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vRoam

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Posts posted by vRoam

  1. Im not sure what up but I think its a bug with your script (I couldnt see anything wrong with it though) But ive been running this on our taviana server and is working perfectly to the point of when you are looting bodys there seems to be a weird pattern and its you get kicked while accessing there body (not even getting a chance to see there gear) but its always the ones with AKs its like the server or the script is separating them 

  2. Sorry in advance if this is a stupid question.

    So, I want to have the normal trader to have everything default as if it were normal Overpoch so i can then go and make my own trader for overpoch weapons and set in catagories.
    Example:

    Currently:
    Assualt Rifles will have every assualt rifle in the game (There is alot for overpoch :P)

    Hopefully:
    G3 varients
    HK16
    HK17 and so on

    So I was wondering if this is possible ?
    Thank you for your time and thanks in advance

  3. Hey man im getting this error.


    2:55:01 [DZMS]: Starting DayZ Mission System.
    2:55:01 [DZMS]: Relations not found! Using DZMS Relations.
    2:55:04 [DZMS]: Currently Running Version: any
    2:55:04 [DZMS]: Mission and Extended Configuration Loaded!
    2:55:04 [DZMS]: chernarus Detected. Map Specific Settings Adjusted!
    2:55:04 [DZMS]: DayZ Epoch Detected! Some Scripts Adjusted!
    2:55:04 Error in expression <[DZMS]: Currently Running Version: %1", DZMSVersion];


    if (DZMSVersion != "1.1F>
    2:55:04 Error position: <DZMSVersion];


    if (DZMSVersion != "1.1F>
    2:55:04 Error Undefined variable in expression: dzmsversion
    2:55:04 File z\addons\dayz_server\DZMS\DZMSInit.sqf, line 74
    2:55:04 "RUNNING EVENT: Construction on [2014,8,27,10,55]"


    and this one

    DZMSPurgeObject = {
    _>
    3:05:00 Error Undefined variable in expression: _sleeptime
    3:05:00 File z\addons\dayz_server\DZMS\DZMSFunctions.sqf, line 253
    3:05:00 Error in expression <nterval; (diag_tickTime - _startTime) > _sleepTime;};
    };


    DZMSPurgeObject = {
    _>
    3:05:00 Error position: <_sleepTime;};
    };


    DZMSPurgeObject = {
    _>
    3:05:00 Error Undefined variable in expression: _sleeptime
    3:05:00 File z\addons\dayz_server\DZMS\DZMSFunctions.sqf, line 253
    3:05:05 Error in expression <nterval; (diag_tickTime - _startTime) > _sleepTime;};
    };


    DZMSPurgeObject = {
    _>
    3:05:05 Error position: <_sleepTime;};
    };


    DZMSPurgeObject = {
    _>
    3:05:05 Error Undefined variable in expression: _sleeptime
    3:05:05 File z\addons\dayz_server\DZMS\DZMSFunctions.sqf, line 253
    3:05:05 Error in expression <nterval; (diag_tickTime - _startTime) > _sleepTime;};
    };


    None of the events seem to be running. Thanks in advance

  4.  

    with my map additions, ive created a folder called map in my server pbo

     

    then at the very bottom of dayz_server\init\server_functions.sqf

     

    i add the following

    // map additions made in editor by jakehekesfists
    call compile preProcessFileLineNumbers "\z\addons\dayz_server\map\owtrader.sqf";	// overwatch trader
    call compile preProcessFileLineNumbers "\z\addons\dayz_server\map\lights.sqf";		// street lights in random places
    call compile preProcessFileLineNumbers "\z\addons\dayz_server\map\calamarTrader.sqf";	// calamar trader city
    // map additions made in editor by smooose
    call compile preProcessFileLineNumbers "\z\addons\dayz_server\map\corazonTrader.sqf";	// corazon trader city
    

    Tried Call for compiles "Waiting for server to authenticate" :( I think i'll give up XD

  5. in init.sqf

    []execVM "map\mapname.sqf"; 

    would be used if you were storing your map additions in the mission file.

     

    because i'm storing my map additions in the server pbo, and the additions to server_functions.sqf is also in server pbo 

    call compile preProcessFileLineNumbers works. 

     

    i've been using this method for about 5 months now, it was the only way i could make the bridge to skalisty island work without rotating on my cherno server.

    plus it keeps the mission file size down, so thats a bonus

    the other good part, is the AI actually "see" the additional buildings when you call them server side. stops them from shooting straight through them.

