Jump to content

THAC0_Gewch

Member
  • Content Count

    44
  • Joined

  • Last visited

About THAC0_Gewch

  • Rank
    Survivor

Profile Information

  • Gender
    Not Telling

Recent Profile Visitors

1017 profile views
  1. Interesting! I'm not familiar with that software, I wonder if it's just doing a UPnP request to your router. If that's the case, maybe your port forwarding on your router isn't correctly setup. Regardless, you have a solution that sounds like it's gonna work fine for your needs, nice work.
  2. Let me start by saying I really wish a lot more requests for help on the internet were like this. You really covered your bases here and it's much appreciated. Makes it easier to lend a hand. Nice job. Can you clarify, for the player/players connecting remotely (outside of your local network), are they trying to connect using the 192.168 address? If so, that will not work, they need to use the address that your ISP has assigned to your connection. https://www.google.com/search?q=what+is+my+ip As long as your port forwarding is in place, and your ISP isn't blocking those ports, this is likely your resolution.
  3. This is correct. The only Battleye filter that can be changed and applied while your server is running is scripts.txt. All other filters require a restart.
  4. It kind of is. Everyone moved over to Discord.
  5. You need to use Z_VehicleDistance https://github.com/EpochModTeam/DayZ-Epoch/blob/Release_1.0.6.2/SQF/dayz_code/configVariables.sqf#L67
  6. 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.
  7. 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.
  8. 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.
  9. 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"!
  10. 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";
  11. 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.
  12. 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
  13. 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
  14. Glad you figured it out. Was it just an incorrect classname or what?
  15. 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?
×
×
  • Create New...