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LePogo

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Posts posted by LePogo

  1. Looks like some files are missing or pointed to the wrong path. Make sure you installed the last version and you followed the instructions for the wright version. I recommend you put the files again in the pbo and verify the path for each one.

     

    Also make sure your init.sqf is not calling a script that is no longer there.

     

    And for this file, there is probably a syntax error somewhere you should check around line 7

    22:20:15   Error Undefined variable in expression: _hndl
    22:20:15 File mpmissions\__cur_mp.panthera2\fixes\effects.sqf, line 7
    

    good luck

  2. This is not a fix this is a workaround... And I guess you did not look at his RPT. There is defenitely an error in his WAI config.sqf

    22:20:36   Error Missing ]
    22:20:36 File z\addons\dayz_server\WAI\config.sqf, line 8
    

    You should probably just open this file and see if there is any bracket or semicolon missing at line 8 or near it.

  3. Hi guys I am having a big problem on my server. I really dont know if its client-side or server-side.

    The server seems to run smooth but when I'm getting shot I'm not taking damage or very little damage. The gunshot makes me bleed and can break my legs but the shot itself doesnt make any damage on me. Ive made several tests. Some rifle will give me damage, sometime a headshot will work. But a simple 9mm shot to the chest seems to do nothing at point blank.

     

    I tried to completely deactivate the admin tool thinking that it might cause the problem. But it didn't change anything.

     

    Note that I have a 30Mb/s internet connection and my ping on the server is about 10-15. My friend has the same connection and the same ping.

     

    Ive tried to shoot my friend with the same weapon. and he lost about 3-4000 blood on the first shot.

    I sometime notice desync between 10 and 20 when we are both on the server.

    When I am alone there is never any desync.

     

    Do you have any idea what can cause this?

    I really dont know when it started cause I dont really try to shoot at people and get shot in between each script I install.

     

    The Host = Vilayer

    The Mod = Overpoch

    The Map = Panthera

     

    There is a list of what is on the server so far : 

     

    - Admin tool 1.9.1

    - Snap build Pro

    - Build Vectors

    - Precise base building 1.0.3

    - Plot pole 4 Life

    - Walking Zombies

    - Wicked AI (with an AI city)

    - Map Edits

    - Dynamic traders

    - Config Traders

    - Action Menu (edited version)

    - Modified Debug Monitor

    - Weapon Upgrade System

    - Modified Loot Table

    - Other small addons that I probably forgot

     

    Here is a part of My RPT (when I am getting shot)

    20:48:26 O 1-3-A:1: moving in direct condition failed, dist 2.65904
    20:48:55 "PHIT: B 1-1-B:1 (LePogoQC) REMOTE was hit by B 1-1-C:1 (Shadow) REMOTE with glock17_EP1 from 5.17565m with 0.230522 dmg"
    20:48:57 "CLEANUP: INITIALIZING CLEANUP SCRIPT"
    20:49:03 O 1-1-D:4: moving in direct condition failed, dist 3.03147
    20:49:10 "PHIT: B 1-1-B:1 (LePogoQC) REMOTE was hit by B 1-1-C:1 (Shadow) REMOTE with glock17_EP1 from 5.17565m with 0.230704 dmg"
    20:49:14 "PHIT: B 1-1-B:1 (LePogoQC) REMOTE was hit by B 1-1-C:1 (Shadow) REMOTE with glock17_EP1 from 5.17565m with 0.230497 dmg"
    20:49:18 "PHIT: B 1-1-B:1 (LePogoQC) REMOTE was hit by B 1-1-C:1 (Shadow) REMOTE with glock17_EP1 from 5.17565m with 0.230507 dmg"
    20:49:18 "PHIT: B 1-1-B:1 (LePogoQC) REMOTE was hit by B 1-1-C:1 (Shadow) REMOTE with glock17_EP1 from 5.17565m with 0.230774 dmg"
    20:49:22 "PHIT: B 1-1-B:1 (LePogoQC) REMOTE was hit by B 1-1-C:1 (Shadow) REMOTE with glock17_EP1 from 5.17565m with 0.230651 dmg"
    20:49:31 "PHIT: B 1-1-B:1 (LePogoQC) REMOTE was hit by B 1-1-C:1 (Shadow) REMOTE with glock17_EP1 from 5.17565m with 0.230658 dmg"
    20:49:35 "PHIT: B 1-1-B:1 (LePogoQC) REMOTE was hit by B 1-1-C:1 (Shadow) REMOTE with glock17_EP1 from 5.17565m with 0.23042 dmg"
    20:49:35 "PHIT: B 1-1-B:1 (LePogoQC) REMOTE was hit by B 1-1-C:1 (Shadow) REMOTE with glock17_EP1 from 5.17565m with 0.230678 dmg"
    20:49:47 "PHIT: B 1-1-B:1 (LePogoQC) REMOTE was hit by B 1-1-C:1 (Shadow) REMOTE with Saiga12K from 5.18325m with 0.807285 dmg"
    20:50:17 O 1-2-C:1: moving in direct condition failed, dist 3.14311
    20:50:57 "PHIT: B 1-1-B:1 (LePogoQC) REMOTE was hit by B 1-1-C:1 (Shadow) REMOTE with Saiga12K from 1.49272m with 0.820683 dmg"
    20:50:58 "PKILL: LePogoQC was killed by Shadow with weapon Saiga12K from 1.49272m"
    20:50:58 "PDEATH: Player Died 76561198101544274"
    20:51:09 "get: STRING (76561198101544274), sent: STRING (76561198101544274)"
    20:51:09 "DISCONNECT: LePogoQC (76561198101544274) Object: B 1-1-B:1 (LePogoQC) REMOTE, _characterID: 2 at loc [5133.92,-3091.46,30.6553]"
    20:51:09 "ERROR: server_playerSync: Cannot Sync Player LePogoQC [2]. Position in debug! [5133.92,-3091.46,30.6553]"
    
