Jump to content

THAC0_Gewch

Member
  • Content Count

    39
  • Joined

  • Last visited

About THAC0_Gewch

  • Rank
    Survivor

Profile Information

  • Gender
    Not Telling

Recent Profile Visitors

690 profile views
  1. There won't be anything in your server-side RPT because the script is being called in the !isDedicated block. Check your player/client RPT file. You could also try starting your game with the -showScriptErrors launch parameter.
  2. I'm finding that players can still destroy other player vehicles when they have players inside of them. Would the devs consider adjusting the line added in the damage handler to something like: if (DZE_PVE_Mode && (({_isPlayer} && {!_falling}) || ({_isPlayer} && {_inVehicle}))) exitWith {}; I haven't tested this yet as I'm at work but can write the change tonight and check on my test server. Edit: I just realized this will probably need to be handled in veh_handleDam.sqf.
  3. You don't need to add "PVDZ_plr_LoginRecord = nil;" to your init.sqf at all, only need to execVM the script at the very bottom of your init. I put the execVM on the very last line of my init.sqf and that did the trick.
  4. Actually, let's not do this. The script itself is looking for this variable to have a value assigned to it. I'm actually going to see if I can get this working on my test server before I give you any more incorrect advice. Edit: Ok, threw everything together on my test server. Was really simple. I put this at the very bottom of init.sqf: execVM "camera\loginCamera.sqf"; Created the camera folder in my mission and threw the loginCamera.sqf file in there. For loginCamera, I made sure to use waitUntil {! isNil ("PVDZ_plr_LoginRecord")}; and I also changed this line to use a value under 10: _camera camSetFOV 2,000; You can read more about why I changed that variable in the camSetFov documentation from Bohemia. I hope this is all helpful and I didn't make things "clear as mud"!
  5. You are quite correct. I hadn't noticed this script is 7 years old, I actually am doubting now this would even work on Epoch 1.0.5.1, let alone the current version. We can still try, though. PVDZ_plr_LoginRecord is initialized and assigned a value in the player_monitor finite state machine. Basically, this means you should try adding it anytime after player_monitor.fsm. Perhaps the very bottom of your init is a good place to start. You don't need to do this, this is just someone creating their scripts in the editor and not really understanding what they are doing (nothing wrong with that, just stating facts). You can simply do execVM "camera\loginCamera.sqf";
  6. PVDZE_plr_LoginRecord has changed to PVDZ_plr_LoginRecord in Epoch 1.0.6 and above. Edit: Also, when working on adding scripts it's wise to launch your game with the -showScriptErrors parameter set in your launch options. This will pop script errors up on your screen in-game and is extremely useful when trying to figure out what's going wrong.
  7. Many years ago, I made a Humanity Loadout script for 1.0.5.x. The script is basic, it checks your players' humanity and grants a pre-set loadout when they spawn depending on their humanity level. I've now updated and optimized this script for 1.0.6.x: https://github.com/OlofTheBald/DayZ-Humanity-Loadout-Granter
  8. Since you're getting kicked for a "Value Restriction", the filter you need to adjust is in publicvariableval.txt. You are probably being kicked for the leading bracket/parenthesis in your username. Remove this entry, or change it to log only (i.e. change "5" to "1"): https://github.com/EpochModTeam/DayZ-Epoch/blob/Release_1.0.6.2/Server Files/DZE_Server_Config/BattlEye/publicvariableval.txt#L3
  9. Glad you figured it out. Was it just an incorrect classname or what?
  10. Hey @JasonTM, I appreciate all the work you've put into porting Nox's admin tools over to 1.0.6.2 for us. Tonight I'm testing Juan's safezone script here: My playtesters are complaining of being kicked for the following so far: VehicleDamage modified and FiredHandler modified These kicks are the same as what OP is seeing, which is why I'm posting here. I'm going to comment out the respective lines for these handler checks, but I'm concerned that if we end up commenting most of these out it will poke too many holes in our anti-hack defenses. Could you elaborate a bit on the AntiHack that you've bundled into Epoch Admin Tools and explain the pros/cons of disabling so many of these handler checks?
  11. It would also be helpful if we could see your client RPT after you have this issue. You can get that by holding down the Windows key and pressing R. It will open a window with a text box that says "Run". In there, paste this: %localappdata%\ArmA 2 OA\ and then press Enter or click OK. In the folder that pops up, you should see a file named "ArmA2OA.RPT". That file will likely have more in-depth details about the problem at hand.
  12. Yeah they said at the bottom of their initial post that they fixed it. @Bostigo can you please verify that you have a properly packed "ca.pbo" in your server-side Arma files?
  13. Are other players on your server having this same issue or is it just you? Also, is this server being hosted by you or are you using a server provider? If it's just you, validate your files through Steam (Right click Arma 2 OA in your Steam library >> Properties >> "Local Files" tab >> "Verify Integrity of Game Files"). If it's happening for all your players, please provide an RPT file.
  14. In your log entry for the kick, note the part where it calls out your playername with parentheses (I've highlighted the relevant bit): 15.04.2020 11:48:22: Jannik (***.***.*.**:2304) ******************************** - Value Restriction #1 "remExField" = [B 1-1-A:1 (Jannik) REMOTE,any,"JIPrequest"] You are being kicked for the leading bracket, because of this filter in publicvariableval.txt: 5 \( Remove this line (or change it to just log with no kick) in your filters and you'll be set.
  15. If you've added any keys to your server, make sure they are not corrupted.
×
×
  • Create New...