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Incar

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Posts posted by Incar

  1. I'm not certain since I've never encountered the issue but... The only servers I've ever been on which had an issue of cinder block walls vanishing were ones that enabled indestructible bases. I've never encountered this issue on my server, but I don't use any of those scripts and can only go based on what servers I've seen have the issues. Perhaps try disabling it, build and upgrade cinder wall then reset the server and see what happens.

  2. I had some admin reports of turning into a goat after using teleport. No further reports after I fully reinstalled the InfiSTAR using TCAdmin. Try doing the same, pretty sure you are at GTXGaming too, since I saw you in their forums.

    Yah, I'm with GTX and I haven't replaced the AHConfig file yet so going to do that later before a restart.

  3. So this has happened twice on my server now, twice to an admin and another time to a player just a few moments ago. They just randomly turn into a goat and get banned (if not an admin) for it. Curious if anyone else has encountered this since updating to 1.0.5.1 or has any idea why exactly it happens. When it happened to my admin she was able to take a pic.

     

    2jb70gi.jpg

  4. In the admin panel you can look at ban list and unban by double clicking there name.

    bans are only till the server restarts anyhow

    Oh wow, didn't even think to look in admin panel, was all through the server files, lol. Thanks for the quick response.

  5. Ok this may seem like a stupid question but... I have no idea how to undo a ban. A player on my server glitched out while entering a building and kept getting white screen when trying to re-enter game. I then adjusted coords to try and fix and realized in rpt that it kicked him saying he was banned. Now I can't figure out how to resolve it.

     

    "infiSTAR.de PVAH_WriteLog: [B 1-1-B:1 (Incariuz) REMOTE,"Incariuz Kicked Edit(Edit) (AutoKick Banned Player)"]"
    

     

    That's the RPT message.

  6. I guess as an addition I should probably explain... In your CfgBuildingLoot.hpp you can also make custom classes as well...

    class MilitarySpecial : Default {
    

    If you actually go to bottom you find all the information with buildings, coordinates for spawns, and the class they use like so... (edited a bit to fit better)

    class Land_Mil_Barracks_i : MilitarySpecial //THIS PART
        {
            lootPos[] = {{4.56494, -2.67383, -1.14822}, {0.312988, 1.54492, -1.09824}, {-2.95361, 1.49414, -1.11823}};
            lootPosZombie[] = {{-7.97119, 0.0888672, -0.223236}, {-5.29053, -0.952148, -0.223236}};
            lootPosSmall[] = {{3.88037, -0.905273, -0.358246}};
        };
    

    So if you can check the id's of the buildings using your w/e admin tools you may have, you can adjust what classes are loaded for a building, and create new ones.

    class building_id : class_to_use
    

    As an example on my server I hated Firestations using military loot so I created a new class. (Note mine uses a few custom classes I added in my CfgLoot)

        class FireStation : Default {
            zombieChance = 0.6;
            zombieClass[] = {"z_worker1", "z_worker2", "z_worker3"};
            maxRoaming = 6;
            lootChance = 0.4;
            lootPos[] = {};
            lootType[] = {
                    {"", "trashhouse", 0.32},   
                    {"", "generic", 0.12},
                    {"", "foodsnack", 0.04},
                    {"WeaponHolder_ItemHatchet_DZE", "object", 0.08},
                    {"ItemKnife", "weapon", 0.02},
                    {"ItemToolbox", "weapon", 0.03},
                    {"backpacks", "backpack", 0.06},
                    {"WeaponHolder_ItemCrowbar", "object", 0.03},
                    {"pistolsammohouse", "single", 0.04},
                    {"pistolshousehold", "cfglootweapon", 0.02}
            };
            lootTypeSmall[] = {
                    {"", "trashhouse", 0.32},  
                    {"pistolsammohouse", "single", 0.03},
                    {"pistolshousehold", "cfglootweapon", 0.01},
                    {"ItemKnife", "weapon", 0.05}
            };
        };
    