    

    This is my basic.cfg (Also tried with the default one and having the same issue)

    MinBandwidth=1097152;
    MaxBandwidth=2147483647;
    MaxMsgSend=256;
    MaxSizeGuaranteed=512;
    MaxSizeNonguaranteed=192;
    MinErrorToSend=0.004;
    MinErrorToSendNear=0.05;
    MaxCustomFileSize=0;
    Windowed=0;
    adapter=-1;
    3D_Performance=1;
    Resolution_W=800;
    Resolution_H=600;
    Resolution_Bpp=32;
    

    I hope someone has a fix for me!

    Thanks

  4. EDIT : Problem solved see edit #3 for my fix

     

    Hi, I am currently using Dynamic Traders script from maca134. I also converted to config based traders witch mean I do not use the database anymore for the traders.

     

    The server :

    host = Vilayer

    map = Panthera2.9

    Mod = Overpoch (1.0.5.1)

     

     

    Ive setup all my traders to spawn near roads and so far this is working great. Then I removed the database tables for the traders and I am now using the config files.

     

    My problem is when I spawn, I can scroll the traders and it works. Tried to buys and sell and everything works great. But after a couple minutes, when I try to scroll the trader it doesn't work at all. I try to scope on it in every different angle but nothing.

     

    Note that I removed the original traders and their mapping in the server pbo in /missions/Dayz_Epoch_16.Panthera2/mission.sqf

    I also removed the Markers and the Sensors in the mission pbo - overpoch.panthera/mission.sqm  since the traders will never be at the same place. Are the sensors doing anything about reminding about the traders? or they are just there to make use you do not log off in the traders?

     

    Looks like the sript is working but only once at startup. Then its like if clientside the game forgot about the trader??

     

    Thanks in advance for the help!

     

    EDIT : I forgot to link maca's script so people can look into it see if there is anything wrong. http://epochservers.com/viewtopic.php?f=14&t=33

     

     

    EDIT #2 : Ive now put the original mission.sqf and mission.sqm back in place thinking that was probably causing the problem. but still the same... Maybe I should try tu put back the sql tables? but Ive deleted it with no backup... I dont know why I did this...

     

    EDIT #3 : I solved my problem. when redoing my server_traders.sqf I commented out the trade options for the medical and general traders. Now ive uncommented theses 2 lines and it works!

    [["FoodBioMeat","ItemZombieParts",1,1,"buy","Zombie Parts","Bio Meat",101]],
    
    [["ItemTinBar","TrashJackDaniels",1,1,"buy","Empty Wiskey Bottle","Tin Bar",101]],
    
    

    My real problem is that when I was testing other traders it did work until I tried those 2. After trying on theses 2 traders the other ones were broken. Now everything works fine.

  5. Oh so you are trying to connect to overpochins?   I never tried connecting to overpochins but you should have a @DayzOrigins or @DayzOrigins179 folder in your Arma 2 Operation Arrowhead depending where you got it from. You should enable it the same way I told you in the game menu in expansions. Try putting it on top, if it doesnt work lower it in the list. Since I never tried it i'm not sure if it need to be loaded before or after epoch.

     

    If you want to be able to switch mods easily with a very stable launcher I recommend DayzLauncher http://dayzlauncher.com/

     

    It launches automatically the right mod but wou will probably need to redownload every mods.

     

    Hope you will solve the problem

  6. Server Mod is Overpoch panthera
    Everything is up to date
     
    Host is Vilayer
     
    Thoses are the errors I get in the RPT.
     

    13:40:44 Server error: Player without identity LePogoQC (id 1266757504)
    13:40:44 Server error: Player without identity LePogoQC (id 1266757504)
    13:40:44 Server error: Player without identity LePogoQC (id 1266757504)
    13:40:44 Server error: Player without identity LePogoQC (id 1266757504)
    13:40:44 Server error: Player without identity LePogoQC (id 1266757504)
    13:40:44 Server error: Player without identity LePogoQC (id 1266757504)
    13:40:44 Server error: Player without identity LePogoQC (id 1266757504)
    13:40:44 Server error: Player without identity LePogoQC (id 1266757504)
    13:40:44 Server error: Player without identity LePogoQC (id 1266757504)
    13:40:44 Server error: Player without identity LePogoQC (id 1266757504)
    13:40:44 Server error: Player without identity LePogoQC (id 1266757504)
    13:40:44 Server error: Player without identity LePogoQC (id 1266757504)
    13:40:44 Server error: Player without identity LePogoQC (id 1266757504)
    13:40:44 Server error: Player without identity LePogoQC (id 1266757504)
    ...
    13:41:08 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
    ...
    13:42:49 "PKILL: LePogoQC killed himself"
    13:42:49 "PDEATH: Player Died 76561198101544274"
    13:42:59 "get: STRING (76561198101544274), sent: STRING (76561198101544274)"
    13:42:59 "DISCONNECT: LePogoQC (76561198101544274) Object: B 1-1-B:1 (LePogoQC) REMOTE, _characterID: 2 at loc [5133.92,-3091.46,30.8159]"
    13:42:59 "ERROR: server_playerSync: Cannot Sync Player LePogoQC [2]. Position in debug! [5133.92,-3091.46,30.8159]"
    13:44:34 "CLEANUP: INITIALIZING CLEANUP SCRIPT"
    13:45:12 Warning: z\addons\dayz_communityassets\models\razor.p3d:0 Error while trying to generate ST for points: 214, 349, 208
    13:49:34 "TIME SYNC: Local Time set to [2013,8,3,10,49]"
    13:50:23 Server: Object 3:185 not found (message 91)
    13:50:23 Server: Object 3:184 not found (message 98)
    

    Full RPT in attachment

     

    This is a new install with fresh database. I just wonder if theses are normal? No problem in game. I just need to troubleshoot something when ill put my scripts on it but before I want to make sure everything is allright.