    Yea this is the method im being told and works for none trader addons. for some reason I cant get my trader city to work :(

  6.  

    with my map additions, ive created a folder called map in my server pbo

     

    then at the very bottom of dayz_server\init\server_functions.sqf

     

    i add the following

    // map additions made in editor by jakehekesfists
    call compile preProcessFileLineNumbers "\z\addons\dayz_server\map\owtrader.sqf";	// overwatch trader
    call compile preProcessFileLineNumbers "\z\addons\dayz_server\map\lights.sqf";		// street lights in random places
    call compile preProcessFileLineNumbers "\z\addons\dayz_server\map\calamarTrader.sqf";	// calamar trader city
    // map additions made in editor by smooose
    call compile preProcessFileLineNumbers "\z\addons\dayz_server\map\corazonTrader.sqf";	// corazon trader city
    

    Wait you do call compile? whats the difference between that and execVM ? Ill have to try if call compile works tomorrow :D

  7. my suggestion, well its more of a tip really.

     

    when using the 3d editor, and in particular placing those long/tall h barriers.

    move the piece roughly into location, release mouse 1. then make a minor adjustment to the piece

    then press save, if the piece moves. move it correctly into place. press save again. 

     

    its a pain, but do that with each piece and they should line up properly. your sandbag walls are giving me a bit of ocd. i just wanna fix them haha. 

     

    *edit* 

    the existing traders are located in the server.pbo 

    \missions\DayZ_Epoch_11.Chernarus\mission.sqf

     

    you can find the biedi files for the existing traders https://github.com/vbawol/DayZ-Epoch/tree/master/TraderCitySources

     

    i edit the biedi files to remove the things i dont want, then i use diffmerge so i can easily see which parts i need to remove from the mission.sqf file

     

     

    good luck. happy editing

    Already sorted the H barriers out I didn't notice it till i looked on the pictures and the traders i have moved where in the original spots for the traders that already in the server they are like place holders and easy access to get there coords when i want to move the real traders, as for adding it to my server do i need to put my sqf into the chernarus11 folder ?

  8. I had this issue to, like for example with the MI-17's;

     

    This is what traders sell and buy;

    Mi17_DZE

    And some spawned ones are the other variant like;

    Mi17_DZ
    

    This is why they won't sell, or you just keep it that way or you add the second variant to the traders to. Simple as that, hope this helped u mate.  ;)

    Looked at the trader ids and they seem to be the same from the ones i looked at

  9. Hi all bit new to sql scripting, il give you the rundown.

     

    I rented a server from a 3rd party with dayz mods included on it.

     

    We now have Dayz Overpoch Cherno running with Snap tools pro.

     

    All this has gone to plan and runs fine.

     

    The included DZAI and WAI scripts run fine spawning 2 heli patrols, a foot patrol and a m240 hummer patrol, as well as the missions spawning and all working on the default settings.

     

    Now i want to edit the WAI patrols,

     

    I connected with FileZiller and downloaded the dayz_server.pbo from the /99.99.999.9_9999/@DayZ_Epoch_Server/addons directory.

     

    Then unpacked the dayz_server.pbo with PBO manager.

     

    Then navigated to :dayz_server\WAI\customSpawns.sql

     

    Opened the file with notepad++ and edited the following:

     

    [[6351,2495,0],    //Position to patrol

    [6906,2828,0],                 // Position to spawn chopper at

    1000,                    //Radius of patrol

    10,                     //Number of waypoints to give

    "UH1H_DZ",                //Classname of vehicle (make sure it has driver and two gunners)

    1                        //Skill level of units

    ] spawn heli_patrol;

     

    to

     

    [[10552,8582,0],    //Position to patrol

    [10552,7582,0],                 // Position to spawn chopper at

    1000,                    //Radius of patrol

    10,                     //Number of waypoints to give

    "UH60M_DZ",                //Classname of vehicle (make sure it has driver and two gunners)

    1                        //Skill level of units

    ] spawn heli_patrol;

     

    Just to see if the changes would have effect before i started playin more with the file.

     

    I then repacked the files with PBO manager.

     

    Then deleted the dayz_server.pbo from the server directory.

     

    Then uploaded the edited .pbo back to the server using FileZilla

     

    Started the server and logged in to see the patrol still had a UH-1H.

     

    Just to check i then re download the dayz_server.pbo from the server to check the changes to the scrip were there, and they wer.

     

    I have now tried editing several sections of the custom spawn script and uploading the file back to the server to no avail.

     

    It’s like any changes i make in the dayz_server.pbo do not seem to affect the game.

     

    Any advice or am  missing something.

     

    Like i said im a bit new to this sort of thing so bear with me.

     

    Many thanks

     

    Spear

    Im not postive but DZAI and WAI both have foot and heli patrols included did you make sure to edit the correct script that is running the patrols?

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