cikez
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Posts posted by cikez
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You could just disable the plot-pole on your server in your init.sqf put
DZE_requireplot = 0;
Might help ;)
Yes, but what are the downsides to not requiring players to have a plot pole to build? Are there any negative downsides to this?
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This seems to be resolved for me after updating infiSTAR to latest and manually changing the ridiculous humanity in the database. I also ran this:
DELETE FROM `character_data` USING character_data, character_data AS tmpcharacter_data WHERE NOT character_data.CharacterID=tmpcharacter_data.CharacterID AND character_data.CharacterID<tmpcharacter_data.CharacterID AND (character_data.PlayerUID=tmpcharacter_data.PlayerUID)
Those are the only 3 steps that I did and so far I have not seen any humanity duplication.
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Hey all.. Everything works great except I cannot get the AI to equip and use RPGs. This is important because my players are using LAV's to go and destroy these missions without having any AI fire at them. I do have wai_use_launchers set to true. Any ideas? I am running 1.0.5.1. Thanks!
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I have players reporting the same thing all of a sudden.. I know for a fact other players didnt get to the plot pole. Any insight would be much appreciated.. Also running 1.0.5.1. Keep in mind players just randomly reported this. It doesnt seem to exactly happen at "every" restart.
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No. I haven't manually deleted any dead characters but do run the popular SQL to clean old dead characters at every restart:
DELETE FROM `character_data` USING character_data, character_data AS tmpcharacter_data WHERE NOT character_data.CharacterID=tmpcharacter_data.CharacterID AND character_data.CharacterID<tmpcharacter_data.CharacterID AND (character_data.PlayerUID=tmpcharacter_data.PlayerUID)
Cool, Thanks.
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@ReDBaroN
Did you remove the dead characters in character_data?
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Yes, whatever you do don't use that one.
#2 at the end of the version number is important. 335C#2 is working perfectly for me at the moment with humanity fixed. Nearly 24 hours on and we had max players on for most the evening.
Thanks for letting me know. I just received an update to AH335D. Trying it now. We will see how it goes.
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The last one I received was 21092014IAHAT335C which indeed does break traders and many other things.
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Well, while using this: https://github.com/noxsicarius/R3F-Tow-Lift should the option DZE_HeliLift be set to false?
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Regarding this current topic though I am having the same issue. I have SEVERAL players with well over 400,000 humanity because of this issue. My Epoch server has been on for about a month now so obviously this is not normal. I am currently running 1.0.5.1 with the following mods:
infiSTAR
DZGM
ESS spawn
WAI 2.1.4
PlotForLifeSnap Build
R3F Towing/Lifting
Vehicle Key Changer
FYI. I noticed after looking in the character_data table that the top player has 891,280 humanity and "Alive" is set to 1. Then right under that is the same player with "Alive" set to 0 and his humanity "was" 445,640 which exactly half of what is currently at.. Something seems to doubling their humanity once they die? Hope this gets fixed. Thanks!
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I had to roll back the latest infiSTAR update as no one could use traders, use bandages & painkillers etc..
I'm back with 335B for now.
Same issue here. Reverting back to 335b
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I am having the same issue on my Epoch 1.0.5.1 server. Did anyone ever figure this out? I do have the addon that disables towing/lifting for locked vehicles but when they are unlocked they still cannot be towed/lifted. Players have reported that the script has all of a sudden not let them tow/lift anything. Any help is much appreciated.
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would proberbly be better if you changed it to check if players inventory is full instead ... tbh i think setting a limit to how many you can have in your inventory is a bit stupid, since you can just put some down and harvest more, however checking if inventory is full will make sure the player can not have more magazines than allowed in inventory.
also i made a little somethin-somethin here for everyone who does not know how to use the editor or if you are just tierd of the same old field in the same old spot:
this script will create a random amount of farms and plants each restart, plants are created "labyrinth style" so it will seem like its placed perfectly close no matter how many plants you want and where they end up, markers are automaticly set for each farm and there is an option to blacklist areas like tradecitys ... (as always in my scripts) there is a few settings you can customize a bit ...
you can set how many farms you want max/min, how many plants you want max/min, how far from roads you want it to spawn and blacklisted areas where weed will not spawn (areas for cherno and napf is preset).
have fun:
This works perfectly except for the markers do not work. Any ideas? Could this be an issue with Infistar?
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My players are also reporting this issue sometimes.. Anyone have any thoughts on this? It seems to only happen when they log back in after disconnecting. Meaning they are not a fresh spawn. This issue is happening on Chernarus though.
[Release] Wicked AI 2.2.0
in A2: Epoch Mods (1.0.5.1)
Posted
I agree.