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Posts posted by creativv
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Allright then we prob will go dedicated .
We are in a situation at this point people like the server allot but when we get to 25 players the server will start to lagg vehicles at traders will spawn in and dissapear ...
We see it go up to 30 players and then after a few minutes its all the way down to our regulars again around 20 players .
Its really affecting the game play because most like to pvp .
Also isnt it a bit weird to have a server hosted in france with a databaser in the uk ?
Thanks for the quick reply btw :)
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Hello,
everything runs fine, but after death i am not able to deploy items at my plotpole.
"You cant build on someone elses pole".
I saw this post about changing player_build from .... _limit = 3; to _limit = 1; .... but that didnt work for me.
Besides other scripts i have P4L and Snap installed.Please help me, dont know where and what to look for to get it solved.
you need to compare player_build and player_deploy and take the parts from P4l over to deploy . Or change the requirement of a plot pole in the config .
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Donnovan and other players that will use this on epoch .
Might want to make a change in your server_functions.sqf .
//server_checkHackers = { if (DZE_DYN_AntiStuck2nd > 3) then { DZE_DYN_HackerCheck = nil; DZE_DYN_AntiStuck2nd = 0; }; if(!isNil "DZE_DYN_HackerCheck") exitWith { DZE_DYN_AntiStuck2nd = DZE_DYN_AntiStuck2nd + 1;}; DZE_DYN_HackerCheck = true; { if(vehicle _x != _x && !(vehicle _x in PVDZE_serverObjectMonitor) && (isPlayer _x) && !((typeOf vehicle _x) in DZE_safeVehicle)) then { //diag_log ("CLEANUP: KILLING A HACKER " + (name _x) + " " + str(_x) + " IN " + (typeOf vehicle _x)); (vehicle _x) setDamage 1; _x setDamage 1; sleep 0.25; }; sleep 0.001; } forEach allUnits; DZE_DYN_HackerCheck = nil; };
to this
server_checkHackers = { if (DZE_DYN_AntiStuck2nd > 3) then { DZE_DYN_HackerCheck = nil; DZE_DYN_AntiStuck2nd = 0; }; if(!isNil "DZE_DYN_HackerCheck") exitWith { DZE_DYN_AntiStuck2nd = DZE_DYN_AntiStuck2nd + 1;}; DZE_DYN_HackerCheck = true; DZE_DYN_HackerCheck = nil; };
Or this will happen "CLEANUP: KILLING A HACKER Mr.X B 1-1-B:1 (Mr.X) REMOTE IN Lada2"
Also the vehicles dissapear when you get in them .
I'll be leaving this script because i do not want to make this edit on my server .
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Making vehicles permanent with this script wouldnt be so hard with the claim vehicle or vehicle key changer script .
But indeed this looks like a far better way to control the vehicles on the map then dynamic vehicles .
Going to see on my test server if it does something for performance because the dynamic vehicles do need to update .
Thanks for the reply .
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So if i get this correct you can use this instead off using the dynamic vehicle list .
Would you see any increased server performance by using this instead of the dynamic vehicle list Donnovan ?
Best regards ..
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I use plotmanagement to let people have acces to the garage .
Besides that i put in a part that people cant acces the garage if anyone else is closer then 10m because there is a duping problem with the garage you can spawn the same vehicle twice if 2 players spawn it at the same time .
Using plotmanagement makes the garage usage so much more easy .
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Since i have absolutly no experience with php anyone that know whats causing this error on my plastic poles ?
Warning: Invalid argument supplied for foreach() in /home/u478920914/public_html/includes/game_A2EPOCH.php on line 457
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You can hop on my ts and ill help you out .
I got it working with p4l and plotmanagement .
clanx.us
hmm forgot ts name is Mr.X
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If you run latest infistar its shouldnt be blocked
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Also you can change the coin and bankinit.sqf and the givedialog so players can only be walking around with a certain amount of cash .
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For people who have problems with the check wallet that your players go into minus just dont let them pick it up then .
You can change this in check_wallet.sqf .
private ["_body", "_hisMoney", "_myMoney", "_killsH", "_test2", "_headShots", "_test","_playeridke","_humanity"]; _body = _this select 3; // Add This to not let players pick up over 999999 _hisMoney = _body getVariable ["cashMoney",0]; if(_hisMoney > 999999) exitWith { cutText ["This player has to many coins you cant pick it up it will bug your cash", "PLAIN DOWN"]; }; // Add This to not let players pick up over 999999 _PlayerNear = _body call dze_isnearest_player; if (_PlayerNear) exitWith {cutText [localize "str_pickup_limit_4", "PLAIN DOWN"]}; _name = _body getVariable ["bodyName","unknown"]; _hisMoney = _body getVariable ["cashMoney",0]; _myMoney = player getVariable ["cashMoney",0]; _myMoney = _myMoney + _hisMoney; _body setVariable ["cashMoney", 0 , true]; player setVariable ["cashMoney", _myMoney , true]; systemChat format ['You took %1 coins, ID says %2 !',_hisMoney,_name]; sleep 2; _cid = player getVariable ["CharacterID","0"]; _cashMoney = player getVariable ["cashMoney",0]; if(_cashMoney > 0) then{ } else { _cashMoney = 0; };
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I'm having the same problem with my setup. I've had this mod working before too, so I may just try and reinstall. I've been busy doing other things lately and I haven't had much time to tinker around with it. I do know those are defined in your ComboLockUI.hpp, so I guess you could start there (making sure it's included correctly, etc). Let me know if you figure it out though, I'll do the same.
