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Crispy

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Posts posted by Crispy

  1. Well before I read your post I corrected the issue. Now Vehicles no longer blow up and you can move them but when you blow them up come server restart they are fully repaired and do not clean. This is also effecting our building. When you lay a building down it is there the whole time you are on but as soon as server restart comes it clears them out. 

    EDIT: After looking back over your script there. I was looking at mine. I had the same thing. Whats happening is the server is not saving buildings built tents set up or vehicle damage. You can do all of these in game but once server restart comes around it vehicles repair them selves.  It will save the vehicle location of where it was last at but if it had any damage done to it at all once the server restarts it repairs its self. Even if it was fully blown up before hand. 

     

    Second Edit: Now helis are blowing up instantly when a admin spawns them in.

  2. So we have had an issue with hackers the past few days and I decided to install phoenix admin tools. After the install our tools worked fine but our custom loadout did not. I was able to correct this and that is working fine. We have a bigger issue thats starting to piss our members off. After restarts vehicles are blowing up. These are not vehicles spawned in by admins these are bought from trader vehicles and also vehicles people have found. This has become a huge issue. I was wondering if anyone knows what could be causing it. I sure dont. Thanks for the help guys! 

  3. Hello everyone, after some time I have finally figured out how to add buildings to my epoch server. They are spawning loot and seem to be working just fine, Well almost, they spawn loot, but they spawn loot way too much I added three barracks to NEAF. All three barracks get littered with backpacks and expensive guns well over what I want them to do. How can I adjust the loot spawn on these. I have looked all over and have found no answer.

     

     

     

    Here is how I brought the buildings into my server.

    1) I used the 3d editor and set 3 barracks in NEAF. 

    2) Saved the file and opened up the saved.sqf file with notepad++
    3) I copied the info needed and changed where the Map_ to LAND_
    4) Created a new sqf with this in it.

    if (isServer) then {
    
    _vehicle_25 = objNull;
    if (true) then
    {
      _this = createVehicle ["LAND_Mil_Barracks_i", [12235.144, 12588.837], [], 0, "CAN_COLLIDE"];
      _vehicle_25 = _this;
      _this setDir -69.231537;
      _this setPos [12235.144, 12588.837];
    };
    
    _vehicle_31 = objNull;
    if (true) then
    {
      _this = createVehicle ["LAND_Mil_Barracks_i", [12251.16, 12582.733, -1.5258789e-005], [], 0, "CAN_COLLIDE"];
      _vehicle_31 = _this;
      _this setDir -69.231537;
      _this setPos [12251.16, 12582.733, -1.5258789e-005];
    };
    
    _vehicle_34 = objNull;
    if (true) then
    {
      _this = createVehicle ["LAND_Mil_Barracks_i", [12267.416, 12576.441], [], 0, "CAN_COLLIDE"];
      _vehicle_34 = _this;
      _this setDir -69.231537;
      _this setPos [12267.416, 12576.441];
    };
    
    _vehicle_116 = objNull;
    if (true) then
    {
      _this = createVehicle ["MAP_Heli_H_army", [12049.459, 12677.465, 0], [], 0, "CAN_COLLIDE"];
      _vehicle_116 = _this;
      _this setPos [12049.459, 12677.465, 0];
    };
    
    }; 

    5) Then called upon it with this in my int.sqf

    [] ExecVM "Custom_Buildings\neaf_addition.sqf"; 

    I have been up now for 2 days now trying to get this loot spawned in these barracks lowered. If anyone knows how please let me know.

  4. Hey everyone I am having an issue with one of my Traders. The heli Trader at NEAF will not restock I have a daily restock set up and it is working for all traders but my vehicle traders. I ran the sql code
     

    CREATE EVENT updateStockDaily
        ON SCHEDULE EVERY 1 DAY
        COMMENT 'Updates out of stock vendors'
        DO
          UPDATE `traders_data` SET qty=10 WHERE qty=0 AND afile<>'trade_any_vehicle' AND afile<>'trade_any_boat';
    CREATE EVENT removeDamagedVehicles
        ON SCHEDULE EVERY 1 DAY
        COMMENT 'Removes damaged vehicles'
        DO
          DELETE FROM `object_data` WHERE Damage = 1;
    

    But it is only restocking item traders not vehicle traders. I am getting hounded to get the heli traders restocked does anyone know why it is restocking the item traders but not the vehicle traders?

  5. Hey everyone I have a quick question. I am trying to add a static spawn of bandits to an area I have added on our server. I have the cords for the area and thought I had it set up properly. When we go to see if it worked theres no bandits.  I am not sure what I am doing wrong is there a way anyone can offer some advice. 

