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Glenn

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Posts posted by Glenn

  1.  

    and why is your logfile showing these messages 5 seconds to soon?

    02:44:55 instead of 02:45:00

     

    are your timesettings on this machine correct?

     

    Scheduler work on when BEC started when you use time "000000" format and from server clock when using "00:00:00".

    It also tends to play nice with the servers networking, so if you have a server that spams a lot of network messages to players, it can lag behind. 

     

     

     

    my shutdown and my restart is in my webinterface... its an integrated restartplaner ... i can only set the time there like restart 3 6 9 and so on...

     

     

    If the integrated restartplanner is also working on backing up your DB, that's nice. But one of the nice features of the Scheduler is that it is capable of restarting the server, allowing you to schedule messages, commands and other things, plus having the restarts when you want it. If you are good at scripting, you can conceivably also trigger a bat file to make a DB copy before a restart, if you are on a Dedicated server and know your DB scripting.

    For problems with Bec, be sure to always look at the BeErrorLog, as it will tell you if there are any issues with the XML, and where it might be. 

    If you dont get any Errors recorded, and bec do print the messages in global, then chances are the problem is with something else (integrated restarter?). 

     

  2. I will assume that someone way better at coding will answer shortly, but I would suggest this: 

     

    - In your script, define a variable that tells it if it is on or not. 

    - Provide a case option for when variable is not matching on state

    - Provide a case option for when variable is matching on state

    - In each case, you put the functionality in (ie, if on, turn it off, if off, turn it on).

  3. No, we know how to tow. Like I said we've used it in the past for some months. We just recently wiped the server and in the process we switched from Cherno to Napf. Everything has been relatively smooth except for a couple hiccups that mainly involved our antihack. This is the one big thing that really has effected our players that we haven't been able to figure out. We have tried everything to get them to work and nothing. Our server sometimes has 30 people on it at one time and even then between all of us we had no luck.

     

    When you spawn the vehicles with Admin Tools, are you spawning them with Keys?  Could it be that the ObjectUID gets messed up for some reason and it simply cant find the object in the DB because the UID has gotten truncated? 

     

    I dont know if the above would be the cause or not - just trying to eliminate possible reasons.

    I assume you have tried the issue without having any AH or Admin tools loaded, and you get the same problem? 

  4. Where are you trying to put this code? 

     

    If you are not having it in the init.sqf, as the installation instructions are giving you, then you will have issues making the script work. 

     

    It should be in the Dedicated portion of the missions init.sqf: 

     

    if (!isDedicated) then {                               <-----
    	//Conduct Credit Style Info                    <-----
    	[] execVM "Custom\Server_WelcomeCredits.sqf";  <-----
    	//Conduct map operations
    	0 fadeSound 0;
    	waitUntil {!isNil "dayz_loadScreenMsg"};
    	dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
    	
    	//Run the player monitor
    	_id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
    	_playerMonitor = 	[] execVM "\z\addons\dayz_code\system\player_monitor.sqf";	
    
    };
    

    I dont know if you can put this into a sqf and execute it in the location above... but it could be something to explore? 

  5. Ok - just to be sure, is this still an active issue? 

     

    Is anyone needing more bec help? 

     

     

     

    this isnt exactly true as you can comment out one or more job(s) in between jobs and it will just jump to next job in sequence (ex job nr are 5,6,7 where 5 will just jump to 7 in case there is no 6) ... starting number shouldnt be an issue either as long as they are sequential ...

     

    but thanks for clarifying with the loop 1 vs 0 ... i had been wondering for a while what that did, just never had time to investigate it further.

    my understanding was it switched automaticly when you put the ":" in between the numbers, but this obviusly makes more sence

     

    Technically, what you do when you comment out a job, is simply telling the XML that the sequence is (from lowest) 5 and then 7.  The important part here is that it will not break when you go from a lower job id to a higher, thats absolutely true. 

    I have never seen a scheduler.xml that worked when starting on a Job id=1. To my understanding, and from the documentation, XML expects it to be a 0, as it is the first number in it's book. Whatever you put after that might be up to you. 

