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Oryahn

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Posts posted by Oryahn

  1. Okay. I decided to assign some values to the DZE_safeVehicle variable and place it inside the sched_safetyVehicle.sqf file which is located in dayz_server\system\scheduler

    This fixed the issue. I now can deploy anything I place inside the DZE_safeVehicle variable as a Deploy Anything object.

    My first line of the sched_safetyVehicle.sqf file is:

    DZE_safeVehicle = ["pook_medevac_CIV_DZE","MMT_Civ_DZE"];

    I will check tomorrow to see if it blows up other vehicles that aren't deployed via the Deploy Anything mod. If not, it's good to go.

  2. With and without the BE filters after deploying a pook from the toolbox, it explodes within 30 seconds or less of flying it. It can sit on the server and not explode. I can use infistar to spawn the same pook and it's no problem. I've added the filter in scripts.txt and still get the explosion issue when trying to fly a player deployed pook. What am I missing? I'm going to attempt to deploy a different flying vehicle and see if it also explodes.

  3. Update: (fixed)

    I already added it to the DZE_safeVehicle array and it still didn't work.

    I decided to create a new variable called DZE_newSafeVehicle and added the pook in that array (by itself for now).

    I added that array to the sched_safetyVehicle.sqf and added to the IF statement to include the new array in it's check for the vehicle. Below is a copy/paste of my sched_safetyVehicle.sqf

     

    DZE_newSafeVehicle = ["pook_H13_medevac_CIV"];
    sched_safetyVehicle = {
        {
            if (vehicle _x != _x && !(vehicle _x in dayz_serverObjectMonitor) && !((typeOf vehicle _x) in DZE_safeVehicle) && !((typeOf vehicle _x) in DZE_newSafeVehicle)) then {
                diag_log [ __FILE__, "KILLING A HACKER", name _x, " IN ", typeOf vehicle _x ];
                (vehicle _x) setDamage 1;
                _x setDamage 1;
            };
        } forEach allUnits;

        objNull
    };

     

  4. 1 hour ago, Reaper5150 said:

    Np hope you figure it out! :)

    Just an update on what else I've tried:

    I've added pook_H13_medevac_CIV to the AllowVehiclesList array in the dynamic_vehicle.sqf file. (Same issue)

    Removed all calls for antihack.sqf. (Same issue)

    Now going to check infiSTAR scripts and if no luck there, I'll contact infiSTAR to see if they have an idea.

  5. 5 minutes ago, Reaper5150 said:

    Well I'm sorry that did not work! I think it maybe infistar doing it cause the pook seems to be taking damage after the player gets in it, you may want to put in a ticket on the infistar website or visit them on discord and the file you are looking for that handles the vehicles spawning by players I believe would be in the AH.sqf, again you can ask them on the infistar discord. Sorry I was of no help with this atm

    You were a great help. All suggestions help to get closer to the issue. Thank you.

  6. 33 minutes ago, Reaper5150 said:

    Try this one! Replace the config.sqf with the one you have, Make sure you keep a copy of the one you have just in case :)

