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cm_red000

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Posts posted by cm_red000

  1. That makes absolutely no sense at all, whatsoever and absolutely. But glad it fixed the issue for you :P

    Lol yea, I have no earthly idea why, but I noticed it was on the Bandit version (which was working for me) and it was the only difference between the two. So I copied it over to the Hero version and now it's ok... *fingers crossed* :D maybe just be a happy coincidence.

  2. In re; the Ural Attack missions, changing this...

    //Base
    diag_log format["WAI: [Mission:[Hero] Ural Attack]: Spawning Buildings"];
    _baserunover = createVehicle ["UralWreck",[(_position select 0),(_position select 1),0],[],15,"FORM"];

    to this...

     

    //Base
    diag_log format["WAI: [Mission:[Hero] Ural Attack]: Spawning Buildings"];
    _baserunover = createVehicle ["UralWreck",[(_position select 0),(_position select 1),0],[],15,"FORM"];
    _baserunover setVectorUp surfaceNormal position _baserunover;

    Solved the problem for me. Mission is now able to be cleared.

  3. That's odd I installed plot management and deploy still works. It didn't require any modification.

    Hmm.. maybe it's unrelated then, I just assumed something went awry since the Plot Pole Management thing is really all I've changed recently. Previously this was working great, but like I said now for some reason I get the "requires a plot pole within 30m" error on all deployables (except for the bike) leaving me unable to deploy pretty much everything. I tried turned "requires plot pole" to false for all deployables, and then tried a fresh install, but no luck.

    Post-Edit: Replacing the plot pole cause it to function normally again. So I guess it just isn't picking up on the changes made by Plot Pole Management, and won't let you build there after dying, since it thinks you're trying to build on someone else's plot. Changing the code in player_deploy.sqf at "disallow building plot" to the Plot Pole Management version solved the problem for me. Can now build on the plot even after death provided the person has been added to the plot pole. 

     

     // disallow building plot
    if(!_isPole) then {
    // ### PLOT POLE MANAGEMENT START ###
    _friendlies = _nearestPole getVariable ["plotfriends",[]];
    _fuid = [];
    {
    _friendUID = _x select 0;
    _fuid = _fuid + [_friendUID];
    } forEach _friendlies;
    _builder = getPlayerUID player;
    // check if friendly to owner
    if(_builder in _fuid) then {
    _canBuildOnPlot = true;
    };
    // ### PLOT POLE MANAGEMENT END ###
    };
    };
    };

  4. I tested this with Heli's and it seems to be working fine?

    Hmm... not sure what I've done wrong then lol. The only changes I made to the files were for the coords (Tavi vs. Cherno) but while running a car into a car works fine (no damage to either vehicle), for some reason running a car into a heli causes damage to the heli only. I'll try re-installing, see if that helps.

    Thanks :)

  5. It appears that the only vehicles I am able to claim on my server are NOT the HIVE vehicles. Just the normal map spawns. Meaning, if the vehicle has a key assigned to it, it's not claimable.

    Gotcha. In that case - is there anything I can change to make the inverse true? lol. So that people ARE able to claim and make keys for stolen vehicles? All unlocked vehicles lock on server restart, so the issue we're having is that people who are able to steal a car, can no longer access it once the server has restarted without a way to claim or make a key for it. The keyless vehicles don't persist through restarts anyway, so I'm less concerned with whether or not those can be claimed.

    Any idea where I might look to try and change that around?

    Thanks again for all your help :)

  6. One more tiny issue. After changing the percentage of AI killed to complete the missions, the crates are functioning as expected (awesome) but for some reason the Bandit Ural Attack mission just won't clear. Ever. Even with all of the AI dead lol. All others seem fine, something just goes a little wrong with this one.

    Any idea what I can do to quick-fix on my end?

