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creativv

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Posts posted by creativv

  1. Care to share?

    There is also a dupe bug that if you spam the spawn button you can spawn in a bunch of the same vehicle, I found this out when I was testing the script on my test server.

    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

    _playersNear = {isPlayer _x} count (player nearEntities ["CAManBase", 10]);
    private ["_nearestPoles","_pole","_garagefriends","_garageallowed","_friends"];
    _nearestPoles = nearestObjects [(vehicle player),["Plastic_Pole_EP1_DZ"],(DZE_PlotPole select 0)];
    if (count _nearestPoles > 0) then
    {
    	_pole = _nearestPoles select 0;
    	_friends = _pole getVariable ["plotfriends",[]];
    	_owner = _pole getVariable ["ownerPUID","0"];
    	_garagefriends = [];
    	{
    		_garagefriends set [_forEachIndex,(_x select 0)];
    	} forEach _friends;
    	_garageallowed = _garagefriends + [_owner];
    	
    	if ((_typeOfCursorTarget in DZE_Garage) && (speed player <= 1) && _canDo) then 
    	{
    		if (s_player_garage < 0) then 
    		{
    			if ((getPlayerUID player) in _garageallowed && (_playersNear <= 1)) then 
    			{
    				s_player_garage =  player addAction ["Garage Menu","MrX\functions\Garage\player_virtualgarage.sqf",_cursorTarget,2,false];
    			} 
    			else 
    			{
    				cutText ["You are not on the plot or another player is to close.","PLAIN DOWN"];
    			};
    		};
    	} 
    	else 
    	{
    		player removeAction s_player_garage;
    		s_player_garage = -1;        
    	};
    }
    else
    {
    	player removeAction s_player_garage;
    	s_player_garage = -1;   
    }; 

     

    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 .

  2. 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 :)

  3. 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 .

  4. 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 .

  5. 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 .

  6. 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;
    
    };	

     

  7. 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 .

  8. 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 .

  9. 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 .

  10. 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

  11. 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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