    //  **FORMAT** -- (note no comma after last array entry)
    //
    //  DZE_DEPLOYABLES_CONFIG = [
    //      [_clickItem,_deployOffset,_packDistance,_damageLimit,_packAny,_cargo,_ammo,_hive,_plot,_simulation,_road,_deployables,_near,_parts,_condition],
    //      [_clickItem,_deployOffset,_packDistance,_damageLimit,_packAny,_cargo,_ammo,_hive,_plot,_simulation,_road,_deployables,_near,_parts,_condition],
    //      [...more stuff here...]
    //  ];
    //    
    //  parameter    | description                                                         |  type  | example
    // --------------|---------------------------------------------------------------------|--------|--------
    // _clickItem    | class name of the item to click on                                  | string | "ItemToolbox"
    // _deployOffset | [_side,_front,_up] array to offset the deployable when buiding      | array  | [0,2,1]
    // _packDistance | how close does the packer need to be to pack the object?            | number | 5
    // _damageLimit  | item can't be repacked if damage is > this. (-1 = no re-packing)    | number | 0.1
    // _packAny      | can anyone repack the deployable?                                   | bool   | false
    // _cargo        | clear the cargo of the deployable?                                  | bool   | false
    // _ammo         | should vehicle ammo be cleared? (does not persist through restart)  | bool   | true
    // _hive         | write deployable to database?                                       | bool   | false
    // _plot         | require a plot from the owner to build the deployable?              | bool   | false
    // _simulation   | enable simulation (movement/damage) for the object? (true for cars) | bool   | true
    // _road         | enable road building for this object?                               | bool   | true
    // _deployables  | array of class names that can be deployed with this method          | array  | ["MMT_Civ"]
    // _near         | array of items required nearby to build (workshop/fire/fueltank)    | array  | []
    // _parts        | array of parts required to build (will be taken from player)        | array  | ["ItemToolbox"]
    // _condition    | string of code to evaluate to determine whether action is shown     | string | "!(isNull player) && {(getPlayerUID player) in DZE_DEPLOYABLE_ADMINS}"

    DZE_DEPLOYABLES_CONFIG = [
        // deploy a non-permanent bike from a toolbox right in front of the player that can be re-packed by the owner as long as it's under 10% damage
        ["ItemToolbox",[0,8,2],5,0.99,true,false,false,false,false,true,true,["MMT_Civ"],[],["ItemToolbox"],"true"],
        // deploy a non-permanent motorbike from a toolbox right in front of the player that can be re-packed by the owner as long as it's under 10% damage
        ["ItemToolbox",[0,8,2],5,0.99,true,false,false,false,false,true,true,["pook_H13_medevac_CIV"],[],["ItemToolbox"],"true"],
        // deploy a non-permanent CSJ_GyroC from a toolbox right in front of the player that can be re-packed by the owner as long as it's under 10% damage
        ["ItemToolbox",[0,8,2],7,0.5,true,false,true,false,false,true,true,["CSJ_GyroC"],[],["PartGeneric","PartEngine","PartVRotor"],"true"],    
        //["ItemSapphire",[0,2,0],5,1,true,true,false,true,true,true,false,["DSHKM_CDF","M2StaticMG"],[],["ItemSapphire"],"true"],
        // deploy concrete barricades from cinderblocks 2m in front of the player, that are permanent and can only be re-packed by the person who placed them
        ["CinderBlocks",[0,2,0],5,1,false,true,false,false,true,true,true,["Hhedgehog_concrete","Land_CncBlock","Land_CncBlock_Stripes"],[],["MortarBucket","PartGeneric","CinderBlocks"],"true"]
    ];

    // **DZE_DEPLOYABLE_NAME_MAP format
    //  
    //  DZE_DEPLOYABLE_NAME_MAP = [
    //      [_class,_name],
    //      [_class,_name],
    //      [... more ...]
    //  ];
    //
    //  parameter    | description                                                         |  type  | example
    // --------------|---------------------------------------------------------------------|--------|--------
    // _class        | class name of the item you want to replace the name of              | string | "Notebook"
    // _name         | new name to display when right clicking                             | string | "Macbook Pro"
    //
    DZE_DEPLOYABLE_NAME_MAP = [
        ["MMT_Civ","Bicycle"],
        ["pook_H13_medevac_CIV"]
    ];

    DZE_DEPLOYABLE_ADMINS = [];
     

    That did not work. I'll keep working on it. If you can think of anything else, keep the suggestions coming. If I get it worked out, I'll post it here as well.  Thank you for the continued help. Would you happen to know which file has the list of acceptable vehicles or which file might think the player is hacking if he spawns a vehicle?

  7. 1 hour ago, Reaper5150 said:

    Sounds like infistar is doing it! In your AHconfig.sqf line 215 make sure the vehicle ID check is turned off _UIC = false; for some reason this keeps blowing vehicles up when a player gets in or near.

