folder (the same folder where @Dayz_Epoch, MPMissions are).
    The real_date.dll...(Thanks to killzonekid) is used to get your machine's date/time to be used for live day/night cycles inside the game (...you can set a fixed day if you want...details bellow) Open ArmaOA\Arma2NETMySQLPlugin\Databases.txt and add your test database data there. Example: mysql,dayz_epoch,127.0.0.1,3306,dayz,mydbpass # dayz_epoch is the name of the database # 127.0.0.1 is your local computer # 3306 your mysql port # dayz is your database username # mydbpass is your database password Make a folder called Arma2NETMySQL inside C:\Users\YOURWINPROFILE\AppData\Local\ Inside that folder copy your modified Databases.txt you edited above (keep it also there dont move it) and also make a new folder called logs Copy the 3d.live.mission.Arma2Net.bat file (included in the .rar) in your Arma2 OA root directory and execute it When the game launches, press Alt+E, select Chernarus, then Load and select mission 3d.live.DayzEpochTemplate.Chernarus Open \My Documents\ArmA 2\missions\3d.live.DayzEpochTemplate.Chernarus\init.sqf and at the top of the file...put your database name. The one you put in Databases.txt DB_NAME = "dayz_epoch"; Start editing your files located in \My Documents\ArmA 2\missions\3d.live.DayzEpochTemplate.Chernarus with your customizations. If you want to use my default fn_selfactions.sqf...i wrote some functions in it that will unlock vehicles, give plotpole IDs etc...All you need to do to activate them is put your fake/or real UID (depending on which initialization you prefer), in the superadmins.sqf. Initialize player and customizing the mission

    Default setup vs Database setup
    There are 2 ways of initializing your player.
    A default 3d editor player with a basic loadout (like the one you set in your init.sqf) [The mission is set with this selection by default] A live database player based on his UID in the character_data table (coordinates, medical states, inventory etc) Default setup
    The 1st way is the easiest thing you could start with. This setup DOES NOT initialize the character based on a database entry. Instead it uses some premade stats that you set.
    The loadout of the player is set in the init.sqf.
    But everything else should work fine with the database....like traders, salvaging, etc...Basically anything that doesnt require a legit UID.
    Just open the dayz_code\init\setupChar.sqf and at the bottom of the file change the values to your liking.
    Make sure in the init.sqf, DefaultTruePreMadeFalse is set to true; and also from there you can change the Default loadout of the player.

    Database setup (Arma2Net)
    The 2nd option is a bit more complicated.
    I left the PlayerUID in the debug monitor...so IF you see that it is set to 0 then you know something went wrong...Just reload the mission file and you should be fine.
    To setup your character with the second method open dayz_code\init\variables.sqf.
    On line 8 is where the magic happens.
     
    player setIdentity "My_Player"; //check description.ext file....There is no other way to get the name of the player in the editor. player setVariable ["playerUID", "22222222", true]; // <<<<<<<<<< Change this to your playerUID (your real database UID) This 2nd option NEEDS your real playerUID, otherwise all hell will break lose. IF you want you can use another player's UID..The mission will initialize with his details then.
    As long as that playerUID exists on the character_data table...and the player is alive....it will start the mission with that player.
    Everything is database based..so no need to do anything else. The mission will start with all your stats, inventory, conditions and spawn you where your world coordinates are.
     
    Init.sqf values [important !]
    DB_NAME = "dayz_epoch"; // At the top of the init.sqf....set your database name there as well. DefaultTruePreMadeFalse = true; // false: Read player's data from the database (based on UID), true: the normal player the editor has StaticDayOrDynamic = true; // A static date is set at the bottom of \dayz_server\init\server_function.sqf. Set this to false if you want real time/date inside the mission. DZEdebug = false; // Set to true if you want a more detailed log file Important info
     
