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Airwaves Man

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  1. Thanks
    Airwaves Man got a reaction from Hooty in [Release] O9 Gambling Script [Updated for 1.0.7.1+]   
    Hey guys, this is the release of my O9 Gambling Script. If you like to add this feature to your server you can do it now with that offical release.
    Go to github download and install the files:
    O9 Gambling Script
    If you have cards you get a free gambling try.
    You can gamble for 1000, 2000 and 3000 Coins and get the price 1x, 2x and 3x. The script is not optimized but it works out of the box and can be used with overpoch.

  2. Like
    Airwaves Man got a reaction from Schalldampfer in not setup yet   
  3. Like
    Airwaves Man reacted to freakneek in [TUTORIAL] How to make Custom map content 1.0.6.2   
    G'day, Guys and Girls,
    you might want grab another Rabbitman Beer or R4Z0R soda (if your not allowed beer). This is gonna be a long one!
    This tutorial goes into some length and is for the most part, copy/paste, from @Poncho's How to make Custom map content [ Tutorial & Ongoing Support ] tutorial. I had a major issue today trying to figure out why my map edit wasn't working. but after many thanks to the awesome @JasonTM, for identifying the issue, It has been found that you need to use a compiles line instead of a execVM line in the code.
    ***NOTE***
    This tutorial is not my work.... BUT, I felt that this could use an update.
    ***for those of you who already know how to do this scroll down to the server_functions.sqf part!***

    Most people create these map additions, simply by launching dayz through an epoch server via dayz commander will give you a working editor, but some buildings (such as Barracks, Hospitals, and Fire Stations) will not spawn any loot.
    This is because of their class names. The default ARMA editor makes most building classnames begin with "Map_" . All buildings of this type will not spawn loot in dayz, this is inherited from the EU_ update to the editor. You may simply read through your code and change all these manually to (for example) "Land_A_Hospital" instead of the original "Map_A_Hospital" to trigger loot spawns within those buildings.
    There is however an easier way for those of you unfamiliar with code, which also adds a few extra items in. This will however remove some options brought by the EU_ update such as being able to place rocks/cliffs e.t.c so it is important to pick when you want to use the editor I am about to show you.
    It is called the Jon-C5- Editor Update by (surprisingly enough) Jon-C5-. It is available  here http://www.armaholic.com/page.php?id=5932
     
    To turn your map edits into functioning dayz map additions simply follow the instructions below (If you do not wish to use the Jon-C5-Editor, skip to step 4):
    1) Download the zip file linked above.
     
    2) Drag/copy&paste it into your Arma2 Operation Arrowhead folder (where your @dayz and @dayzepoch folder are stored)
     
    3) Launch dayz with the following launch options (set via steam or dayz commander):
    -mod=@Jon_EditorUpdate  
    4) Once you are in the main menus press ALT+E
     
    5) This will open up the editor click the Chernarus map then click ok.
     
    6) A map view will then pop up, on the right hand side you will see a list of categories:
                - First click 'Centre' then right click on the map, select 'new',  and press ok,
                - Next click 'Group' then right click on the map, slect 'new'. and press ok,
                - Now click 'Unit' then right click on the map, select the unit you want - default may be 'Alsatian' the change from 'non playable' to 'playable'.
     
    7) You are now ready to start editing. To begin, enter the '3D View' and click on 'Vehicle' (this is where all the buildings are listed). Right click on the map and select 'new', The list will then appear.
     
    8) Once you have selected an item, the ALT key will allow you to raise or lower items, with the SHIFT key allowing you to spin it around.
     
    9) Once you are happy with the edit, save it (Name it something relative to the edit). Then check your edits, sometimes large items may shift from where you placed them.
     
