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LimpNoodle

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  1. Like
    LimpNoodle got a reaction from emwilsh in New weapons addon   
    Honestly I think they should consider using other people's weapon packs if they allow it and it is good quality.
     
    This weapon pack linked here has a bunch of the weapons it just about all people want to see and find. Using something like this will just give the Epoch team time to focus on other things in the mod while giving people what they want.
  2. Like
    LimpNoodle got a reaction from Stuwey95 in New weapons addon   
    Honestly I think they should consider using other people's weapon packs if they allow it and it is good quality.
     
    This weapon pack linked here has a bunch of the weapons it just about all people want to see and find. Using something like this will just give the Epoch team time to focus on other things in the mod while giving people what they want.
  3. Like
    LimpNoodle got a reaction from kaamo5 in DayZ Epoch Admin Tracking Tool   
    Very nice. Players & Safes working for me, but not vehicles atm. Any idea why not?
     
    *edit*
     
    Safe contents are NOT shown correctly. For me it just always shows 1 x each item that is in the safe & that does not help at all.
  4. Like
    LimpNoodle got a reaction from fr1nk in AttachTo & Other restrictions [Kicked by Battleye]   
    I don't use tow & lift as I think it takes too much away from the game and makes things just to easy. The people who play on my server enjoy having to work for things a bit more
     
    So I guess I can't really comment on much T&L, but script kicks are usually easy to fix by just looking at the relevant BE file.
     
    IE if you getting attachto kicks then look at your "attachto.txt" BE file on the stated line.
    (pls note that things commented out "//" etc will throw the numbering off and these lines can just be removed anyway)
     
    IE if your attachto.txt has a line like this 
    5 "Ikarus" then it is going to kick you for attaching it to an SUV
  5. Like
    LimpNoodle got a reaction from axeman in AttachTo & Other restrictions [Kicked by Battleye]   
    I don't use tow & lift as I think it takes too much away from the game and makes things just to easy. The people who play on my server enjoy having to work for things a bit more
     
    So I guess I can't really comment on much T&L, but script kicks are usually easy to fix by just looking at the relevant BE file.
     
    IE if you getting attachto kicks then look at your "attachto.txt" BE file on the stated line.
    (pls note that things commented out "//" etc will throw the numbering off and these lines can just be removed anyway)
     
    IE if your attachto.txt has a line like this 
    5 "Ikarus" then it is going to kick you for attaching it to an SUV
  6. Like
    LimpNoodle got a reaction from PsychoSyd in Epoch 1.0.2.4 Side Missions not working. Any Idea Why?   
    You are not adding the buildings correctly the the Server pbo
     
    buildings should be in a folder like "buildings" or "custom" or whatever you want to call it in "\dayz_server\init\"
     
    and at the end of server_functions.sqf your lines should look like
    execVM "\z\addons\dayz_server\init\custom\buildings.sqf"; //(buildings.sqf = example) In general thing seem like a bit of a mess in both pbo's. IE. I see you have the following at the bottom of the functions:
    fnc_hTime = compile preprocessFile "\z\addons\dayz_server\Missions\misc\fnc_hTime.sqf"; //Random integer selector for mission wait time but you already have that at the top of the file where it is suppose to be...
     
    With the things you have I can see the server struggling under load.
     
    Also what Side Missions are you using? You should make sure it is one that is actually still working like this one: https://github.com/lazyink/DayZ-Missions
     
    GL!
  7. Like
    LimpNoodle reacted to Remix in Private Server Trader Tool   
    Requires Microsoft .NET Framework 4 http://www.microsoft.com/en-gb/download/details.aspx?id=17718
     
    Trader Editor alpha

     
    Trader editor currently
    Lists traders from server_traders table then matches the class names to entry's found in server_traders.sqf(unsure if this is the right way its done but works for me for now)
    enables u to edit/add/delete items in the traders category's
     
     
    setup
    DayZEpoch Tools alpha 0.2.zip
    Download Remix DayZEpoch Tools alpha 0.1.zip (Old version)
    Extract the files to your hard drive then edit "config.ini"
    [CONFIG] Username=dayz Password=dayz DatabaseName=dayzepoch Server=localhost Port=3306 Instance=11 TraderSQF=server_traders.sqf [TABLENAMES] serverTraders=server_traders traderItems=trader_items TradertIDs=trader_tids TradersData=traders_data
  8. Like
    LimpNoodle got a reaction from JohnyMST in Server no longer loading up after trader updates!!   
    What Revoplay will only restore the traders data it seems, but that is where that code added the things anyway (if you used what u pasted above)
     
    Don't you have a database backup that you can just restore? If not I recommend you setup a backup schedule and also always backup before making changes.
     