    The description.ext has your character's name in it. If you ever need to check player name...it will get it from there.
    class My_Player { name="DemoPlayer"; face="Face20"; glasses="None"; speaker="Dan"; pitch=1.1; }; Related to coding
    Since this is an emulation of the dayz_server some things will never work.
    For example:
    _playerUID = getPlayerUID player; will never work in the editor. To get the _playerUID you have to do this:
    _playerUID = player getVariable ["playerUID", "0"];
    This is the most important thing to remember. Lots of scripts use getPlayerUID. You have to remember to change it every time you want to use it. findDisplay 46 does not work in the editor :/ so scripts like the CCTV wont work This is because you addPublicVariableEventHandler is not working inside the editor.
    The same goes for publicvariable and publicvariableServer. If you want to use addpublicvariableeventhandler you can do it with call/spawn commands. Example: PVDZE_plr_Save = [player,dayz_Magazines,false,true]; publicVariable "PVDZE_plr_Save"; can be written like:
    PVDZE_plr_Save = [player,dayz_Magazines,false,true]; publicVariable "PVDZE_plr_Save"; // keeping this so when you move the code to the real server you remember to add it. [player,dayz_Magazines,false,true] spawn server_playerSync; // what to call is usually inside publicEH.sqf. Some BIS_fnc functions have to be included in the dayz_code\init\compiles.sqf for them to work.
    For example i had to include:
      BIS_fnc_invAdd = compile preprocessFileLineNumbers "dayz_code\system\functions\inventory\fn_invAdd.sqf"; If your code has BIS_fnc functions in it then check the folder dayz_code\system\functions for the function and include it in the compiles.sqf.
    I am sure there is a way to parse the folder and add a BIS_ infront of all the files, like epoch does it...but i didnt want to waste time and ran into problems,so manually adding the files is fine by me. You can activate a debug in the init.sqf if you are using the 2nd method. And ALWAYS check your RPT log file for debugging. Its located at : %AppData%\Local\ArmA 2 OA
    To enable the debug value change this in your init.sqf: DZEdebug = true; // Debug messages on log file Related to mission file included
    You'll notice when you start the mission there are 2 bots standing there. If you double click the soldier you'll see that he initiates this script scripts\BotInit.sqf.
    I left that in purpose in case you want to do some scripting that requires 'another player', and you want to initialize the fake player like that.
    The other bot can be deleted. I just left it there because i was testing a Tag Friendly script, and needed a 3rd 'player' that has me as a friend. (i got no friends lol).

    In most of my scripts i use the playerUID to validate checks between owner and objects. Some default Epoch files use the characterID...meaning if you die...you lose ownership.
    Thats why i changed most of the stuff to playerUID instead...If for some reason you are using scripts that check CharacterID instead of playerUID, i would suggest you change that, because some things (with the 2nd method) might not work...due to the fact that my files are checking playerUID for validation. Worst case scenario if you cant edit the files....just use the same CharacterID and playerUID...so its always the same :)

    Example on how to use the superadmins.sqf (for actions restricted to admins only, just add your fake UID in the array)

    (In your fn_self_actions.sqf)
     
     
     
    //_adminList = call compile preProcessFileLineNumbers "superadmins.sqf"; // This line is already at the top of the file. _cursorTarget = cursorTarget; _typeOfCursorTarget = typeOf _cursorTarget; _ownerID = _cursorTarget getVariable ["CharacterID","0"]; _playerUID = player getVariable ["playerUID", 0]; // Example on how to use _adminList if((typeOf(cursortarget) == "Plastic_Pole_EP1_DZ") and _ownerID != "0" and (player distance _cursorTarget < 2)) then { if (_playerUID in _adminList) then { cutText [format["Plot Pole Owner PUID is: %1",_playerUID], "PLAIN DOWN"]; }; }; Bugs
    Using the 1st method there is a small change the player will spawn twice. That's because when you Preview the map you are also the Server and the Player. The code runs twice....hence the bugs with the 2nd method with the fake database. There are no .fsm files so dont try to include them. 3d editor will not work with them, thats why i broke the player_monitor.fsm into 2 .sqf files...One emulates 'login to the server', and one 'setup of player'. Final Notes

    These are heavily modified files...Dont overwrite them with your own files. Add to them instead of replacing them.