    10) Locate the mission.sqf file, usually in My Documents > Arma 2 > Missions > "Your mission name"
     
    11) Open up the mission.sqf file, you must now make some small edits to allow it to add these items to your server. Example Below:
    Default mission.sqf code example, areas to edit show indicated.
    ----------------------------------------------------------Remove start Here activateAddons [ ]; Replace with: if (isServer) then { activateAddons []; initAmbientLife; ----------------------------------------------------------Remove End Here _vehicle_4 = objNull; if (true) then { _this = createVehicle ["Land_ruin_corner_2", [14110.31, 2782.1448, 3.8146973e-006], [], 0, "CAN_COLLIDE"]; _vehicle_4 = _this; _this setPos [14110.31, 2782.1448, 3.8146973e-006]; }; ------------------------------------------------------------------------------------------ Remove Start Here _this = createCenter west; _center_0 = _this; _group_0 = createGroup _center_0; _unit_2 = objNull; if (true) then { _this = _group_0 createUnit ["GER_Soldier_EP1", [14116.508, 2764.6309, 4.0054321e-005], [], 0, "CAN_COLLIDE"]; _unit_2 = _this; _this setUnitAbility 0.60000002; if (true) then {_group_0 selectLeader _this;}; if (true) then {selectPlayer _this;}; if (true) then {setPlayable _this;}; }; ----------------------------------------------------------------------------------------- Remove End Here _vehicle_192 = objNull; if (true) then { _this = createVehicle ["Land_a_stationhouse", [5160.0171, 2183.0002, 0.14117265], [], 0, "CAN_COLLIDE"]; _vehicle_192 = _this; _this setDir 211.89264; _this setPos [5160.0171, 2183.0002, 0.14117265]; }; ----------------------------------------------------------------------------------------Remove Start Here processInitCommands; runInitScript; Replace with: }; By Mr. Smith e.t.c finishMissionInit; ----------------------------------------------------------------------------------------Remove End Here Edited mission.sqf code example:
    if (isServer) then { _vehicle_4 = objNull; if (true) then { _this = createVehicle ["Land_ruin_corner_2", [14110.31, 2782.1448, 3.8146973e-006], [], 0, "CAN_COLLIDE"]; _vehicle_4 = _this; _this setPos [14110.31, 2782.1448, 3.8146973e-006]; }; _vehicle_192 = objNull; if (true) then { _this = createVehicle ["Land_a_stationhouse", [5160.0171, 2183.0002, 0.14117265], [], 0, "CAN_COLLIDE"]; _vehicle_192 = _this; _this setDir 211.89264; _this setPos [5160.0171, 2183.0002, 0.14117265]; }; }; // By Mr. Smith e.t.c **If the code editing is not done as follows, it will crash your server on start up. Mainly because of the unit spawn (in this example "GER_Soldier_EP1"), follow the instructions for editing the code and it will work fine**
     
    The Custom Content is now ready for publishing! Here is a quick, safe and guaranteed way to get your [working] edits into your server:
     
    1. Unpack your server.pbo
     
    2. Create a folder in the root of the server.pbo called: Maps     3. Drag your mapedit.sqf into this folder.     ***UPDATED PART FOR 1.0.6.2*** 4. In the init folder you will find a file called server_functions.sqf . Find these lines: // Precise base building 1.0.5 call compile preprocessFileLineNumbers Just above it add this line:
    call compile preprocessFileLineNumbers "\z\addons\dayz_server\maps\mapedit.sqf"; so now it looks like this....
    call compile preprocessFileLineNumbers "\z\addons\dayz_server\maps\mapedit.sqf"; // Precise base building 1.0.5 call compile preprocessFileLineNumbers  NOTE**:  Be sure to change the mapedit.sqf to whatever it is you have named your file, and that it corresponds with the execVM in your server_functions.sqf
    ***END UPDATED PART FOR 1.0.6.2)***
     
    EXTRA HINTS AND TIPS:
    Having trouble moving roads and other similar items to where you want them?
     