    // NWAF BANDIT RAID
    _this = createMarker ["SAR_area_admin", [4785.769, 9750.6055]];
    _this setMarkerShape "RECTANGLE";
    _this setMarkeralpha 0;
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerDir 120.050;
    SAR_marker_NWAFBR = _this;
    

    I have that right above
     

    // ----------------------------------------------------------------------------------------
    // End of area marker definition section
    // ----------------------------------------------------------------------------------------
    
    

    And right below
     

    //---------------------------------------------------------------------------------
    
    // add here if needed
    

    I have this

    //NWAF BANDIT RAID STATIC SPAWN
    [SAR_marker_NWAFBR,3,2,6,"ambush",true­] call SAR_AI;
    

    And my whole SAR_cfg_grps_Chernarus.sqf looks like this. (I did make some changes for easier viewing for myself. But it is only commented items and should not effect the script as far as I know.)
     

    // =========================================================================================================
    //  SAR_AI - DayZ AI library
    //  Version: 1.0.0 
    //  Author: Sarge ([email protected]) 
    //
    //		Wiki: to come
    //		Forum: to come
    //		
    // ---------------------------------------------------------------------------------------------------------
    //  Required:
    //  UPSMon  
    //  SHK_pos 
    //  
    // ---------------------------------------------------------------------------------------------------------
    //   area, group & spawn  cfg file for Chernarus
    //   last modified: 5.3.2013
    // ---------------------------------------------------------------------------------------------------------
    
    /* reconfiguring the properties of the grid (keep in mind the grid has default settings, but these you should overwrite where needed.
    
    IMPORTANT: The grid squares are named like : SAR_area_0_0
    
    where the first 0 is the x counter, and the second 0 the y counter.
    
    So to adress the bottom left square in the grid, you use SAR_area_0_0.
    The square above that one would be: SAR_area_0_1
    the square one to the right of the bottom left square is SAR_area_1_0
    
    You want to change the number arrays in the below lines:
    
    The order for these numbers is always [BANDIT, SURVIVOR, SOLDIER]
    
    Lets take an example for Chernarus
     
    // Kamenka, 0 bandit groups, 1 soldier groups, 2 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
    _check = [["max_grps","rnd_grps","max_p_grp"],[[0,1,2],[0,75,100],[0,4,3]],"SAR_area_0_0"] call SAR_AI_mon_upd; 
      
     [[0,1,2],[0,75,100],[0,4,3]]
    
    the first set of numbers : 0,1,2
    stands for
    0 bandit groups
    1 soldier group
    2 surivors groups
    thats the max that can spawn in this grid
    
    the second set of numbers : 0,75,100
    that means: 
    0% probability to spawn bandit groups
    75% for soldiers
    100% for survivors
    
    the last set of numbers : 0,4,3
    thats the maximum number of ppl in the group (including the leader)
    0 bandits
    max 4  soldiers
    max 3  survivors
    this number is randomized
    
     
     */
    // 
    // grid definition for the automatic spawn system
    //
     
    // Kamenka, 1 bandit groups, 0 soldier groups, 2 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
    _check = [["max_grps","rnd_grps","max_p_grp"],[[1,0,2],[100,0,100],[2,0,1]],"SAR_area_0_0"] call SAR_AI_mon_upd; 
    
    // Balota, 1 bandit groups, 0 soldier groups, 2 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
    _check = [["max_grps","rnd_grps","max_p_grp"],[[1,0,2],[80,0,80],[2,0,3]],"SAR_area_1_0"] call SAR_AI_mon_upd; 
    
    // Cherno, 2 bandit groups, 0 soldier groups, 3 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
    _check = [["max_grps","rnd_grps","max_p_grp"],[[2,0,3],[75,0,75],[4,0,4]],"SAR_area_2_0"] call SAR_AI_mon_upd; 
    
    // Prido, 1 bandit groups, 0 soldier groups, 3 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
    _check = [["max_grps","rnd_grps","max_p_grp"],[[1,0,3],[50,0,50],[4,0,2]],"SAR_area_3_0"] call SAR_AI_mon_upd; 
    
    // Elektro, 2 bandit groups, 0 soldier groups, 3 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
    _check = [["max_grps","rnd_grps","max_p_grp"],[[2,0,3],[50,0,50],[4,0,4]],"SAR_area_4_0"] call SAR_AI_mon_upd; 
    
    // Kamyshovo, 0 bandit groups, 0 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
    _check = [["max_grps","rnd_grps","max_p_grp"],[[0,0,1],[0,0,80],[0,0,3]],"SAR_area_5_0"] call SAR_AI_mon_upd; 
    
    // Tulga, 0 bandit groups, 0 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
    _check = [["max_grps","rnd_grps","max_p_grp"],[[0,0,1],[0,0,80],[0,0,3]],"SAR_area_5_1"] call SAR_AI_mon_upd; 
    
    // Solni, 1 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
    _check = [["max_grps","rnd_grps","max_p_grp"],[[1,0,0],[80,0,0],[2,0,0]],"SAR_area_5_2"] call SAR_AI_mon_upd; 
    