    Also could you post the edits you made to the deploy anything config.sqf I'll take a look when I get home for ya.

    I checked the bool setting for _UIC and it is set to false. I will copy and paste the only changes I made to Deploy Anything. The only change is the added if/else statement and removal of the other deployable options. I've posted a couple lines above and below what I've added. The HIDDEN part is where I actually have 3 admin's Player IDs.

     

    // _parts        | array of parts required to build (will be taken from player)        | array  | ["ItemToolbox"]
    // _condition    | string of code to evaluate to determine whether action is shown     | string | "!(isNull player) && {(getPlayerUID player) in DZE_DEPLOYABLE_ADMINS}"


    if ((getPlayerUID player) in ["HIDDEN","HIDDEN","HIDDEN"]) then {
    DZE_DEPLOYABLES_CONFIG = [
        ["ItemToolbox",[0,6,1],5,0.1,false,false,false,false,false,true,true,["MMT_Civ","pook_H13_medevac_CIV"],[],["ItemToolbox"],"true"]
      ];
    }
    else {
    DZE_DEPLOYABLES_CONFIG = [
        ["ItemToolbox",[0,6,1],5,0.1,false,false,false,false,false,true,true,["MMT_Civ"],[],["ItemToolbox"],"true"]
    ];};

    // **DZE_DEPLOYABLE_NAME_MAP format
    //  

  8. On 1/3/2018 at 6:56 PM, salival said:

    Hi guys,

    I've had requests for a pack of all my mods that i've written or updated tested and working so here it is.

    Everything is tested as working but there may be little things I have missed, I've done all the installs the way I like to do them (super anal ocd)

    Infistar is implemented, please see: https://github.com/oiad/modPack#infistar-install

    THERE ARE CURRENTLY NO BATTLEYE FILTERS FOR 1.0.6.2 FOR ANY OF MY MODS. Feel free to submit!

    # Supported mods:

    • Bury Bodies
    • Community Localizations
    • Click Actions
    • Deploy Anything
    • Garage Door Opener
    • Locate Vehicle
    • Safe Zone Relocate
    • Service Points
    • Take Clothes
    • Virtual Garage
    • Vehicle Key Changer
    • ZSC

    Please visit: https://github.com/oiad/modPack for more information.

    I was curious if you could help me with an issue with Deploy Anything? 

    I added the pook_H13_medevac_CIV as a deployable. I'm running an Overwatch server. If I spawn the same pook via infiSTAR for a player, they can ride around in it with no problem.

    If a player spawns it via the toolbox, it explodes upon getting into the pook or after a few seconds of flying it.

    I can't figure out what to do. I've read so much about exploding vehicles but can't get any fixes to work. I'm running the server on vilayer.com.

    Any help is greatly appreciated.

  9. The loadouts are working great. Thanks again. I now need to know how to do the same for custom respawn locations after player dies. I just want to enter the coordinates for their respawn location like we did 3 or 4 years ago. It seems the script has changed a lot of the years and I can't seem to get any of them to work.

    Example:  create a player_spawn.sqf that holds the custom spawn points for players by UID. I know how to add the call for the sqf file, just not sure how to do the rest.

    Thank you all, in advance.

  10. I apologize for coming off as rude myself. I should not have jumped to any conclusions. I appreciate your help with this. I do have a couple questions about your code.

    First, will the loadouts only load when the person respawns from death or will they lose everything they were carrying and get the loadout when logging in after quitting the game? Example: I log out of the game successfully to quit for the day and I'm holding miscellaneous items (I did not die). When I log back in will the loadout replace what I had collected, or will it only replace with custom loadout after player death and respawning?

    Second, can I just enter separate code without grouping loadouts? Example:

    if (getPlayerUID player in ["12345678901234567890"]) then { AND ENTER THE REST OF YOUR CODE FOR LOADOUT

    I know the code may not be proper, but can it be entered to give custom loadout to individual players rather than grouping them first?