    I am curious though and will try that out... see if I can make it start on a non-zero. :) 

  6. You need to post mission.sqf, not mission.sqm  ;)

     

     

    Oppps..  Fr1nk is absolutely right - I was forgetting that one.  :) 

     

    Look in the dayz_server.pbo file for the \missions\DayZ_Epoch_11.Chernarus\  (or whatever you map is) and find the mission.sqf

  7. If you use the default mission.sqf folder, it should look like this: https://github.com/vbawol/DayZ-Epoch/blob/master/Server%20Files/MPMissions/DayZ_Epoch_11.Chernarus/mission.sqm

     

    In it, you see that traders have the following defined code: 

    				class Item2
    				{
    					position[]={-7245.9844,365.8941,19534.902};
    					azimut=-17.083944;
    					id=5;
    					side="WEST";
    					vehicle="Survivor1_DZ";
    					player="PLAY CDG";
    					skill=0.60000002;
    					init="this enableSimulation false;this allowDammage false;this disableAI 'FSM';this disableAI 'ANIM';this disableAI 'MOVE';";
    				};
    

    If you have changed it in any way (by adding more NPC models in various locations for instance) you have to make sure that it still follows the above format. 

    There you see that the "init=" is defining the allowDamage correctly.

    If your file is not looking like the one linked, you should probably update from the 1.0.4.2a server package so you get the correct format. 

  8. Can you take a look and see if your server is not trying to run two different dayz_server.pbo packages? 

     

    In all your RPT logs, I see the very first line being this: 

    Conflicting addon dayz_server in 'z\addons\dayz_server\', previous definition in 'dayz_server\'
    

    Did you recently change the startup sequence in some way, or neglected to remove one dayz_server.pbo after uploading a more recent version??

    It does not actually look like you are running your modified dayz_server.pbo file, which would explain why you are not seeing any missions starting up. 

  9. I'm on my way to a doc appointment but when I get back I'll try taking out the brackets, thank you! You wouldn't happen to know anything about Infistar causing normal players to have rapid fire melee weapons, do you? When they try to cut down trees they cut down instantly and give no wood.

     

    Sounds like an issue with the current AH build - I advice that you submit a ticket to either Blur or infiStar, depending on where you got it. 

    As for your issue - have you tried to do a clean install of the server & mission files? 

  10. I have two things that I need some help with currently.

     

    2. We had our server wiped clean when we changed maps and ever since our RPT has been getting spammed and I can't figure it out. I have looked it over a hundred times. The file in question is my server_functions and has only had one edit to it, which involved the one line of code to run Infistar. Nothing else has been touched.

     

    RPT:

    http://pastebin.com/yG0Fyrjr

     

    server_functions.sqf:

    http://pastebin.com/PzN0ZnqL

     

    Please help us out. Any other observations about our RPT would be greatly appreciated. I'm still learning and working at getting everything working smoothly. 

     

    For the error: 

     

     

    When you said your server was wiped clean, did that also include the DB? More specifically, the object table that holds all buildable _AND_ current existing vehicles? 

    If it was not, and you simply applied a new map without removing the vehicles, then it will likely try to spawn in the vehicles and not be able to make sense of the coordinate system (different values for different maps).

     

    Also, try to remove the second set of [ ]  from the AH initialization at the top so it looks like this: 

    [] spawn {execVM "\z\addons\dayz_server\init\AH.sqf";};
    
  11. ^I have already explained my issue with that, I quote my comment before last "As said, i'm no good with converting from in-game/database to scripts" but its not a problem anymore as i'm using a script from tankbuster as explained in this thread, it displays co-ordinates in the top right corner in a box and that seems to work fine but i thank you for your input! :D

     

    The beauty with the DB is that it is saving it in a format that you need. 

     

    For your in-game world position, the database will give you the following: [dir[X,Y,Z]] where the "dir" is simply the 360 degree compass direction you are facing. 

     

    Lose that "dir" so you only have the [X,Y,Z] and you are good. 

