Dumgard
-
Posts
30 -
Joined
-
Last visited
Content Type
Profiles
Forums
Articles
Posts posted by Dumgard
-
-
I'm unable to spawn static custom spawns. I've modified the customSpawns.sqf and verified that the WAI init.sqf is loading it, but no units actually appear in game
-
Look at the last post in see my summary and GeneralTragedy's link about what has to be done to configure base decay&maintenance.
If you haven't changed the cleanup interval, the parameters set by default should be consistent. However, check that your SQL event SetDamageOnAge is running and (for good measure, I think, it's not necessary anymore because the problem got fixes script-wise) adjust the damage there from 0.1 to, say, 0.2.
"0 objects in range" only means that there are no objects in plotpole range that have a damage > 0.1, thus they won't be maintained by area maintenance. This could mean your SetDamageOnAge has not run (yet).
Just a guess - I don't know how DayZ.ST implements it, but a problem with database restore could be that the events are imported, too. Thus the objects still existing in the restored DB may be again deleted automatically at restart, when the cleanup events run.
To clarify, I am now running a dedicated box. SetDamageOnAge sounds like it might be a problem.
-
There's two things I would like to accomplish:
1. The ability to maintain an area at any time, regardless of how long it's been since last maintenance. Right now it just gives the actions with red text and says "0 parts in range"
2. Make it so that Cinder Walls and Metal Floors cost more to maintain
-
I had this error a while back when I was trying to import the DayZ.ST database backup, and couldn't find a solution so I just had players start new again.
Now a week later and newly made bases have begun missing large sections of objects. I have tried reverting the database back to yesterday, where the bases were spawned in just fine.
I have also tried reverting the PBOs back to the way they were, and then restoring the backup as well. Nothing seems to bring the bases back.
Updated: I believe the problem lies in the Plotpole Maintain options. The players did not notice that all they got was red action text, and the plot poles always say "0 objects in range"
-
I am throwing this out here in case someone is interested in how to do this. Basically, you run BEC in conjunction with a batch script. I have BEC scheduled so that every three hours, it runs this script. This script does the following:
1. Kills the DayZ Server
2. Kills BEC
3. Moves logfiles to a directory that is able to be viewed by my admins through FTP
3. Renames the .rpt and hiveext logs to have the date and time stamp that this script was run, so you can archive and search through logs
4. Does the same with the BEC chat logs, as well as InfiStar/Blur Antihack's Admin Log
5. Restarts the server.
6. Restarts BEC.
@echo off set dayzpath="C:\Servers\Epoch\" set becpath="C:\Servers\Epoch\BEC\" set serverexefile="arma2oaserver.exe" set becexefile="bec.exe" set logfolder="C:\Servers\Epoch\instance_11_Chernarus" set ftplogfolder="C:\ftp\logs\Epoch" echo. echo Killing Server Executable... taskkill /f /im %serverexefile% echo. echo Done! echo. echo. echo Killing BattlEye Extended Controls EXE... taskkill /f /im %becexefile% echo. echo Done! echo. echo. echo Synchronizing log files to FTP directories for external access... move /y "%logfolder%\arma2oaserver.rpt" "%ftplogfolder%\%date:~10,4%%date:~7,2%%date:~4,2%_%time:~0,2%%time:~3,2%_arma2oaserver.rpt" move /y "%logfolder%\HiveExt.log" "%ftplogfolder%\%date:~10,4%%date:~7,2%%date:~4,2%_%time:~0,2%%time:~3,2%_hiveext.log" echo Synchronizing BEC Chat logs to FTP for external access... copy /b /v /y "C:\Servers\Epoch\BEC\Log\Epoch\Chat\*.*" "%ftplogfolder%\Chat\" echo. echo Done! echo. echo. echo Moving the Admin Tools Log... copy /b /v /y "C:\Servers\Epoch\AdminLog.txt" "C:\ftp\logs\Epoch\AdminLog.txt" echo. echo Done! echo. echo. echo Server shutdown and log file copying complete! Initiating server restart! timeout 10 echo. echo. echo Starting Server... cd /d %dayzpath% start "" "DayZ_Epoch_instance_11_Chernarus.bat" echo. echo Done! echo. echo. echo Starting BattlEye Extended Controls after a 30 second timeout... cd /d %becpath% timeout 30 "Bec.exe" -f Epoch.cfg echo. echo Done! echo. echo. echo Server startup complete! Exiting... timeout 10 @exit
-
I'm using a script to remove weapons from custom added vehicles, similar to
What I'd like to do is make it so players can add some of the ammunition back. For example, I'd like to make it so that you could add 6 hydra missiles to an AH6J_DZ armed attack helicopter by consuming a MAAWS rocket, or load the miniguns by consuming two belts of ammunition.