    Want your buildings spawn straight and level like they do with the new epoch build system?
    _this setDir -415.88132; _this setVehicleInit "this setVectorUp [0,0,1];"; _this setPos [1939.5042, 14563.26, -0.068630017]; Beidi file should look as follows:
    Add the "INIT" line between the "AZIMUT" and "PARENT" lines.
    AZIMUT="-67.231117"; INIT="_this setVehicleInit "this setVectorUp [0,0,1];";"; PARENT=""; - Big thanks to @Wesley for that one!
     
    Want to edit the trader camps / locations (Chernarus Only)?
     
     
    Having trouble with buildings 'double-spawning'? (often creating duplicate doors in a building)
     
     
    Here is a little example of how to remove grass from in/around your buildings:
     
    OK i think that is pretty much it.....
    HAPPY MAP EDITING!!
    -Freak
  4. Like
    Airwaves Man got a reaction from Oryahn in infiSTAR building controls   
    Besides the check of every players uid, you can work with profileNameSpace.
    https://community.bistudio.com/wiki/profileNamespace
    If you create a small dialog or an action menu where players can choose their weapons and spawn point, you can save it directly in the playerprofil locally on the pc of each player. it is a good possibility to work with. the downside of the that command is if a player change something on his profile like name changes, changes of the characters head these values getting overwritten. And you cannot call it from a server like normal variables. you have to convert it in another variable before.
     
  5. Thanks
    Airwaves Man reacted to JasonTM in [RELEASE] WAI 2.2.6   
    Wicked AI 2.2.6
    This release is for DayZ Epoch/Overpoch 1.0.6.2.
    <<<Download Here>>>
    Due to reports of poor performance on high population servers. I have rewritten this mod so it runs more efficiently.
    Most of the work is code optimization and bug fixes, but I did add some new features.
    Review of changes
    Each mission only spawns one thread with one loop unless it has a para-drop, then it spawns two. The patrol missions also spawn two threads for now. The mission files no longer suspend, waiting for the mission to complete to spawn the crate loot and remove the mission data. The minefield feature no longer spawns an individual thread for each mine. It uses a player check radius. Players in vehicles receive a bold red warning when they are 200 meters from the edge of a mine field. Optional mission vehicle entry messages. Improved mission clean up. All mission objects and data are deleted including unclaimed vehicles and AI unit groups. The AI monitor loop has been replaced by a modified version of the server scheduled function sched_corpses. AI vehicles no longer spawn their own vehicle monitoring threads. It is all handled in the mission thread in a queue. The invisible static gun glitch has been fixed. The static spawns have a dedicated monitoring loop much like the mission system. One loop manages all vehicles and deletes AI unit groups. Where possible, I moved commonly used code blocks to compiled functions. I made a few new missions - hero outpost, bandit outpost, and farmer. Captured MV-22, medical camp, and weapon cache missions have been reworked for improved aesthetics and/or functionality. Rewritten auto claim feature that is fully integrated. Boat patrols - examples in the static mission files. Redundant and\or unnecessary code has been removed from some of the files. I cleaned up and standardized the formatting in the mission files and elsewhere. Helicopters for AI drops and patrols start at a random distance of 3k to 4k away from the mission instead of way down by debug island. Added a new check for mission locations. As they are used, positions get added to an array and checked in find_position.sqf, so missions will not spawn in the same spot twice. Optional indestructible mission vehicles. The AI and mission clean up times and spawn schedule in config.sqf have been converted to minutes for easier reading. Fixed an issue with the spawn time delays in the mission init file. Adjusted the distance the vehicles spawn from the crate so there is no trouble with accessing gear when near a locked vehicle. You can disable static gun placements, vehicle patrols, and paratrooper drops on missions with variables in config.sqf AI numbers have been standardized on all missions. You can adjust the numbers. Easy = 5-10, Medium = 10-15, Hard = 15-20, Extreme = 20-25. I removed the cache units feature because it spawns a thread with a monitoring loop for each unit group and it only works on ground troops. I moved the Dynamic Text mission announcements up the screen and made the text a little smaller so it is not so overwhelming. Added a second dynamic text option for the minefield warnings. Fixed the "auto-repair" glitch on mission vehicles. This also fixes the inability to repair mission vehicles due to the hitpoint variables not being set. Notes
    The AK_74 and RPK_74 variants have been disabled in config.sqf until the 1.0.6.3 patch because the 45rnd 5.45mm magazine was removed in the A2 OA 1.64 corepatch and they post errors to the logs. The format of the missions has changed, so if you have your own custom missions they will have to be adjusted. I have updated the mission example file and created a new mission example file for a single spawn point mission. They are heavy on comments to help server owners create their own missions. I have left extensive comments throughout the updated files if you want to understand more about how the updated code and functions work. Since this is a major coding overhaul, this release will not be merged into the main github repository until all potential bugs, errors, and incompatibilities have been corrected. Please report errors, discrepancies, and general weirdness in this topic.
    Also, most of the files have been altered, so please use this version as a base and merge your custom files into it, paying attention to the changes.
     
