Welcome to Epoch Mod Community

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more!

This message will be removed once you have signed in.

ReDBaroN

Member
  • Content count

    767
  • Joined

  • Last visited

  • Days Won

    1

ReDBaroN last won the day on June 4 2016

ReDBaroN had the most liked content!

About ReDBaroN

  • Rank
    Hardened
  • Birthday

Profile Information

  • Gender
    Not Telling

Recent Profile Visitors

850 profile views
  1. Hi @ebayShopper using your version on github, I'm having problems with the AI wandering quite some distance from the mission. Odd because I have them frozen when players are more than 2km's away but, they still seem to wander a fair bit. In some cases, I've found them nearly 3km's away. Seems like they get a waypoint a long way off and then move quite quickly to it. They were also going invisible until I turned off the setting for 'Hide unused AI'. Any ideas?
  2. No. Like a tool, I missed DZE_SafeZoneNoBuildItems when I went through configVariables.sqf scraping stuff into my init.sqf. Thanks man.
  3. Anyone else having problems with this variable? I have this set to: DZE_SafeZoneNoBuildDistance = 750; // Distance from safe zones listed above to disallow building near. I have the usual safezones added like this: DZE_SafeZonePosArray = [[[6254.55,7741.31,0],350],[[4063.4226,11664.19,0],175],[[11447.472,11364.504,0],175],[[1606.6443,7803.5156,0],150],[[12944.227,12766.889,0],150],[[12062.9,12636,0],100]]; //Prevent players in safeZones from being killed if their vehicle is destroyed. Format is [[[3D POS], RADIUS],[[3D POS], RADIUS]]; Ex. DZE_SafeZonePosArray = [[[6325.6772,7807.7412,0],150],[[4063.4226,11664.19,0],150]]; But, you can still place a plot pole more or less in the zone....
  4. I'm running these missions more or less vanilla and I'm not seeing that error. Maybe go back and start over..
  5. @ebayShopper Perfect man! Big thanks and love! Stupid oversight on my part.... As you said, the fault was in the A2 and A2OA files. Thanks again
  6. Thanks @ebayShopper I never had coins before or now. But, it does seem to be related to old characters. So, I decided to knock off any characters older than 2017. To be honest, I've only just gone up to 1061 last week and a lot of those characters in the db went back as far as 2013... :) I think the fresh start won't cause a problem for anyone returning who hasn't been on this year yet. Doubt they would even remember what they had anyway... I'm going to see if this clears the issue. For instance, there were quite a few alive players with [] worldspace coords for some reason. I'll post back if the problem persists with any new players which, I doubt it looking at the results so far. Thanks again for your help. I'm also seeing this error in the rpt: 23:09:14 Error in expression <; _recompile = (count _this) > 0; if (BIS_fnc_init && !_recompile) exitwith {t> 23:09:14 Error position: <BIS_fnc_init && !_recompile) exitwith {t> 23:09:14 Error Undefined variable in expression: bis_fnc_init 23:09:14 File ca\Modules\Functions\init.sqf, line 28 Again, although it started appearing around the same time that I loaded up ESS, I don't know if it's related or not...? Can't seem to find anything else about it apart from some 2 year old threads or a recent one on coins....
  7. @ebayShopper Hey man, long time...... thanks for your continued great work! :) I'm having a slight problem where players that haven't been on since the update to 1061 and new ESS added are getting stuck in debug. On the couple I have found and looked at, I noticed that they hadn't logged on for a long time; one 9 months and the other 11 months. I've maintained my database without wiping in the 4 or 5 years it's been up since around version 103 I think. Never wiped, just applied any SQL db udpates and work the maintenance and balance well. I can confirm that I have built from 1061 vanilla up, have the latest infiSTAR, the latest version of ESS and have double checked my install. I'm also only using spawn, class is disabled. Below is a snippet of the rpt with the errors when it happens: 18:05:13 "INFO: Cannot Sync Character Marc near respawn_west [-18651.9,25767.2,0.00137329]. This is normal when relogging or changing clothes." 