-
I am most of the way done installing multiple servers on one dedicated box.
I was able to search through the forum threads and find some really sweet .bat file scripting to make it easy to utilize BEC and .bat scripts to kill processes and restart them.
Right now the problem I am having is that the taskkill /f /im arma2oaserver.exe command closes down both server exe files.
-
yep the rcon isnt perfect. i will look what i can make better.
if players not showing, please check your "Character_DATA" table wether column `last updated` does exist.
if not, then please execute this SQL- command:
ALTER TABLE `Character_DATA` ADD COLUMN `last_updated` TIMESTAMP NULL DEFAULT NULL ON UPDATE CURRENT_TIMESTAMP AFTER `Infected`;
Hello and thank you for your prompt reply.
I did add in the SQL command to add last_updated column after Infected column.
Currently, the 4 players that logged on do have timestamps shown in the table, so that is working. However, there is still no "lastest players" populating the table on the Info-Board field. I will give it a while to populate.
Thank you again very much!
-
I installed this on my webserver, and the database and RCON connections appear to work, but the RCON seems sporadic....
Maybe only 25% of refreshes will actually have the player online. Ban List won't show at all. Shutdown/Restart/Kick/Ban seems to work fine. Players don't show up on the map, nor in any of the Info-Board player fields.
The database portion of it appears to work great.
Is there anything you can suggest me to look into that would fix the RCON issues I am having? Thank you very much!
-
Updated, I am having a new hurdle with the DayZ.ST database migration not showing bases/vehicles/safes
-
Do you have a procedure for actually importing the database on the new server?
I have the *.sql file already
-
Current Status: I successfully moved over the database using NaviCat, but I am having issues with getting the objects in fully. Player Inventories are fine, but the majority of bases, safes, and vehicles are completely gone.
I noticed another thread saying to change the Timestamp/Datestamp, as well as changing the Instance column of the object_data table. I performed that, but still no dice.
Thank you in advance!
Original Post:
I'm trying to migrate two servers from DayZ.ST over to a new dedicated box. One is Epoch, the other is a regular DayZ 1.8 server.