     
    Optional Mission Vehicle Entry Messages
    If you turn this option on players will get a message that says either "You have claimed this vehicle! It is now saved to the database." or "WARNING: This vehicle will be deleted at restart!" depending on if you have vehicle hive saving turned on or not. This feature can be toggled with this variable:
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L101
    Indestructible Mission Vehicles
    This option will disable the damage handlers on mission vehicles until a player enters them. It can be toggled on and off with this variable:
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L99
    Avoid Same Spot
    This option will prevent a mission spawning in the same spot twice by adding the position to an array. The find position function will check that a new position will not be selected that is within 200 meters of one that was previously used.
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L80
    Enable/Disable Static Gun Placements, Vehicle Patrols, and Paradrops
    I added this feature for scalability and because someone asked for it. These are the variables to set true or false.
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L115-L117
    Auto-Claim
    The original author of the auto-claim feature is no longer a part of this community. I wrote my own version of it which is fully integrated. I never really used this mod myself in the past, so please let me know if I need to add features that were there previously.
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L222-L229
    Boat Patrols
    There is really no difference between a boat patrol and a land vehicle patrol other than the classname of the vehicle the fact that they spawn offshore. I have placed examples in the static mission files and I left my Skalisty Island test boat patrols commented in the chernarus.sqf file. To activate them, enable the static_per_world feature in config.sqf and remove the comments from this section:
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/static/Chernarus.sqf#L114-L147
    When creating boat patrols you should make sure that the distance you place them offshore is at least the distance of the radius used for waypoints, otherwise the waypoints will be on land and the AI might not handle the boat correctly.
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/static/Chernarus.sqf#L140
    Mission Cleanup
    All mission data and mission objects will be removed from the map after mission completion or mission timeout, including the ai unit groups and unclaimed mission vehicles. You can remove the crates from cleanup if  you want them to remain on the map for looting by toggling this variable to false:
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L94
    If a player is within 75 meters of the crate, it will not be deleted as it is assumed that it is still being looted.
    To "claim" a mission vehicle, a player simply has to get into it and it will not be deleted.
    Invisible Static Gun Glitch
    Credit to salival for discovering that this was a JIP issue and the fix is to have the AI get out and back into the static gun at regular intervals. During testing, I could not even see this happening unless I added a sleep, so players shouldn't notice.
    Static Spawn Manager
    Instead of having each static spawned group and vehicle spawn its own monitoring thread, the data is added to a multi-dimensional array and monitored in one loop. The monitor is spawned from the static init.sqf file and will shut down when all null AI groups have been removed from the array.
     
    The Overwatch configs have been moved to its own file in the configs folder. The file is not loaded unless the Overwatch mod is detected.
    According to KillZone Kid and other Arma super nerds, when selecting random things from arrays, it is faster to use a statement like this: selection = array select (floor (random (count array))); instead of calling BIS_fnc_selectRandom. I replaced several instances in files where it is called repeatedly like dynamic crate and group spawning. This might save a millisecond or two :).
    That is all of the updates I can think of right now. If I can remember more, I will add them.
     
