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Desire

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Posts posted by Desire

  1. No one on my server is able to remove plot poles. I just put a plot pole down and tried to remove it myself, it doesn't seem to give me the option. It gives me both maintaining options, but not the option to remove it. I have Plot 4 Life installed. I have crowbar, toolbox, etool, hatchet, knife, in my inventory.

     

    What could be doing this? Any ideas?

     

    Thanks for the help :)

  2. <?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
    <?xml-stylesheet href="acs.xsl" type="text/xsl" ?>
    
    
    <Scheduler>
    
        <!-- See: http://ibattle.org/install-and-configure/setting-up-the-scheduler -->
    
        <!-- Restart Messages -->
        <job id="0">
            <time>035000</time>
            <delay>000000</delay>
            <day>1,2,3,4,5,6,7</day>
            <loop>0</loop> 
            <cmd>say -1 Server Restart in 10 minutes</cmd>    
            <cmdtype>0</cmdtype>            
        </job>
        
        <job id="1">
            <time>035500</time>
            <delay>000000</delay>
            <day>1,2,3,4,5,6,7</day> 
            <loop>0</loop> 
            <cmd>say -1 Server Restart in 5 minutes</cmd>    
            <cmdtype>0</cmdtype>            
        </job> 
       
        <job id="2">
            <time>035900</time>
            <delay>000000</delay>
            <day>1,2,3,4,5,6,7</day> 
            <loop>0</loop> 
            <cmd>say -1 Server Restart in 60 seconds, logout to avoid gear loss</cmd>    
            <cmdtype>0</cmdtype>            
        </job>  
    
        <job id="3">
            <time>035930</time>
            <delay>000000</delay>
            <day>1,2,3,4,5,6,7</day> 
            <loop>0</loop> 
            <cmd>say -1 Server Restart in 30 seconds</cmd>    
            <cmdtype>0</cmdtype>            
        </job> 
     
        <job id="4">
            <time>035950</time>
            <delay>000000</delay>
            <day>1,2,3,4,5,6,7</day> 
            <loop>0</loop> 
            <cmd>say -1 Server Restart in 10 seconds</cmd>    
            <cmdtype>0</cmdtype>            
        </job> 
    
     <!-- run every 1h with a 5min delay on startup -->
        <job id="5">
            <time>010000</time>
            <delay>000500</delay>
            <day>1,2,3,4,5,6,7</day>
            <loop>1</loop> 
            <cmd>say -1 Donate for loadouts and other cool things on our website http://www.plasmagaminggm.enjin.com</cmd>    
            <cmdtype>0</cmdtype>            
        </job>
    
    <!-- RESTART SERVER -->
        <job id="6">
            <time>040000</time>
            <delay>000000</delay>
            <day>1,2,3,4,5,6,7</day>
            <loop>0</loop> 
            <cmd>#shutdown</cmd>    
            <cmdtype>0</cmdtype>            
        </job>  
    
    
    </Scheduler>
    
    

    That is my scheduler folder. I'm trying to get the server to restart every 4 hours. What am I doing wrong ;O?

  3. I got a freshly installed server and installed only 2 things. infiSTAR and Plot4Life, After installing Plot 4 Life, I am no longer able to actually get into the game as it is stuck on the loading screen. In my web console, I am getting spammed with this 

    if(isnil "dayz_MapA>16:34:52 Error Undefined variable in expression: spawn_mineveins16:34:52 File z\addons\dayz_server\system\server_monitor.sqf, line 34316:34:52 Error in expression [] spawn spawn_mineveins;};
    

    Here is my server_monitor.sqf .. 

    private ["_nul","_result","_pos","_wsDone","_dir","_isOK","_countr","_objWpnTypes","_objWpnQty","_dam","_selection","_totalvehicles","_object","_idKey","_type","_ownerID","_worldspace","_inventory","_hitPoints","_fuel","_damage","_key","_vehLimit","_hiveResponse","_objectCount","_codeCount","_data","_status","_val","_traderid","_retrader","_traderData","_id","_lockable","_debugMarkerPosition","_vehicle_0","_bQty","_vQty","_BuildingQueue","_objectQueue","_superkey","_shutdown","_res","_hiveLoaded","_ownerPUID"];
    
    dayz_versionNo = 		getText(configFile >> "CfgMods" >> "DayZ" >> "version");
    dayz_hiveVersionNo = 	getNumber(configFile >> "CfgMods" >> "DayZ" >> "hiveVersion");
    