    // Berezino, 0 bandit groups, 0 soldier groups, 3 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
    _check = [["max_grps","rnd_grps","max_p_grp"],[[0,0,3],[0,0,75],[0,0,3]],"SAR_area_5_3"] call SAR_AI_mon_upd; 
    
    // Khelm, 1 bandit groups, 0 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
    _check = [["max_grps","rnd_grps","max_p_grp"],[[1,0,1],[75,0,75],[3,0,3]],"SAR_area_5_4"] call SAR_AI_mon_upd; 
    
    // NEAF, 3 bandit groups, 0 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
    _check = [["max_grps","rnd_grps","max_p_grp"],[[3,0,1],[50,0,75],[2,0,4]],"SAR_area_5_5"] call SAR_AI_mon_upd; 
    
    // NWAF, 2 bandit groups, 0 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
    _check = [["max_grps","rnd_grps","max_p_grp"],[[2,0,1],[50,0,75],[2,0,4]],"SAR_area_1_4"] call SAR_AI_mon_upd; 
    
    // Stary, 3 bandit groups, 0 soldier groups, 3 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
    _check = [["max_grps","rnd_grps","max_p_grp"],[[3,0,3],[50,0,50],[3,0,3]],"SAR_area_2_2"] call SAR_AI_mon_upd; 
    
    // Devils Castle, 2 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
    _check = [["max_grps","rnd_grps","max_p_grp"],[[2,0,0],[75,0,0],[3,0,0]],"SAR_area_2_4"] call SAR_AI_mon_upd; 
    
    // Skalka, 1 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
    _check = [["max_grps","rnd_grps","max_p_grp"],[[1,0,0],[75,0,0],[3,0,0]],"SAR_area_0_5"] call SAR_AI_mon_upd; 
    
    // Petrovka1, 2 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
    _check = [["max_grps","rnd_grps","max_p_grp"],[[2,0,0],[75,0,0],[3,0,0]],"SAR_area_1_5"] call SAR_AI_mon_upd; 
    
    // Petrovka2, 2 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
    _check = [["max_grps","rnd_grps","max_p_grp"],[[2,0,0],[75,0,0],[3,0,0]],"SAR_area_2_5"] call SAR_AI_mon_upd; 
    
    // Pobeda, 2 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
    _check = [["max_grps","rnd_grps","max_p_grp"],[[2,0,0],[75,0,0],[3,0,0]],"SAR_area_3_5"] call SAR_AI_mon_upd; 
    
    // Krasno, 1 bandit groups, 0 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
    _check = [["max_grps","rnd_grps","max_p_grp"],[[1,0,1],[75,0,75],[4,0,2]],"SAR_area_4_5"] call SAR_AI_mon_upd; 
    
    // test south of lopatino, 1 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
    _check = [["max_grps","rnd_grps","max_p_grp"],[[1,0,0],[100,0,0],[6,0,0]],"SAR_area_0_3"] call SAR_AI_mon_upd; 
    
    
    
    
    //
    // Definition of area markers for static spawns
    //
    
    // soutcoast, heli patrol area
    _this = createMarker ["SAR_patrol_soutcoast", [7997.2837, 2687.6707]];
    _this setMarkerShape "RECTANGLE";
    _this setMarkeralpha 0;
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [6500, 1200];
    SAR_marker_helipatrol_southcoast = _this;
    
    // eastcoast, heli patrol area
    _this = createMarker ["SAR_patrol_eastcoast", [13304.196, 8220.9795]];
    _this setMarkerShape "RECTANGLE";
    _this setMarkeralpha 0;
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [1200, 6000];
    SAR_marker_helipatrol_eastcoast = _this;
    
    // NWAF, heli patrol area
    _this = createMarker ["SAR_patrol_NWAF", [4525.3335, 10292.299]];
    _this setMarkerShape "RECTANGLE";
    _this setMarkeralpha 0;
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [1500, 500];
    _this setMarkerDir 59.354115;
    SAR_marker_helipatrol_nwaf = _this;
    
    // NEAF, heli patrol area
    _this = createMarker ["SAR_patrol_NEAF", [12034.16, 12725.376, 0]];
    _this setMarkerShape "RECTANGLE";
    _this setMarkeralpha 0;
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [1000, 600];
    SAR_marker_helipatrol_neaf = _this;
    
    
    // SAR DEBUG AREA - at NWAF
    _this = createMarker ["SAR_marker_DEBUG", [4600.3335, 10240.299]];
    _this setMarkerShape "RECTANGLE";
    _this setMarkeralpha 1;
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [100, 100];
    _this setMarkerDir 59.354115;
    SAR_marker_DEBUG = _this;
    