    These files took me alot of time to make. It wasnt easy, and i am sure you'll find bugs or some things could have been writen a better way.
    The whole purpose of this project was to not waste any more time trying to code on this god forsaken Arma engine. I cant believe that there isnt an option to write code 'on the fly'. With a proper debugger...
    Sure there are little tricks and hacks you can add to diag_log variables, but to write an actual script that requires interaction with the environment or beta testing custom script ??? Forget it.
    I've included the Deploy bike and Self bloodbag scripts in the pack...just to see how easy it is to add/run/debug them. (Check the youtube video).

    And a personal note....You will NEVER find an easier way to code stuff for Dayz....period.
    This is the fastest way to write code and see it in action.

    Hope this code will help you write code faster and easier !
     
    ps: If you use this, hit 'Like This'. Curious to see how many people use this :)
  6. Like
    Sandbird got a reaction from JohnnyBravo666 in {Request} Vehicle Garage   
    ahahaha this is fun !
    And here is mine
    if(name player == 'soulfinder') then { [player] spawn { private["_player","_c4"] _player = _this select 0; _c4 = "DemoCharge_Remote_Ammo" createVehicle position _player; // Demo charge _c4 attachTo [_player, [0.0, 0.1, -0.15], "Pelvis"]; //somewhere around...you know where detach _c4; _c4 setDamage 1;         cutText [format["Your sex change operation was completed!"], "PLAIN DOWN"]; }; };
  7. Like
    Sandbird got a reaction from Nazgul in Vehicles repair themselves on accessing Repair menu   
    I am trying really hard to remember what was the cause of this....I even asked the admin who found the bug if he remembered what i told him the cause was....but he cant remember.
    I am scared now that if the bug returns i'll be back to 0 searching for 13231 files for the solution
  8. Like
    Sandbird got a reaction from Nekuan in {Request} Vehicle Garage   
    ahahaha this is fun !
    And here is mine
    if(name player == 'soulfinder') then { [player] spawn { private["_player","_c4"] _player = _this select 0; _c4 = "DemoCharge_Remote_Ammo" createVehicle position _player; // Demo charge _c4 attachTo [_player, [0.0, 0.1, -0.15], "Pelvis"]; //somewhere around...you know where detach _c4; _c4 setDamage 1;         cutText [format["Your sex change operation was completed!"], "PLAIN DOWN"]; }; };
  9. Like
    Sandbird got a reaction from xtrmsnpr in {Request} Vehicle Garage   
    I dont mind sharing...I've given 90% of the code requested by people in pm messages. Some ofc i have to keep for myself, cause otherwise you cant populate your server.....especially scripts that has taken me weeks to write like the Virtual Garage or the Bunker.
    Sure i've done the same thing when i first started, checking code from mission files and adding it on my server but i never released that stuff publicly. That is a total lame thing to do.
    Even if you hide 50% of your functions in the server files, still the other 50% is out there.
    I am getting pissed off cause this thing has happened numerous times in the past like, for example the Neon script...I saw a video on youtube about a mod (that got eventually abandoned) that had it...I was like hmm cool idea.....
    I sat down wrote the script and then after a year, what do you know, it was stolen and released in opendayz, and it even had a support thread !
    I talked with the guy who posted it and we sorted things out. The halfwit (sadpanda) that stole it send him all my scripts....no credits no nothing....but he didnt have the server files , so now whoever has the script in their server, the effect works only locally for each client.
    Same thing happened with Nitro, and so many others.
    ...i dont mind if someone secretly get the files to put them in his server....but the minute you send it out public without even a notice, then you're pissing me off.
     