    _hiveLoaded = false;
    
    waitUntil{initialized}; //means all the functions are now defined
    
    diag_log "HIVE: Starting";
    
    waituntil{isNil "sm_done"}; // prevent server_monitor be called twice (bug during login of the first player)
    	
    // Custom Configs
    if(isnil "MaxVehicleLimit") then {
    	MaxVehicleLimit = 50;
    };
    
    if(isnil "MaxDynamicDebris") then {
    	MaxDynamicDebris = 100;
    };
    if(isnil "MaxAmmoBoxes") then {
    	MaxAmmoBoxes = 3;
    };
    if(isnil "MaxMineVeins") then {
    	MaxMineVeins = 50;
    };
    // Custon Configs End
    
    if (isServer && isNil "sm_done") then {
    
    	serverVehicleCounter = [];
    	_hiveResponse = [];
    
    	for "_i" from 1 to 5 do {
    		diag_log "HIVE: trying to get objects";
    		_key = format["CHILD:302:%1:", dayZ_instance];
    		_hiveResponse = _key call server_hiveReadWrite;  
    		if ((((isnil "_hiveResponse") || {(typeName _hiveResponse != "ARRAY")}) || {((typeName (_hiveResponse select 1)) != "SCALAR")})) then {
    			if ((_hiveResponse select 1) == "Instance already initialized") then {
    				_superkey = profileNamespace getVariable "SUPERKEY";
    				_shutdown = format["CHILD:400:%1:", _superkey];
    				_res = _shutdown call server_hiveReadWrite;
    				diag_log ("HIVE: attempt to kill.. HiveExt response:"+str(_res));
    			} else {
    				diag_log ("HIVE: connection problem... HiveExt response:"+str(_hiveResponse));
    			
    			};
    			_hiveResponse = ["",0];
    		} 
    		else {
    			diag_log ("HIVE: found "+str(_hiveResponse select 1)+" objects" );
    			_i = 99; // break
    		};
    	};
    	
    	_BuildingQueue = [];
    	_objectQueue = [];
    	
    	if ((_hiveResponse select 0) == "ObjectStreamStart") then {
    	
    		// save superkey
    		profileNamespace setVariable ["SUPERKEY",(_hiveResponse select 2)];
    		
    		_hiveLoaded = true;
    	
    		diag_log ("HIVE: Commence Object Streaming...");
    		_key = format["CHILD:302:%1:", dayZ_instance];
    		_objectCount = _hiveResponse select 1;
    		_bQty = 0;
    		_vQty = 0;
    		for "_i" from 1 to _objectCount do {
    			_hiveResponse = _key call server_hiveReadWriteLarge;
    			//diag_log (format["HIVE dbg %1 %2", typeName _hiveResponse, _hiveResponse]);
    			if ((_hiveResponse select 2) isKindOf "ModularItems") then {
    				_BuildingQueue set [_bQty,_hiveResponse];
    				_bQty = _bQty + 1;
    			} else {
    				_objectQueue set [_vQty,_hiveResponse];
    				_vQty = _vQty + 1;
    			};
    		};
    		diag_log ("HIVE: got " + str(_bQty) + " Epoch Objects and " + str(_vQty) + " Vehicles");
    	};
    	
    	// # NOW SPAWN OBJECTS #
    	_totalvehicles = 0;
    	{
    		_idKey = 		_x select 1;
    		_type =			_x select 2;
    		_ownerID = 		_x select 3;
    
    		_worldspace = 	_x select 4;
    		_inventory =	_x select 5;
    		_hitPoints =	_x select 6;
    		_fuel =			_x select 7;
    		_damage = 		_x select 8;
    		
    		_dir = 0;
    		_pos = [0,0,0];
    		_wsDone = false;
    		if (count _worldspace >= 2) then
    		{
    		
    			if ((typeName (_worldspace select 0)) == "STRING") then {
    				_worldspace set [0, call compile (_worldspace select 0)];
    				_worldspace set [1, call compile (_worldspace select 1)];
    			};
    		