     
    Thanks to @MerlijnD and @LadyVal for testing my initial files.
    Credit to @salivalfor the invisible static gun glitch fix.
    Credit to @ibenfor the original IWAC.
    Credit to @BigEgg for the localization solution
    Credit to @Schalldampfer for testing and finding bugs
    Credit to @Grahame for assistance in discord with mission vehicle spawning issue
     
     
  6. Thanks
    Airwaves Man got a reaction from Voltan in Craft In Shed   
    Yes if you do not want to use it as private function. it will work like that.
  7. Like
    Airwaves Man got a reaction from JakeQue in Help RPT _Log Epoch 1.0.6.2   
    @JakeQue This is normal and cannot be changed until the next epoch patch. Removing it from traders, loot and AI mission will not change it. because it gets loaded from the ak74 and rpk74 configs.
  8. Like
    Airwaves Man got a reaction from BigEgg in How to Report Bugs and Getting Help   
    How to report script bugs and problems:
    This small guide will give you an overview what we need to help you resolving bugs.
    Write your problem as exact as possible and please provide more information as only one sentence. If you show no logs we cannot or will not help you. Write a meaningful headline.
    What mods do you have installed and on what map do you play? Epoch, Overpoch (Overwatch+Epoch), Overpochins (Overwatch+Origins+Epoch) Chernarus, Napf, Namalsk, Taviana, Sauerland, Panthera, Lingor and other What scripts do you have installed? This is very important because there can be relations betwenn different scripts. What Anti Hack do you have installed? At the moment there are two common Anti Hacks out there: Epoch Admin Tools(free) infistar(not free) What ist the name of your server host? Certain Gameserver Hoster will not work very well with a custom epoch. If you have a dedicated server you should be good. Check your launch parameters from your server and your client. Do not start the server or the client with -nologs Add to your client –showScriptErrors You can do that in the DayZ Launcher --> settings --> Check Show Script Errors or you start your game with a batch file. Provide Logs from 5. This mean show us your server and client logs. Client logs can be found under C:\Users\YourUsername\AppData\Local\ArmA 2 OA It is possbile that the folder is hidden in windows. You can make it visible: https://support.microsoft.com/en-us/help/4028316/windows-view-hidden-files-and-folders-in-windows-10 If you have Battleye kicks show the kick logs from your battleye folder. If you have problems with lost gear you can add the HiveExt.log as well. The file is in the same folder like the server.rpt Do not post the logs directly here, use pastebin.com, google drive or something like that and add the link. If you provide all these information there is a good chance we can help fast and efficient.
    Only for the record:
    If you are new to the Arma 2 Epoch Community and new to start servers. Please stay away from the Legacy Resources in the forum and use only the normal Resources. Legacy Resources are outdated. If you have a better knowlegde in scripting you can try to adjust the scripts from Legacy Resources  but for now please stay at the normal Resources forum.
    @JasonTM Install Guide
    If you want to add the most common scripts try @salival modpack.
     