     

    Then found the building id at the bottom and changed it to load that as follows.

        class Land_a_stationhouse : FireStation {
            lootChance = 0.3;
            lootPos[] = {{15.436, 2.85498, -9.47058}, {17.9861, -6.52832, -9.47058}, {1.22583, 2.24463, -9.47058}, {-3.9126, -7.29834, -9.47058}, {-2.28271, -6.21094, -4.6489}, {-1.604, -8.68018, -0.043786}, {-1.104, -5.60938, 4.41139}, {-3.55811, -8.56787, 4.41139}, {-2.99219, -8.27148, 8.49209}};
            lootPosZombie[] = {{0.977295, -0.614746, -8.59558}, {3.88477, 2.83057, -8.59558}, {-2.97949, -5.49365, -8.59558}, {-1.08789, -8.40674, -3.7739}, {-4.22363, -8.68604, 0.831215}, {-0.745117, -8.68896, 5.28639}, {21.0693, -9.00537, -8.63291}, {-11.4531, -9.27734, -8.63291}, {-3.64014, 10.3086, -8.63291}};
            lootPosSmall[] = {{14.6826, 3.55029, -8.25058}, {9.97266, 3.48584, -9.40058}, {19.1477, -6.69629, -9.36058}, {19.1719, -7.47998, -9.36058}, {0.513672, 1.19336, -9.39058}, {0.51416, 3.3418, -8.63058}, {0.52124, 1.92334, -7.87058}, {-1.63623, -8.99756, -9.39058}, {-3.5647, -9.01855, -8.63058}, {-0.76709, -8.99072, -7.87058}, {-2.40137, -9.03027, -8.25058}, {-4.50391, -5.27588, -4.6489}, {-1.02393, -9.02051, 0.0562134}, {-0.771484, -8.3335, 0.0762138}, {-0.7229, -9.03076, 1.19621}, {-4.40308, -8.7666, 4.41139}, {-2.27783, -5.35303, 4.41139}, {-4.4541, -8.81055, 8.49209}, {9.12549, 3.64697, -8.25058}};
        };
    
  7. Well, that was a very good explanation! =D

    Now i understand even better how it works..

     

    So, for example, instead of addind each item to the loot table, like i did, can i just creat an extra class in the Cfgloot.hpp "mycustomclass" and then i put my items inside this class.

    Next, i go to CfgBuildingLoot and just call it like:

     {"","mycustomclass",0.5}

     ?

     

    Because this way i'll have a better distributed spawn.

    The idea is to increase, and also add base building objects.

     

    Players in my server stay a lot of time in safe zones or in the woods getting planks...

     

    This way they can run more all over the map looting those items, and server is more balanced.

    I can already see this happening, even with the changes i made

     

    Thanks mate!

    Yup, that would work fine. However if you're doing it with the cinder blocks and stuff and only want one to spawn from the custom class you'd want.

    {"mycustomclass","single",0.5}
    

    When done the way you just posted, it may place multiple of the items from the class. So you might have 2 cinderblocks or a cinderblock and something else from the group spawn in one spot.

  8. I'm curious, would you guys consider this admin abuse? I sometimes TP to bus stops when regulars of the sever bike up from the coast and I stand there looking at them (unarmed and wearing a pook medical skin) while they bike. I mainly do it to scare them, but they usually figure out it is me after the initial shock. I obviously don't do it people who have other people near them or new players on the sever. I never been accused of admin about via this little "prank" I guess you could say, but my sever seems to be pretty relaxed. It is especially funny ( to me at least) when you do this little prank on a night cycle under a street lamp. I would also like to point out, I don't just do this all the time as an admin, only when no one needs help with player drama, lost keys, and"accidentally" blowing up their vehicle nonsense that comes with being an admin. 

