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Posts posted by ObamaCare
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What would you need help with? If it's scripts, there are a lot that are already written that cover most if not all things. If it's setup, there's plenty of guides out there (doesn't mean I wouldn't be willing to walk you through it). What kind of server are you hosting? Is it a managed server through someone like dayz.st or are you running a dedicated server? http://www.soyoustart.com/fr/us/ has incredible deals, and a dedicated server is much better than a managed server (aside from the pain that is setting it up). I currently have plan SYS-E32-4 and I'm able to host two Minecraft servers, a DayZ Epoch server, and a Garry's Mod server with plenty of room for more. Not a single bit of lag.
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Can someone tell me which step stops the item from becoming destructible once its upgraded?
Literally one line of code now.
DZE_GodModeBase = true;
Add that to your mission file's init.sqf where the other variables are defined, else it is off (false) by default in Epoch 1.0.4.2
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Isn't BEC windows/wine only? Because I don't have that, and have no intention of having wine on my server at all.
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Does your debug menu constantly update? If so (round diag_fps) should get the FPS (and round it to a whole number)
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Alright, on my server it takes about 10 seconds to load the mission fully (longer for my computer to load the mission than the server). Do you know which file (if any) defines all the server variables (such as dayz_survived)?
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I used adg's method, and it works great, except for the console spam. Here's the debug menu.
while {debugMonitor} do { //Modify your debug starting here _pic = (gettext (configFile >> 'CfgVehicles' >> (typeof vehicle player) >> 'picture')); if (player == vehicle player) then { _pic = (gettext (configFile >> 'cfgWeapons' >> (currentWeapon player) >> 'picture')); } else { _pic = (gettext (configFile >> 'CfgVehicles' >> (typeof vehicle player) >> 'picture')); }; hintSilent parseText format [" <t size='1' font='Bitstream' align='center' color='#669933'>%1</t><br/> <img size='4' image='%12'/><br/> <t size='1.25' font='Bitstream' align='center' color='#669933'>Whale Gaming</t><br/> <t color='#ffffff' size='1' font='Bitstream' align='center'>%10 Players Online</t><br/> <t color='#ffffff' size='1' font='Bitstream' align='center'>Survived %9 Hours</t><br/> <t color='#ffffff' size='1' font='Bitstream' align='left'>Zombies Killed: </t><t color='#669933' size='1.2' font='Bitstream' align='right'>%2</t><br/> <t color='#ffffff' size='1' font='Bitstream' align='left'>Survivors Killed: </t><t color='#669933' size='1' font='Bitstream' align='right'>%4</t><br/> <t color='#ffffff' size='1' font='Bitstream' align='left'>Bandits Killed: </t><t color='#669933' size='1' font='Bitstream' align='right'>%5</t><br/> <t color='#ffffff' size='1' font='Bitstream' align='left'>FPS: </t><t color='#669933' size='1' font='Bitstream' align='right'>%8</t><br/> <t color='#ffffff' size='1' font='Bitstream' align='left'>Humanity: </t><t color='#5882FA' size='1' font='Bitstream' align='right'>%7</t><br/> <t color='#ffffff' size='1' font='Bitstream' align='left'>Blood: </t><t color='#ff5200' size='1' font='Bitstream' align='right'>%6</t><br/> <t size='1.1' font='Bitstream' align='center' color='#ffffff'>Restart in %11 minutes</t><br/> <t size='1.1' font='Bitstream' align='center' color='#669933'>Visit us on Teamspeak: ts.whale.ga</t><br/> <t size='1.1' font='Bitstream' align='center' color='#669933'>Join our forums: Whale.ga</t><br/> <t size='1' font='Bitstream' align='center' color='#669933'>Press INSERT to toggle</t><br/>", (name player), //1 - This is so I know which variable is which line (player getVariable['zombieKills', 0]), //2 (player getVariable['headShots', 0]), //3 (player getVariable['humanKills', 0]), //4 (player getVariable['banditKills', 0]), //5 (player getVariable['USEC_BloodQty', r_player_blood]), //6 (player getVariable['humanity', 0]), //6 (round diag_fps), //8 (round(dayz_Survived/24)), //9 (count playableUnits), //10 (240-(round(serverTime/60))), //11 _pic]; //12 //Don't modify below this line sleep 1; };
And here's the error. (It didn't show up in my rpt, just in the server console, so apologies that it's a screenshot)
It should be noted that a similar error appeared when the line was simply (dayz_survived) before I added in the math, so I assume it is not the math throwing out the error.
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Yeah, it would need to be run serverside. I think I'll go ahead and try to put something together.
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Okay, thanks, so I have a countdown timer on my Debug Menu until restarts, so would I add a custom script, and have it check for a certain uptime, then when that time is reached, it executes restarter.pl?
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Sorry if the title sounds confusing, but does anybody know of a way to run restarts based on when the server was last started? For example, I want to run restarts every 4 hours, I start my server at 0:00, but at 1:00 I do a manual restart because I changed something, is there a way to now make the server restart at 5:00 instead of 4:00 as scheduled?
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<snip>
Enjoy :)
Thanks for this tutorial, I finally got mine working using it. Would I be able to change days survived to minutes/hours survived by changing (dayz_skilllevel) to (dayz_skilllevel)/24 or would I have to define it as a variable, then divide that variable by either 24 or 1440 (hours/minutes)? Sorry, I'm new to doing math in code.
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Well, I did another clean install, this time making sure to overwrite ALL the files (I had just overwritten what was included in the github, so I uploaded all 15+ gigs of files). Turns out my friend had modified dayz_code.pbo (in the /addons folder) to the point where he broke it. Your script works flawlessly now, thanks, and sorry to report a false issue.
