Jump to content


  • Content Count

  • Joined

  • Last visited

  • Days Won


leegreaves last won the day on October 13 2016

leegreaves had the most liked content!

About leegreaves

  • Rank

Recent Profile Visitors

1472 profile views
  1. Right Ok recently decided to start back up an epoch mod server as I used to enjoy this mod a hell of a lot. Noticed since my last stint its been updated to 1.0.62. Started from scratch followed instructions through to the word. On starting server Ive been getting the above restriction. Checked my logs and yes as other posts in forum have stated its to do with "remExField". I notice several have had replies stating that we need to remove a line from PublicVariableVal to resolve this issue. This is to do with the log and kick for an open bracket ie 5 (. I must note I actually think this is incorrect. Ive folloed this through firstly by replacing it with 1 to log only (no resolve!) and of course then completely removing the line so it shouldnt actually pose ANY problem but still get the restriction error occur upon joining server. Now the question if. If doing the above does not resolve the issue Im having then what could possibly be causing this issue instead. Ive tried most suggestions on the forum here and have so far had no luck. *EDIT* Since writing this post. I seem to have resolved my issue. Not sure why its working but I take back the statement regarding removing that line out of PublicVariableVal to sort my issue out. It seemed I needed to shut down the server and restart it for changes to take effect. Also I had noticed my BEC tools were not starting up correctly and resolved that also at the time and am able to connect now. I'll tag post as "solved".
  2. Nice one Juan...ill check that over and if i see class names that can be added here, I'll do that.
  3. Yeah ive made the necessary changes already to get loot spawns and water wells working etc. I made another post in this subforum listing the changes that need to be made. Quite a list, and will add to it if anyone comes across any others. I changed the fuelstation classname so they being with Land instead of MAP. Theyre the only thing I need to test out to confirm if they are working or not.
  4. Short video preview of map live on server:
  5. Now i know this may seem as if, at first, is in the wrong subforum, but please let me assure you I feel it needs to be in this section so can be easily found by content creators. As most of you are aware, when editing, adding your buildings/vehicles/objects etc, everything comes out good for you. Well almost good. Im writing this post regards to after you put a base addon on a live server, and the fact that, for some creators, wonder why loot is not spawning in buildings etc or pumps are not working when you go to take a drink. It all boils down to the class name. So to make things that bit easier Im just creating a list that people can refer to when editing their SQF in order to get things working. I've found a few already from very old posts (of which I had an idea about already) and one or two objects that I found to be the cause of issues ie not working! If anyone finds additional buildings/objects etc they feel should be added to this list just put it in a reply and I will add it to the list. Also if admin feel this topic is worthy of being stickied, then please do that, as that will make it easier for members to find and refer to in a glance.
  6. OK...so im gonna preview the base on my server for a few days. Work still needs to be done to it but need to bug check it properly on server. People are more than welcome to come test it when ever they want. Not gonna say the whereabouts...i'll let you find it for yourselves...so go find it, have a peek around it and IF you find anything you feel needs sorting let me know here also if you have any feedback on how to improve/expand upon it, ill see what I can do. Here's a Clue: The town name sounds like a dessert! Server Name: "[RG] Rebel Gamers" Server IP: Port: 2302.
  7. @juandayz I had a suspicion that it was to do with the default system with epoch i didnt think it was anything to do with the workshop mod. Now i just need to work out whats going on with it so that I can find a way to fix it.
  8. Not quite that...but you know the workshop you can create when you look at your plot pole, thats the one im on about...if i stand within 3 meters of the workshop (the shed one created via plot pole) it comes back with that error. Am i missing something here...or do i need to create something else in order for it to work. I do have a workbench created via your workshop mod @juandayz
  9. Ok so put down a plot pole yesterday...created a workshop from the plot pole menu when you look at the sign. Ive noticed that I am unable to create wood floors/walls from the options when right clicking the lumber in my inventory. I come up with an error "Must be within 3 meters of a workshop", even though im standing right next to the workshop. Would anyone know why this may be happening and what needs to be done to resolve this issue. Im not sure if its something to do with the epoch files (configuration issue???) or if it may be to do with a mod, if in case of a mod issue, the only one I think it could have anything to do with would be juandayz Workshop mod for 1061.
  10. I've started using this mod on my server, but come across a few issues, these being BE issues and getting kicks left right and center. Ive added the BE filters that are mentioned earlier in this topic but am getting quite a few kicks which are to do with "CloseDisplay". What is basically happening when you go into "Manage Workshop" if you click a selection you will get a few kicks, the main one being a script restriction 8. It seems to be two in particular that are affected CloseDisplay 7000 and CloseDisplay 7002, instead of making a filter for each individual kick that occurs I have added the following 2 lines to line 8 of my script filter (it may be a different line for other servers though but very unlikely). Anyway look for the line that is your "5 CloseDisplay" and add the following filters to the end: Im doing it this way so that its a "wildcard" filter. So that any possible kicks that occur containing these lines will be filtered and you wont get kicked for them. Also I have noticed a problem when trying to construct building items, it may not be to do with this mod but am going to ask anyway. When I attempt to build a wall or floor at present using materials in my inventory, i get a message saying that I have to be within 3 meters of a workshop. This occurs even though im standing right next to it. Would anyone know why this is happening?
  11. i assume it can just go at bottom of file and doesnt need to be in any particular section of variables.sqf.
  12. quick question...where abouts should this line go? I've presumed mission side init. Ive added it in my list of epoch config variables in init.sqf.
  13. Just one question, you mention this line. I didnt do this part, you mention config files - which config files to confirm.
  14. I had already done that, I wasnt in particular saying that I was getting confused BUT would you not agree that under any circumstance when things change especially in the case of a version change for epoch, then if there are major difference between how they are structured from on versus the other then instructions should be updated also. In my case I've installed mbc, I just need to test it to verify its working in my case.
  15. I feel this topic needs updated install instructions to reflect the changes made. Albeit that some people may be able to work out what they need to do (changes wise) themselves to get this working, there are differences between the way 1051 and 1061 are cofigured in files. For example there are some differences between the two that people may get confused with when trying to work out what they need to do to install this on 1061. In the original post it says Find: class DayZ_loadingScreen Then place some code below it (CfgSounds) in description.ext. Seeing as this instruction does not exist in (at the very least MY) description it MAY very well confuse some admins reading this. Obviously that may well be overcome if they already have a cfgsounds section already. Also the way you configure cfgSounds seems to be slightly different to how it was done in 1051. This is the part i am trying to work out how to do for myself. I'll give you an example of the subtle differences: Im using juandayz workshop cfgsounds as a comparison. Compared to the mbc cfg sounds: Do you notice the differences? They are only subtle BUT they could be a source for potential problems for someone who may not completely understand everything about scripting (and yes that does include me to some extent). The rest of the install instructions seem to be straight forward onwards but those two minor issues may cause the entire script not to work for someone who might not fully understand what they need to do. I feel that IF a script is updated for 1061 then at the very least instructions on installing it should ALSO be updated as well to reflect any changes made regarding the differences between the way 1051 and 1061 are configured. In the meantime ill be pushing on and seeing if i can workout what needs to be done...
  • Create New...