     

    Anything I should worry about?

    Thanks

    arma2oaserver.txt

  7. well it definitely cannot find your dayz_code.pbo for epoch

     

    Have you tried reinstalling epoch?

    Is it in your Arma2 OA root folder?  folder is supposed to be called ''@dayz_epoch''   inside it you will find a folder called ''Addons'' inside this folder you will find multiple PBO's the one causing the error is ''dayz_code.pbo'' mine weights 6945KB

     

    If the weight isn't the same, delete it and redownload it with Dayz Commander.

     

    If it is the same weight, I recommend looking in you My document/Arma2/  for mod folders. If you ever used PlaywithSix it may have stored files there witch can cause an error. Delete every folder starting with a @ in the Mydocuments/Arma2 if you dont plan to use playwithsix anymore. If you plan to use it again well I strongly recommend you not to.

     

    Hope it helps

     

     

    EDIT :

     

    I saw on your other post you are trying to run overpoch. Also you are using launch parameters. 

    Since the last Arma 1.63 update I do not recomment using the launch parameters.

     

    Step 1 : Empty your launch parameters in steam

    Step 2 : Open Arma 2 OA

    Step 3 : On the menu page click expansions

    Step 4 : Enable Overwatch, then Epoch 1.0.5.1, Then your map (in your case Taviana) * note that Arma2 - Arma2 OA - Private military Company - British Armed Force will also be enabled

    Step 5 : select Overwatch and make sure it is Over   Epoch 1.0.5.1  (using Up and down buttons)

    Step 6 : Click Ok - it will ask to restart the game so do it..  then it will relaunch and should work.

     

     

    If these steps doesnt work try to troubleshoot with what I wrote first

  8. @Nakama Mind    

     

    He doesnt own the server he is just a player having trouble to connect to a server. Wich means he cannot change anything you told him to. Those are server files. And the fix is anyway only a workaround. From what I understand this might be related to database problems. I am also trying to figure it out for my own server where I also got players with the same problem.

  9. @Zupa This is only a workaround. In my case i have the login screen error (+sound) for some of my players and this is paired with some database issues. Sometime my players loose some gear, sometime they die and spawn back with gear they had before. I also notice sometime the database doesnt register some data like humanity for killing zombies or AI.

     

    I tried the workaround and it worked for me and my players. But it doesnt solve the real error wich seems to cause database errors.

     

    I also tried to comment out this line as proposed in this thread. But it didn't solved the problem 

    //   #include "\z\addons\dayz_code\system\REsec.sqf";

     

    I am currently reinstalling the whole database and after that all server files. Ill try with the vanilla epoch + fresh database if the problem persist... I really hope to find a real fix to this soon!

     

    EDIT:

     

    @BeoVR6R I saw you have this problem and also a problem with your bank coin system. I do not use this system on my server but I am pretty sure this system uses the database to store that information. Since I also suspect that my database may be the problem I think we may have exactly the same error.

     

    I use Vilayer as a host

    Some of my players have this error on second login attempt (most of the time the first login works)

     

    Also in my case this problem wasn't there about a week ago. Then I received this email :

    Hello LePogo,
    
    If you are currently having any problems with your DayZ Package server, please reboot it and rejoin. There was a problem with the database system which has now been resolved.
    
    Sorry for any inconvenience caused. If you continue to have problems please contact support to have this resolved.
    
    Regards,
    
    Vilayer Support Staff 
    

    Only after receiving this email I started gettings complaints about this error on login.

     

    I hope we find the fix soon!

     

     

     

    EDIT #2

     

    I have no idea if this is related but after reinstalling the complete server to a vanilla ''overpoch'' on panthera with a fresh database I get this in my RPT

    22:17:19 Server error: Player without identity LePogoQC (id 1696465851)
    22:17:19 Server error: Player without identity LePogoQC (id 1696465851)
    22:17:19 Server error: Player without identity LePogoQC (id 1696465851)
    22:17:19 Server error: Player without identity LePogoQC (id 1696465851)
    22:17:19 Server error: Player without identity LePogoQC (id 1696465851)
    22:17:20 Server error: Player without identity LePogoQC (id 1696465851)
    22:17:20 Server error: Player without identity LePogoQC (id 1696465851)
    22:17:20 Server error: Player without identity LePogoQC (id 1696465851)
    22:17:20 Server error: Player without identity LePogoQC (id 1696465851)
    22:17:20 Server error: Player without identity LePogoQC (id 1696465851)
    22:17:20 Server error: Player without identity LePogoQC (id 1696465851)
    22:17:20 Server error: Player without identity LePogoQC (id 1696465851)
    22:17:20 Server error: Player without identity LePogoQC (id 1696465851)
    22:17:20 Server error: Player without identity LePogoQC (id 1696465851)
    22:17:20 Server error: Player without identity LePogoQC (id 1696465851)
    

    I also had this error before reinstalling. I cannot test if the database problem is still there since I personally dosent get this problem (stuck on loading screen) I fact I does happen to me sometimes but this is really rare.