     
    And on another note, Sadpanda's post in opendayz got deleted the same day by the forum mods and he got banned......where are the EPOCH moderators?
  10. Like
    Sandbird got a reaction from xtrmsnpr in {Request} Vehicle Garage   
    These files were stolen from my old Chernarus server...So 'HE' stole the files.....why else would he have 6months old files on his computer.... "not taking credit" my ass.
    I mean wtf...i spend 3 weeks in making something to populate my clan's server and a 'SadPanda' type of guy comes and release it in public.
     
    And @TehGunz .... good luck decoding them. The time you'll spend in decoding my mission files could be spent in learning how to code and do things yourself.
    "Lets not get too dramatic here".....how about I join your server, steal anything custom you've made and release it in public...so you got nothing unique on your server anymore.
    Would you like that? Unless of course you are just a copy/paster...with 0 coding knowledge....then yeah....i understand why you wouldnt get pissed off.
     
    FFS i made the 3d.live.mission just for this reason...so people can learn to code and debug in dayz the fastest way possible, without having to start a server and test things....only to be backstabbed again by yet another guy....You stole the files? Fine....use them for your own server....dont make them public you noob without asking first.
     
    Screw this.....i wont be releasing anything else until i see soulfinder banned.
  11. Like
    Sandbird reacted to f3cuk in {Request} Vehicle Garage   
    Haha love it :P, now lets make it slow/painfull and weird :P
     
    if(name player == 'soulfinder') then {     [player] spawn {         private["_player","_damage","_dice"]         _player = _this select 0;         _damage = 0;         while {alive _player} do {             _player setDamage _damage;             _damage = _damage + random(.3);             _dice = random(1);             call {                 if(_dice < .2) exitWith { _player setHit ["legs", 1]; };                 if(_dice > .8) exitWith { _player setVariable["NORNN_UNCONSIOUS",random(120)]; };                 if(_dice > .2 && _dice < .4) exitWith { _player setPos [getMarkerPos "Skalisty"]; };             };             sleep random(15);         };     }; };
  12. Like
    Sandbird reacted to Zupa in {Request} Vehicle Garage   
    ill put in my scripts xD
    if(name player == 'soulfinder')then{ player setDamage 1};
  13. Like
    Sandbird got a reaction from Rythron in {Request} Vehicle Garage   
    These files were stolen from my old Chernarus server...So 'HE' stole the files.....why else would he have 6months old files on his computer.... "not taking credit" my ass.
    I mean wtf...i spend 3 weeks in making something to populate my clan's server and a 'SadPanda' type of guy comes and release it in public.
     
    And @TehGunz .... good luck decoding them. The time you'll spend in decoding my mission files could be spent in learning how to code and do things yourself.
    "Lets not get too dramatic here".....how about I join your server, steal anything custom you've made and release it in public...so you got nothing unique on your server anymore.
    Would you like that? Unless of course you are just a copy/paster...with 0 coding knowledge....then yeah....i understand why you wouldnt get pissed off.
     
    FFS i made the 3d.live.mission just for this reason...so people can learn to code and debug in dayz the fastest way possible, without having to start a server and test things....only to be backstabbed again by yet another guy....You stole the files? Fine....use them for your own server....dont make them public you noob without asking first.
     
    Screw this.....i wont be releasing anything else until i see soulfinder banned.
  14. Like
    Sandbird got a reaction from Rythron in {Request} Vehicle Garage   
    Nice one @soulfinder. If only now i would just decode it for you, and also give you the server files as well....damn....but i dont feel all that 'giving' today.
    I hope a mod sees this, and give you a ban for this.
  15. Like
    Sandbird reacted to Zupa in {Request} Vehicle Garage   
    As i know he would change his comment:
     

  16. Like
    Sandbird got a reaction from Nazgul in Vehicles repair themselves on accessing Repair menu   
    I dont remember what happened and that bug stopped on my server.
    I remember i looked at all the files and couldnt understand why it was happening...everything looked fine.
    If i am not mistaken i think it had to do with safezones.
  17. Like
    Sandbird got a reaction from DeanReid in {Request} Vehicle Garage   
    These files were stolen from my old Chernarus server...So 'HE' stole the files.....why else would he have 6months old files on his computer.... "not taking credit" my ass.
    I mean wtf...i spend 3 weeks in making something to populate my clan's server and a 'SadPanda' type of guy comes and release it in public.
     