I have completed the following:
1. Installed Steam, grabbed Arma2 and Arma2:OA
2. Installed DayZ Commander
3. Installed latest releases and patches for Arma2, DayZ, and Epoch
4. Installed MySQL Server
Currently, I am trying to migrate the MySQL databases over from DayZ.ST. The MySQL Workbench keeps throwing errors:
Reverse engineering triggers from bliss_1469 Reverse engineering stored procedures from bliss_1469 - Retrieving stored procedure bliss_1469.proc_getBuildingPageCount... - Reverse engineering bliss_1469.proc_getBuildingPageCount... Traceback (most recent call last): File "C:\Program Files (x86)\MySQL\MySQL Workbench CE 6.1.6\modules\db_mysql_re_grt.py", line 314, in reverseEngineer grt.modules.MysqlSqlFacade.parseSqlScriptString(catalog, wrap_sql(wrap_routine_sql(sql), schema_name)) File "C:\Program Files (x86)\MySQL\MySQL Workbench CE 6.1.6\modules\db_mysql_re_grt.py", line 257, in wrap_routine_sql return "DELIMITER $$\n"+sql TypeError: cannot concatenate 'str' and 'NoneType' objects Traceback (most recent call last): File "C:\Program Files (x86)\MySQL\MySQL Workbench CE 6.1.6\workbench\wizard_progress_page_widget.py", line 192, in thread_work self.func() File "C:\Program Files (x86)\MySQL\MySQL Workbench CE 6.1.6\modules\migration_schema_selection.py", line 161, in task_reveng self.main.plan.migrationSource.reverseEngineer() File "C:\Program Files (x86)\MySQL\MySQL Workbench CE 6.1.6\modules\migration.py", line 351, in reverseEngineer self.state.sourceCatalog = self._rev_eng_module.reverseEngineer(self.connection, self.selectedCatalogName, self.selectedSchemataNames, self.state.applicationData) SystemError: TypeError("cannot concatenate 'str' and 'NoneType' objects"): error calling Python module function DbMySQLRE.reverseEngineer ERROR: Reverse engineer selected schemas: TypeError("cannot concatenate 'str' and 'NoneType' objects"): error calling Python module function DbMySQLRE.reverseEngineer Failed
I downloaded the database through phpMyAdmin, but I do not know how to import it into MySQL. Furthermore, I have read that with the database being over 200MB in size, it is best to not used the web-based phpMyAdmin export function.
Any help would be greatly appreciated.
-
mission.sqm ?
nothing found for *board* or *info* or *death* =(
Edited to Add:
Sorry, stupid moment. Got it thank you!
-
I'd like to remove the death boards from the trader as they do nothing but start drama.
Possible? Thanks! :)
-
Is there anything that can be added in the mission file maybe so that any time a player creates a map marker, something is inserted in the logfile?
-
-
Which AH?
Have you tried adding your new trader location to Sensors in mission.sqm?
-
A key to press to toggle your Debug Monitor?
I haven't successfully been able to get it working in Epoch, because every time I have tried to use a keybind, it breaks the game. Specifically, I get an issue where you can't stop buying through traders.
-
You'll want to run Custom Loot Tables, and then you can modify all of the loot tables. Same principle as here: http://opendayz.net/threads/tutorial-custom-loot-tables-and-adjusting-spawn-rates.11589/
-
I'm having this issue. Are there any options other than disabling map markers altogether?
I'd like to either make it so that it makes a record in the log of who is adding the map markers, or add something like a 5 minute cooldown between map marker adding.
-
They either need the right weapon for the job or they need to be on opposing sides..
So they'd need a MAAWS or something?
-
I'm having an issue where the AI will perfectly engage the armored SUV and HMMWV, but when I spawn in a BRDM or other such vehicles, the AI refuses to fire a single shot at the vehicle.
If I "turn-out" on the vehicle, then I begin taking fire
-
I'm interested in having military vehicles added to the trade menus, however I do not want the current weapons on these vehicles. Jets are a prime example. I'd love to allow players to fly jets around, but I do not want them to have the ability to launch missiles or drop bombs. How can I make it so that when a Jet is purchased, it has 0 ammo? Likewise, I have noticed that on server restart, some vehicles tend to get full ammunition again. How can I make it so that upon server restart, all the ammunition is removed again?
Searching the forum, I only found this, which didn't help much:
I did find the YouTube video by Raymix, but I don't want to spawn vehicles on the map statically, I want players to have to purchase the vehicle.
-
We are experiencing this issue as well. We are a new server with a small player load of at most 10 people, usually around 5.
Using dayz.st
Walking Dead Zombies
in Scripting
Posted
Any idea how to make it so that the zombies have a chance to knock you down or stun/brief KO?
I like the idea of slower zombies, but I would like the zombies to be a bit more aggressive to compensate for it.