    You can also always just remove the entries you added manually with Navicat.
     
    Give me a shout on Skype and I'll have a look at your logs
  9. Like
    LimpNoodle reacted to Armifer in [How To] Require plot pole to build   
    For those who have requested it, the simple version to require a plot pole to build. This works especially well with CPC ToeJam's indestructible objects, as it will prevent players from spamming indestructible objects in every doorway in cherno to troll players.
     
    Why? Some like the older epoch version where it would require players to put in time and effort to build a base, and prevent the server hopping trolls from spamming cities with base parts to close streets, wall off other bases that are not their own, or barricade off high end loot positions, all within the time it takes to chop down a few trees. This has become the new barbwire spam of days old in fire stations.
    This also helps server owners keep easier control of how fast objects build up on their server. This doesn't affect the dedicated player who wants to build a base. This requires a player to spend some time on the server first, getting 6 10oz gold bars is a easy feat, so those not willing to spend the hour or so doing this will be less likely to bombard your server with needless buildables only meant to troll fresh spawns out of getting gear.
     
    For Epoch version 1.2.0.4
     
    Time and effort to set up: 5 minutes - Easy
     
     
    Step 1: Edit your init.sqf to set up a custom override for compiles.sqf, creating the folders for the file path "\dayz_code\actions\" inside your decompiled mission.pbo main folder.
    (I will not cover how to do this, google for the many resources available on these forums, and on opendayz.net on how to set this up).
     
    Step 2: Inside compiles.sqf change the following:
    player_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build.sqf"; To:
    player_build = compile preprocessFileLineNumbers "dayz_code\actions\player_build.sqf"; Step 3: Create a new text file and name it player_build.sqf and copy the following code into it:
     
    http://pastebin.com/raw.php?i=VDeY2sX4
     
    Save, recompile and you are done!
     
    Optional: Change dayz_characterID  to  dayz_playerUID  if using permanent ownership in already edited files. WARNING: This requires many changes elsewhere in other files to work!
     
     
    In a future update, I will be simplifying the code so adding future objects to be allowed to be built anywhere will easier to add. Also, if requested, I can add the code to set limits on individual epoch objects, for those of you who want to limit specific objects within a radius such as ladders or stairs, but leave amount of doors and walls untouched. Also at some point, I can add restriction from building in named towns, as an optional feature.Just ask for it in this thread if you want it, and I will update this post.
  10. Like
    LimpNoodle got a reaction from bFe in EpochEvents Supply Drop   
    You can always add map markers with something like this (edit supply_drop.sqf)
    _position = [getMarkerPos _spawnMarker,0,_spawnRadius,10,0,2000,0] call BIS_fnc_findSafePos; + // above only creates a marker, not a map marker, this should fix it but might need to look at markersize, and may need to delete after set wait time. Code by Limp & Spike + _mapmarker = createMarker ["mapmarker", _position]; + _mapmarker setMarkerShape "ELLIPSE"; + _mapmarker setMarkerType "Flag"; + _mapmarker setMarkerColor "ColorRed"; + _mapmarker setMarkerSize [100, 100]; + mapmarker = _mapmarker; + [nil,nil,rTitleText,"Supply drop inbound!", "PLAIN",6] call RE; diag_log(format["CRASHSPAWNER: Spawning '%1' with loot table '%2' NOW! (%3) at: %4", _crashName, _lootTable, time, str(_position)]); // Comment this out to not show on RPT Hope that helps
  11. Like
    LimpNoodle reacted to ToejaM in [How To] [CPC] Indestructible Bases   
    Patch 1.0.3 Information
    I would just like to point out that my script is working entirely flawlessly however the line numbers are wrong in some cases in the tutorials below but they are easy enough to see where it goes instead by searching for the correct words. All the information you need is in this post.
     
    At present I do not have time to write the tutorial on pulling the maintain_area.sqf from the DayZ code files, however you will need to do this as Axe Cop's script is now part of Epoch as standard.
     
    When I get time I will add this if someone hasn't done it already, its very quick and easy to do but I want to make sure I write it as perfectly as possible to avoid confusion. Its as simple as finding it in the file structure, placing it in your mission folder and then changing the path inside the self actions file.
     
    If you do not pull the maintain_area.sqf from the code and add my fix to it, when you maintain your base using the area function on the plot pole it will make your base vulnerable to attack until the restart.
     