  9. Like
    Airwaves Man got a reaction from seelenapparat in How to Report Bugs and Getting Help   
    How to report script bugs and problems:
    This small guide will give you an overview what we need to help you resolving bugs.
    Write your problem as exact as possible and please provide more information as only one sentence. If you show no logs we cannot or will not help you. Write a meaningful headline.
    What mods do you have installed and on what map do you play? Epoch, Overpoch (Overwatch+Epoch), Overpochins (Overwatch+Origins+Epoch) Chernarus, Napf, Namalsk, Taviana, Sauerland, Panthera, Lingor and other What scripts do you have installed? This is very important because there can be relations betwenn different scripts. What Anti Hack do you have installed? At the moment there are two common Anti Hacks out there: Epoch Admin Tools(free) infistar(not free) What ist the name of your server host? Certain Gameserver Hoster will not work very well with a custom epoch. If you have a dedicated server you should be good. Check your launch parameters from your server and your client. Do not start the server or the client with -nologs Add to your client –showScriptErrors You can do that in the DayZ Launcher --> settings --> Check Show Script Errors or you start your game with a batch file. Provide Logs from 5. This mean show us your server and client logs. Client logs can be found under C:\Users\YourUsername\AppData\Local\ArmA 2 OA It is possbile that the folder is hidden in windows. You can make it visible: https://support.microsoft.com/en-us/help/4028316/windows-view-hidden-files-and-folders-in-windows-10 If you have Battleye kicks show the kick logs from your battleye folder. If you have problems with lost gear you can add the HiveExt.log as well. The file is in the same folder like the server.rpt Do not post the logs directly here, use pastebin.com, google drive or something like that and add the link. If you provide all these information there is a good chance we can help fast and efficient.
    Only for the record:
    If you are new to the Arma 2 Epoch Community and new to start servers. Please stay away from the Legacy Resources in the forum and use only the normal Resources. Legacy Resources are outdated. If you have a better knowlegde in scripting you can try to adjust the scripts from Legacy Resources  but for now please stay at the normal Resources forum.
    @JasonTM Install Guide
    If you want to add the most common scripts try @salival modpack.
     
  10. Like
    Airwaves Man reacted to seelenapparat in [Outdated] ZSC for Epoch 1.0.6.2 (And OverWatch 0.25)   
    as we speak I came to the same conclusion.
    and no, I did of course not add the 2 new variables to the private array...
    I guess, Im getting old. :D
    €: it worked! thx @A Man. hours of debugging, just for this lol.
  11. Thanks
    Airwaves Man got a reaction from JasonTM in How to Report Bugs and Getting Help   
    How to report script bugs and problems:
    This small guide will give you an overview what we need to help you resolving bugs.
    Write your problem as exact as possible and please provide more information as only one sentence. If you show no logs we cannot or will not help you. Write a meaningful headline.
    What mods do you have installed and on what map do you play? Epoch, Overpoch (Overwatch+Epoch), Overpochins (Overwatch+Origins+Epoch) Chernarus, Napf, Namalsk, Taviana, Sauerland, Panthera, Lingor and other What scripts do you have installed? This is very important because there can be relations betwenn different scripts. What Anti Hack do you have installed? At the moment there are two common Anti Hacks out there: Epoch Admin Tools(free) infistar(not free) What ist the name of your server host? Certain Gameserver Hoster will not work very well with a custom epoch. If you have a dedicated server you should be good. Check your launch parameters from your server and your client. Do not start the server or the client with -nologs Add to your client –showScriptErrors You can do that in the DayZ Launcher --> settings --> Check Show Script Errors or you start your game with a batch file. Provide Logs from 5. This mean show us your server and client logs. Client logs can be found under C:\Users\YourUsername\AppData\Local\ArmA 2 OA It is possbile that the folder is hidden in windows. You can make it visible: https://support.microsoft.com/en-us/help/4028316/windows-view-hidden-files-and-folders-in-windows-10 If you have Battleye kicks show the kick logs from your battleye folder. If you have problems with lost gear you can add the HiveExt.log as well. The file is in the same folder like the server.rpt Do not post the logs directly here, use pastebin.com, google drive or something like that and add the link. If you provide all these information there is a good chance we can help fast and efficient.
    Only for the record:
    If you are new to the Arma 2 Epoch Community and new to start servers. Please stay away from the Legacy Resources in the forum and use only the normal Resources. Legacy Resources are outdated. If you have a better knowlegde in scripting you can try to adjust the scripts from Legacy Resources  but for now please stay at the normal Resources forum.
    @JasonTM Install Guide
    If you want to add the most common scripts try @salival modpack.
     