    I now suspect that there might be an error in my HiveExt. Since this in one on the file that is not wiped when I reinstall.

  10. Looks like my attempt tro detect it and kick those player didnt worked. Any Ideas?

     

     

    EDIT :

     

    onDifferentData : signed pbo detected with a valid signature, but a different version than a server has (very strict test, use sparingly, no longer supported in Arma 2 OA 95232)

     

    This is why it doesnt kick players... its disabled...

     

     

    EDIT 2 : 

    Guys I think I foud what I need to do!

     

    keep using 

    verifySignatures = 2;

     

    ...along with:

    regularCheck="";                          *note that by default it was set as regularCheck="{}";      wich disable the check...

     

    Tried deleting my ibr_plants PBO like my players were doing and I got Kicked it the first 30 seconds

    Then I put the PBO back in place and connected again.. nd i'm connected for about 10 minutes now...

  11. Hi!

     

    I realised some of my players were playing on a different version of the panthera map. They able to play without any trees or almost no trees... Witch gave them a bid advantage on other players. I saw some of them running through trees and rocks, landing a plane in a forest, etc.

     

    So far, from what i understand, the players on my server with that problem got their map files from playwithsix. All other players who actually see the map without errors took the files from armaholic.

     

    I tried setting

    verifySignatures = 2;

     

    along with..

     

    onDifferentData = "kick (_this select 0)";

     

    in my config.cfg

     

    I still need to wait for the players I that have this problem to try to connect. If my fix works it should kick them. I aldo added a message in the MOTD saying to get the map from armaholic if they get kicked. Ill update the post when I will know if it works or not.

     

    I just wanted to expose the problem to everyone because my players are telling me they can also connect on bigger servers (30+ players) and exploit the same glitch. So I think the community should know about this so that we can find a permanent fix.

  12. Hi! I need help to add items to my epoch server without adding addons for my player to download clientside.

     

    What I want to do is to create new items with the basic ''pouch'' used for a lot of items with no skin. I want to set a specific name to those items.

     

    If this is possible I could also use all the trash ''documents'' Items (I'm not sure if they are from epoch or overwatch but my server is overpoch so I have acces to those items) and rename them.

     

    I have no idea if this is possible. If not I guess Ill have to use scrap metal and other trash items to set with the weapon addons script I'm using..

     

    Thanks

  13. Hey guys! I am trying to script something for WAI to actually find intel that gives you the mission position.

     

    This is how i see it.

     

    - When a mission launch it finds 2 locations instead of one. (Location A for the mission. Location B for the intel)

     

    - A small crate will be added to location B with a document in it. (the document object will be different for Bandit or Hero mission)

     

    - A small group of AI will be placed at location B (4 to 5 AI)

     

    - You will be able to right click / Read intel and the current mission marker will be displayed on map (only for the player)

     

    - If you find a mission by yourself you can still do it. you do not need intel.

     

    - You can keep intel documents for later missions (will be easyer to script that way)

     

    - If you find theses document in loot, You can still use them for a mission.

     

    - When you read the intel, the document dissapear.

     

    - 5 minutes after the document is read, the marker will show up for everybody, with an error marge of 500 meters.

     

     

    Why I think this will be a good addition :

     

    - Players cannot avoid missions since they don't know where they are.

    - Players will rush even more to the first part of the mission because only one player will have the advantage of knowing exactly where the mission will be.

     

     

    I am noob at scripting and I'm not even sure if I'll be able to do it so if you have any tips on how to do some part of the scripting fell free to reply!

     

    These are the addition in the mission scripts I think I need to add.

     

    - make the mission find a B location

    - Add unit and crate to B location (for each mission)

    - Use the right click script to read the intel

    - Make the intel document removable from inventory when you read it.

    - Mess with the mission markers so that they update the right way. (locally for the player who read it, then for everyone after 5 minutes)

    - Make the mission marker different for the local player who read it than the one everybody else will get. (exact location vs 500 off location)

     

    I thinks this is it. I will keep you updated on my progress. If you have any ideas or help to share fell free to do it!

     

    EDIT : this is what ive done so far

     

    Change in each mission.sqf

     
    if(isServer) then {
    private ["_baserunover","_mission","_directions","_position","_positionb","_crate","_crate_type","_crate_intel","_num"];
    
    // Get a safe position 80 meters from the nearest object
    _position = [80] call find_position;
    _positionb = [80] call find_position;
    
    // Initialise the mission variable with the following options, [position, difficulty, mission name, mission type (MainHero/Mainbandit), minefield (true or false)] call mission_init;
    _mission = [_position,_positionb,"hard","Test Mission","MainHero",true] call mission_init;
    
    diag_log format["WAI: Mission Test Mission started at %1",_position];
    
    //Setup the crate
    _crate_type = crates_large call BIS_fnc_selectrandom; // Choose between crates_large, crates_medium and crates_small
    _crate = createVehicle [_crate_type,[(_position select 0),(_position select 1),0],[],0,"CAN_COLLIDE"];
    _crate_intel = createVehicle [_crate_type,[(_positionb select 0),(_positionb select 1),0],[],0,"CAN_COLLIDE"];
    
    // Crate Spawn Example
    // Parameters: 0: _crate
    // 1: Max number of guns OR [MAX number of guns,gun_array]
    // 2: Max number of tools OR [MAX number of tools,tool_array]
    // 3: Max number of items OR [MAX number of items,item_array]
    // 4: Max number of backpacks OR [MAX number of backpacks,backpack_array]
    [_crate,15,[2,crate_tools_sniper],[2,crate_items_high_value],[3,crate_backpacks_large]] call dynamic_crate;
    [_crate_intel,0,[0,crate_tools_sniper],[1,crate_items_high_value],[0,crate_backpacks_large]] call dynamic_crate;  //currently using high value tu put the intel document but I will create a new section for it!!
    