    [CPC] Indestructible Bases - PART1: On Server Restart
     
    What it does:
     
    Anything you define inside the _cpcimmune tag will respawn on server restart entirely indestructible and will also not be able to be knocked down. You can add anything you like to the list. the list currently only comprises of the new modular base buildables.
     
    How to:
     
    Step 1)
     
    Unpack your dayz_server.pbo
     
    Step 2)
     
    Find \system\server_monitor.sqf add copy this at around line 6
    _script = getText(missionConfigFile >> "onPauseScript"); // ### [CPC] Indestructible Buildables Fix _cpcimmune =[ "WoodFloor_DZ", "WoodFloorHalf_DZ", "WoodFloorQuarter_DZ", "Land_DZE_LargeWoodDoorLocked", "WoodLargeWallDoor_DZ", "WoodLargeWallWin_DZ", "WoodLargeWall_DZ", "Land_DZE_WoodDoorLocked", "WoodSmallWallDoor_DZ", "WoodSmallWallWin_DZ", "Land_DZE_GarageWoodDoor", "Land_DZE_GarageWoodDoorLocked", "WoodLadder_DZ", "WoodStairsSans_DZ", "WoodStairs_DZ", "WoodSmallWall_DZ", "WoodSmallWallThird_DZ", "CinderWallHalf_DZ", "CinderWall_DZ", "CinderWallDoorway_DZ", "Land_DZE_LargeWoodDoor", "MetalFloor_DZ", "CinderWallDoorSmallLocked_DZ", "CinderWallSmallDoorway_DZ", "CinderWallDoor_DZ" ]; // ### [CPC] Indestructible Buildables Fix if ((count playableUnits == 0) and !isDedicated) then { Step 3)
     
    Scroll down to around line 180 and copy this
    _object setdir _dir; _object setpos _pos; _object setDamage _damage; // ### [CPC] Indestructible Buildables Fix if (typeOf(_object) in _cpcimmune) then { _object addEventHandler ["HandleDamage", {false}]; _object enableSimulation false; }; // ### [CPC] Indestructible Buildables Fix Step 4)
     
    Repack your dayz_server.pbo
     
    Notes:
     
    You're done, its as simple as that. This has been tested on my server for well over a few weeks and is entirely stable. We don't have buildables destructible until a server restart to allow players to remove them by force themselves if neccesary to reduce admin intervention.
     
    If you wish to contribute and add your a tutorial for spawning items indestructible without need for a server restart then send me a PM and I'll update this post.
     
    [CPC] Indestructible Base Fix - PART2: On Object Creation
     
    What it does
     
    This is how to make your base objects spawn immediately indestructible without the need for a restart - Credit to Snowmobil for the player_build.sqf coding.
     
    If you already have a custom compiles.sqf you can skip the first 3 steps
     
    Create a custom compiles.sqf in your mission file.
    Creating a custom compiles.sqf
     
    Step 1)
    Unpack your dayz_code.pbo in Dayz_Epoch\addons\
     
    Step 2)
    Pull out the compiles.sqf from dayz_code\init\ and place into your root mission folder (where mission.sqm is)
     
    Step 3)
     
    Edit your init.sqf inside your mission file around line 58 to look like this
    call compile preprocessFileLineNumbers "compiles.sqf"; //Compile regular functions Step 4)
     
    If not already done due to step 1, unpack your dayz_code.pbo in DayZ_Epoch\addons\
     
    Step 5)
     
    Find your player_build.sqf in your dayz_code\actions\
     
    Step 6)
     
    Around line 231 copy to look like this
    // Start Build _tmpbuilt = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"]; // ### [CPC] Indestructible Base Fix _tmpbuilt addEventHandler ["HandleDamage", {false}]; _tmpbuilt enableSimulation false; // ### [CPC] Indestructible Base Fix Save the file in its current location if not already made a copy elsewhere.
     
    Step 7)
    In your mission folder create a folder called "fixes" and place the player_build.sqf in there.
     
    Step 8)
     
    Edit your compiles.sqf around line 95
    player_build = compile preprocessFileLineNumbers "fixes\player_build.sqf"; Notes:
    You're now done. You don't need to repack your dayz_code folder as the fix overwrites the original file due to where its called from, you also don't need to save the player_buid.sqf in the folder you copied it from, you can copy it elsewhere if you wish to keep an original version incase you need to revert for what ever reason.
     
    This does not need the buildable array that the first part of this tutorial needs, however you will need the first part that edits the server side files for a restart to keep these buildables indestructible.
     