    Thanks again for all your help :)

  7. I'm not at home so can't test, but I'm pretty sure I remember that you can only claim a vehicle that is a hive vehicle. I know you can't make a key for a map spawn using infistar, says vehicle has id of 0 and cannot be made. However, you should be able to claim a hotwired vehicle.

     

    Indeed, (on the keyless vehicles)  we don't seem to be able to claim vehicles that have keys either though, meaning vehicles stolen from other players with the hotwire kits.  Any idea where I might be able to look to work at changing this?  Not sure if it's relevant, but the vehicles we're having issues with are tank-ish.  (BTR, BDRM).  Saw an earlier post where someone said you had to add tanks in, which I did...

     

    if ((_cursorTarget isKindOf "Motorcycle" || _cursorTarget isKindOf "Car" || _cursorTarget isKindOf "Tank" || _cursorTarget isKindOf "Air" || _cursorTarget isKindOf "Ship")) then {

     

    But still no dice. Thanks again for any help :)

  8. First off, thanks so much for all your hard work on this   :D  literally could not live with out it.

     

    BUT. One wee bitty issue since updating to 1.4...  walls, doors, etc. all function as expected with snap points and the like, but for some reason I'm now unable to snap the miscellaneous objects (like when trying to snap crates to other crates, or when trying to snap stairs)  I get snap points on the object that I'm placing, but none on the adjacent already placed objects.

     

    Any idea what might be causing this? 

     

    Thanks in advance for any help.

  9. infiSTAR HackLog | BadSkin: Survivor1_DZ @[1335.06,7922.16,0.00104809] (BANNED)

     

    A player on our server was banned by infistar earlier today with the above notification. He claims it happened while changing skins... I'm kind of new to infistar and wasn't able to turn anything up on the Google oracle, so does anyone know what exactly this ban for or how he went about getting it?

     

    I obviously don't want to unban him if he was legitimately up to something nefarious. lol.

  10. Yes loot ONLY spawns when the mission objective has been completed (when the "survivors have secured" message pops up). If you haven't had that message there will be no loot inside the crate.

    Perfect, thanks :) lowing the percentage back to 30 worked like a charm.

    Excellent job with this btw - easily the best AI mod out there.

  11. Does anyone know how exactly the "claiming" part of this works? Is it possible to claim stolen vehicles? (i.e. using a hotwire kit to take another player's car, then claim it as your own?)

    Creating the master keys seems to work fine, but so far we've been unable to get the claiming to work even with the key maker's kit and key in inventory (have the claiming set to be free).

    Thanks in advance for any help :)

  12. It should look like this:

    • _allowed = [_object, "Server"] call check_publishobject;
      if (!_allowed || !_proceed) exitWith {
          if(!isNull(_object)) then {
              deleteVehicle _object;
          };
          diag_log ("Invalid object swap by playerUID:"+ str(_activatingplayerUID));
      };
      
      //get UID
      _uid = _worldspace call dayz_objectUID2;
      
      _worldspace set [0, (_worldspace select 0) call KK_fnc_floatToString];
      _worldspace set [1, (_worldspace select 1) call KK_fnc_positionToString];
      
      // Publish variables
      _object setVariable ["CharacterID",_charID,true];
      
     

     

    Is it going to make a difference that my "Publish variables" and "_object setVariable" are by default located above this section vs. below it? Or should I move them down?

     

    // Publish variables
    _object setVariable ["CharacterID",_charID,true];
     
    //_object setVariable ["ObjectUID",_objectUID,true];
    _object setVariable ["OEMPos", call compile (_worldspace select 1), true];
     
    //diag_log ("PUBLISH: Attempt " + str(_object));
     
    _allowed = [_object, "Server"] call check_publishobject;
    if (!_allowed || !_proceed) exitWith { 
    if(!isNull(_object)) then {
    deleteVehicle _object; 
    };
    diag_log ("Invalid object swap by playerUID:"+ str(_activatingplayerUID));
    };
     
    //get UID
    _uid = _worldspace call dayz_objectUID2;
     
    _worldspace set [0, (_worldspace select 0) call KK_fnc_floatToString];
    _worldspace set [1, (_worldspace select 1) call KK_fnc_positionToString];

     

    Thanks in advance for your help   :)

  13. Well I just installed the latest version and all the missions spawn loot just fine once they are finished, if you don't have any RPT errors we can work with then we can't really help, check your files try install fresh etc

    Yea, I'm not getting any errors, but I'm still not consistently getting loot either. What you said about God Mode though got me thinking - Could changing this value...

