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SmokeyBR last won the day on June 29 2016

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  1. ok not sure if its ideal yet, very late here gotta get to bed, but i could come up with something. replace PVDZ_obj_Publish = [_charID,_tmpbuilt,[_dir,_position,dayz_playerUID],[],player,dayz_authKey]; publicVariableServer "PVDZ_obj_Publish"; for if ((_index call getDeployableSimulation)) then { PVDZ_obj_Publish = [_charID,_tmpbuilt,[_dir,_position],[],player,dayz_authKey]; publicVariableServer "PVDZ_obj_Publish"; }else{ PVDZ_obj_Publish = [_charID,_tmpbuilt,[_dir,_position,dayz_playerUID],[],player,dayz_authKey]; publicVariableServer "PVDZ_obj_Publish"; }; server_monitor.sqf expects 2 elements for it, still got some kinks to work out thou, but at least now i know what to look for.
  2. any ideias why a static weapon set up with deploy anything is not spawning after a restart ? static weapon is being saved to database, also updated the script and i have no errors client or server side edit: after some more playful tries i could come up with an error or a warning at least "MOVED OBJ: 17315 of class KORD_high_TK_EP1 with worldspace array = [175.571,[1704.38,9910.85,0.782],"EDITEDSTEAMID"] to pos: [1699.69,9917.62,0]" its just moving places now
  3. i assume "LogMyLogin" needs an exception on publicvariable.txt else you´ll get kicked... Would anyone share something for checking every 30 minutes ?
  4. this script works as is with no problems... if you do have a problem is on your server. go though the installation again make sure everything was done properly, also make sure you do this: if you are 200% sure you followed all the steps than something else is messing with it, i would guess infistar if you use it. A good next step for finding the problem is looking for errors on client RPT and server RPT.
  5. thanks for this ive been wondering myself why it was taking so long and you found out why, i wont remove it but it is nice to know why it was happening.
  6. i have seen players abusing this... the only way i would know how to do it, its going back to the old way, which would require to edit every mission with vehicle being spawned like u showed. I thought a better way might be possible without having to make so many adjustments. If thats the only way possible and only doing it because i asked dont bother with it then, since it seems im the only one bothered by it. thank you i do love the changes you made.
  7. i use KeyinCrate so keys will be put inside the crate, i do this so players will be able to unlock a vehicle only when finishing the mission howerver thats not how it works currently the key will be added to the crate right when vehicles are spawned, making possible for players to approach the crate and loot key before completing mission. Shouldn't the keys be added after mission completion together with loot? Is that how it was intended ? to me and older version of WAI it was how it worked, i am not sure how @JasonTM meant for it to work, if thats how u wanted, ok, however if not please take a look because i am not sure how to do it. https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/compile/custom_publish_vehicle.sqf#L80 https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/compile/functions.sqf#L225-L229
  8. something that was reported on my server and i believe to be the only issue not taking into account with the latest rewrite of wai is how far bots and vehicles can get from their mission (air vehicles more so). The only reason i took out helicopters patrol from mission was because they stray way too far from their position and now they reported happening with a land vehicle ended up inside a safezone 1539m from the mission (how often it happens im unsure this is the first time someone said something) Is there no solution to this ? how are other server admins dealing with it ?
  9. edit: just saw u already checked dzlauncher checker, so id say its only a matter of time... Theres only need to forward ports 2302-2305 really, theres some information about ports here https://community.bistudio.com/wiki/Arma_2:_Dedicated_Server, theres no reason at all to forward those other ports for a arma 2 server
  10. OMG so stupid.... It was something wrong with the DZE_SafeZonePosArray like you said, only it was not broken i copied trader positions from mission.sqm for some reason that i cant recall, and in the process ended up with really high heights > 100, which is why it was not working. anyways thx.