     

    Back to the topic on how and admin should behave, I believe as long as said admin is being and admin first before a player there should usually be no problem with how an admin behaves. Although I would never PvP with my admin account, PVE is alright with me (only if you remove god mode, because it's no fun with god mode on). When I clear a mission by myself as an admin I usually delete all the bodies, gear, and vehicles due to the fact that I don't want anyone to just get easy money that way. It allows you as the admin to have a little fun, while not giving any player an advantage if they stumble upon a completed mission. Admin bases are fine with me, as long as they aren't used to kill other players or use an insane amount of items. On the sever I admin on we use our base as a impound lot (for vehicles that are left in a trader zone for a 24 hour period, we auction off expensive vehicles or vehicles with loot on them, and sell cheaper vehicles for 50% off.)

    I wouldn't consider it abuse, but at the same time I wouldn't do it because a lot of players would. The way they'll react is, if you do random stuff to mess with us, who's to say you won't cheat in a battle? turn on player markers on maps? or heal yourself, etc... In the end I guess it comes down to whether or not you actually play though. On my server I actually play, I made the server for me to be honest, so I need to play. Thankfully the regulars I have know I don't cheat with admin powers (or atleast I hope they don't doubt me, lol), as we've had encounters where they handed my ass to me.

  9. I thought this was an infraction on licensing but there are quite a number of servers that advertise if you pay me British sterling, USD, euro, etc you can have: vehicles, bases, goodies. . .

     

    I wrote to Bohemia about it but I think they really dont want to spend the time to following up on it?

     

    Any ideas on where to write or it is just a useless point to even try?

    Pointless reporting, not gonna accomplish much. Yes some people really take the donation crap too far, running servers simply for personal gain, but if you don't like it best to just avoid the server. Now if you're looking for a server with absolutely no pay2win elements, you can give mine a try, currently have 1 active clan with 3 players and 3 admins as well. We get the odd players here and there but they leave relatively fast either because of the challenge (I'm sticking to trying to keep the game survival and not turn it into a PvP battlefield) or low player count when they get on. Other then that, there are numerous fair servers listed in the server listing section on this forum.

  10. It's working, thanks =D

    Np, I didn't fully read your post originally, seems you were on the right track already, lol. But yah, in case you're interested, bit of an understanding of it based on my experience with it.

    {"SingleItem/CfgLoot","CfgLoot/Function",1},
    

    Either slot can be used to make a call from the CfgLoot.hpp, otherwise the first slot can be used for a single item, and the second can be used for an added call or function. If you want to make a single call to the CfgLoot, just place the class name into the second part.

    {"", "trash", 0.30},
    

    Of course when you do it like that, it may call multiple items from that group to spawn since it's assigned to the second part. If you wanted a single trash item to spawn, you'd want to do.

    {"trash", "single", 0.30},
    

    This can also be used for the ability to spawn extra loot on single items too. Example.

    {"CinderBlocks", "trash", 0.30},
    

    That would make it so your when cinder blocks spawn, they may spawn with some random loot from the trash group in your CfgLoot. You can mix in any manner you wish and it should work without an issue.

     

    Other terms also seem to create additional functions in certain situations. For example...

    {"assaultrifles", "cfglootweapon", 0.1},
    

    cfglootweapon seems to provide the chance the weapon will spawn with some ammunition associated to the weapon that gets selected to spawn. Using "object" I believe works in a manner where you can just press enter when looking at an item to have it directly added into your inventory without opening the menu (Like when you see "Pickup Crowbar" or "Pickup Jerrycan"). Aside from that, when you're doing single items like in your example above. For basic inventory items you want "magazine" and weapons or toolbelt items "weapon". Overall you have quite a bit of flexibility to work with how your stuff spawns in order to make loot spawn in greater abundance, or a lot more rare without just playing with the percentage rates. There is probably more to it then that, that's just what I've figured out so far.

  11. Hey guys!

    I use a custom loot table and i was able to change the % of spawn of some items i wanted. I also could add some extra items to the loot table.