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Read my post here:
It helps explain why you just simply cannot ignore RPT errors because you think they are unrelated to what your current issue is.
Thank you, I was able to make it work by debugging other scripts. I'm just so used to other game servers that simply ignore errors and continue executing other, working, scripts.
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I'm hosting off a dedicated server using this distribution of the server files. Everything was working fine a few days ago, then I screwed up, uninstalled everything, and added things back one by one, this being the first script I added.
init.sqf: http://pastebin.com/NNgrcq7T
server_functions.sqf: http://pastebin.com/H4CGiQ2q (might be relevant)
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I seem to have messed up installation again.
Error:
Error in expression <t.sqf"; if ( !((getPlayerUID player) in AdminList) && !((getPlayerUID player) in> Error position: <AdminList) && !((getPlayerUID player) in> Error Undefined variable in expression: adminlist File mpmissions\__CUR_MP.chernarus\init.sqf, line 97
init.sqf: http://pastebin.com/ASadiEha
Edit: "\z\addons\dayz_code\system\antihack.sqf" appears to not exist. I think I did something wrong. Severely.
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An update to my script issues, turns out I was reading the tutorials wrong. I was looking for code that didn't exist because the script had that code (thought I had to replace some lines, nope, I had to add some). Modified my survey accordingly.
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I tried it, and I had two friends try it, none of us could get it to work. I suppose I could find another way though. Maybe find out what the base file is that defines the loadout then change that.
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I appreciate the help, but that was the first thing I tried and the script never seemed to have executed.
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I am also having trouble with the part relating to line 6. I'm running the linux port of the server if that's relevant.
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Thanks for the reply!!
Leave out questions which are not for you and fell free to include different ones.
That was just a proposal ;)
Scripts work the same way than under windows. The only difference that i see here is that the mission needs to be packed into a pbo file.
have running all 'known' ones. Pm me if you have a question...but should as shown in the normal tutorials...so something else might be wrong.
Whoops, didn't read that part. And maybe I'm just installing the scripts wrong, I tend to do that. I'll take another look at them tomorrow and adjust my reply accordingly.
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Are you using the Epoch linux server port as a test server or productive (or one-time trial attempt)?
I am using it as our main server.
For how long are you using it now?
About a week, I plan on sticking with this for as long as I can. Or until the DayZ standalone server files get released, which will probably never happen.
What is your experience regarding performance of this solution?
I haven't had a single crash, the only thing that stood out was errors being thrown out by scripts because I incorrectly installed them.
What are the positive and negative aspects/experiences with it so far?
Pros: I'm able to run a DayZ server for the low low price of free (minus paying for the dedicated server) as opposed to having to go through a specific host.Cons: Pain in the ass to get everything installed, unlike TF2 or Minecraft which have simplified server mod installations.
Which additional mods/scripts are you using and which do not work properly due to this version?
None so far.Is the installation tutorial detailed enough to get this easily installed and working (and what is maybe missing here)?
I've used Linux (Ubuntu 12.04) for about a year to run various game servers (TF2, GMod, CS:S, CS:GO, variations of minecraft (bukkit, modpack, spigot, etc)), and since most of them are run through steampipe or have simple installs, this was vastly different. Not necessarily difficult, just different. It'd be great if somebody found a way to distribute the server through a single package or run it through another service, but I could see why it wouldn't work. A picture or video tutorial would also be nice (I wouldn't mind helping with that)Anything Else?
Nope, that's all, been smooth sailing since I solved my own problem.
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I was planning on fixing those errors after I find a solution for this. And that was actually the first thing I tried. I noticed in the cache folder there is a file called default.sqf, and that contains the default spawn items in it, but whenever I edit it it gets overwritten on restart. I'm running a Linux server if that changes anything.
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Here is a fresh RPT log http://pastebin.com/FeZkT3yL
Ignore the admin tools part, that's something I can fix on my own. Just forgot a comma.
Edit: tried your idea, nothing changed.
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I think I've tried about 6 different methods to change the default player spawn loadout, and nothing seems to be working.
Here's a relevant snippet of the mission pbo's init.sqf
if (!isDedicated) then { //Conduct map operations 0 fadeSound 0; waitUntil {!isNil "dayz_loadScreenMsg"}; dayz_loadScreenMsg = (localize "STR_AUTHENTICATING"); //Custom Loadouts [] ExecVM "Scripts\loadout.sqf"; //Run the player monitor _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf"; //anti Hack [] execVM "admintools\AdminList.sqf";
I made sure that that the directory was correct and everything. Here's the loadout.sqf file
//Default Loadout DefaultMagazines = ["ItemBandage","ItemBandage","17Rnd_9x19_glock17","17Rnd_9x19_glock17","ItemMorphine","ItemPainkiller","ItemWaterbottleBoiled","FoodSteakCooked"]; DefaultWeapons = ["glock17_EP1","ItemFlashlight","ItemHatchet"]; DefaultBackpack = "DZ_Patrol_Pack_EP1"; DefaultBackpackWeapon = "";
Yet the players always spawn, even after death, with the crowbar (default) loadout.
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Use this
// Epoch Admin Tools //Replace 111111111 with your ID. AdminList = [ "244313478", // <ObamaCare> "100787718" // <Alex> ]; ModList = [ ]; tempList = []; //DO NOT MODIFY THIS VARIABLE
I was off by a comma..... Thanks.
ChooChoo Script Help
in Scripting
Posted
Has anybody gotten this train AI script to work on their server? It sorta works, the train spawns, but it appears all scrunched up at the Cherno freight yard.