     

    // percentage of AI players that must be killed at "crate" missions to be able to trigger completion

    wai_kill_percent = 30;

     

    Impact whether or not loot is spawning in the crates? Because on mine I have this set much higher than 30%  ... Does loot only spawn when the mission has been flagged complete? 

  14. Try these instead of the check:

    // ADD THIS 2 before the 2 checks
    
    _adminList = ["0152"]; // Add admins here if you admins to able to manage all plotpoles
    //_owner = _cursorTarget getVariable ["ownerPUID","0"];
    _friends = _cursorTarget getVariable ["plotfriends", []];
    _fuid = [];
    {
    _friendUID = _x select 0;
    _fuid = _fuid + [_friendUID];
    } forEach _friends;
    _allowed = [];
    _allowed = _allowed + _adminList + _fuid;
    
    
    //Allow owners to delete modulars
    if(_isModular && (((getPlayerUID player) in _allowed) || (dayz_characterID == _ownerID))) then {
    if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then {
    _player_deleteBuild = true;
    };
    };
    //Allow owners to delete modular doors without locks
    if(_isModularDoor && (((getPlayerUID player) in _allowed) || (dayz_characterID == _ownerID))) then 
    if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then {
    _player_deleteBuild = true;
    };
    }; 
    

    And have a toolbox and crowbar on you

    Will give this a try :) thanks!

  15. Hey guys I am stuck on waiting for authentication and this is the error in my rpt and i tried the 2 fixes and still nothing any help would be much appreciated. 

     

    14:00:37 Error in expression < _countr)];

    };

    _countr = _countr + 1;

    } count _objWpnTypes; 

     

     

    _objWpnTypes = (_>

    14:00:37   Error position: <count _objWpnTypes; 

     

     

    _objWpnTypes = (_>

    14:00:37   Error count: Type String, expected Array

    14:00:37 File z\addons\dayz_server\system\server_monitor.sqf, line 257

     

     

    I'm getting the same error:

     

    16:06:22 Error in expression < _countr)];

    };

    _countr = _countr + 1;

    } count _objWpnTypes;

    _objWpnTypes = (_>

    16:06:22 Error position:

    _objWpnTypes = (_>

    16:06:22 Error count: Type String, expected Array

    16:06:22 File z\addons\dayz_server\system\server_monitor.sqf, line 227

     

    Here's the relevant portion of my server_monitor.sqf  (I do have a couple other changes in there from other mods, not sure if it's a conflict causing the problem or not):

     

    // # NOW SPAWN OBJECTS #
    _totalvehicles = 0;
    {
    _idKey = _x select 1;
    _type = _x select 2;
    _ownerID = _x select 3;
    
    _worldspace = _x select 4;
    _intentory = _x select 5;
    _hitPoints = _x select 6;
    _fuel = _x select 7;
    _damage = _x select 8;
    
    _dir = 0;
    _vector = [[0,0,0],[0,0,0]];
    _vecExists = false;
    
    _pos = [0,0,0];
    _wsDone = false;
    if (count _worldspace >= 2) then
    {
    if(count _worldspace == 3) then{
    _vector = _worldspace select 2;
    if(typename _vector == "ARRAY")then{
    if(count _vector == 2)then{
    if(((count (_vector select 0)) == 3) && ((count (_vector select 1)) == 3))then{
    _vecExists = true;
    };
    };
    