    			_dir = _worldspace select 0;
    			if (count (_worldspace select 1) == 3) then {
    				_pos = _worldspace select 1;
    				_wsDone = true;
    			}
    		};			
    		
    		if (!_wsDone) then {
    			if (count _worldspace >= 1) then { _dir = _worldspace select 0; };
    			_pos = [getMarkerPos "center",0,4000,10,0,2000,0] call BIS_fnc_findSafePos;
    			if (count _pos < 3) then { _pos = [_pos select 0,_pos select 1,0]; };
    			diag_log ("MOVED OBJ: " + str(_idKey) + " of class " + _type + " to pos: " + str(_pos));
    		};
    		
    		// Realign characterID to OwnerPUID - need to force save though.
    		
    		if (count _worldspace < 3) then
    		{
    			_worldspace set [count _worldspace, "0"];
    		};		
    		_ownerPUID = _worldspace select 2;
    		
    		// diag_log format["Server_monitor: [ObjectID = %1]  [ClassID = %2] [_ownerPUID = %3]", _idKey, _type, _ownerPUID];
    		
    		if (_damage < 1) then {
    			//diag_log format["OBJ: %1 - %2", _idKey,_type];
    			
    			//Create it
    			_object = createVehicle [_type, _pos, [], 0, "CAN_COLLIDE"];
    			_object setVariable ["lastUpdate",time];
    			_object setVariable ["ObjectID", _idKey, true];
    			_object setVariable ["OwnerPUID", _ownerPUID, true];
    
    			_lockable = 0;
    			if(isNumber (configFile >> "CfgVehicles" >> _type >> "lockable")) then {
    				_lockable = getNumber(configFile >> "CfgVehicles" >> _type >> "lockable");
    			};
    
    			// fix for leading zero issues on safe codes after restart
    			if (_lockable == 4) then {
    				_codeCount = (count (toArray _ownerID));
    				if(_codeCount == 3) then {
    					_ownerID = format["0%1", _ownerID];
    				};
    				if(_codeCount == 2) then {
    					_ownerID = format["00%1", _ownerID];
    				};
    				if(_codeCount == 1) then {
    					_ownerID = format["000%1", _ownerID];
    				};
    			};
    
    			if (_lockable == 3) then {
    				_codeCount = (count (toArray _ownerID));
    				if(_codeCount == 2) then {
    					_ownerID = format["0%1", _ownerID];
    				};
    				if(_codeCount == 1) then {
    					_ownerID = format["00%1", _ownerID];
    				};
    			};
    
    			_object setVariable ["CharacterID", _ownerID, true];
    			
    			clearWeaponCargoGlobal  _object;
    			clearMagazineCargoGlobal  _object;
    			// _object setVehicleAmmo DZE_vehicleAmmo;
    			
    			_object setdir _dir;
    			_object setposATL _pos;
    			_object setDamage _damage;
    			
    			if ((typeOf _object) in dayz_allowedObjects) then {
    				if (DZE_GodModeBase) then {
    					_object addEventHandler ["HandleDamage", {false}];
    				} else {
    					_object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}];
    				};
    				// Test disabling simulation server side on buildables only.
    				_object enableSimulation false;
    				// used for inplace upgrades && lock/unlock of safe
    				_object setVariable ["OEMPos", _pos, true];
    				
    			};
    
    			if (count _inventory > 0) then {
    				if (_type in DZE_LockedStorage) then {
    					// Fill variables with loot
    					_object setVariable ["WeaponCargo", (_inventory select 0),true];
    					_object setVariable ["MagazineCargo", (_inventory select 1),true];
    					_object setVariable ["BackpackCargo", (_inventory select 2),true];
    				} else {
    
    					//Add weapons
    					_objWpnTypes = (_inventory select 0) select 0;
    					_objWpnQty = (_inventory select 0) select 1;
    					_countr = 0;					
    					{
    						if(_x in (DZE_REPLACE_WEAPONS select 0)) then {
    							_x = (DZE_REPLACE_WEAPONS select 1) select ((DZE_REPLACE_WEAPONS select 0) find _x);
    						};
    						_isOK = 	isClass(configFile >> "CfgWeapons" >> _x);
    						if (_isOK) then {
    							_object addWeaponCargoGlobal [_x,(_objWpnQty select _countr)];
    						};
    						_countr = _countr + 1;
    					} count _objWpnTypes; 
    				