    // Group Spawn Examples
    // Parameters: 0: Position
    // 1: Unit Count
    // 2: Unit Skill ("easy","medium","hard","extreme" or "random")
    // 3: Guns (gun or [gun,launcher])
    // Guns options : (0 = ai_wep_assault, 1 = ai_wep_machine, 2 = ai_wep_sniper, "random" = random weapon, "Unarmed" = no weapon)
    // Launcher options: (at = ai_wep_launchers_AT, aa = ai_wep_launchers_AA or "classname")
    // 4: Magazine Count
    // 5: Backpack ("random" or "classname")
    // 6: Skin ("Hero","bandit","random","special" or "classname")
    // 7: Gear (0:ai_gear0, 1:ai_gear1, 2:ai_gear2, 3:ai_gear3, 4:ai_gear4 or "random")
    // 8: AI Type ("bandit","Hero","special" or ["type", #] format to overwrite default gain amount) ***Used to determine humanity gain or loss***
    // 9: Mission variable from line 9 (_mission)
    _num = round (random 3) + 4;
    [[_positionb select 0, _positionb select 1, 0],4,"random","random",4,"random","bandit","random","bandit",_mission] call spawn_group;  // Group of 4 spawning at position b
    [[_position select 0, _position select 1, 0],_num,"extreme",["random","at"],4,"random","bandit","random",["bandit",150],_mission] call spawn_group;
    [[_position select 0, _position select 1, 0],4,"hard","random",4,"random","bandit","random","bandit",_mission] call spawn_group;
    [[_position select 0, _position select 1, 0],4,"random","random",4,"random","bandit","random","bandit",_mission] call spawn_group;
    [[_position select 0, _position select 1, 0],4,"random","random",4,"random","bandit","random","bandit",_mission] call spawn_group;
    [[_position select 0, _position select 1, 0],4,"random","random",4,"random","bandit","random","bandit",_mission] call spawn_group;
    
    // Mission objective options and messages
    [
    [_mission,_crate], // mission variable (from line 9) and crate
    ["kill",70], // Mission objective type (["crate"], or ["kill",wai_kill_percent], or ["assassinate", _assassinate]) //so you can finish the mission without going to intel spot
    [_baserunover], // buildings to cleanup after mission is complete, does not include the crate
    "A Mission has spawned, hurry up to claim the loot!", // mission announcement
    "The mission was complete/objective reached", // mission success
    "The mission timed out and nobody was in the vicinity" // mission fail
    ] call mission_winorfail;
    
    // End of mission
    diag_log format["WAI: Mission bandit base ended at %1 ended",_position];
    
    h_missionrunning = false;
    };
    

     

     

    mission_init.sqf

    if(isServer) then {
    	
    	private ["_mines","_difficulty","_mission","_type","_color","_dot","_position","_positionb","_marker","_name"];
    
    	_position 	= _this select 0;
    	_positionb 	= _this select 1;
    	_difficulty = _this select 2;
    	_name		= _this select 3;
    	_type		= _this select 4;
    	_mines		= _this select 5;
    	
    	_mission 	= count wai_mission_data;
    	
    	if(debug_mode) then { diag_log("WAI: Starting Mission number " + str(_mission + 1)); };
    	
    	wai_mission_data = wai_mission_data + [[0,_type,[]]];
    
    	if(wai_enable_minefield && _mines) then {
    		call {
    			if(_difficulty == "easy") 		exitWith {_mines = [_position,20,37,20] call minefield;};
    			if(_difficulty == "medium") 	exitWith {_mines = [_position,35,52,50] call minefield;};
    			if(_difficulty == "hard") 		exitWith {_mines = [_position,50,75,100] call minefield;};
    			if(_difficulty == "extreme") 	exitWith {_mines = [_position,60,90,150] call minefield;};
    		};
    		wai_mission_data select _mission set [2, _mines];
    	};
    	
    	_marker 	= "";
    	_dot 		= "";
    	_color		= "";
    	
    	call {
    		if(_difficulty == "easy")		exitWith {_color = "ColorGreen"};
    		if(_difficulty == "medium")		exitWith {_color = "ColorYellow"};
    		if(_difficulty == "hard")		exitWith {_color = "ColorRed"};
    		if(_difficulty == "extreme") 	exitWith {_color = "ColorBlack"};
    		_color = _difficulty;
    	};
    	
    	call {
    		if(_type == "mainhero")		exitWith { _name = "[B] " + _name; };
    		if(_type == "mainbandit")	exitWith { _name = "[H] " + _name; };
    		if(_type == "special")		exitWith { _name = "[S] " + _name; };
    	};
    
    	[_position, _positionb, _color, _name, _mission] spawn {
    
            private["_position","_positionb","_color","_name","_running","_mission","_type","_marker","_dot"];
    
