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AWulle 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.
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AWulle reacted to LePogo in [Release] Custom Debug Monitor
Working great! I had to merge your ''dayz_spaceInterrupt'' with the one I already used with Snap_Pro. Also edited the file for my needs
added player name
added survided x days count
removed server restart
added ''spaces'' before and after values so they dont look too tight in the debug box
This is my debug_monitor.sqf if someone want something similar.
If you have the same issue I had (Snap_Build using the same file ''dayz_spaceInterrupt'') Simply edit the file you already use in snap build folder.
Find :
if (_dikCode == 210) then { _nill = execvm "\z\addons\dayz_code\actions\playerstats.sqf"; }; And change it to :
//if (_dikCode == 210) then { _nill = execvm "\z\addons\dayz_code\actions\playerstats.sqf";}; //original debug // Debug monitor if (_dikCode == 210) then { if (isNil 'debugMonitor') then { debugMonitor = true; _nill = execvm "custom\debug_monitor.sqf"; } else { debugMonitor = !debugMonitor; hintSilent ''; _nill = execvm "custom\debug_monitor.sqf"; }; }; -
AWulle reacted to Gr8 in [TUTORIAL] Remove/Change Trading Animations (for faster trading)
To Remove/change crafting animation
Find this in your custom compiles:
player_craftItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_craftItem.sqf"; Replace it with:
player_craftItem = compile preprocessFileLineNumbers "fixes\player_craftItem.sqf"; Now make a new file in your fixes folder called player_craftItem.sqf
Paste this in your player_craftItem.sqf
http://pastebin.com/y0VWmqH3
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AWulle reacted to Richie in [Release] Wicked AI 2.2.0
Give them a location array should do it, here are my old Taviana locations, all in sensible places covering both islands.
find on each mission file :
_position = [30] call find_position;
replace with
_positionarray = [[16665.008,6183.1831,0],[17711.684,6312.3447,0],[17442.844,5034.8325,0],[17250.822,8099.0171,0],[16311.108,8404.6221,0],[15163.863,8138.272,0],[15052.753,9689.3564,0],[14536.239,11673.776,0],[13801.271,12299.523,0],[13811.67,13231.576,0],[12806.122,13682.48,0],[12895.81,14307.783,0],[11764.462,14874.194,0],[11811.919,15867.194,0],[11442.7,15899.821,0],[10651.606,17509.633,0],[11023.075,18388.391,0],[9830.6006,19424.344,0],[8483.9893,20021.035,0],[8265.1348,20881.066,0],[12675.704,19121.58,0],[14967.869,18462.926,0],[15138.043,17366.016,0],[15149.924,16094.297,0],[15198.698,14343.011,0],[16053.953,16223.898,0],[16002.803,14037.48,0],[17149.523,12562.753,0],[16590.836,11538.518,0],[16696.766,9795.2422,0],[15750.51,9821.0791,0],[9274.0557,7722.4824,0],[8854.3154,8261.5176,0],[7778.9141,9093.8115,0],[6072.1567,9944.6973,0],[5684.1387,8341.6025,0],[3915.4873,7882.4014,0],[2274.2927,7549.2588,0],[1711.1221,6832.3374,0],[4163.1504,6456.9678,0],[5677.3354,5908.9209,0],[7483.2227,4677.8555,0],[7748.0342,4308.8159,0],[8182.8174,6512.3086,0],[9375.5684,1960.1821,0],[11495.309,466.6373,0],[9930,3216.6116,0],[9541.5059,4502.3677,0],[8941.1084,5177.0493,0],[10099.235,5729.9028,0],[10298.205,6403.6235,0],[8494.6377,7845.4551,0],[7368.8223,7480.6504,0]]; _position = _positionarray call BIS_fnc_selectRandom; -
AWulle reacted to mimic in [Release] Wicked AI 2.2.0
Check your "config.sqf".
Make sure "wai_near_water" is set to something realistic. I am running WAI on Taviana 2.0 and it's working fine. No missions have spawned in or near water. Mine is set to "wai_near_water = 50;".
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AWulle reacted to gunnar in denmark Pack (new towns)
After some private messages to reupp Skalisty, here is it. For Medvedskoye and Skalisty i spent a lot of time to create, so a thx will not hurt. Dont ask for biedi file, i will not release it.
Medvedskoye
description: a 3,5km long road from Pobeda Dam leads to the new Town
screenshot: http://imgur.com/a/hkyi#0
Skalisty Island
description: huge improvement, nearly whole island is now a city
screenshot: http://imgur.com/a/7Tvv#0
North-East-Airfield
description: more interesting because of new barracks and hangars
screenshot: http://imgur.com/a/YD5g#0
Cherno Blocks
description: added some apartment Blocks to the north of Cherno
screenshot: http://imgur.com/a/dwUD#0
Cherno Base
description: a base east of Cherno on the small Hill
screenshot: https://imgur.com/a/qAbX#0
NEW added 5.June 2014
Gvozdno-Petrovka Road + Village
description: a road directly connects these both villages, in the middle some houses added
screenshot: http://imgur.com/a/FqGN#10
Solnichniy Factory Addon
description: larger Factory now + some more Objects in Solnichniy
screenshot: http://imgur.com/a/2E6L#0
North-West-Airfield
description: added much more Foliage to the Field but dont destroys the Layout of this Airfield
screenshot: no Screenshots, sorry
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AWulle reacted to mgm in [PROJECT] Gold Coin based Single Currency & Banking System
If anyone else is having the same issue I've posted above in post #717, renaming items worked for me. RscTextT => RscTextTt and so on.
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AWulle reacted to blackwiddow in [RELEASE] Ixxo's Chernarus Enhancements - Zelenogorsk & 3 Army Bases
Hi man, thanks for the kind words!
No it's the standard model that comes with Epoch. I just made this a while a go but the new model is the exact dimensions it just replaces it :)
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AWulle reacted to Chunk. No Captain Chunk. in [ADDON] Central Chernarus Bank
Finally woke up, just noticed what you mean.
If you wanted to move the bank you gotta create your own.
Here:
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AWulle reacted to Chunk. No Captain Chunk. in [ADDON] Central Chernarus Bank
[ADDON] Central Chernarus Bank
Thought I'd make a little addon for the Single currency ATM/Bank. So i guess its not much of an improvement or an addon for the script itself.
But if anyone is interested...here it is.
Server pbo
Mission pbo
After you have done this you are ready to, pack and upload to your server!
Configuration
Changing your ATM Object
Optional Marker
Images:
Bank area:
ATM / Bank for Satphone:
ATM's in the Bank:
Location:
Thanks to:
http://epochmod.com/forum/index.php?/user/3715-coco-nuts/
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