  12. Thanks
    Airwaves Man got a reaction from salival in How to Report Bugs and Getting Help   
    How to report script bugs and problems:
    This small guide will give you an overview what we need to help you resolving bugs.
    Write your problem as exact as possible and please provide more information as only one sentence. If you show no logs we cannot or will not help you. Write a meaningful headline.
    What mods do you have installed and on what map do you play? Epoch, Overpoch (Overwatch+Epoch), Overpochins (Overwatch+Origins+Epoch) Chernarus, Napf, Namalsk, Taviana, Sauerland, Panthera, Lingor and other What scripts do you have installed? This is very important because there can be relations betwenn different scripts. What Anti Hack do you have installed? At the moment there are two common Anti Hacks out there: Epoch Admin Tools(free) infistar(not free) What ist the name of your server host? Certain Gameserver Hoster will not work very well with a custom epoch. If you have a dedicated server you should be good. Check your launch parameters from your server and your client. Do not start the server or the client with -nologs Add to your client –showScriptErrors You can do that in the DayZ Launcher --> settings --> Check Show Script Errors or you start your game with a batch file. Provide Logs from 5. This mean show us your server and client logs. Client logs can be found under C:\Users\YourUsername\AppData\Local\ArmA 2 OA It is possbile that the folder is hidden in windows. You can make it visible: https://support.microsoft.com/en-us/help/4028316/windows-view-hidden-files-and-folders-in-windows-10 If you have Battleye kicks show the kick logs from your battleye folder. If you have problems with lost gear you can add the HiveExt.log as well. The file is in the same folder like the server.rpt Do not post the logs directly here, use pastebin.com, google drive or something like that and add the link. If you provide all these information there is a good chance we can help fast and efficient.
    Only for the record:
    If you are new to the Arma 2 Epoch Community and new to start servers. Please stay away from the Legacy Resources in the forum and use only the normal Resources. Legacy Resources are outdated. If you have a better knowlegde in scripting you can try to adjust the scripts from Legacy Resources  but for now please stay at the normal Resources forum.
    @JasonTM Install Guide
    If you want to add the most common scripts try @salival modpack.
     
  13. Like
    Airwaves Man got a reaction from JakeQue in Can't gut animal (No text displaying error)   
    This is working as well and better if you are using _isZombie and _isAnimal multiple times. I have it in my fn_selfactions as well. But you forgo the {} It is not necessary but faster. You can add it again.
  14. Like
    Airwaves Man got a reaction from JakeQue in Can't gut animal (No text displaying error)   
    @JakeQue You can ignore the Warning Message: No entry 'bin\config.bin/CfgMagazines.45Rnd_545x39_RPK'.  for now. It will be fixed in the next epoch patch.
    For the other error, make sure you have in your configVariables.sqf DZE_ZombieSpeed = [0,0]; or a value you like. It was changed from boolean to array if I remember correctly.
    https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/configVariables.sqf#L35
  15. Like
    Airwaves Man reacted to JakeQue in Can't gut animal (No text displaying error)   
    Hello A Man, thank you and good to be back! My Rpt 's entirety is of the same following errors...
     
     
    I have no idea how to fix this! 

    I have replaced Bury body, right clicks and deploy anything. 
    Many thanks :)
  16. Thanks
    Airwaves Man got a reaction from Thug in [SOLVED] Hero Trader problem with AH6J_EP1   
    @Thug
    @Tanita-Corp is right. Your AH6J_EP1 has no ObjectID and no ObjectUID or both are 0. You have to define at least one of them to fix the error. I guess it is a deployed AH6J_EP1 or an event spawned one.
  17. Thanks
    Airwaves Man got a reaction from JakeQue in Can't gut animal (No text displaying error)   
    Hi Jake and welcome back,
    activate the client rpt logging in your game. Start Arma2 OA with -showScriptErrors This will show you the errors on the client side and is a huge help if you have problems with the fn_selfactions. You can find the client rpt under that path:
    C:\Users\YourUsername\AppData\Local\ArmA 2 OA
    Upload it at pastebin and show us the result.
    Yes, take clothes, bury body and deploy anything are all different scripts. @salival has reworked all of them.
    You can find that on github: https://github.com/oiad
  18. Like
    Airwaves Man got a reaction from BigEgg in [RELEASE] BigEgg's Safe Zones **Updated 11/26**   
    @BigEgg Yes you were right. Vehicle Godmode works as intended now.
  19. Like
    Airwaves Man reacted to BigEgg in [RELEASE] BigEgg's Safe Zones **Updated 11/26**   
    Thanks so much for this information :)
     