    };
    
    };
    _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));
    };
    
    
    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];
    
    // ### PLOT POLE MANAGEMENT START ###
    if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then {
    _object setVariable ["plotfriends", _intentory, true];
    };
    // ### PLOT POLE MANAGEMENT END ###
    
    _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;
    
    if(_vecExists)then{
    _object setVectorDirAndUp _vector;
    };
    
    _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 _intentory > 0) then {
    if (_type in DZE_LockedStorage) then {
    // Fill variables with loot
    _object setVariable ["WeaponCargo", (_intentory select 0),true];
    _object setVariable ["MagazineCargo", (_intentory select 1),true];
    _object setVariable ["BackpackCargo", (_intentory select 2),true];
    } else {
    
    //Add weapons
    _objWpnTypes = (_intentory select 0) select 0;
    _objWpnQty = (_intentory 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 = (_intentory select 1) select 0;
    _objWpnQty = (_intentory 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 = (_intentory select 2) select 0;
    _objWpnQty = (_intentory 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];
    };
    // DELETE VEHICLES SAFE ZONE START ###
    [_object] execVM "\z\addons\dayz_server\compile\Server_DeleteObjInsafezone.sqf";
    // DELETE VEHICLES SAFE ZONE END ###
    };
    
    //Monitor the object
    PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_object];
    };
    } count (_BuildingQueue + _objectQueue);
    // # END SPAWN OBJECTS #

     

    Anyone know how to fix?

  16. Did you complete the missions or just walk up to the crate with god mode on? :P

    Lol, both actually. Players had started complaining about completing missions only to find empty crates. Completed a couple myself, confirmed they were empty. Then I started god mode TP'ing to all of them to see if it was just one or two broken ones or all of them.

    In both cases, result was the same. Empty crates maybe 3 of 5 times. Based on the contents, "crate_items_chainbullets" seems ok, and "crate_items", but I'm not getting anything on the building supply crates, medical crates, weapon cache, no vehicle parts, tools, etc.

    Originally I thought maybe it was edits I made to them, but problem persisted even after switching back to the default lists. So I have no idea what's going wrong there. XD

  17. ok find and replace

    _crate allowDamage false;
    
    with

    _crate addEventHandler ["HandleDamage", {}];
    
    in WAI\compiles\mission_winorfail.sqf

    Awesome thanks :) I'm still having the no loot issue as well though, same kind of thing as above poster:

     

    Is it just me or are the Ikea missions.. a tiny bit broken? I tried googling but I couldn't find any results--

     

    a friend of mine and I are playtesting our server, and we just did an Ikea mission. AI firefight was fun and all, vehicles and stationary .50 cals were all present... but the vehicles were empty and we couldn't find any ammo crates. There's supposed to be building materials in the trucks, right? Or am I missing something?

    Tested a bunch of the missions and crates are empty on roughly half the time. Thought maybe it was edits I made to them, but problem persisted even after switching back to the default lists.

  18. Ok...so can crates also be made indestructible/invincible? AI...sort of shot it to shit.

     

    2jtys1.jpg

     

     

    I've got this problem too lol.  How would I go about making the crate invincible? 

     

    I'm also having an issue with some of the crates not spawning any loot at all.  Haven't made any changes to them in the config, and it's not ALL of them, but enough of them that it's becoming problematic.  (Maybe 3 of 5 missions spawn with empty crates.)  Not sure what I might have broken there.

  19. We recently started using infastar but I seem to be having some issues getting it to play nice with BattlEye.

     

    Anytime I try to teleport a player to me BattlEye kicks me for SetPos Restriction #6 (with the skin name, whatever they're wearing.) I'm using the SetPos.txt that came with infiSTAR, and even tried adding the exceptions in myself, but still with the kicking. 

     

    Anyone know how to fix this?

     

    Thank in advance.

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