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Tricks

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  1. Like
    Tricks reacted to BetterDeadThanZed in Mi24, M119 and other nice toys   
    Don't change the line from a 5 to 1. You want to allow the specific weapon you were kicked for, not just open up all weapons of that type to be allowed to be used. Properly edit the BE filters.
     
    For example, I just logged into my server, spawned a Lynx helicopter and fired one of it's weapons. I was kicked for "create vehicle restriction #17". This means i need to go into the createvehicle.txt and look for restriction 17. The first line in the txt file is line 0, so you want to go to line 18 to find restriction #17. HOWEVER, any commented out lines are skipped. So, if there are two lines that start with // then you go to line 20 instead. Follow? 
     
    Here's the snippet from the createvehicle.log that shows me being kicked:
    19.06.2014 11:43:22: BetterDeadThanZed (IP DELETED:2334) UID DELETED - #17 "M_CRV7_AT" 3:35 3:31  [16132,7993,516] [0,-8,9] We know this is the line that kicked me because you see the #17 in it. Now, let's check the createvehicle.txt:
    //new 1 "" !="WeaponHolder" !="TinCan" !="Rabbit" !="Goat01_EP1" !="Goat02_EP1" !="Goat" !="WildBoar" !="Sheep" !="Sheep02_EP1" !="Sheep01_EP1" !="Hen" !="Cock" !="Cow01" !="Cow02" !="Cow03" !="Cow04" !="Cow01_EP1" !="zZombie_Base" !="z_hunter" !="z_teacher" !="z_doctor" !="z_suit1" !="z_suit2" !="z_worker1" !="z_worker2" !="z_worker3" !="z_villager1" !="z_villager2" !="z_villager3" !="z_soldier" !="z_soldier_heavy" !="z_soldier_pilot" !="z_policeman" !="z_priest" !="BoltSteelF" !="Land_Fire_DZ" !="SodaCan" !="JackDaniels" !="RoadFlare" !="ChemRed" !="ChemBlue" !="ChemGreen" !="Survivor1_DZ" !="Survivor2_DZ" !="Survivor3_DZ" !="SurvivorW2_DZ" !="Bandit1_DZ" !="CZ_VestPouch_EP1" !="DZ_Patrol_Pack_EP1" !="DZ_CivilBackpack_EP1" !="DZ_ALICE_Pack_EP1" !="SmokeShell" !="SmokeShellRed" !="SmokeShellGreen" !="MedBox0" !="Camo1_DZ" !="Soldier1_DZ" !="DZ_Backpack_EP1" !="Sniper1_DZ" !="DZ_Assault_Pack_EP1" !="BanditW1_DZ" !="G_40mm_HE" !="dog" !="WeaponHolder_MeleeCrowbar" !="WeaponHolder_ItemHatchet" !="WeaponHolder_PartGeneric" !="WeaponHolder_ItemJerrycan" !="WeaponHolder_PartFueltank" !="WeaponHolder_PartGlass" !="WeaponHolder_PartEngine" !="WeaponHolder_PartWheel" !="WeaponHolder_PartVRotor"  !="DZ_Czech_Vest_Puch" !="DZ_British_ACU" !="DZ_TK_Assault_Pack_EP1" 1 "SeaGull" 5 "box" !="DebugBoxPlayer_DZ" !="MedBox0" !="AmmoBoxSmall_556" !="AmmoBoxSmall_762" !="ItemMatchbox" !="ItemToolbox" !="CardBoardBox" !="FoodBox1" !="FoodBox2" !="FoodBox3" !="LockboxStorageLocked" !="LockboxStorage" !="WeaponHolder_ItemLockbox" !="USOrdnanceBox" 5 "Mine" 5 "ARTY_" 5 "SADARM_" 5 "LASER_" 5 "WP_" 5 "_MLRS" 5 "_81" 5 "_82" 5 "_105" 5 "_120" 5 "_122" 5 "_227" 1 "Bo_" 5 "_AA" !"Soldier_Bodyguard_AA12_PMC_DZ" 5 "_AT" !="R_M136_AT" 1 "R_M136_AT" //keep monitoring to catch obvious abuse The first line is commented out, so that doesn't count. Start with the second line, as line 0. That means that 19 is the line that prevents that weapon from being fired. That line is:
    5 "_AT" !="R_M136_AT" We were kicked for "M_CRV7_AT". As you see at the beginning of that line is 5 "_AT". That means that if someone fires a weapon that has _AT in it, they will be kicked (The 5 means a kick. A 1 means simply log it). So, we need to add an exception for this weapon. Change line 19 to this:
    5 "_AT" !="R_M136_AT" !="M_CRV7_AT" You'll need to do that for every weapon you want to be allowed to fire. I hope this clarifies how to edit your filters, and PLEASE again, do NOT change your 5's to 1's. That opens up chances that a hacker will spawn something that ISN'T allowed that just happens to have that part of the classname that has been allowed with the "1".
     