    Again, I apologize for assuming you were being rude and thank you for helping me.

  11. Actually meant to ask 2 questions. I thought they were implied in my rant, but just forgot to actually post them in question format.

    1. Is there any post on any forum that explains how to fix the infiSTAR issue I'm having with the "Spawn Buildings" option? My host (gtxgaming.com) says there is nothing wrong with the install that I paid them to do. When selecting a building to spawn, it does spawn....but it I can't rotate it, move it, or place it. It is permanently stuck to me until I "Kill" myself via infiSTAR admin controls. I've searched for over a week with many different search terms to try and find a post that has the same problem. The only one I found didn't have a solution. 

    2. As for the spawn/loadout issue, I was just stating that I would like to have a script that allowed to give custom loadouts and spawn points without the way it is done with ESSV3. I like what it does, but it's more than I want. I don't have scripting experience and can't write it myself. I was trying to ask if there was still a script/addon around that offered the option for loadouts and spawn points without the player having to do anything. Three or four years ago I was able to do it that way with code I found on one of the DayZ forum sites. I can't seem to find it now. Is there code anywhere that can do it the older way or is anyone working on code for this at the moment? As for your comment, Relentless, I never said I had to use ESS. Only that it wasn't what I needed. I would set up my own if I knew how to write it. So I really don't understand the point of your reply to my post. It was not helpful and comes off as you being a bit of an *** to someone simply looking for some help. If you don't understand someone's question or post, simply ask rather than post some smart*** remark about the post. Thank you.

  12. 7 hours ago, salival said:

    He wants it per uid, though

    Short answer, no ESSv3 will not do what you want, you'd need a custom script for that.

    Okay, that's what I was needing to know. Is there still a script out there that does this. I remember using on for this about 4 or 5 years ago. I figure it's been updated or just lost. Also, there was one for spawn locations based on UID.  And a side note. Isn't there something to set up by UID to give a pook to a "donator" so they can unpack a pook rather than a bike?

  13. Is it possible to set this up for players who have just one custom spawn point and/or one custom loadout so they don't have to be bothered by the GUI and have it just load what it needs in the background? I mean like back in the day when I served through vilayer.com, I was able to add the necessary information for a custom loadout and the player didn't have to do anything....it would just load that way. I would like to set my server up to only be that way. If John Doe wants a custom loadout, I enter the information and he gets it when he respawns after death.

  14. I've seen a few "OLD" posts about this very topic, but can't find a post that solves the issue. I contacted infiSTAR and gtxgaming (who I paid to $13 to install and continue to pay $13/month to keep updated with addons/scripts). InfiSTAR can't seem to reply to my question. I've been waiting for some time and submitted a ticket a few times and have yet to receive any kind of explanation. GTXGaming.com support tells me to contact infiSTAR support, which bothers me since I pay $13/month for GTXGaming to keep updated to work. It seems other servers have no problem rotating, moving, placing, etc, etc, a building spawned via the infiSTAR "Spawn Buildings" option.  I know there are options to use ARMA's Alt-E build mode and I understand that it does not take up as much server space, but at this time, this is what I am wanting to do but can't find a solution. After spawning a building, it is stuck to me and I can't get rid of it without "KILL" or disconnecting. I can't rotate because the keys stay bound to the character movement. Page up, page down, and space do nothing.

    On a side note, why can't we get player custom spawn points and custom loadouts set up without the whole ESSV3 gui? I would love the old way to work....where someone asks for a special loadout and I enter that information in a file named loadout.sqf and custom respawn points in newspawn.sqf. I love the idea and concept of ESSV3, but I want my players to be able to get their loadouts and spawn at the designated spot without having to go through anything pre-game (no GUI).

    Thanks for reading my rant. Just miss the old days when I was serving back in 2013/2014.

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