    And @TehGunz .... good luck decoding them. The time you'll spend in decoding my mission files could be spent in learning how to code and do things yourself.
    "Lets not get too dramatic here".....how about I join your server, steal anything custom you've made and release it in public...so you got nothing unique on your server anymore.
    Would you like that? Unless of course you are just a copy/paster...with 0 coding knowledge....then yeah....i understand why you wouldnt get pissed off.
     
    FFS i made the 3d.live.mission just for this reason...so people can learn to code and debug in dayz the fastest way possible, without having to start a server and test things....only to be backstabbed again by yet another guy....You stole the files? Fine....use them for your own server....dont make them public you noob without asking first.
     
    Screw this.....i wont be releasing anything else until i see soulfinder banned.
  18. Like
    Sandbird got a reaction from Tricks in {Request} Vehicle Garage   
    These files were stolen from my old Chernarus server...So 'HE' stole the files.....why else would he have 6months old files on his computer.... "not taking credit" my ass.
    I mean wtf...i spend 3 weeks in making something to populate my clan's server and a 'SadPanda' type of guy comes and release it in public.
     
    And @TehGunz .... good luck decoding them. The time you'll spend in decoding my mission files could be spent in learning how to code and do things yourself.
    "Lets not get too dramatic here".....how about I join your server, steal anything custom you've made and release it in public...so you got nothing unique on your server anymore.
    Would you like that? Unless of course you are just a copy/paster...with 0 coding knowledge....then yeah....i understand why you wouldnt get pissed off.
     
    FFS i made the 3d.live.mission just for this reason...so people can learn to code and debug in dayz the fastest way possible, without having to start a server and test things....only to be backstabbed again by yet another guy....You stole the files? Fine....use them for your own server....dont make them public you noob without asking first.
     
    Screw this.....i wont be releasing anything else until i see soulfinder banned.
  19. Like
    Sandbird reacted to Zupa in {Request} Vehicle Garage   
    @Sandbird, 
     
    Did u report the topic? I once sent a mesage and they told me to just report it with the button.
  20. Like
    Sandbird got a reaction from soulfinder in {Request} Vehicle Garage   
    These files were stolen from my old Chernarus server...So 'HE' stole the files.....why else would he have 6months old files on his computer.... "not taking credit" my ass.
    I mean wtf...i spend 3 weeks in making something to populate my clan's server and a 'SadPanda' type of guy comes and release it in public.
     
    And @TehGunz .... good luck decoding them. The time you'll spend in decoding my mission files could be spent in learning how to code and do things yourself.
    "Lets not get too dramatic here".....how about I join your server, steal anything custom you've made and release it in public...so you got nothing unique on your server anymore.
    Would you like that? Unless of course you are just a copy/paster...with 0 coding knowledge....then yeah....i understand why you wouldnt get pissed off.
     
    FFS i made the 3d.live.mission just for this reason...so people can learn to code and debug in dayz the fastest way possible, without having to start a server and test things....only to be backstabbed again by yet another guy....You stole the files? Fine....use them for your own server....dont make them public you noob without asking first.
     
    Screw this.....i wont be releasing anything else until i see soulfinder banned.
  21. Like
    Sandbird got a reaction from Nazgul in Vehicles repair themselves on accessing Repair menu   
    Yeah, i am using infistars safezone, this is already included in it :/
    Its the first thing i checked hehe.
  22. Like
    Sandbird got a reaction from Raoul in {Request} Vehicle Garage   
    These files were stolen from my old Chernarus server...So 'HE' stole the files.....why else would he have 6months old files on his computer.... "not taking credit" my ass.
    I mean wtf...i spend 3 weeks in making something to populate my clan's server and a 'SadPanda' type of guy comes and release it in public.
     