  2. Like
    Tricks reacted to f3cuk in [Release] Anti Combat Log   
    You're very welcome paddy :)
     
     
    The duped GPS might be you activating your admin tools (which usually gives you a GPS).
     
     
    Hmm that might be doable, actually something i have thought about a number of times already but that was before i got into scripting. No promises but I'll look into it :)
  3. Like
    Tricks reacted to vbawol in Official Server Files Release Date!   
    Since we are making great strides on the backend development thanks to our newest team member Fank. I feel that we should be ready for a public release of our server files on approximately December 1st. I know there was a thread for those "Trusted Communities" but the demand has been so great that we feel the need to make it public for everyone. Leading up to Dec. 1st, our code developers will all be hard at work adding features and fixing as many bugs as we can. Also, our content developers will be adding more content as it becomes ready.
     
    The version number will likely be 0.2.5 or 0.3 by this time and not the 0.5 as I stated before. Please keep in mind that we are still very much in Alpha and will be for some time. Running a server is not going to be easy or without problems, errors, and plenty of headaches. 
     
    After the files are released GSP's may start selling servers and private server hosts can host on there own hardware. I will be getting in touch with each of our current GSP supporters before release to make sure they have had a chance to test and report any bugs so they can be prepared to host when we do release the files.
     
    Everyone that runs a server must acknowledge that you are not to break BI terms of use http://www.bistudio.com/community/game-content-usage-rulesand that you accept our license:  http://creativecommons.org/licenses/by-nc-nd/4.0/ Failing to comply with the above terms will result in a Cease and Desist notice and or legal action if necessary.
  4. Like
    Tricks got a reaction from Sandbird in [Fix] Traders spawning vehicles on top of each other   
    Sweet thank you again Sandbird. Your a major contributor to the community.  :lol:
  5. Like
    Tricks got a reaction from DirtyMcDeed in [Release] 2.1 Plot Management - UPDATED Object Counter   
    I know what that's like.... LOL  ;)
  6. Like
    Tricks reacted to Zupa in [Release] 2.1 Plot Management - UPDATED Object Counter   
    Those errors you need to look up in your client RPT, located on your own pc ( the one that is testing).
     
    This should be located in C:\Users\YOURNAME\AppData\Local\Arma2oa\Arma2oa.RPT
     
    Something allong that line.
     
    Because thos are errors on client side, the server has nothing to do with it.
     
    TO THE GENERAL PUBLIC:
     
    Sorry for my absences, but i recently got a new girlfriend who consumes most of my time :)
  7. Like
    Tricks reacted to dayzjarhead in A call for sanity   
    Hey guys...
     
    I´m not very good at scripting myself but I´ve been running DayZ and Arma-servers for quite a while now. Some of them very popular, some of them more like meh. So I know my way around, but pro scripter might see me as n00bish-stfu.
     
    What I noticed, the qualtiy of scripts has improved a lot in the last years, but there are still some nuisances, that drive me crazy, when I evaluate and test scripts to get them on the live servers.  

    Here are some simple points, that could make live a lot easier for server admins, make getting into the whole topic easier and might even eleminate 25% of support calls in the epoch forums.
     
    And... don´t take this as a rant, please.  :D
     
     
    1. Class Names in HPP/H-Files 
     
    If you define stuff in hpp-files... please, PLEASE FOR THE SAKE OF SANITY provide your classes with unique classnames.  :)
     
    e.g. RscListBox --> RscListBoxXY (while XY might be you name for the script)
    This would solve A LOT of errors. As I skimmed through most of the script-threads I noticed in almost every thread there were calls for help "uuhm my server crashes... says some error in description.ext. HALP!"
     
    If you include more than one mod on your server (which most of us do), you most likely run into this problem. Not a problem for the exprienced server admin, but I huge barrier for newbies.
     
    So... unique classe names. Problem solved.
     
     
    2. Path to your Script as Variable is viable
     
    Please dump the paths to your scripts-files in variable (maybe in a config-file), so it can be conveniently changed in one place, without having to skim through all files of a script.  :D
     
     
    3. Keep it tidy, kid
     
    Please don´t make people throw all your files in the main mission directory... I personally put all the scripts in a "scripts/" directory, other do "custom/" or even "addons/". Having a variable for the script path, should give you the freedom to organize your script structure as you like it. Just keep in in one directory.  :D
     
     
    4. Don´t spam the RPT, please?
     
    What I noticed in some of the more popular scripts... the RPT log gets spammed with useless information. Please rethink, what might be usefull, what not. Provide a debug switch, so the admin can decide.
     