18:05:17 Ref to nonnetwork object 1eb8f200# 1055271: wf_uav_terminal_east.p3d 18:05:17 Ref to nonnetwork object 1eb8f200# 1055271: wf_uav_terminal_east.p3d 18:05:21 "HIVE: WRITE: "CHILD:305:271687:[147.452225,[4124.623535,10863.496094,20.461395]]:0.969926:"" 18:05:27 "INFO: Cannot Sync Character Marc near respawn_west [-18634.8,25760.3,0.00131226]. This is normal when relogging or changing clothes." 18:05:35 "HIVE: WRITE: "CHILD:305:271687:[146.0429077,[4352.80127,10598.273438,44.341705]]:0.969175:"" 18:05:41 "INFO: Cannot Sync Character Marc near respawn_west [-18620.3,25753.9,0.00137329]. This is normal when relogging or changing clothes." 18:05:49 "HIVE: WRITE: "CHILD:305:271687:[146.691269,[4413.162109,10508.633789,62.373627]]:0.968434:"" 18:05:52 Ref to nonnetwork object 1eb8f200# 1055271: wf_uav_terminal_east.p3d 18:05:52 Ref to nonnetwork object 1eb8f200# 1055271: wf_uav_terminal_east.p3d 18:05:55 "INFO: Cannot Sync Character Marc near respawn_west [-18609.5,25745.7,0.00128174]. This is normal when relogging or changing clothes." 18:06:00 "INFO: Cannot Sync Character Marc near respawn_west [-18609.5,25745.7,0.00128174]. This is normal when relogging or changing clothes." 18:06:14 "INFO: Cannot Sync Character Marc near respawn_west [-18584.3,25729.8,0.00125122]. This is normal when relogging or changing clothes." Any ideas what this might be? I appreciate it may have nothing to do with ESS. I seem to remember it happening a bit a long time ago while using ESS v2 on 1051. Again,, I appreciate that back then it may not have been related to ESS either....
  8. Exile experienced similar issues with this since the change to dynamic simulation in 1.68. They have an official workaround fix for it in place which has resolved the issue temporarily until a better solution is found but, not sure I should repost here...
  9. Just had a look at your config.cfg. You also need to add this at the top. Just drop it in between EPOCH SERVER CONFIG & GLOBAL SETTINGS: // STEAM steamPort = 2304; steamQueryPort = 2303;
  10. Hey man, try opening 2304-2306 as well. Although 2303 is your steamquery port, 2304 is the steam port. then 2305 is something to do with VON (iirc). Also, since arma version 1.6x you need to have rcon on a separate port to the main server port. So, set that up on 2306. Remember to also set the rcon port in the beserver.cfg now as well. So, change your rule to open 2302-2306 on both UDP and TCP and it will all spring to life :) Finally, you can take that rule off for redis. That connection is internal inside your firewall and doesn't need to be opened up externally.
  11. Nice :) Quick question on only the owner being able to access the vehicle in the SZ...... If this is switched on, will his group members be able to access it? Thanks again for the great work :)
  12. And btw, dayz_server.pbo goes into the dayz server folder in your epoch install, not into your arma or epoch addons root. Refer back to your epoch server install instructions.
  13. Guys, please refer back to the instructions which are quite clear at the beginning of this post. Read them again and carefully and you'll quickly see where you're going wrong. I'm not going to re-write them here, as i would just be duping what's already written up and especially as I'm on my phone. Good luck.
  14. Just referring to safrandees point, from memory, as i tested this a while back, i was able to stand outside the sz and shoot a player out of a heli inside the zone. But, I had a feeling that was fixed in a later version. Are you on the latest safrandee? I've had reports from two players that their vehicles were damaged by other players trolling with other vehicles inside the zone. I thought I had mentioned this before but, am getting confused in my old age.. :) I'll retest tomorrow night after I get home from work and make a proper report unless someone else on this thread gets a chance to test before.