    		_position	= _this select 0;
    		_positionb	= _this select 1;
    		_color 		= _this select 2;
    		_name 		= _this select 3;
    		_mission 	= _this select 4;
    		_running 	= true;
    
    //intel marker		
    		while {_running} do {
    
    			_type	= (wai_mission_data select _mission) select 1;
    			
    			_marker 		= createMarker [_type, _positionb];
    			_marker 		setMarkerColor _color;
    			_marker 		setMarkerShape "ELLIPSE";
    			_marker 		setMarkerBrush "Solid";
    			_marker 		setMarkerSize [200,200];
    			_marker 		setMarkerText _name;
    
    			_dot 			= createMarker [_type + "dot", _positionb];
    			_dot 			setMarkerColor "ColorBlack";
    			_dot 			setMarkerType "mil_dot";
    			_dot 			setMarkerText _name;
    
    			sleep 1;
    
    			deleteMarker 	_marker;
    			deleteMarker 	_dot;
    
    			_running = (typeName (wai_mission_data select _mission) == "ARRAY");
    
    		};
    		
    	if(debug_mode) then { diag_log("WAI: Mission Data: " + str(wai_mission_data)); };
    	
    	markerready = true;
    
    	_mission
    	
    //normal marker
    		while {_running} do {
    			sleep 1800; //30 minutes sleep
    			_type	= (wai_mission_data select _mission) select 1;
    			
    			_marker 		= createMarker [_type, _position];
    			_marker 		setMarkerColor _color;
    			_marker 		setMarkerShape "ELLIPSE";
    			_marker 		setMarkerBrush "Solid";
    			_marker 		setMarkerSize [300,300];
    			_marker 		setMarkerText _name;
    
    			_dot 			= createMarker [_type + "dot", _position];
    			_dot 			setMarkerColor "ColorBlack";
    			_dot 			setMarkerType "mil_dot";
    			_dot 			setMarkerText _name;
    
    			sleep 1;
    
    			deleteMarker 	_marker;
    			deleteMarker 	_dot;
    
    			_running = (typeName (wai_mission_data select _mission) == "ARRAY");
    
    		};
    	};
    };
    

     

    And the one i'm really not sure about... find_position.sqf

    if(isServer) then {
    	
    	private ["_i","_traders","_safepos","_validspot","_position"];
    
    	waitUntil {markerready};
    
    	if(use_blacklist) then {
    		_safepos		= [getMarkerPos "center",0,9500,(_this select 0),0,0.5,0,blacklist];
    	} else {
    		_safepos		= [getMarkerPos "center",0,9500,(_this select 0),0,0.5,0];
    	};
    
    	_validspot 	= false;
    	_i 			= 1;
    
    	while{!_validspot} do {
    
    		_position 	= _safepos call BIS_fnc_findSafePos;
    		_positionb 	= _safepos call BIS_fnc_findSafePos;
    		_i 			= _i + 1;
    		_validspot	= true;
    
    		if (_position call inDebug) then { _validspot = false; }; //diag_log("WAI: Invalid Position (Debug)");
    		if (_positionb call inDebug) then { _validspot = false; }; //diag_log("WAI: Invalid Position (Debug)");
    
    		if(wai_near_water != 0) then {
    			if ([_position,wai_near_water] call isNearWater) then { _validspot = false; }; //diag_log("WAI: Invalid Position (Water)");
    			if ([_positionb,wai_near_water] call isNearWater) then { _validspot = false; }; //diag_log("WAI: Invalid Position (Water)");
    		};
    
    		if (isNil "infiSTAR_LoadStatus1" && wai_near_town != 0) then {
    			if ([_position,wai_near_town] call isNearTown) then { _validspot = false; }; //diag_log("WAI: Invalid Position (Town)");
    			if ([_positionb,wai_near_town] call isNearTown) then { _validspot = false; }; //diag_log("WAI: Invalid Position (Town)");
    		}; // ELSE infoSTAR is enabled, need to find another method of finding near towns
    
    		if(wai_near_road != 0) then {
    			if ([_position,wai_near_road] call isNearRoad) then { _validspot = false; }; //diag_log("WAI: Invalid Position (Road)");
    			if ([_positionb,wai_near_road] call isNearRoad) then { _validspot = false; }; //diag_log("WAI: Invalid Position (Road)");
    		};
    
    		if (wai_avoid_missions) then {
    			if(debug_mode) then { diag_log("WAI DEBUG: FINDPOS: Checking nearby mission markers: " + str(wai_mission_markers)); };
    			{
    				if (getMarkerColor _x != "" && (_position distance (getMarkerPos _x) < wai_mission_spread)) exitWith { _validspot = false; };
    				if (getMarkerColor _x != "" && (_positionb distance (getMarkerPos _x) < wai_mission_spread)) exitWith { _validspot = false; };
    			} count wai_mission_markers;
    		};
    
    		if (wai_avoid_traders) then {
    			if(debug_mode) then { diag_log("WAI DEBUG: FINDPOS: Checking nearby trader markers: " + str(trader_markers)); };
    			{
    				if (getMarkerColor _x != "" && (_position distance (getMarkerPos _x) < wai_mission_spread)) exitWith { _validspot = false; };
    				if (getMarkerColor _x != "" && (_positionb distance (getMarkerPos _x) < wai_mission_spread)) exitWith { _validspot = false; };
    			} count trader_markers;
    		};
    
    		if(_validspot) then {
    
    			if(debug_mode) then { diag_log("Loop complete, valid position " +str(_position) + " in " + str(_i) + " attempts"); };
    			if(debug_mode) then { diag_log("Loop complete, valid position " +str(_positionb) + " in " + str(_i) + " attempts"); };
    	
    		};
    
    	};
    	_position set [2, 0];
    	_position
    	_positionb set [2, 0];
    	_positionb
    };
    

     

    * note that I'll try to make the mission marker show up for everyone after momething like 30 minutes. instead of having a time that wait for the intel to be acquired. Wich mean the advantage of taking the intel depends on how fast you are to get it. If you take 10 minutes, you have a 20 minutes advantage. if you take 25 minutes you only have a 5 minutes advantage.