    					//Add Magazines
    					_objWpnTypes = (_inventory select 1) select 0;
    					_objWpnQty = (_inventory select 1) select 1;
    					_countr = 0;
    					{
    						if (_x == "BoltSteel") then { _x = "WoodenArrow" }; // Convert BoltSteel to WoodenArrow
    						if (_x == "ItemTent") then { _x = "ItemTentOld" };
    						_isOK = 	isClass(configFile >> "CfgMagazines" >> _x);
    						if (_isOK) then {
    							_object addMagazineCargoGlobal [_x,(_objWpnQty select _countr)];
    						};
    						_countr = _countr + 1;
    					} count _objWpnTypes;
    
    					//Add Backpacks
    					_objWpnTypes = (_inventory select 2) select 0;
    					_objWpnQty = (_inventory select 2) select 1;
    					_countr = 0;
    					{
    						_isOK = 	isClass(configFile >> "CfgVehicles" >> _x);
    						if (_isOK) then {
    							_object addBackpackCargoGlobal [_x,(_objWpnQty select _countr)];
    						};
    						_countr = _countr + 1;
    					} count _objWpnTypes;
    				};
    			};	
    			
    			if (_object isKindOf "AllVehicles") then {
    				{
    					_selection = _x select 0;
    					_dam = _x select 1;
    					if (_selection in dayZ_explosiveParts && _dam > 0.8) then {_dam = 0.8};
    					[_object,_selection,_dam] call object_setFixServer;
    				} count _hitpoints;
    
    				_object setFuel _fuel;
    
    				if (!((typeOf _object) in dayz_allowedObjects)) then {
    					
    					//_object setvelocity [0,0,1];
    					_object call fnc_veh_ResetEH;		
    					
    					if(_ownerID != "0" && !(_object isKindOf "Bicycle")) then {
    						_object setvehiclelock "locked";
    					};
    					
    					_totalvehicles = _totalvehicles + 1;
    
    					// total each vehicle
    					serverVehicleCounter set [count serverVehicleCounter,_type];
    				};
    			};
    
    			//Monitor the object
    			PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_object];
    		};
    	} forEach (_BuildingQueue + _objectQueue);
    	// # END SPAWN OBJECTS #
    
    	// preload server traders menu data into cache
    	if !(DZE_ConfigTrader) then {
    		{
    			// get tids
    			_traderData = call compile format["menu_%1;",_x];
    			if(!isNil "_traderData") then {
    				{
    					_traderid = _x select 1;
    
    					_retrader = [];
    
    					_key = format["CHILD:399:%1:",_traderid];
    					_data = "HiveEXT" callExtension _key;
    
    					//diag_log "HIVE: Request sent";
    			
    					//Process result
    					_result = call compile format ["%1",_data];
    					_status = _result select 0;
    			
    					if (_status == "ObjectStreamStart") then {
    						_val = _result select 1;
    						//Stream Objects
    						//diag_log ("HIVE: Commence Menu Streaming...");
    						call compile format["ServerTcache_%1 = [];",_traderid];
    						for "_i" from 1 to _val do {
    							_data = "HiveEXT" callExtension _key;
    							_result = call compile format ["%1",_data];
    							call compile format["ServerTcache_%1 set [count ServerTcache_%1,%2]",_traderid,_result];
    							_retrader set [count _retrader,_result];
    						};
    						//diag_log ("HIVE: Streamed " + str(_val) + " objects");
    					};
    
    				} forEach (_traderData select 0);
    			};
    		} forEach serverTraders;
    	};
    
    	if (_hiveLoaded) then {
    		//  spawn_vehicles
    		_vehLimit = MaxVehicleLimit - _totalvehicles;
    		if(_vehLimit > 0) then {
    			diag_log ("HIVE: Spawning # of Vehicles: " + str(_vehLimit));
    			for "_x" from 1 to _vehLimit do {
    				[] spawn spawn_vehicles;
    			};
    		} else {
    			diag_log "HIVE: Vehicle Spawn limit reached!";
    		};
    	};
    	
