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ReDBaroN

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Posts posted by ReDBaroN

  1. Well I'm using the first atm which has knocked out all of it but, my admins think they may have found a way around it which we are currently testing.

     

    As soon as I have more info on that I'll post back to Buddy's thread.

     

    Quick tip, looking at building materials is a bit flawed, especially if you have building payouts in the AI mission crates. What I look for is a high number of very rare items on my server. MAAWS and their rockets, M107's and their mags, hotwire kits etc. etc. depending on how you have configured your server....

     

    What we were doing (until Buddy's excellent script) was to keep an eye out for a player losing connection in the bottom left of the screen and then spectate that player as they come back in. If they're stood in front of storage and swapping back packs around then they're a definite suspect. But, they will do it again 99 % of the time. So, now you go invisible and get near them and when they're logged out, check the safe. If it has a back pack in it. Take it out, then laugh as they come back in and hunt around for it. (Also if you use infiSTAR, it notifies you of a player losing connection near storage)

     

    At this point most dupers I have come across admit to it when you challenge them in direct chat whilst still invisible. If they don't, you only need to then check the backpack they're wearing for proof as it will have the same contents in it as the one you are now wearing form the safe.

     

    We have a simple system which, if anything is too lenient. Strip all their safe gear down to 2 bc's, 1 m107, 2 mags and 5 of everything else. Also at this point tell them that if you catch them again they get a perm ban. Take a note of their unique ID at this point, PUID or GUID. Because if they do it again, they'll do it under a new name.

     

    Still, get Buddy's script on and you'll see this problem vanish .....for now :)

  2. Yes, but, if like me, server owners put 124879 on their servers, client's using 125402 can still connect to it. The server won't auto update to the latest beta version.

     

    Doesn't this bypass, in the short term, the issue of the steam id's until we all figure out a way to copy old character information across to the new characters...?

  3. The lower, the more often the game sends updates. Having these values too large will result in desync because updates are not frequent.

    Thanks Icomrade, so with having mine set lower, that's better for a mid-high pop server? I am currently using your settings you posted but, would you say that with the recent version changes your excellent guide is still accurate?

  4. Yes, I know that. There's already been a solution posted for a manual fix, but an automated one would be better.

     

     

    I updated my Arma 2 to the beta (125402) and joined my server, which is on 124879 and it worked just fine. My host hadn't updated their control panel to include 125402 at the time I tested.

     

    Thanks for this BetterDeadThanZed. I think based on this I'll probably just upgrade my server to 124879 until I can get my head around how to marry up the 3000 old alive characters in my db to the new characters Steam is going to create when my server goes to 125402 and beyond.(I still don't know how anyone is going to overcome this problem as there will be nothing linking the 2 characters unless a player can tell you their old 9/10 digit PUID and you then query that in the db...)

     

    124879 it is then, so getting my server on to Steam, onto the version the Epoch devs tested 105 with (which should hopefully clear my last error with playerhit.sqf with 112555) but, stopping short of the Steam ID swap over and the character nightmare. 

     

    Can anyone see any holes in my plan....? And what are you all going to do...?

  5. HI Brockie, thanks for your concise guide above.

     

    What I was planning to do was to upgrade the server to 124879 so as to still get to the steam version but, not the version which changes PUID to Steam ID.

     

    The reason for this is I still need to get my head around how with 3000 odd alive characters in my db I'm going to transfer their old character data to the new one created by 125402. Especially considering how on earth I'm going to know who's who!

     

    BetterDeadThanZed has done a test where his server was at 124879 and his client was on 125402 and the 2 married just fine.

     

    There is a big discussion going on around this here:

     

     What do you think? (And maybe you want to add your helpful post there too....?)

  6. Wai does custom spawns in the custom spawns file. It has examples of what you need to configure in there already as a template.

    Dzms doesn't as stock but can be configured to if you find a particular thread in here somewhere.

    You should really go back to the script author's release pages and follow their very easy instructions.

  7. I had this problem and it was down to one of the mods.

    Try the vanilla files and it will work.

