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ElDubya

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ElDubya last won the day on April 6 2016

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About ElDubya

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  1. Link : https://mega.nz/#!NARBACRC Decryption Key : !glCmDxYyBLmMBJFytHIUfIl4ytHfmZ0QqqVw71tjPIQ Have at it gents :)
  2. There is nothing to upload. Just copy the dayz_sfx.pbo in your Overwatch directory. Paste that .pbo over the top of the one in your Epoch directory, set signatures on your server to 0 and away you go. Bear in mind though, if you are using the new 1.06 (or whatever it is) it may not work.
  3. Epoch Server Error

    This is my start.bat for reference : @echo off start "arma2" /min arma2oaserver.exe -port=2302 "-config=instance_24_Napf\config.cfg" "-cfg=instance_24_Napf\basic.cfg" "-profiles=instance_24_Napf" -name=instance_24_Napf "-mod=@DayZ_Epoch;@DayZ_Epoch_Server;"
  4. Working Trains

    It works, but it's super buggy ...
  5. Debug Monitor Infistar

    Dude, this debug monitor design has been around more than Kim Cardashian. The only "custom" thing about it would be the server name/logo that OP has smudged black over :)
  6. 1 person on server, everyone else wait for host...

    Stupid question, but have you checked both server and client RPT's? :)
  7. roaming helis

    As @juandayz said, it's most likely Donnovan's heli patrol.
  8. Arma 3 1.58 Update Issues/Bugs

    Is anyone else aware of hideObjectGlobal no longer working since the update? Any workarounds available, as I use this command to hide and replace buildings on my map.
  9. Max Ping Change?

    In your BEServer_active_rcon.cfg RConPassword rconpasswordhere maxping 400
  10. Custom buildings vanish/underwater

    Ummmm ...... whaaaaat?
  11. A couple errors and script problem

    So, all fixed then?
  12. server_monitor,sqf error help

    That's a standard error. Welcome to Arma :)
  13. server_monitor,sqf error help

    This is that section of code from my server_monitor.sqf. _totalvehicles = ; { _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 = ; _pos = [,,]; _wsDone = false; if (count _worldspace >= 2) then { _dir = _worldspace select ; if (count (_worldspace select 1) == 3) then { _pos = _worldspace select 1; _wsDone = true; } }; if (!_wsDone) then { if (count _worldspace >= 1) then { _dir = _worldspace select ; }; _pos = [getMarkerPos "center",,4000,10,,2000,] call BIS_fnc_findSafePos; if (count _pos < 3) then { _pos = [_pos select ,_pos select 1,]; }; diag_log ("MOVED OBJ: " + str(_idKey) + " of class " + _type + " to pos: " + str(_pos)); }; _vector = [[,,],[,,]]; _vecExists = false; _ownerPUID = "0"; if (count _worldspace >= 3) then{ if(count _worldspace == 3) then{ if(typename (_worldspace select 2) == "STRING")then{ _ownerPUID = _worldspace select 2; }else{ if(typename (_worldspace select 2) == "ARRAY")then{ _vector = _worldspace select 2; if(count _vector == 2)then{ if(((count (_vector select )) == 3) && ((count (_vector select 1)) == 3))then{ _vecExists = true; }; }; }; }; }else{ //Was not 3 elements, so check if 4 or more if(count _worldspace == 4) then{ if(typename (_worldspace select 3) == "STRING")then{ _ownerPUID = _worldspace select 3; }else{ if(typename (_worldspace select 2) == "STRING")then{ _ownerPUID = _worldspace select 2; }; }; if(typename (_worldspace select 2) == "ARRAY")then{ _vector = _worldspace select 2; if(count _vector == 2)then{ if(((count (_vector select )) == 3) && ((count (_vector select 1)) == 3))then{ _vecExists = true; }; }; }else{ if(typename (_worldspace select 3) == "ARRAY")then{ _vector = _worldspace select 3; if(count _vector == 2)then{ if(((count (_vector select )) == 3) && ((count (_vector select 1)) == 3))then{ _vecExists = true; }; }; }; }; }else{ //More than 3 or 4 elements found //Might add a search for the vector, ownerPUID will equal 0 }; }; }; // Realign characterID to OwnerPUID - need to force save though. if (DZE_APlotforLife) then { if (count _worldspace < 3) then { _worldspace set [count _worldspace, "0"]; }; _ownerPUID = _worldspace select 2; } else { _ownerPUID = _ownerID; }; // 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, [], , "CAN_COLLIDE"]; _object setVariable ["lastUpdate",time]; _object setVariable ["ObjectID", _idKey, true]; _object setVariable ["OwnerPUID", _ownerPUID, true]; _lockable = ; 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 { _object setVariable["memDir",_dir,true]; 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 > ) then { if (_type in DZE_LockedStorage) then { // Fill variables with loot _object setVariable ["WeaponCargo", (_inventory select ),true]; _object setVariable ["MagazineCargo", (_inventory select 1),true]; _object setVariable ["BackpackCargo", (_inventory select 2),true]; } else { //Add weapons _objWpnTypes = (_inventory select ) select ; _objWpnQty = (_inventory select ) select 1; _countr = ; { if(_x in (DZE_REPLACE_WEAPONS select )) then { _x = (DZE_REPLACE_WEAPONS select 1) select ((DZE_REPLACE_WEAPONS select ) 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 ; _objWpnQty = (_inventory select 1) select 1; _countr = ; { 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 ; _objWpnQty = (_inventory select 2) select 1; _countr = ; { _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 ; _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); Try replacing your section with that and see if it helps? (Make a backup first though, yes?) :)
  14. Custom buildings vanish/underwater

    Any map additions should ALWAYS be run serverside and called from the bottom of the server_monitor.sqf, just above allowConnection = true; . I have all this running and everything loads perfectly everytime : [] ExecVM "\z\addons\dayz_server\WAI\init.sqf"; [] ExecVM "\z\addons\dayz_server\DZMS\DZMSInit.sqf"; [] ExecVM "\z\addons\dayz_server\buildings\coptrader.sqf"; [] ExecVM "\z\addons\dayz_server\buildings\pook_trader.sqf"; [] ExecVM "\z\addons\dayz_server\buildings\awols.sqf"; [] ExecVM "\z\addons\dayz_server\buildings\origins_air.sqf"; [] ExecVM "\z\addons\dayz_server\buildings\origins_land.sqf"; [] ExecVM "\z\addons\dayz_server\buildings\origins_boat.sqf"; [] ExecVM "\z\addons\dayz_server\buildings\trader_road.sqf"; [] ExecVM "\z\addons\dayz_server\buildings\server_heli_patrol.sqf"; [] ExecVM "\z\addons\dayz_server\buildings\cave_trader.sqf"; [] ExecVM "\z\addons\dayz_server\buildings\random_info.sqf"; [] ExecVM "\z\addons\dayz_server\buildings\signs.sqf"; [] ExecVM "\z\addons\dayz_server\buildings\aunty_jack.sqf"; [] ExecVM "\z\addons\dayz_server\buildings\speed_plants.sqf";
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