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Kind-Sir

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Posts posted by Kind-Sir

  1. hi,

    sorry for my mistake but without guys like me the moderator have nothing to do :P

    thanks for moving ;)

     

    ill have a look. thanks!

    BLAST YOU KIDS AND YOU'RE RECKLESS POSTING!

    Haha, don't worry about it man. We're here every now an again to check over the forums and offer help where we can.

    If you would like any help with this script, I could help you out at a later time. Setting up my dev server today and will be writing some scripts I had in mind.

  2. Gotta have the sound files in the mission, as the clients need 'em too.

    The clients will not get any access to the dayz_server files.

    The way the buildings load in through the dayz_server files are that they are stored in their own variable and spawned on each client through the server.

    With sound files, you have to have the sound file local (on the player's computer) in order to play it.

    If the file size bothers you, you may have luck compressing it down.

    Although, you may also have luck looking into https://community.bistudio.com/wiki/Multiplayer_Custom_Sounds_Tutorial

    If clients can have sound files (50KB or less) shared between server and other clients, you might be able to set up a sound folder in your instance folder and see if it loads from there. Might work if you have a headless client, bonus for AI, too.

  3. Really? wow, didn't know it setup through wine, I'll give it a try, but I'm not too friendly with wine, we have not got along in the past haha, but I'll give it a try and let you know what happens :)

    I know your pain.

    I moved over to a Windows Server 2008 box after having trouble setting up a few servers for other games on Linux.

    Then I found OGP and it seemed to work like a charm

  4. Since this seems to be an issue related to the DayZ Epoch Linux server, and since the source for the DayZ Epoch Linux server has not yet been released (to my knowledge), there isn't much that can be done.

    If you're looking for an alternative, install Open Game Panel on your server box and install Arma 2 through that.

    It'll set everything up via wine for you, and have it's own mysql database and so on.

  5. Do you have any modifications to your server files?

    Have you tried running your database on vanilla files?

    I've had a database well over 3MB without much issue, but that was with older Epoch versions (1.0.2.5 I believe)

    If the problem still persists with vanilla files, may you send over your arma2oaserver.rpt and hiveext.log to me?

    If nothing pops up in the logs, I will populate a database with 2.5MB+ of object, player, and character data, and see if anything goes haywire for me.

    On another note, is your dedicated server a Linux or Windows server?

    I would assume Linux as I've seen your posts in the Linux Epoch Server section.

  6. Does clearing the Player_DATA and Player_LOGIN completely  effect anything like inventory's or is that only linked to Character Data?

    I would recommend keeping all data in Player_DATA, but Player_LOGIN is only for the purpose of seeing who logged in/off at what date/time

    character_data holds all the inventory, humanity, etc for players.

    There are dead players that clog up character_data, as well.

    A simple command like the following should suffice when clearing out old player data

    DELETE FROM character_data WHERE alive=0 AND LastLogin<(NOW()-INTERVAL 3 DAY);
    And for deleting blown up vehicles:

    DELETE FROM object_data WHERE damage=1
  7. Alright, I'm trying it out. But do you know what makes a player considered new? Is it whether they're a fresh spawn, or is it something tied to whether the Player ID has logged in before...?

     

    It would seem it's the database that defines whether a player is new or not. It does indeed work now. Thanks a lot! Owe you one  :)

     

    Edit:

     

    While at it, might I ask if you're familiar with the script known as "MountedSlots"? It's a script used by TakiLife RPG missions, which lets players get into the rear of trucks and still be able to look around and shoot - using attachTo.

     

    However, the code's very messy for a beginner like me so I ended up trying to write my own and I've pretty much managed to replicate it with my own solution - but I'm having great trouble getting the mouse aiming to move.

     

    I did manage to be able to look around, albeit if you look around very slowly. Or else the game will bug tremendously and ultimately give you a bright-blue screen. :P

     

    Is this anything you'd be interested in helping me out with? I'd gladly share it with the community upon completion, I think it would be a very welcome addition to the DayZ Community. :)

    I actually have been working on my own previously, but I have not completed it.

    If you're up for sending me some files, go right ahead, but I will use the old code I have and try to get it to work.

    Will report on it via message later tonight.

  8. Cool! Greatly appreciate your help. I'll get a friend to join my server just to ensure that it is a new player, see if it works!

    Try out _videoHasPlayed = dayzPlayerLogin select 8;

    I was 1 number off previously from the _newPlayer variable.

    Testing this out now on my server

    EDIT:

    Does not work.

    Trying out another thing, one minute.

    EDIT 2:

    dayzplayerlogin on a respawn yields:

    ["1",[],[],[0,0,0],true,"2.0","Survivor2_DZ",true,false,0]

    dayzplayerlogin on a new player yields:

    ["1",[],[],[0,0,0],true,"2.0","Survivor2_DZ",true,true,0]

    The 9th value of the array changes to "true" if the player has never been in the server before.

    "dayzplayerlogin select 8" should be able to retrieve that new player value from within the mission file.

  9. It is definitely possible to do through the dayz_server.pbo.
    In theory, you could edit server_playerLogin.sqf located in the dayz_server.pbo/compile folder and add a line when the player is identified as a new spawn.
    Inside of the file, line 70ish, there's

    _newPlayer = _primary select 1;

    Now if this does what it suggests, then all you need to do is attach this variable to the player when the login is successful.

    where line 81 is the start of the if (!_isNew) statement and we want the else function located on line 93 (may be subject to change line numbers) to include a check in the following model:
     

    if (!_isNew) then {
    //returning, do stuff
    } else {
    //use the _newPlayer variable in here
    }

    EDIT:
    It seems like this is taken care of by the end of the file:

    dayzPlayerLogin = [_charID,_inventory,_backpack,_survival,_isNew,dayz_versionNo,_model,_isHiveOk,_newPlayer,_isInfected];
    (owner _playerObj) publicVariableClient "dayzPlayerLogin";

    See if you can get the variable _newPlayer through the mission.

  10. I wasn't flaming :P I helped by pointing SN1PER to the answer he needed, i used my 'obscure phrase' incase he read BetterDeadThanZeds post and thought it didn't work, when it does.

     

     

     

    I thought that was a perfect description and polite :)

    Ah, I was under an impression that "the penny has not dropped" meant that there is still a lack of understanding with the involved individuals.

    Thank you for the clarification.

  11. Search is your friend :) Read

    It explains why and how to fix, unless you're called BetterDeadThanZed cause the penny is yet to drop.

    "The penny is yet to drop" is just an obscure phrase.

    It would really help if you didn't try to flame another member and try to explain your side instead of having cen post a reply that only adds to the fire...

    Or, for that matter, at least add some of your understanding of the topic in a neat post that will address both the issue and any misconceptions.

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