    	//  spawn_roadblocks
    	diag_log ("HIVE: Spawning # of Debris: " + str(MaxDynamicDebris));
    	for "_x" from 1 to MaxDynamicDebris do {
    		[] spawn spawn_roadblocks;
    	};
    	//  spawn_ammosupply at server start 1% of roadblocks
    	diag_log ("HIVE: Spawning # of Ammo Boxes: " + str(MaxAmmoBoxes));
    	for "_x" from 1 to MaxAmmoBoxes do {
    		[] spawn spawn_ammosupply;
    	};
    	// call spawning mining veins
    	diag_log ("HIVE: Spawning # of Veins: " + str(MaxMineVeins));
    	for "_x" from 1 to MaxMineVeins do {
    		[] spawn spawn_mineveins;
    	};
    
    	if(isnil "dayz_MapArea") then {
    		dayz_MapArea = 10000;
    	};
    	if(isnil "HeliCrashArea") then {
    		HeliCrashArea = dayz_MapArea / 2;
    	};
    	if(isnil "OldHeliCrash") then {
    		OldHeliCrash = false;
    	};
    
    	// [_guaranteedLoot, _randomizedLoot, _frequency, _variance, _spawnChance, _spawnMarker, _spawnRadius, _spawnFire, _fadeFire]
    	if(OldHeliCrash) then {
    		_nul = [3, 4, (50 * 60), (15 * 60), 0.75, 'center', HeliCrashArea, true, false] spawn server_spawnCrashSite;
    	};
    	if (isDedicated) then {
    		// Epoch Events
    		_id = [] spawn server_spawnEvents;
    		// server cleanup
    		[] spawn {
    			private ["_id"];
    			sleep 200; //Sleep Lootcleanup, don't need directly cleanup on startup + fix some performance issues on serverstart
    			waitUntil {!isNil "server_spawnCleanAnimals"};
    			_id = [] execFSM "\z\addons\dayz_server\system\server_cleanup.fsm";
    		};
    
    		// spawn debug box
    		_debugMarkerPosition = getMarkerPos "respawn_west";
    		_debugMarkerPosition = [(_debugMarkerPosition select 0),(_debugMarkerPosition select 1),1];
    		_vehicle_0 = createVehicle ["DebugBox_DZ", _debugMarkerPosition, [], 0, "CAN_COLLIDE"];
    		_vehicle_0 setPos _debugMarkerPosition;
    		_vehicle_0 setVariable ["ObjectID","1",true];
    
    		// max number of spawn markers
    		if(isnil "spawnMarkerCount") then {
    			spawnMarkerCount = 10;
    		};
    		actualSpawnMarkerCount = 0;
    		// count valid spawn marker positions
    		for "_i" from 0 to spawnMarkerCount do {
    			if (!([(getMarkerPos format["spawn%1", _i]), [0,0,0]] call BIS_fnc_areEqual)) then {
    				actualSpawnMarkerCount = actualSpawnMarkerCount + 1;
    			} else {
    				// exit since we did not find any further markers
    				_i = spawnMarkerCount + 99;
    			};
    			
    		};
    		diag_log format["Total Number of spawn locations %1", actualSpawnMarkerCount];
    		
    		endLoadingScreen;
    	};
    
    	allowConnection = true;	
    	sm_done = true;
    	publicVariable "sm_done";
    };
    
    

    Is there something i'm missing?

  4. It says in the description of Plot4Life -- 

     
    *** Turn on options ***
     
    Turn on Take Plot Ownership (take ownership of all items on a plot except locked items).  This can be used to realign old bases to the A Plot of Life ownership system or for raiding and taking over bases.
     
    DZE_PlotOwnership = true;
     
    Where do I put that? xD
  5.  

    Hi,

     

    the position of markers is a bit different..

    {posX, PosZ, PosY}

    I don't know, why it actually has PoZ, maybe for a trigger or something.. Anyway, try changing it:

     

    class Item17
    		{
    			position[]={6991.15,0,5362.56};
    			name="CarSafeSpot";
    			text="Vehicle Safe Spot";
    			type="mil_dot";
    			colorName="ColorGreen";
    		};
    

    I tried doing this 

    		class Item17
    		{
    			position[]={6979.23,0,0.00109863};
    			name="CarSafeSpot";
    			text="Vehicle Safe Spot";
    			type="mil_dot";
    			colorName="ColorGreen";
    		};
    	};
    

    Still doesn't work ;o

  6. I basically went into my mission.sqm and added my own marker, but it doesn't seem to be working. Anyone know why?

     

    here is the code.