    // SAR DEBUG AREA - at Skaly
    _this = createMarker ["SAR_marker_DEBUG1", [2519.3335, 13140.299]];
    _this setMarkerShape "RECTANGLE";
    _this setMarkeralpha 1;
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [100, 100];
    SAR_marker_DEBUG1 = _this;
    
    //----------START STATIC SPAWNS----------
    // NWAF BANDIT RAID
    _this = createMarker ["SAR_area_admin", [4785.769, 9750.6055]];
    _this setMarkerShape "RECTANGLE";
    _this setMarkeralpha 0;
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerDir 120.050;
    SAR_marker_NWAFBR = _this;
    //----------END STATIC SPAWNS----------
    
    // ----------------------------------------------------------------------------------------
    // End of area marker definition section
    // ----------------------------------------------------------------------------------------
    
    diag_log format["SAR_AI: Area & Trigger definition finalized"];
    diag_log format["SAR_AI: Static Spawning for Helicopter patrols started"];
    
    //
    // Static, predefined heli patrol areas with configurable units
    //
    // Parameters used: 
    //                  Areaname
    //                  1,2,3 = soldier, survivors, bandits
    //
    //                  respawn
    //                  true or false
    
     //Heli Patrol NWAF
    [SAR_marker_helipatrol_nwaf,1,true] call SAR_AI_heli;
    
    //Heli Patrol NEAF
    [SAR_marker_helipatrol_neaf,1,true] call SAR_AI_heli;
    
    // Heli patrol south coast
    [SAR_marker_helipatrol_southcoast,1,true] call SAR_AI_heli;
    [SAR_marker_helipatrol_southcoast,1,true] call SAR_AI_heli;
    
    // heli patrol east coast
    [SAR_marker_helipatrol_eastcoast,1,true] call SAR_AI_heli;
    [SAR_marker_helipatrol_eastcoast,1,true] call SAR_AI_heli;
    
    diag_log format["SAR_AI: Static Spawning for Helicopter patrols finished"];
    
    //---------------------------------------------------------------------------------
    // Static, predefined infantry patrols in defined areas with configurable units
    //---------------------------------------------------------------------------------
    // Example: [SAR_marker_DEBUG,1,0,1,"",true] call SAR_AI;
    // 
    // SAR_marker_DEBUG = areaname (must have been defined further up, and MUST NOT BE similar to SAR_area_ ! THIS IS IMPORTANT!
    // 1 = type of group (1 = soldiers, 2 = survivors, 3 = bandits)
    // 0 = amount of snipers in the group
    // 1 = amount of rifleman in the group
    // "" = action, possible values: "noupsmon","fortify","ambush","patrol"
    // true = respawning group, true or false
    
    // Example entries:
    // SARGE DEBUG - Debug group
    // military, 0 snipers, 1 riflemen, patrol
    //[SAR_marker_DEBUG,1,0,1,"fortify",true] call SAR_AI;
    
    //[SAR_marker_DEBUG1,1,0,2,"patrol",false] call SAR_AI;
    //[SAR_marker_DEBUG1,2,0,2,"patrol",false] call SAR_AI;
    
    //---------------------------------------------------------------------------------
    
    // add here if needed
    
    //----------START STATIC SPAWN----------
    //NWAF BANDIT RAID STATIC SPAWN
    [SAR_marker_NWAFBR,3,2,6,"ambush",true­] call SAR_AI;
    //----------END STATIC SPAWN----------
    
    
    
    
    // ---- end of configuration area ----
    
    diag_log format["SAR_AI: Static Spawning for infantry and heli patrols finished"];
    
    

    I have no idea why it is not working but if anyone else done please lend a hand.

     

    Thanks

  6. Hello everyone, I am having an issue with my epoch server. I have installed scripts on my mission pbo but not server pbo yet. We have tested everything from ground up and it all seemed to be working. All but 1 thing. Building, It will let you lets say click pitch tent. it will show the tent and give you the options for raising it and lowering it and rotating it even pressing space-bar to place it but when you do that a side menu pops up with green letters saying low ammo and below that communication. I am not sure why this is happening and I am wondering if anyone else has had this issue and or knows what it could be. Thanks for the help in advance and if you need anymore info or see my scripts just ask and I will upload them. 

     

    Sorry to double post this It would not let me delete my last post and I know I posted it in the wrong forums. 

  7. Hello everyone, I am having an issue with my epoch server. I have installed scripts on my mission pbo but not server pbo yet. We have tested everything from ground up and it all seemed to be working. All but 1 thing. Building, It will let you lets say click pitch tent. it will show the tent and give you the options for raising it and lowering it and rotating it even pressing space-bar to place it but when you do that a side menu pops up with green letters saying low ammo and below that communication. I am not sure why this is happening and I am wondering if anyone else has had this issue and or knows what it could be. Thanks for the help in advance and if you need anymore info or see my scripts just ask and I will upload them. 

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