  11. not sure if you are aware but the updated WAI comes with customsettings.sqf which overwrites the ones in config, specifically wai_avoid_missions becomes a really large number. https://github.com/f3cuk/WICKED-AI/blob/master/WAI/customsettings.sqf#L128-L134
  12. so heres something weird that i do not understand. The first "Making Sure" shows up fine the second however does not i even thought of adding another line bellow the second "making sure" with _nearVehicles = _safeZonePos nearEntities [["Air","LandVehicle","Ship"],_safeZoneRadius]; diag_log format ["[SAFEZONE] Making Sure: %1",_x]; { diag_log format ["[SAFEZONE] Making Sure: %1",_x]; diag_log format ["[SAFEZONE] Double Sure"]; if (damage _x > _maxDamage) then { doubted it wanst displaying because there was no value to display, ideias ?
  13. As far as anything broke goes i doubt it since i get no errors in server side or client side, also the DZE_SafeZonePosArray is referenced in other places which are working good. could you humor me and tell me if with the added diag_log format should be displayed regardless of variables true or false ? ive added two diag_log format ["[SAFEZONE] Making Sure: %1",_x]; it should display on server log as soon as server starts right ? /* Safe Zone Relocate by salival (https://github.com/oiad) */ private ["_customPosition","_customRadius","_maxDist","_maxDamage","_nearVehicles","_objDist","_position","_safeZonePos","_safeZoneRadius","_useCustomPosition","_unlock"]; _useCustomPosition = false; // Enable a custom position to move vehicles to (i.e a junk yard) _customPosition = [6942.64,15121.6,0]; // Position for vehicles to be moved to if _useCustomPosition = true; _customRadius = 5; // Minimum distance from the custom position to move vehicles to _maxDist = 1000; // Maximum distance from the safe zone position to find a safe position or custom position for relocation, setting this too low can make vehicles spawn very close to other vehicles. _objDist = 15; // Minimum distance from the safe position for relocation to the center of the nearest object. Specifying quite a large distance here will slow the function and might often fail to find a suitable position. _unlock = false; // Unlock vehicle when moved from the safe zone? _maxDamage = 0.75; // Vehicles above this amount of damage will be deleted { _safeZonePos = _x select 0; _safeZoneRadius = _x select 1; _nearVehicles = _safeZonePos nearEntities [["Air","LandVehicle","Ship"],_safeZoneRadius]; diag_log format ["[SAFEZONE] Making Sure: %1",_x]; { diag_log format ["[SAFEZONE] Making Sure: %1",_x]; if (damage _x > _maxDamage) then { deleteVehicle _x; [_x getVariable["ObjectID","0"],_x getVariable["ObjectUID","0"],"safeZoneRelocate"] call server_deleteObjDirect; diag_log format ["[SAFEZONE] %1 was deleted from the server for being too damaged before relocate: @%2 %3",typeOf _x,mapGridPosition _x,getPosATL _x]; } else { if (_useCustomPosition) then { _position = [_customPosition,_customRadius,_maxDist,_objDist,1,0,0,[]] call BIS_fnc_findSafePos; } else { _position = [_safeZonePos,_safeZoneRadius + 50,_maxDist,_objDist,if (_x isKindOf "Ship") then {2} else {0},0,0,[],[_safeZonePos,_safeZonePos]] call BIS_fnc_findSafePos; }; _x setPos _position; [_x,"position"] call server_updateObject; if (_unlock && {locked _x}) then {_x setVehicleLock "UNLOCKED"}; diag_log format ["[SAFEZONE] %1 was moved out of a safe zone to: @%2 %3",typeOf _x,mapGridPosition _position,_position]; }; } forEach _nearVehicles; } forEach DZE_safeZonePosArray;
  14. doesnt seem to be working for me anymore if anyone else could confirm....
  15. since u didnt exaclty say what your settings in hiveext.ini are, check [Time] ;Possible values: Local, Custom, Static ;You cannot use Static on OFFICIAL Hive, it will just revert to Local Type = Static ;If using Custom type, offset from UTC in hours (can be negative as well) ;Offset = -8 ;If using Static type (Hour value always the same on every server start), the value (0-24) to set the Hour to Hour = 13
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