    But when it comes to building objects, they are not spawning, even with 100% of chance. So the problem might be with my code (i'm not advanced in scripts).

     

    This is the code i'm using for the industrial spawn (only the code i added) :

     

    lootType[] = {
    .....
    {"CinderBlocks","magazine",0.5},
    {"MortarBucket","magazine",0.2},
    {"cinder_garage_kit","",0.02},
    {"cinder_door_kit","",0.03},
    {"cinder_wall_kit","",0.05},
    {"metal_floor_kit","",0.01},
    {"light_pole_kit","",0.5},
    {"ItemFireBarrel_kit","",0.1}

    So, is there something wrong with the blank " " ?

    Do i need to insert a 'magazine' code for those items? Because some of the other itmes has nothing in there, some has magazine, object, single, etc...

     

    If anyone can help me.. will be great! =D

     

    Thanks!

     

    If it won't work try adding magazine in the "" or "single" might work as well.

  12. Cheers bud, so from reading that post I'm correct in thinking that the new enter-able buildings wont have loot spawning in them but if I were to get the one from GitHub and included that, the new buildings would spawn loot?

    The new buildings spawn loot (with the exception of 2 or 3). I never grabbed anything from github, just extracted them from the dayz_code/config and edit to my liking, and everything works fine.

  13. Wouldn't you want to male it -.50. Since -1 is 0% and 0 is 100%

    I suppose I could give that a shot. I simply thought it had to be a number above 0 because of a post I saw elsewhere. It just didn't indicate to what extent it had to be done.

  14. DZE_selfTransfuse_Values = [blood amount, infection chance, cool-down (seconds)];

     

    Can anyone explain to me how the infection chance works in terms of percentages? I know -1 turns it off, and 0 causes constant infection, but setting the number to 50 for example doesn't appear to give a 50% chance of infection. So if anyone has an idea how it works and can enlighten me, thanks. I'd prefer not to have to restart my server 100 times for testing.

  15. It's a hard topic to really get into. On one side of things, I'd like to have donor rewards to entice people to donate a bit, not because I want to make money but because I'd like to run a server that could hold more players and offer better performance, but I just can't afford to expand at this time, and not many people feel the desire to donate. Then on the other side, I despise pay2win, I myself will never pay for in game items because I think it's a shady cash crop. In the end though, it is possible some people don't do it for personal gain, but the fact so many do it for that reason makes it hard to escape that image, thus I'm avoiding it and just hoping as I get enough dedicated players, some will do it because they love the server. Worse case scenario, my server eventually crashes and burns. If a server does offer donation rewards, perhaps when they make a much higher amount of donations then required to keep the server afloat for a few months they should hold some sort of free lottery for their dedicated players, whether it's gift cards or game gifts on steam. It shows those who donate that the owner isn't just greedy and enjoys having them on their server.

  16. Yup, I have less zombie loot too. Find even building loot seems a bit more rare now too, had to make percentages a bit higher then I had with 1042. However I don't mind zombie loot being more rare, going for a hard survival aspect on my server with an increase in zeds, so lower rates for them adds to what I want to accomplish.

  17. My guess based on that is an issue with packing the dayz_server.pbo. Try repacking it, if the errors show again, try a different pbo manager. Aside from that make sure you didn't accidentally change the file extension of the edited files to .txt or something. I've done stupid crap like that once or twice pressing save as instead of save and forgetting to add .sqf to end of name.

  18. Do you think if I made the pbo with cpbo that it wouldn't work? That's what I've been doing.

    It looks like you've done everything right so I wouldn't worry about that, but yah sorry for delayed response. I'm relatively new to all this too, and only familiar with running server through my rented host atm which I'm sure isn't identical in format to every other server. If you're running on TCAdmin you should be able to access it under Log Viewer from the main panel, otherwise for me it's stored in a DayZConfig folder in the server files.

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