    	class Markers
    	{
    		items=18;
    		class Item0
    		{
    			position[]={7839.6055,381.33774,8414.7324};
    			name="center";
    			type="Empty";
    		};
    		class Item1
    		{
    			position[]={-7245.377,365.98782,19535.367};
    			name="respawn_west";
    			type="Empty";
    		};
    		class Item2
    		{
    			position[]={4932.3345,0.39950246,1989.1094};
    			name="spawn0";
    			type="Empty";
    		};
    		class Item3
    		{
    			position[]={2236.0391,0.63119155,1923.3735};
    			name="spawn1";
    			type="Empty";
    		};
    		class Item4
    		{
    			position[]={8738.1328,0.45720705,2122.1082};
    			name="spawn2";
    			type="Empty";
    		};
    		class Item5
    		{
    			position[]={10909.267,0.57597214,2422.3096};
    			name="spawn3";
    			type="Empty";
    		};
    		class Item6
    		{
    			position[]={13510.764,0.44504455,5249.3027};
    			name="spawn4";
    			type="Empty";
    		};
    		class Item7
    		{
    			position[]={6326.4805,304.99265,7809.4888};
    			name="Tradercitystary";
    			text="Trader City Stary";
    			type="mil_circle";
    			colorName="ColorBlack";
    		};
    		class Item8
    		{
    			position[]={4361.4937,3,2259.9526};
    			name="wholesaleSouth";
    			text="Wholesaler";
    			type="mil_dot";
    			colorName="ColorBlack";
    		};
    		class Item9
    		{
    			position[]={13532.614,3.0083523,6355.9497};
    			name="boatTraderEast";
    			text="Wholesaler";
    			type="mil_dot";
    			colorName="ColorBlack";
    		};
    		class Item10
    		{
    			position[]={7989.3354,0.30462033,2900.9946};
    			name="BoatDealerSouth";
    			text="Boat Dealer";
    			type="mil_dot";
    			colorName="ColorBlack";
    		};
    		class Item11
    		{
    			position[]={12060.471,158.85699,12638.533};
    			name="AirVehicles";
    			text="Aircraft Dealer";
    			type="mil_dot";
    			colorName="ColorGreen";
    		};
    		class Item12
    		{
    			position[]={1606.6443,289.70795,7803.5156};
    			name="BanditDen";
    			text="Bandit Camp";
    			type="mil_dot";
    			colorName="ColorRed";
    		};
    		class Item13
    		{
    			position[]={11447.91,317.27109,11364.536};
    			name="Klen";
    			text="Trader City Klen";
    			type="mil_circle";
    			colorName="ColorGreen";
    		};
    		class Item14
    		{
    			position[]={13441.16,1.1406164,5429.3013};
    			name="BoatDealerEast";
    			text="Boat Dealer";
    			type="mil_dot";
    			colorName="ColorBlack";
    		};
    		class Item15
    		{
    			position[]={4064.2258,365.13501,11665.938};
    			name="TradercityBash";
    			text="Trader City Bash";
    			type="mil_circle";
    			colorName="ColorBlack";
    		};
    		class Item16
    		{
    			position[]={12944.227,210.19823,12766.889};
    			name="HeroTrader";
    			text="Hero Camp";
    			type="mil_dot";
    			colorName="ColorBlue";
    		};
    		class Item17
    		{
    			position[]={6991.15,5362.56,0};
    			name="CarSafeSpot";
    			text="Vehicle Safe Spot";
    			type="mil_dot";
    			colorName="ColorGreen";
    		};
    	};
    

    Item17 is my custom one.

  7. Like this:

     

    [[11905.9,20965,0.001], //position

    4,                          //Number Of units

    1,                          //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.

    "Random",                  //Primary gun set number. "Random" for random weapon set.

    4,                          //Number of magazines

    "",                          //Backpack "" for random or classname here.

    "",              //Skin "" for random or classname here.

    "Random"                  //Gearset number. "Random" for random gear set.

    ] call spawn_group;

     

     

    There is a WAI thread you know?

     

     

    Yes, I read it. Does it cancel out the other spawn points? Does it work for all missions?

  8. I've seen this a few times.  Firstly, make sure the players actually log out 2 or 3 min before the server restarts.  Secondly, make sure the players are not logging off near other players.

     

    I mostly see this on my dev server where I shut it down (without logging out) frequently.

     

    When people build their bases, some of the building parts go away in mid air. Any idea what that's all about?

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