    5. Battleye, the big WTF
     
    Everyone hates it, no one can do without it. If you script needs Battleye Filters, please, PLEASE don´t put the filter settings in a file , combined with all other filters. Just list, what kind of filter, in which file. Everything else is most likely to mess things up.
     
     
    6. -showScriptErrors and the Brain explodes
     
    If you haven´t done it, yet... please take a look at the script errors in runtime. Some of the scripts throw a lot (I mean, really... A LOT) of script errors. Most of them are undefined variables, some of them even typos. So please... -showScriptErrors
     
     
    7. Define your Variables
     
    Title says it all. Most script errors are undefined variables.
       
    8. Crunch your assets
     
    Great, your script is colorful, has PAA gfx, even Ogg-Sounds. But please... no highres. And nobody needs door creaks and zombie moans in CD quality. Don´t waste your players time with downloading huge assets.
     
     
    9. Guidance
     
    Releasing a script comes with some responsability. Don´t throw stuff at the interwebs and then pull back and feast upon their screams of agony. Write a comprehensive guide (yeah, I know, it sucks... but it helps in the long term). There are a lot of scripters who do a really great job here.

    Comment your code. A lot. I mean, A LOT! Really.
     
    And if you provide files from the "dayz_code" (pulling some compiles mission side), don´t delete the comments there. Leave them in, please!
     
     
    10. Release it as a package!
      I´ve noticed some of the scripts are just thown in to the forums (in spoiler alerts, some of them). Don´t do that. Compile a package, a zip-file maybe, rar does it well, hey, even 7z. Provide a directory structure. But don´t scatter it in the posts of your release. 
     
    The more geeky lads around might even get a git-hub account, which is perfect. Version control, debugging, code merging.. so much stuff to profit from.  :D Great for the scripter, great for the leech.
     
     
     
    Sooo... keep on scripting AND THANKS FOR THE AMAZING WORK FOR THE COMMUNITY!!!!
     
     
    Got more? Keep´em coming!!
  8. Like
    Tricks reacted to Sandbird in [Release] Walk Amongst The Dead - (Hide from zombies like "The Walking Dead")   
    UPDATE (2-11-2014)
    I noticed that since the latest arma beta patch, there are some RPT log errors cause the new beta patch is really strict with global variables.
    Please check the 1st post of this thread and do STEP 11.
    I will update the files with the recent update....No need to replace them...just do step 11
  9. Like
    Tricks got a reaction from Sandbird in [Release] Walk Amongst The Dead - (Hide from zombies like "The Walking Dead")   
    Thank you Sandbird, I added it in but now I get "resource title zCamoStatusGUI not found". Here is my description.txt
     



  10. Like
    Tricks got a reaction from js2k6 in [Release] Advanced Trading 2.1 !UPDATED!   
    Get well Zupa, if you need a test server to try the old currency method let me know I can offer ours.
  11. Like
    Tricks reacted to carl101 in Spoiler button broke.   
    be patient young padawan
  12. Like
    Tricks reacted to vbawol in Spoiler button broke.   
    Just updated the forum software so we are having a few issues with cached templates. It should be sorted out soon.
  13. Like
    Tricks got a reaction from Tommy Sunshine in [Release] Advanced Trading 2.1 !UPDATED!   
    Wow 4 pages and the mod isn't even released yet lol.  :o
  14. Like
    Tricks reacted to Zupa in [Release] Advanced Trading 2.1 !UPDATED!   
    This is also buying, and again, it's not to contest that script.
     
    This is en extra full optional trade window.
     
    Mass buying,seling from gear, vehicle, backpacks.
     
     
     
     
     
    There have been some setbacks that slowed down the dev process, i'll try to bring an release ASAP.
  15. Like
    Tricks got a reaction from oSoDirty in InfiSTAR Idea (Limit Admin Abuse Claims)   
    We use Zupa's custom skin and created an admin skin. Admins can only use their powers while wearing the skin. Easy to monitor in the logs. Players don't complain at all about our admins. We have a promotion system that starts with just Dart access and progresses with trust to "normal admin" level. Admins that abuse their powers are stripped immediately.
  16. Like
    Tricks reacted to raymix in [Release] 1.0 Custom Skin Textures   
    Sarcasm and a bs in one context, heh...
    Bro no offence, I've been helping people as much as I could (I just prefer people tying to understand instead of copy/pasting code), the post you replied to is just me repeating myself for the third time in this topic. In fact I wasn't even replying to you as Frenzy's post should fix your issue. If it didn't then you are in the same basket as the other guy who instead of failing to see me pointing at line #44 posted a full fking vars filter so script kiddos could fix their hacks and asking someone else to change 5 to 1 in line #44...
     
