Ped
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Posts posted by Ped
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Where do i place the files? I'm confused because of the "missions pbo" I have never seen this file nor can I find it. This is the edit I made. As you can see the Dir, I am going to try placing the zups folder in the "Dayz_Epoch_11.blahblah" folder next to the custom one because that Is the only thing i can think to do atm. (I'm new to this :P)
Your host compiles the mission.pbo on it's own whenever you start the server, so you don't have to worry about that. But basically, the mission.bpo is everything inside your MP directory path DayZ_Epoch_11.Chernarus.
What you want to do is add a new directory inside DayZ_Epoch_11.Chernarus or maybe use the Custom directory where your compiles.sqf is (from your screenshot).
Paste the zombie related files into this new directory. Then edit the related directory paths in your compiles.sqf.
Easy peasy.
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Another duplication issue involved Safes. I believe the fix was as follows:
Unpack your dayz_code.pbo, copy the vault_lock.sqf out of /actions. Sticking to the instructions posted thus far, paste vault_lock.sqf into the Fixes directory (or whatever directory of your choosing).
The default vault_lock should be:
private ["_obj"]; _obj = _this select 3; _obj spawn player_lockVault;
You want to replace with:
private ["_obj"]; disableuserinput true;disableuserinput true;disableuserinput true; systemchat "You may not move while locking this."; sleep 0.1; _obj = _this select 3; _obj spawn player_lockVault; sleep 6.5; disableuserinput false;disableuserinput false;disableuserinput false; systemchat "You may now move!";
Then you need to edit the directory path inside fn_selfActions.sqf:
//Allow owner to pack vault if(_typeOfCursorTarget in DZE_UnLockedStorage && _ownerID != "0" && (player distance _cursorTarget < 3)) then { if (s_player_lockvault < 0) then { if(_ownerID == dayz_combination || _ownerID == dayz_playerUID) then { s_player_lockvault = player addAction [format[localize "STR_EPOCH_ACTIONS_LOCK",_text], "Fixes\vault_lock.sqf",_cursorTarget, 0, false, true, "",""]; }; };
I'm fairly sure this is correct, if I missed something someone will surely let us know.
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Does anyone have an idea on how to use _DZE vehicles but load them with ammo so they will fire their weapons?
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if your using the safezone script by the same AH guy as me (enternamehere). the script calls 2 files related to zeds that needs there paths changing!
thanks to
ElDubyafor pointing that one out
Thanks! I was wondering what was causing this.
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Yeah, I am using eybaydayz walking dead modified files. I've used them previously and they worked perfectly fine. I genuinely cannot explain why they don't work anymore. Am hoping someone can clue me in on whether there is a change or another file required or what the deal is.
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Can anyone confirm this is no longer working?
I've had this working on two different occasions previously but with a fresh install of 1.5.1 on Vert Hosting, I cannot get this to work.
The path in init.sqf to compiles.sqf and the appropriate paths in compiles.sqf to the new zombie files and in the zombie files to the .fsm are correct.
I'm getting no errors or any problems, zombies spawn fine but they run, they just do not want to walk for me.
So, did something change in Epoch perhaps or am I a complete idiot???
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did you find a fix for this? i am having the same problem!?
Did you follow the installation instructions? Have you double checked?
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Another error log with no indicators that it's the fault of Infistar. You mention all this only started when adding Infistar.
Are you absolutely certain the server ran perfectly well before you installed Infistar?
And have you commented out the single solitary line calling Infistar (uninstalled it basically) to see if the server runs?
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I did this through the database, added the ores to a trader because smelting was broken. They fixed smelting by the way so this isn't necessary to do anymore.
Smelting fix -> https://github.com/vbawol/DayZ-Epoch/commit/8af00ef28429a8751e0ad619dbf5e7e278b28087#diff-ef90b1ab8195d87e9a26997ad00b62be
If you still want to do it though just inset them into your trader database like you would any other item.
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Well, this log makes no mention of infistar. And it points to a problem in line 2 of addmarkers75.sqf
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I use this:
DELETE FROM `object_data` WHERE `LastUpdated` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 14 DAY) AND `Datestamp` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 24 DAY) AND ( (`Inventory` IS NULL) OR (`Inventory` = '[]') OR (`Inventory` = '[[[],[]],[[],[]],[[],[]]]') )
It deletes practically anything which hasn't been touched for the specific interval and has no inventory. You can change the interval days as well as remove the empty inventory requirement if you wish.
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I think this is redundant now as the updated AH doesn't launch the smoke event anymore.
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i have the same error...over and over again!!
ive reinstalled arma2 arma2oa and the mods...nothing..i managed to play on a server last night and now again the same problem...
help?
You were able to play on a server...but have since lost the ability to play on that same server?
Do you have additional launch parameters?
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Use the search option, what you are looking for is here.
I searched for you.
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I get this problem fairly often on Survival Servers. Figured it's the host and not the server or client. This issue always happens immediately following a server restart. The first player to try logging in will have a full authenticate cycle and time out. It usually goes through fine on the second try, just click ok in the lobby to rejoin.
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Look in your AHconfig.sqf for:
/* HACKED BOX Check ? */ _CHB = true; /* true or false */ /* recommended: true */ /* some epoch player might want to turn this one off */
Change the true to false.
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The screen means you downgraded to a version of the game Steam doesn't and never will support.
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Just to confirm, that it was that. gems are now nice and rare.
Apologies for not spotting the other actions in selfactions that were calling the original remove file! :unsure:
Thanks for your time though, I learnt a lot and certainly will check for different calls in other files for overrides in the future...rather than just the one override potentially duplicated which is what I originally checked
It didn't even occur to me to ask if you had other scripts calling another version of the file. Glad you spotted it and got things worked out.
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You are using WAI and not DZAI.
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While I'm not opposed to a little thread necrophilia from time to time, I do have to point out the OPs issue was solved. It was clearly a server side issue. The Admins had done something to their traders because a rollback was required to resolve the problem.
Could you answer some questions for your friend? Is he unable to use traders on any dayz epoch server? Or is it local to a particular server?
Also, why did he reinstall windows and the game multiple times?
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go into steam library
right click arma 2:operation arrowhead
select properties
click tab BETAS
select OPT OUT on the drop down menu
click tab LOCAL FILES
select verify file integrity
let steam do it's thing, it will likely need to install some files
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I removed Rubies from mines as they're too valuable and used to by high-end gear. But yea, you can alter the chance a gem will spawn but not really the chances of each type of gem. I'm sure someone can rewrite the code to do this though.
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Here's an idea. Since there are no errors or issues with the server itself, I would postulate the problem isn't related to epoch.
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1st, the log you want to look at is found in the Admin directory and is named arma2oaserver.rpt
2nd, remove the changes you made to your files or use a backup to restore your server
3rd, try to add the scripts again but pay closer attention
Losing connection dupe bug - Please help to fix it!
in Scripting
Posted
If I am not mistaken, the above fix can generate a slight level of server lag. The original fix included a non-lag inducing script for the DupingFix.sqf as follows:
This is a very simplified fix in that it prevents people from logging out near any container, be it a tent, safe, vehicle, crate or whatever. It doesn't cause any lag.
The link you provided is for a completely different duplication issue involving safes. The one I posted is still a problem but fixable as per the instructions.