Are your *.hpp files in a separate location then your sqf files? Not sure if this could cause a problem, but it's worth a shot. Mine aren't and this is what I'll be trying if nobody else answers.
The problem for me was in the defines.hpp i merged them with my existing ones but i seemed to have missed a couple .
Got it to work now and the locks are working only thing that is weird is that the sound is a bit slow the ticking of the padlock .
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Anyone ever seen this error and know a fix for it ?
Error loading control mpmissions\__CUR_MP.Chernarus\description.ext/Entercode/Controls/main_combo/
Error loading control mpmissions\__CUR_MP.Chernarus\description.ext/Entercode/Controls/top_left/
Error loading control mpmissions\__CUR_MP.Chernarus\description.ext/Entercode/Controls/top_right/
Error loading control mpmissions\__CUR_MP.Chernarus\description.ext/Entercode/Controls/mid_left/
Error loading control mpmissions\__CUR_MP.Chernarus\description.ext/Entercode/Controls/mid_right/
Error loading control mpmissions\__CUR_MP.Chernarus\description.ext/Entercode/Controls/bottom_left/
Error loading control mpmissions\__CUR_MP.Chernarus\description.ext/Entercode/Controls/bottom_right/
Error loading control mpmissions\__CUR_MP.Chernarus\description.ext/Entercode/Controls/exit_combo_btn/
Error loading control mpmissions\__CUR_MP.Chernarus\description.ext/Entercode/Controls/unlock_combo_btn/Best regards .
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Hello to all ,
I have a server up and running , everything works perfectly .
But when you logg in after a restart the server sets up and creates , you get to the lobby and it will logg in but the mods wont be loaded on the client until he reloggs .
Also the weight is turned on when its actually not supposed , it seems nothing loads on the client .
Anyone have any idea where that can come from ?
Its working fine when people relogg and its working great when people come in after the server has already been set up for a couple of minutes .
Hoping someone knows the answer
Thanks in advance .
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(Sorreh for triple post)
Couldn't find a decent script anywhere so I took your advice and did it myself. Thanks for the tip. It works perfectly.
If anyone wants this script let me know.
Would like to take a look at it if i can u ever posted it somewhere ?
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Something in these files is blocking p4l , snap pro and vectors .
Never mind there was a mistake on my end ....
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i had the loot boxes spawn in the air in another script i was using, seems that if you have a loot box with more than 3 bc in it the antihack puts it into the air, you change a part of the AH.sqf script
just search for _cfid >=
if (_cfid >= 3) then <<<<< Change the number here to exceed the number of briefs that are in your boxes
i changed the 3 to 10
try that
Thanks for that i will try that and see if the players have trouble with the lootboxes again.
When i think of it , it is probably this because it only happens to missions i put briefcases in like the mayors mansion and the president mission .
Thanks again
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Have you installed Infistar?
Yes i have and it is the latest we bought from Chris himself so we get the updates ,
Is that whats causing it ?
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We figured as much already but we are trying to make the best of it atm .
What kind of server load fps is normal with a medium modded server with 50 players on ?
Is that going to be a big difference between renting a dedicated box for yourself or a gamehost ?
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Hello all been going thru the topic a bit but with so much pages and the forum wont let me search for some words seen some things about it but never a clear answer .
My lootboxes spawn up in the air when the mission finishes and players go in to take the loot .
Is there any solution yet to that ?
Best regards Creativv
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If you use a batch file to launch yes.
We rent a server atm at survival , got no idea what they use to launch it so it will probably not be an option for me to turn loggs off .
Thanks for the information tho
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Well tbh , i dont have any rpt errors except for sometimes bad connections to the database when the server is getting more then 20 players .
Where do i add the parameter -nologs server side , is it in the bat file ?
Virtual Garage with P4L and Plotmanage
in A2: Epoch Mods (1.0.5.1)
Posted · Edited by creativv
Sure i can share but it can also be found on the forums how to .
If you use p4l ,doormanage or plotmanagement you also need to adjust server_updateObject.sqf
This is the part i use in fn_selfactions
This gives everyone on the plotpole acces to the garage just as long as nobody else is to close .
You also need something to allow your players to deploy a garage and a form of helipad , i suggest deploy anything and dont forget to add the garage and helipad to the maintainclasses .
If you have any questions just let me know .