    In order to have your donor bases set up with a spawn-in point, ask the guy that wants it to stand on the spot for 2 min and then log off. Then find his position in the DB and there you go.   :)

  12. First, your link is not working - please edit it so we know what you are looking at. 

     

    It sounds like you are trying to add a Mission system, which is fairly easy.

    The instructions are simply to change the script that dictates what weapons and items can be put in the boxes, and what items spawned in AI troops will carry.

    If you are not going to change it, then you need to alter the Battleye filters, as the boxes will at that point contain weaponry and items that are normally not found in DayZ/Epoch and will cause people to get kicked of they try to pick it up.

  13. The RPT logs are usually found in the folder that houses the main config.cfg files, and in some cases also the hiveext.ini. 

    A lot of server hosts have it set up differently, so it's hard to tell in individual cases - which is usually why everyone asks "what host are you using?" when people asks for help. Knowing the host, usually also makes it know where we can expect to find files in what folders and such.

  14. pretty basic, I've searched all over the web and tried a few different things to no avail.

     

    Basically, I open Dayz_server.pbo with pbo manager.

    If I extract it, then repack it and over write the current pbo without even making 1 edit, server doesn't work.

     

    So I searched the web, it says $pboprefix file, this file dosent exist for me, am I a noob and I'm just supposed to make it?

    I even re downloaded the server files from this website just to check, still didn't exist.

     

    So without this file, I manually added the prefix to my new pbo, uploaded it without making any other edits. server doesn't work.

    At the moment everything I have added is done through sqf's and called in the init, but this is very limiting.

     

    Any help is appreciated.

     

    server is hosted locally for testing ect. It works fine until I touch a pbo.

     

    When using PBO Manager, dont double click the files so you get something to open - make sure you rightclick onyour PBO's and use the contect menu option (meaning in your mouse menu) to unpack PBO to it's own folder. 

     

    It will produce a proper folder with all your files inside. Once you have made your changes, right click on the folder and in your mouse context menu select PBO Manager to Pack to "[your foldername].pbo". 

     

    Doing it like that will avoid any issue of missing or corrupt pboprefix files. 

     

    Or you can go with cpbo... it's up to you. 

  15. What is your arma2OAserver.RPT log showing in terms of errors? 

    Most likely we have what you need, but perhaps it was just a tiny thing that caused your setup to implode - would be a good thing to check and see what problems you had before you subject the server to changes again. :) 

     

    Also, you mention "(lan) server" - is this meaning you are hosting it on a computer and you all play in a closed network?  Or did I misunderstand? 

  16. Heres my "Server_functions.sqf"  << Only thing i have changed is the infistar line at the very top.

     

    http://pastebin.com/8dvxKyGz

     

     

     

    Can you try and replace your AH line with this:

    [] spawn {execVM "\z\addons\dayz_server\init\AH.sqf";};
    

    The only difference will be the second  [ ] being removed...

     

     

     

     

    And this is the server_playerdied.sqf

     

    else 
    {
    _message = format["%1 was killed by %2 with weapon %3 from %4m",_victimName, _killerName, _weapon, _distance];
    _loc_message = format["PKILL: %1 was killed by %2 with weapon %3 from %4m", _victimName, _killerName, _weapon, _distance];
    };
     
    diag_log _loc_message;
     
    if(DZE_DeathMsgGlobal) then {                                                                                                               <----- LINE 36
    [nil, nil, rspawn, [_killer, _message], { (_this select 0) globalChat (_this select 1) }] call RE;
    };
    /* needs customRemoteMessage 
    if(DZE_DeathMsgGlobal) then {
    customRemoteMessage = ['globalChat', _message, _killer];
    publicVariable "customRemoteMessage";

     

     

    Any help would be great!!! 

     

    For this, make sure that you actually put the following lines in your missions init.sqf:

     

     

    If the only thing you changed is the /*  */ marks around the first and second "if(DZE_DeathMsgGlobal) then {", you need to make sure you also have the following set in the beginning of your missions init.sqf:

    //death messages
    DZE_DeathMsgGlobal = false;
    DZE_DeathMsgSide = true;
    DZE_DeathMsgTitleText = true;
    

    Adjust for the settings you want to have....