    Solution - http://epochmod.com/forum/index.php?/topic/19731-release-10-custom-skin-textures/?p=144115 (read trough it! you could have different line causing this)
     
     
    Think I might do a tutorial on these when I get back home sometime soon, while filters are dead simple, guess it just does not click for everyone.
  17. Like
    Tricks reacted to ryker in Admins - Wicked-AI   
    Hello Admins,
    i was wondering if its possible to have a subforum for Wicked-AI in the Community-Projects.
    It is more "seraching" than "finding" in the single thread, and i think WIA deserves its own place.
     
    What do you think?
    Greetings Ryker
  18. Like
    Tricks reacted to raymix in [Video] Guide to server structure, variables, functions and Diffmerge   
    What is this guide for?
    Actually for everyone who ever wanted to learn about file structure of Arma 2 MP environment (Epoch in this case), from beginners to a bit more advanced users alike, including script makers and editors.
     
    What is this guide not for?
    If you ever created your own @mod, this guide is probably not for you.
     
    Damn 1 hour long video, is it worth watching it?
    No, create new topic and ask someone to help you with scripts if you came here to ask that question
     
    What are benefits from watching this video?
    If you actually follow along, you will be able to better troubleshoot problems with server and custom scripts. You will also be introduced to file structure of Epoch server, custom variables and compiles files as well as diffmerging files for script updates or compatibility issues.
     
    Are there any requirements to follow this guide?
    No, grab a coffee and chill. Don't try to replicate anything, instead just try to follow along, this is a theoretical guide rather than a tutorial.
     
    What's in the video?
    Introduction: I am explaining reason behind this video in full detail and talking about further contents, so skip ahead to what suits you best.
     
    Structure (03:00): We will be exploring file structure from first press of a button that lets client join the server. I will be explaining about different types of files used to run a server and how they chain load each other to make up a fully working server. Topics covered: Config files, mission config (ext) file, bin files, sqm and include files. I will be covering certain less essential parts like how RAM and HDD is used while loading scripts or PBO contents on demand.
     
    Variables (16:51): This section is for admins and script makers who brings over custom variables.sqf over to mission file. I will be explaining how variables are being defined to avoid RPT errors as well as introducing to common mistakes of redefining already defined variables that are present with many scripts and their guides and how to reduce mission file size by only reusing what is required. For all modders out there, please keep your own vars within your scripts, lets stop this madness.
     
    Functions (33:15): Precompiling functions is what actually makes our servers work. In this part of guide I will explain how they make up the server structure and how you are literary loading client and server files starting from init.sqf in your mission file. Yes you read that correct. I will be explaining common mistakes server admins commit by using custom compiles file server side and how majority of admins would blindly follow bad advices/guides and force loading their client and server files twice. We will be diving into more detail about compiles.sqf client side and server_functions.sqf files explaining how common mistakes are made when installing several addons that reuse same function and how to avoid future problems.
     
    Diffmerging (47:55): Last major part of this guide. I will be explaining how to work some magic with Diffmerge (or similar tools) to keep your addons up-to-date, as well as ironing out any incompatibilities between your custom scripts. We will be looking at how to diffmerge single file, whole folders and even merge two functions together to make them compatible. Experience gained here should allow you to merge any mod (or multiple mods) out there that uses same function making them compatible again.
     
    Final words (1:08:35): Conclusion and quick review of what we have learned within an hour of this guide.
     
     
     
     
     
  19. Like
    Tricks reacted to Zupa in [Release] Advanced Trading 2.1 !UPDATED!   
    As already stated, First version coins, Normal currency will follow ^^
  20. Like
    Tricks reacted to Zupa in [Release] Advanced Trading 2.1 !UPDATED!   
    Haha, just a thought but, maybe when it's fully finished, this going to be the overhaul ^^ haha
  21. Like
    Tricks reacted to Proximus in [Release] Advanced Trading 2.1 !UPDATED!   
    I would absolutely love this on my server but i'm not using the single currency.
    Any plans on making a non-single currency one?
  22. Like
    Tricks reacted to ARcoolJ in [Release] Advanced Trading 2.1 !UPDATED!   
    Awesome work there. Cant wait for the first release. 
     
    How do you always come up with all these ideas? :D
     
    Would it also be possible to buy more items with only one animation, e.g. you want to buy cinder blocks ând have the option to buy "50" with only one animation.
  23. Like
    Tricks reacted to cen in [Release] Advanced Trading 2.1 !UPDATED!   
    Needs to support non-coins please :D
  24. Like
    Tricks reacted to Richie in Mysterious building   
    add the following to your mission.sqm under addons, starts around line 8
    "warehouse", "mbg_killhouses", "mbg_buildings_3", "mbg_african_buildings", Remember the last one on the list has no comma :)
  25. Like
    Tricks reacted to raymix in [Release] 1.0 Custom Skin Textures   
    not parts of the image.. read first part - folder/group. Expand it, those are selections you can ctrl click, its kind of the basics of PS :P
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