    Locations of files are optional, the compiles.sqf does not have to be in the root folder if you wish to have it in your fixes folder just amend the file path. This also means you do not need to name the folder where player_build.sqf goes to "fixes" it can be called anything you like, I just happen to use "fixes" for my custom files.
     
    If you use this fix or think its a good idea, please hit the like button on this post. It doesn't do anything for me but shows interest in having indestructible bases. Thanks.
     
    [CPC] Indestructible Base Fix - PART3: Prevent Maintenance Exploit
     
     
    Currently you can "maintain" an object and it becomes destructible. This stops players from "maintaining" your buildables and then destroying them, as the server swaps them out to destructible types. There are several ways to implement this fix. If someone wishes to modify the server_dayzswap file so that the swapped buildables are also indestructible I will update this post. This however is suitable for my servers needs and helps players to register their base.   If you have a custom fn_selfActions file you can skip to step 3.   Step 1)   Unpack your dayz_code.pbo in your @DayZ_Epoch client folder   Step 2)   Put the \addons\dayz_code\compile\fn_selfActions.sqf inside your fixes folder.   Step 3)   Modify your fn_selfActions.sqf this around line 501 and save   if (s_player_maint_build < 0) then { s_player_lastTarget set [1,_cursorTarget]; // ### [CPC] Maintenance Fix s_player_maint_build = player addAction [format["Maintain %1",_text], "fixes\cpcmaintfix.sqf",_cursorTarget, -2, false, true, "",""]; // ### [CPC] Maintenance Fix }; } else { Step 4)
     
    Create a new .sqf file, either by copying an existing one or renaming the file extension of a newly created .txt document. Name this file cpcmaintfix.sqf, place this in your fixes folder and put this code inside the newly created .sqf
    cutText [format["Maintenance is disabled on this server as it is not required. Please see our website on how to ensure your base is not deleted."], "PLAIN DOWN"]; Optionally customize the message to what you like, we run a base registration system so that we can delete old bases due to there being no viable cleanup system thanks to indestructible buildables and believing that maintenance as it stands, its too much work for base owners.
    Step 5)
    Modify your compiles.sqf (see above on this post on how to create one, you should have already done it by now if you're this far though) around line 17
    fnc_usec_selfActions = compile preprocessFileLineNumbers "fixes\fn_selfActions.sqf"; //Checks which actions for self Notes:
     
    None
     
    [CPC] Indestructible Base Fix - PART4: Swap Objects Fix
     
    When you maintain an object either through Axe Cop's areal maintenance script or by doing it individually on each object, it swaps out the object for a new one. You don't see a change but it does happen. This spawns it in using server_swapObject.sqf which does not have the indestructible code inside. You don't have to do this as a restart will make your objects indestructible again however, if you maintain many objects they will be vulnerable to normal attacks until a restart, so it is advised that you do this.
     
    Part 4a: Normal DayZ Epoch maintenance system
     
    Step 1)
     
    Decompile dayz_server.pbo
     
    Step 2)
     
    Goto: @DayZ_Epoch_Server\addons\dayz_server\compile\ and find server_swapObject.sqf
     
    Step 3)
     
    Around line 44 change this:
    _object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}]; // Test disabling simulation server side on buildables only. _object enableSimulation false; to this:
    _object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}]; // Test disabling simulation server side on buildables only. _object enableSimulation false; // ### CPC Swap Object Fix _object addEventHandler ["HandleDamage", {false}]; // ### CPC Swap Object Fix Step 4)
     
    Recompile your dayz_server.pbo and you're now done.
     
    Notes:
     
    None
     
    Part 4b: Axe Cop's Maintain Area Script
     
    Step 1)
     
    In your mission file, or where ever you have stored the script, open the file
     
    e.g mine: D:\Gameservers\testserver\MPMissions\DayZ_Epoch_11.Chernarus\fixes\maintain_area.sqf
     
    If neccesary you might need to unpack your mission.pbo
     
    Step 2)
     
    Go to around line 104
    // Set location _object setPosATL _location; PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location],_classname,_obj,_objectID,_objectUID]; publicVariableServer "PVDZE_obj_Swap"; player reveal _object; } forEach _objects; and change to this
    // Set location _object setPosATL _location; // ### CPC Swap Object Fix _object enableSimulation false; _object addEventHandler ["HandleDamage", {false}]; // ### CPC Swap Object Fix PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location],_classname,_obj,_objectID,_objectUID]; publicVariableServer "PVDZE_obj_Swap"; player reveal _object; } forEach _objects; Step 3)
     
    Save your file and if necessary, repack your mission.pbo and you're done.
     
    Notes:
     
    None
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