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Geisterobst

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  1. Like
    Geisterobst reacted to RC_Robio in Epoch 1.0.6   
    Not sure as they where made for Epoch specifically.
     
    edit: nevermind
     
     
     
  2. Like
    Geisterobst reacted to RC_Robio in Epoch 1.0.6   
    Make sure you are using all the .dll files from the 1.6 server package.  Also check that those .dll's are not blocked. Right click on each and check.
  3. Like
    Geisterobst reacted to juandayz in Epoch 1.0.6   
    I HAVE it on my arma2oa root game folder. (not server) into the steam_appid.txt say: 33930
    session lost can be about the closed ports.  as @LunatikCH say
  4. Like
    Geisterobst reacted to juandayz in Epoch 1.0.6   
    your error is in here..  open hiveExt.ini
    this part:
    ;Database name to connect to.
    Database = your mysql db
    ;Username to connect with
    Username =  your mysql username
    ;Password to authenticate with (default is blank)
    Password = your mysql pass
    Any way i think you skip almost 50 steps to set the server :D
    follow this guide:
    but in step 5.. use visual c++ 2015
    steps 10 and 11 use the 1.6 epoch files (not 1.5.0.1)
    and you will got a vanilla epoch server.
  5. Like
    Geisterobst reacted to juandayz in Epoch 1.0.6   
    mmm you call yur db "DatabaseMySql"  as in your error?
  6. Like
    Geisterobst got a reaction from juandayz in Epoch 1.0.6   
    @juandayz  It seems as if there are problems with the DatabaseMySql.dll.
  7. Like
    Geisterobst got a reaction from juandayz in Epoch 1.0.6   
    Hi everyone,
    At first, sry for my bad english but it's some days ago, that I have it at school.
    At weekend I tried to setup an Epoch 1.0.6 Server with Chernarus Map, but every time I got error messages that the server can't connect to the database. And in  the HiveExt.log file I get the following Error message every time ago:
    I've Installed the Server with these Install Instructions:  https://github.com/EpochModTeam/DayZ-Epoch/blob/master/Server Files/Readme.md
    No error reports in Server .RPT or my personal .RPT file.
    After this, I created an A2 Epoch Server with Epoch 1.0.5.1 and run with out problems.
  8. Like
    Geisterobst reacted to Spodermayt in [Release] Loadout+ v1.1   
    Loadout+
    Status: Release
     
    Hi, so this is my first ever addon for dayz.
    I believe it works with vanilla, Epoch and Overpoch + other maps.
     
    Basically this adds options for loadouts.
    Like you can customize loadouts for donators, admins, moderators, or have random loadouts for everyone.
     
    (Note* The loadouts are not "random" you can make different kind of loadouts and the script selects 1 to spawn with.)
     
    To install, drag the zip file's content to your custom folder in your mission.pbo.
    If you don't have a custom folder, make one.
     
    Open Init.sqf and find this
    // DayZ Epoch config spawnShoremode = 1; // Default = 1 (on shore) spawnArea= 1500; // Default = 1500 dayz_MapArea = 14000; // Default = 10000  Add this below that
    //Empty out the Loadout DefaultMagazines = [""]; DefaultWeapons = [""]; DefaultBackpack = ""; DefaultBackpackItems = [""];  and then find
    if (!isDedicated) then { [] execVM "custom\welcome.sqf"; //Conduct map operations 0 fadeSound 0; waitUntil {!isNil "dayz_loadScreenMsg"}; dayz_loadScreenMsg = (localize "STR_AUTHENTICATING"); [] execVM "custom\colorcorrection\cc.sqf";//< //Bus Route //< [] execVM "busroute\player_axeBus.sqf"; //<You dont probably have these 3 lines. //Run the player monitor _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf"; };  And now add this code above "//Run the player monitor"
    //Custom Loadouts execVM "custom\loadout+.sqf"; And you're done! Go ahead and open the Loadout+.sqf and tweak to your liking!
     