     

    Still need to

     

    - create _crate_items_intel in the config file so the crate can spawn the document with 100% chances.

    - put the intel documents in crates

    - make the right click option to trigger a new sqf file with the original  mission_init.sqf code but only active for the player who did it.

    - ...test and figure out what I did wrong/forgot

  14.  

    Why not do it like the following?

     

     

    _vehicle_60 = objNull;

    if (true) then

    {

      _this = createVehicle ["land_A_TVTower_Base", [6437.8472, 14002.853, 51.00000], [], 0, "CAN_COLLIDE"];

      _vehicle_60 = _this;

      _this setDir 104.81783;

      _this setPos [6437.8472, 14002.853, 51.00000];

    };

     

    I was doing this actually. But I was trying to add the setVectorUp in it so my object get straight! Now it works! and I did not have to use setPosATL.

    What I was doing wrong is that I had duplicate like many others but I didnt realized it until I used setPosATL and put everything at 50 meters and I still had the same objects on the ground. So I called my sqf inside server_monitor instead.

  15. Edited my post. I had a dumb question. Figured out myself. was just wondering why it was talking about biedi file in the setVectorUp section of the first post since we dont use the biedi file... Now that i have tried it and it works I understand what he meant.

     

     

    Now my real question.

     

    I have a mapping wich is on shore and a part over the water. Some objects are pretty high (up to 51 meters according to the values I have in the .sqf)

     

    because the heigh was off I tried 

    _this setVehicleInit "this setVectorUp [0,0,1];";
    

    Allready looks better but some heigh still are way off

     

    Should i consider using this ?

    this setPosATL
    

    I have no idea how it works! Lets say I want my object 51 meters up in the air... Will it look like this?

      _this setVehicleInit "this setVectorUp [0,0,1];this setPosATL (_this select 51);";
    

    Or does this makes more sence?

    _this setVehicleInit "this setVectorUp [0,0,1];";   
    _this setVehicleInit "this setPosATL [getposATL this select 0, getposATL this select 1, 51];";
    

    I dont even know if the ''this'' in front is ok... I guess it is because it's calling for the _vehicle_x

     

    And for the height value I'm trying to force in I have no idea how i'm suppose to write this. There is an example from BIS :

    player setPosATL [ getPosATL player select 0, (getPosATL player select 1) - 10,
    getPosATL player select 2]
    

    But again, I have no idea where my height value needs to go. I figure it's at the end (where the 2 is in the example)

     

    Any Ideas?

     

    Thanks in advance!

  16. EDIT : I'm just stupid i was using the old method. Now using this  height problem still persist. If you have a fix for me you can help me there 

     

    Thanks

    Hi everyone!

     

    I am currently trying to make a cave mapping for a base on my server.

     

    Pictures here

     

    Arm_A2_OA_2014_10_03_16_04_16_32.png

    *notice the hole in the middle is normal I made it so we can fly helicopters in. also 2 holes in the bottom for boats and vodnik.

    Arm_A2_OA_2014_10_03_16_04_33_36.png

    *Same thing from the inside, you can see the rocks on top all have the same height.

     

    A part of the mapping is on the ground and another part is on water or on shore. This create a problem while exporting into 2d format (.sqm) Some objects that  I'm using are moving up and down while others (mostly the ones on the ground) are at their places.

     

    Pictures in game

    Arm_A2_OA_2014_10_03_16_03_16_75.png

    *how it looks in my server...

    Arm_A2_OA_2014_10_03_16_02_20_32.png

    * I made only 1 hole not 3... -_-

     

    I tried to force the height position by adding :  

    init=''this setPosATL [getposATL this select 0, getposATL this select 1, HeightValue];'';  

      for every object.

     

    After this, it definitely made a difference wich makes me think the this setPosATL  command is broadcasting to players in my server. but the alligment is still wrong. Since I have object on a slope, So I tried :

    init="this setPosATL [getposATL this select 0, getposATL this select 1, -28.627119];
    this setpos [2634.1467,  8580.5947,  -28.627119];
    private _pos;
    _pos = getPos _this;
    _this setVectorUp [_pos select 0, _pos select 1, (_pos select 2) + 10];";
    

    This is a code I got by converting with http://dayz.codeit.org.ua/parser.php. I have no idea how i am suppose to sue the command _this setVectorUp. I just took the one generated by the converter and the alligment is still off. I noticed while merging my mission.sqm that when I click on an object, I cannot apply changes to it. It shows an error saying : local variable in global space.

     

    this is definitely related to my misunderstanding of the ''setVectorUp''.

     

    Ive read somewhere that it cannot be used without using Setpos before it (witch I did for all objects) But i wonder if there is a chance something else I do not know about theses scripts and that I am doing wrong? like placing setposalt in front of everything may be wrong?

     

    Ive spent so much time on the and so far a lot of different results but none was right..

    Anyone with an Idea for me?

     

    Thanks!