    My advice is to turn all your mods off in your mission file and start them up one by one until you find out which one (or more than one hence starting with all switched off) is causing the problem.

    To be honest pretty much most my scripts needed some attention.

    The update to 105 is a biggie!

  8. I'm not that worried about changing id's in the scripts but, I'm worried if you're a new character, does that mean all player's gear will be lost unless in storage? Did you also randomly spawn on the map with your server's fresh spawn loadout Betterdead?

  9. nothing should happen is only a few more numbers.

    all "beta 125402" players will get a new character in database

    Beta build 125402 is working with Epoch 1.0.5.1

     

     

    I think the number just changed. So the number that is assigned to your character is another now. Which means that the system of the server will create a new character since it thinks that that fellow is a new player.

    Small things need to be done by the player like plotpoles need to be replaced and so on.

    Yes, but I'm guessing we'll need to use these new id's for things like infistar and other mods that use player ID as BetterDeadThanZed mentioned....?

  10. i made this a while back:

     

     

    it has a lot more functions than macas version like choose distance indiviually for each safezone/tradercity, it logs all vehicle moved/deleted with classname, gear, id and so on, you can set it to delete certain vehicles and just move other types, you can also choose to unlock them or delete the ones that has over a certain percentage of damage and you can choose if you want to move all the vehicles to a certain spot (like a special made vehicle impound lot).

     

    from default i have set it up to just move vehicles outside the zones and only delete bikes, motorcycles and gyros, it will work for napf, cherno and taviana but can easily be setup to work for any map.

     

     

    Halvhjearne's script is an automatic insert for me whenever I work on a new build - It's easy to use and I can change if I want it moved or deleted and more. 

     

    All other scripts that I have seen is probably doing some of the same things... but is the best in my opinion. 

    Wow, thanks guys! 

     

    I'll give it a whirl...!

     

    Thanks again :)

  11. I thought the ingame browser will still work but, just not with gamespy. I did a test by upgrading my local arma2 to the latest patch and the ingame browser changed. Looked the same but, without gamespy all over it and whole load less servers...!

     

    Not sure what the ip reporting address would be though...

  12. could u people please learn how to use the right forum

    well that's helpful! Obvious I'm new to this so thanks for pointing me in the right direction! not!

     

    And 'u people' tut tut, don't you know that discrimination is not the done thing nowadays..?

  13. Having just spent the 2 days (including planning) upgrading from 1042 to 105, I now see there is a hotfix, 1051 available.

     

    Is there any chance, for those of us that have already spent a lot of time going through the upgrade, to get some instructions on a delta of the changes and what files need to be changed from 105 to 1051 so it isn't such a massive exercise starting all over again?

     

    I have a looked through the server file changelogs and installation instructions but, can't see anything like this at all.

     

    If it already exists and I haven't looked in the right place, I apologise but, please point me in the right direction. 

     

    Would make my life a lot easier if I could get this?

     

    Thanks

  14. 1.0.5 has self bloodbag built-in.  look at the changelogs for how to activate it.

     

     

     

    Add this to init.sqf in your mission file

     

    My settings give 6000 blood, a 10 minute cooldown before you can bag again and a 10% chance of infection (I think!!)

    DZE_selfTransfuse = true;
    DZE_selfTransfuse_Values = [6000, 10, 600];
    

    Done! Thanks guys. I'd noticed it in the change log but didn't think it would be right click so left if off. 

     

    Have now changed to this and found out it's right click anyway... lol

     

    Thanks again.

  15. the latest problem I'm having is that normal players can't access the trader menus. When they select trader menu, the menu appears but then quickly flashes off instantly before they can click on any of the lists.

     

    This isn't happening to admins though.....I have installed the latest infiSTAR update that came through today that's tested for 105.

     

    Anyone else getting this...have I missed something daft again.... 

    while writing this, I have just seen that 1.0.5.1 is available...! Does that mean this issue will be fixed? Nothing in the changelog about it....

     

    Will we get some easy instructions for those that have already gone to 105?

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