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Posts posted by ElDubya
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Link : https://mega.nz/#!NARBACRC
Decryption Key : !glCmDxYyBLmMBJFytHIUfIl4ytHfmZ0QqqVw71tjPIQ
Have at it gents :)
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On 2/2/2017 at 8:06 AM, Saije said:
@HollowAddiction Your link is Dead. re upload please
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.
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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;" -
It works, but it's super buggy ...
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Stupid question, but have you checked both server and client RPT's? :)
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As @juandayz said, it's most likely Donnovan's heli patrol.
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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.
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In your BEServer_active_rcon.cfg
RConPassword rconpasswordhere
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On 16/04/2016 at 9:30 PM, Buck0 said:
Map additions should not always be run server side
Only thing you would ever run server side is high end loot spawns
Ummmm ...... whaaaaat?
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So, all fixed then?
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Quote
Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
That's a standard error. Welcome to Arma :)
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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?) :)
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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"; -
Use this fn_surfaceNoise.sqf if you are running JSRS and viola, no more client spam :)
//Assess Terrain private ["_unit","_pos","_type","_typeA","_soundType","_soundVal","_array"]; _unit = _this; _pos = getPosATL _unit; _type = surfaceType _pos; _typeA = toArray _type; _typeA set [,"DEL"]; _typeA = _typeA - ["DEL"]; _type = toString _typeA; _soundType = getText (configFile >> "CfgSurfaces" >> _type >> "soundEnviron"); if((typeName ((getArray (configFile >> "CfgVehicles" >> "CAManBase" >> "SoundEnvironExt" >> _soundType) select ) select 1)) == "ARRAY") then{ // JSRS present, setting static Val of 25 _soundVal = 25; } else { // No JSRS present, grabbing configvalue _soundVal = parseNumber format["%1",((getArray (configFile >> "CfgVehicles" >> "CAManBase" >> "SoundEnvironExt" >> _soundType) select ) select 3)]; if (_soundVal == ) then { _soundVal = 25; }; }; _array = [_soundType,_soundVal]; _array
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You should also add that you aren't offering this "service" free of charge.
- RC_Robio, Tech_Support, theduke and 2 others
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1 hour ago, KillKillKill said:
Impossible as there are no Nissan in infistar. I do not run overpoch, only epoch. Hence my question, can I add them somehow.
Sorry man, I totally misread your question.
If you add the nissan.pbo to Epoch, then everyone will need to download your version of Epoch otherwise they won't be able to join. Easiest option is just add @overwatch, make it an Overpoch server and add the trader gear, etc.
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This comes with Overwatch stuff already added to traders.
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You mean like this?
class Category_1016 { class 350z {type = "trade_any_vehicle";buy[] = {80000,"Coins"};sell[] = {20000,"Coins"};}; class 350z_red {type = "trade_any_vehicle";buy[] = {80000,"Coins"};sell[] = {20000,"Coins"};}; class 350z_kiwi {type = "trade_any_vehicle";buy[] = {80000,"Coins"};sell[] = {20000,"Coins"};}; class 350z_black {type = "trade_any_vehicle";buy[] = {80000,"Coins"};sell[] = {20000,"Coins"};}; class 350z_silver {type = "trade_any_vehicle";buy[] = {80000,"Coins"};sell[] = {20000,"Coins"};}; class 350z_green {type = "trade_any_vehicle";buy[] = {80000,"Coins"};sell[] = {20000,"Coins"};}; class 350z_blue {type = "trade_any_vehicle";buy[] = {80000,"Coins"};sell[] = {20000,"Coins"};}; class 350z_gold {type = "trade_any_vehicle";buy[] = {80000,"Coins"};sell[] = {20000,"Coins"};}; class 350z_white {type = "trade_any_vehicle";buy[] = {80000,"Coins"};sell[] = {20000,"Coins"};}; class 350z_pink {type = "trade_any_vehicle";buy[] = {80000,"Coins"};sell[] = {20000,"Coins"};}; class 350z_mod {type = "trade_any_vehicle";buy[] = {80000,"Coins"};sell[] = {20000,"Coins"};}; class 350z_ruben {type = "trade_any_vehicle";buy[] = {80000,"Coins"};sell[] = {20000,"Coins"};}; class 350z_v {type = "trade_any_vehicle";buy[] = {80000,"Coins"};sell[] = {20000,"Coins"};}; class 350z_city {type = "trade_any_vehicle";buy[] = {80000,"Coins"};sell[] = {20000,"Coins"};}; class 350z_yellow {type = "trade_any_vehicle";buy[] = {80000,"Coins"};sell[] = {20000,"Coins"};}; };
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Still not working Sandbird, even with remove keybinds set to false in the AHConfig. Problem is the spacebar. Normal players can't press it to enabe/disable nitro. Admins can though.
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You don't NEED infiSTAR to run any script.
Also, this script works 100%. I use it on 2 servers.
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Other stuff like ...... ? As a general rule of thumb, I have found if you can spawn it with infiSTAR then you can add it to the loot tables / traders.
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59 minutes ago, ravenwolf said:
My server has static time in hiveExt to be 6am when the server starts.
My restarts are every 4 hours.
I want to have 3 hours of day and 1 hour of night.
I set to 4/3 but all that appears to be happening is that time speeds up and races to get back to 6am within the 4 hour cycle. So it's sunset (7pm) after 2 hours uptime and by the time it's restart time again, it's almost back to 6am again.
What could I have done wrong? Any suggestions to solve this would be much appreciated.Errrr ..... what? That gives you ROUGHLY 1 hour of night time?
DayZSA Resources ..... empty??
in Discussion
Posted
C'mon guys, you mean to say nobody has made anything for DayZSA and posted it here?? Where's all the cool stuff, or have I been out of the game too long? :)