  17. Working great! I had to merge your ''dayz_spaceInterrupt'' with the one I already used with Snap_Pro. Also edited the file for my needs

     

    debug.png

     

    added player name

    added survided x days count

    removed server restart

    added ''spaces'' before and after values so they dont look too tight in the debug box

     

    This is my debug_monitor.sqf if someone want something similar.

    while {debugMonitor} do
    {
    	_time = (round(180-(serverTime)/60));
    	_hours = (floor(_time/60));
    	_minutes = (_time - (_hours * 60));
    	
    	switch(_minutes) do
    	{
    		case 9: {_minutes = "09"};
    		case 8: {_minutes = "08"};
    		case 7: {_minutes = "07"};
    		case 6: {_minutes = "06"};
    		case 5: {_minutes = "05"};
    		case 4: {_minutes = "04"};
    		case 3: {_minutes = "03"};
    		case 2: {_minutes = "02"};
    		case 1: {_minutes = "01"};
    		case 0: {_minutes = "00"};
    	};
    	
    	// You can delete the server website here line (entire line) if you want
    	// You can also delete the entire TeamSpeak IP line if you want
    	hintSilent parseText format ["
    		<t size='0.95' font='Bitstream' align='left' color='#FFBF00'></t><t size='0.95 'font='Bitstream' align='right'></t><br/>
    		<t size='1.25' font='Bitstream' align='center' color='#5882FA'>Les Poulets Du Quebec</t><br/>
    		<t size='0.95' font='Bitstream' align='left' color='#FFBF00'></t><t size='0.95 'font='Bitstream' align='right'></t><br/>
    		<t size='1.15' font='Bitstream' align='center' color='#FFBF00'>%11</t><br/>
    		<t size='1.15' font='Bitstream' align='center' color='#FFBF00'>Survived %2 Days</t><br/>
    		<t size='0.95' font='Bitstream' align='left' color='#FFBF00'></t><t size='0.95 'font='Bitstream' align='right'></t><br/>
    		<t size='1.0' font='Bitstream' align='left' color='#FFBF00'>  Players Online: </t><t size='0.95 'font='Bitstream' align='right'>%1  </t><br/>
    		<t size='1.0' font='Bitstream' align='left' color='#FFBF00'>  Murders: </t><t size='0.95' font='Bitstream' align='right'>%4  </t><br/>
    		<t size='1.0' font='Bitstream' align='left' color='#FFBF00'>  Bandits Killed: </t><t size='0.95' font='Bitstream' align='right'>%5  </t><br/>
    		<t size='1.0' font='Bitstream' align='left' color='#FFBF00'>  Zombies Killed: </t><t size='0.95' font='Bitstream' align='right'>%3  </t><br/>
    		<t size='1.0' font='Bitstream' align='left' color='#FFBF00'>  Humanity: </t><t size='0.95' font='Bitstream' align='right'>%7  </t><br/>
    		<t size='1.0' font='Bitstream' align='left' color='#FFBF00'>  Blood: </t><t size='0.95' font='Bitstream' align='right'>%6  </t><br/>
    		<t size='1.0' font='Bitstream' align='left' color='#FFBF00'>  FPS: </t><t size='0.95' font='Bitstream' align='right'>%8  </t><br/>
    		<t size='0.95' font='Bitstream' align='left' color='#FFBF00'> </t><t size='0.95 'font='Bitstream' align='right'></t><br/>
    		<t size='1.15' font='Bitstream'align='center' color='#5882FA'>TeamSpeak : ts52.gamespeak.com:9117</t><br/>
    		<t size='0.95' font='Bitstream' align='left' color='#FFBF00'></t><t size='0.95 'font='Bitstream' align='right'></t><br/>",
    		//<t size='1.15' font='Bitstream'align='center' color='#5882FA'>Server restart in %9:%10</t><br/>",
    			
    		(count playableUnits),
    		(dayz_Survived),
    		(player getVariable['zombieKills', 0]),
    		(player getVariable['humanKills', 0]),
    		(player getVariable['banditKills', 0]),
    		(player getVariable['USEC_BloodQty', r_player_blood]),
    		(player getVariable['humanity', 0]),
    		(round diag_fps),
    		_hours,
    		_minutes,
    		(name player)
    	];
    	
    	//Don't modify below this line
    	sleep 1;
    }; 

     

    If you have the same issue I had (Snap_Build using the same file ''dayz_spaceInterrupt'') Simply edit the file you already use in snap build folder.

    Find :

    if (_dikCode == 210) then 
    { 
        _nill = execvm "\z\addons\dayz_code\actions\playerstats.sqf";
    };
    

    And change it to :

    //if (_dikCode == 210) then { _nill = execvm "\z\addons\dayz_code\actions\playerstats.sqf";}; //original debug
    // Debug monitor
    if (_dikCode == 210) then {
    	if (isNil 'debugMonitor') then {
    		debugMonitor = true;
    		_nill = execvm "custom\debug_monitor.sqf";
    	} else {
    		debugMonitor = !debugMonitor;
    		hintSilent '';
    		_nill = execvm "custom\debug_monitor.sqf";
    	};
    };
    
  18. I installed the Test Branch (1.9.1) and everything seems fine exept one little thing!

     

    The weather part doesn't seems to work at all. If I try to change time or view distance nothing happens. I havent seen any errors in the RPT

     

    I also noticed that it broke the view distance in my action menu. (witch is yours mixed with another one to have view distances)

     

    Any hint for me?

    Thanks

     

    EDIT : Problem was my fault. I didnt followed the right install procedure (did the old one) now its all working fine!

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