    (This is my first ever script that i have released, so please, if you find bugs report them to me!)
    You can reply here, send a pm, or add me on steam: Spodermayt
     
    I hope you enjoy it!
    Loadout+.zip
  9. Like
    Geisterobst reacted to Zupa in [Release] 3.0 Door Management - No More Codes   
    [RELEASE] Door Management - No More Codes
     



    First release ONLY for Plot 4 Life users. 
     
    Tired of giving in codes? Which code belongs to which door anyways? Geezus, some guy put a bot on my door to break the code. FUCK THAT
     
    Here comes Door Management. Throw away your codes and enjoy a simple eye scan. Add your friends to your list on the door an enjoy a stress free "door opening" experience. Door opening too fast? dont worry just put the opening time a bit longer. 
     
    Inspired by plotManagement but now for Doors!
     
     

     
     
     
    If you press the unlock action you will not see a code dialog anymore. My dialog overwrites this dialog with my personal one. Here you get to simple action to press  EYE SCAN. This will open the door after 2 seconds of scanning. Fails when you are not on the manage list ofcourse. Only people on the manage list can manage the door ofcourse. Owner will be alwyas highest authority and can never be erased. (Thanks P4L - Rimblock).
     
    [insert Image of the manage window here when i'm @ home, or anyone else provide it in the meantime]
     
    If you press manual code you get the old dialog back. You can disable this in the config section.
     
    This Scripts DOES not change anything gamebreaking or database related. The door code is still being used, but only codewise (back-end). You dont see anything in the front-end.
     
    Instructions
     
     
    0 - Download the files from github:
     
    https://github.com/DevZupa/DoorManagement
     
     
    1 - in your description.ext: ( Mission PBO ) 
     
    Add to the bottom: ( THE DEFINES IS UPDATED, overwrite any other defines i gave u at other mods of mine!)
    If you get any duplicates of classes, just delete them from the defines.hpp, problem solved.
    #include "doorManagement\defines.hpp" #include "doorManagement\doorUnlock.hpp" #include "doorManagement\doorManagement.hpp" #include "doorManagement\ComboLockUI.hpp" 2 - In your compiles.sqf:  ( Mission PBO )  Add the following lines  
    /*DoorManagement Zupa*/ DoorGetFriends = compile preprocessFileLineNumbers "doorManagement\doorGetFriends.sqf"; DoorNearbyHumans = compile preprocessFileLineNumbers "doorManagement\doorNearbyHumans.sqf"; DoorAddFriend = compile preprocessFileLineNumbers "doorManagement\doorAddFriend.sqf"; DoorRemoveFriend = compile preprocessFileLineNumbers "doorManagement\doorRemoveFriend.sqf"; player_unlockDoor       = compile preprocessFileLineNumbers "doorManagement\player_unlockDoor.sqf"; player_unlockDoorCode = compile preprocessFileLineNumbers "doorManagement\player_unlockDoorCode.sqf"; player_manageDoor       = compile preprocessFileLineNumbers "doorManagement\initDoorManagement.sqf"; player_enterCode       = compile preprocessFileLineNumbers "doorManagement\player_enterCode.sqf"; player_changeCombo = compile preprocessFileLineNumbers "doorManagement\player_changeCombo.sqf";  /*DoorManagement End*/   Above
    BIS_Effects_Burn = compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf"; AND place "//" infront of the normal  player_actions so it looks like this:
    // player_unlockDoor   = compile preprocessFileLineNumbers "defaultfile.sqf";   //player_changeCombo = compile preprocessFileLineNumbers "defaultfike.sqf";  3 - Variables.sqf: Add somewhere at the top: NOT FIRST LINE:
    /**DoorManagement Config**/ DoorAdminList = ["-2","-3"]; // List of Player Id's of admins that can manage all doors AllowManualCode = true;// 2 reason| 1: Allows breaking codes (if 2nd config = false and code = 3 digits) | 2: Friends can access access not owned doors until owner gets on. HarderPenalty = true;// Cen's Penalty: Flashes screen white. And kicks player to lobby if failed more then (random number between 4 and 14) times. // AllowUncrackableCode = false; // in next release: if set to true, player can change code to more then 4 digits, The manualCode will always fail when he does. THIS is for AntiCodeCrack servers that allow Manual Code for people that like that system. // in next release. AllowManualCode will allow players to change the code in the DoorManagement Menu. /**DoorManagement Config END**/ DZE_DoorsLocked = ["Land_DZE_GarageWoodDoorLocked","Land_DZE_LargeWoodDoorLocked","Land_DZE_WoodDoorLocked","CinderWallDoorLocked_DZ","CinderWallDoorSmallLocked_DZ"];            4 -  FN_SELFACTIONS.SQF:
     