  17. Find topics with scripts, download it, set it. You are next fucking lazy admin :|

    ToshioSM - while I am quoting you, please know that this post is directed to anyone out there posting in this help forum.... 

     

    I know the feeling of being bran new to adding stuff to a server - we all were brand new and trying to get help at one point. 

    The poster is in the correct forum, there is no need to curse at him for posting a help with scripts... if you think he is lazy, offer to help show him a good way of learning to add it instead.

     

    I am not going to engage in flame wars with posters over their feelings... just think it's getting more and more tiresome seeing one line comments from people cursing of pouring out hate over people wanting help. Even if they post offers to pay for someone doing it for them, there is nothing hindering you or any other from posting replies only geared towards helping the poster reach the desired result on their own. 

    Teach before Cursing people out, please.  :) 

  18. any chance anybody could help me track down where to edit the time till a players body turns to a bone pile grave or better yet disable that all together? i much prefer the bodies to stay around.

     

     

    I would guess it's this in Server_functions around line 777

    if (local _x) then {
    			if (_x isKindOf "zZombie_Base") then
    			{
    				_x call dayz_perform_purge;
    				sleep 0.05;
    				_delQtyZ = _delQtyZ + 1;
    			} else {
    				if (_x isKindOf "CAManBase") then {
    					_deathTime = _x getVariable ["processedDeath", diag_tickTime];
    					if (diag_tickTime - _deathTime > 1800) then {
    						_x call dayz_perform_purge_player;
    						sleep 0.025;
    						_delQtyP = _delQtyP + 1;
    

     

    From the example posted by Pro_Speedy, only alter line 785, where "1800" is moved up or down.  (1800s = 30min). 

     

    Note that the longer you keep the server from cleaning up the corps (ie. turning it into a skull that has an inventory), the longer the server need to keep the corps as a player entity.  Having it as a skull with inventory removes the need to show the corp and all items as if it was still a player, which saves the server some work. 

    If you absolutely want to switch to another object to hold the inventory, find this section in your server_functions.ini: 

     

    dayz_perform_purge_player = {
    
    	private ["_countr","_backpack","_backpackType","_backpackWpn","_backpackMag","_objWpnTypes","_objWpnQty","_location","_dir","_holder","_weapons","_magazines"];
        diag_log ("Purging player: " + str(_this));	
    
    	if(!isNull(_this)) then {
    
    		_location = getPosATL _this;
    		_dir = getDir _this;
    
    		_holder = createVehicle ["GraveDZE", _location, [], 0, "CAN_COLLIDE"];
    		_holder setDir _dir;
    		_holder setPosATL _location;
    
    		_holder enableSimulation false;
    
    		_weapons = weapons _this;
    		_magazines = magazines _this;
    
    		// find backpack
    		if(!(isNull unitBackpack _this)) then {
    			_backpack = unitBackpack _this;
    			_backpackType = typeOf _backpack;
    			_backpackWpn = getWeaponCargo _backpack;
    			_backpackMag = getMagazineCargo _backpack;
    
    			_holder addBackpackCargoGlobal [_backpackType,1];
    
    			// add items from backpack 
    			_objWpnTypes = _backpackWpn select 0;
    			_objWpnQty = _backpackWpn select 1;
    			_countr = 0;
    			{
    				_holder addWeaponCargoGlobal [_x,(_objWpnQty select _countr)];
    				_countr = _countr + 1;
    			} forEach _objWpnTypes;
    
    			// add backpack magazine items
    			_objWpnTypes = _backpackMag select 0;
    			_objWpnQty = _backpackMag select 1;
    			_countr = 0;
    			{
    				_holder addMagazineCargoGlobal [_x,(_objWpnQty select _countr)];
    				_countr = _countr + 1;
    			} forEach _objWpnTypes;
    		};
    	};
    

    Note line 656:

    _holder = createVehicle ["GraveDZE", _location, [], 0, "CAN_COLLIDE"];

    You can try and change it to something else than GraveDZE - just be sure that the object is available in the basic Epoch package.  I have not tested this myself, but if you want to experiment, there you go. 

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