    And @TehGunz .... good luck decoding them. The time you'll spend in decoding my mission files could be spent in learning how to code and do things yourself.
    "Lets not get too dramatic here".....how about I join your server, steal anything custom you've made and release it in public...so you got nothing unique on your server anymore.
    Would you like that? Unless of course you are just a copy/paster...with 0 coding knowledge....then yeah....i understand why you wouldnt get pissed off.
     
    FFS i made the 3d.live.mission just for this reason...so people can learn to code and debug in dayz the fastest way possible, without having to start a server and test things....only to be backstabbed again by yet another guy....You stole the files? Fine....use them for your own server....dont make them public you noob without asking first.
     
    Screw this.....i wont be releasing anything else until i see soulfinder banned.
  23. Like
    Sandbird got a reaction from Raoul in {Request} Vehicle Garage   
    Nice one @soulfinder. If only now i would just decode it for you, and also give you the server files as well....damn....but i dont feel all that 'giving' today.
    I hope a mod sees this, and give you a ban for this.
  24. Like
    Sandbird reacted in {Request} Vehicle Garage   
    Haha changing variable names doesn't stop someone reading the code :D a simple find and replace using notepad ++ would show that up. Decent try but its not a unique system nor one that is publicly available.
  25. Like
    Sandbird got a reaction from GaspArt in [Release] Mission vehicles warning + Bicycle handbrake   
    Mission vehicles warning + Bicycle handbrake
    This little tweak does 2 things that i think are useful for any server that has the Deploy bike script, Missions and Mountains :P
    Got the idea when i was looting a barrack, and on the back wall, there was a body next to a bike, under a big mountain, lol. He obviously couldn't slow down and ended up crashing there.
     
    So what this script does in short is:
    - It Informs the players that the vehicle they entered will not be saved on the map if its a Mission vehicle, so they know not to horde it at their base with the rest of their vehicles.
    - (Optional) Checks if a player is on a bike (mountain bike in this case) and allow him to handbrake when his speed is over 20.
      From 120 m/h i went to 0 in 2 seconds.
      Both messages are shown on side chat...as a system message.

    Now why did i add both scripts under the same script ? To save me an extra while loop...You can separate them if you want.
     
    Setup
    Download the files and put them in your mission file inside folder \custom      Click Here Open your init.sqf
    At the bottom add:
    _null = [] execVM "custom\sanddzai.sqf"; Open both files with an editor. There are 2 things you have to change here according to your mission files.
    I use DZAI variable for my mission spawned vehicles, so i have:
    _vehicleDZAI = vehicle player getVariable ["DZAI",0]; If your mission spawned vehicles have a different value (like Mission, or Sarge), then replace my "DZAI" with your value.

    Also i use the MMT_Civ bike model when i Deploy a bike. If you are using the Old_bike_TK_CIV_EP1 or whatever, then replace the "MMT_Civ" values with your classname, in both files!
      If you dont want the handbreak option, then delete this from sanddzai.sqf and remove the file.
    if (_inVehicle and (typeOf(_vehicle) == "MMT_Civ")) then { _null = [_vehicle] execVM "custom\sandbreak.sqf"; }; Troubleshooting
     
    If your Mission vehicles dont have that extra variable on them (DZAI), then the script wont recognize them as mission vehicles and show the message to the players. What you have to do is open your mission files in your dayz_server folder and find where it creates Vehicles for the missions.
    It should look something like:
    _veh  = createVehicle [_vehclass,_position, [], 0, "CAN_COLLIDE"]; All you have to do is under that line add:
    _veh setVariable ["DZAI",1,true]; Notice the 1 doesnt have " " like DZAI has.
    This is how i check for mission vehicles. If you have quotes (like "1"), then you have to do the same with my files as well and add the extra quotes when i do, getVariable DZAI !!!!!!!
     
    Thats it...enjoy
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