    a - Add the following
    player removeAction s_player_manageDoor; s_player_manageDoor = -1; // u might also want to add this to variables reset in your variables.sqf Under
    player removeAction s_player_barkdog; s_player_barkdog = -1; player removeAction s_player_warndog; s_player_warndog = -1; player removeAction s_player_followdog; s_player_followdog = -1; b - Place the following:
    //Allow manage door if((_typeOfCursorTarget in DZE_DoorsLocked)) then { if (s_player_manageDoor < 0) then { s_player_manageDoor = player addAction ["<t color='#0059FF'>Manage Door</t>", "doorManagement\initDoorManagement.sqf", _cursorTarget, 5, false]; }; } else { player removeAction s_player_manageDoor; s_player_manageDoor = -1; }; above
    //Allow owner to unlock vault Now in the Server.pbo
     



    5 -  server_monitor.sqf ( Mostly found in dayz_server/system/ if you are not using any modded one).
     
    a) place
    if (typeOf (_object) in DZE_DoorsLocked) then { _object setVariable ["doorfriends", _intentory, true]; }; under
    _object = createVehicle [_type, _pos, [], 0, "CAN_COLLIDE"];  
    B - Find  ( IF NOT USING PLOTMANAGEMENT )



    if (count _intentory > 0) then { Replace that with
    if ((count _intentory > 0) && !(typeOf( _object) in DZE_DoorsLocked)) then { B - IF USING PLOT MANAGEMENT, 
     
    REplace:
    if ((count _intentory > 0) && !(typeOf( _object) == "Plastic_Pole_EP1_DZ")) then { With
    if ((count _intentory > 0) && !(typeOf( _object) == "Plastic_Pole_EP1_DZ") && !(typeOf( _object) in DZE_DoorsLocked)) then { 6 -  server_UpdateObject.sqf ( Mostly found in dayz_server/compile/ if you are not using any modded one).
     
    Change 
    _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object ]; into ( IF NOT using PLotManagement)
     
    _isNormal = true; if (typeOf (_object)in DZE_DoorsLocked) then{ _isNormal = false; _inventory = _object getVariable ["doorfriends", []]; //We're replacing the inventory with UIDs for this item }; if(_isNormal)then { _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object ]; }; IF USING PLOT MANAGEMENT
     
    Change
    if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then{ _inventory = _object getVariable ["plotfriends", []]; //We're replacing the inventory with UIDs for this item } else { _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object ]; };  Into
    _isNormal = true; if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then{ _isNormal = false; _inventory = _object getVariable ["plotfriends", []]; //We're replacing the inventory with UIDs for this item }; if (typeOf (_object)in DZE_DoorsLocked) then{ _isNormal = false; _inventory = _object getVariable ["doorfriends", []]; //We're replacing the inventory with UIDs for this item }; if(_isNormal)then { _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object ]; }; Infistar Antihack
    If you're running Infistar Antihack, add this to the dialogs array;



    711195, 41144 And this to the '_cMenu =' section
    "DoorManagement","Entercode" IMPORTANT FOR NON PLOT 4 LIFE USERS
     
  10. Like
    Geisterobst reacted to BetterDeadThanZed in [Release] Case Unboxing   
    A description of what your script does would help. I have no clue what this is supposed to be...
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