    The vehicle god mode problem concerns me, but I may see the problem. If you could do so, please move the veh_handledam changes from the bottom of the file to just above the if (!isDedicated) text. My concern is that maybe the loop is preventing the code from reaching the changes. When I get my servers back up and running tomorrow (dedi changes), I will test further, but can almost bet this is the case.
  20. Like
    Airwaves Man got a reaction from BigEgg in [RELEASE] BigEgg's Safe Zones **Updated 11/26**   
    @BigEgg
    What I noticed so far:
    - Players getting ejected when not in player group from a vehicle, even when they are in the vehicle before entering the safe zone, so that is working as intended. Perhaps you could add somthing that allows players to stay in the vehicle if they were already in the vehicle before entering the safe zone
    - Vehicle God Mode does not work at all. Tested with and without infistar. If you driving against a wall inside the safe zone the vehicle is getting damaged. It is the same for shooting from outside into the safe zone.
    - Players have a complete working godmode for me. @khalcifer if you have infistar, make sure you test the god mode without it. There is a function in the infistar AH.sqf for safe zones.
     
  21. Like
    Airwaves Man reacted to JasonTM in [Video Tutorials] How to Install and Configure Stuff   
    Some time ago I started a youtube channel doing DayZ Epoch tutorials. Surprisingly, my DayZ Epoch 1.0.6.1 server install video has amassed over 2500 views (and people say this game is dead).
    Here are some updated videos for 1.0.6.2. There are other videos on my channel that are still relevant.
    How to Install a DayZ Epoch 1.0.6.2 Server
    Things you will need to download:
    PBO Manager
    MySQL Community Server 5.7.22
    HeidiSQL
    Notepad++
    Notepad++ SQF Highlighter (optional, but highly recommended)
    7-Zip
     
    How to Upgrade Your DayZ Epoch 1.0.6.2 Server to an Overpoch Server
    Things you will need to download:
    Overwatch Server Key
    Overwatch mission.sqm (to copy and paste from)
    My Overpoch Loot Tables
    My Non-ZSC Overpoch Trader Files
    Midget Porn (Just kidding)
     
    How to Install Epoch Admin Tools
    Do not install these with infistar.
     
    How to Install Wicked AI for DayZ Epoch and Overpoch
     
    How to install infistar admin tools/antihack and infistar's free BRC rcon tool
    Fix for the unfortunate error in infistar v1448
     
     
    How to make Battleye filter exceptions for Infistar and other mods
    Downloads
    Eraser1's scripts.txt Exception Generator
    Ebay's Guide to Battleye Filters
     
    How to Install Ebay's Testkit
    Download
     
    Battleye Filter Tutorial using Ebay's Testkit and infistar's BRC rcon tool
     
    Server Install: Troubleshooting "session lost" and "wait for host" type issues.
     
    How to install BattlEye Extended Controls for automatic restarts
     
     
     
    I am planning on doing more of these when I get time.
     
     
     
     
  22. Like
    Airwaves Man got a reaction from totis in Infistar ask   
    Hi use call BIS_fnc_numberText to format your coins
    [ (_unit getVariable['cashMoney',0]) ] call BIS_fnc_numberText  
  23. Thanks
    Airwaves Man got a reaction from salival in Infistar ask   
    Hi use call BIS_fnc_numberText to format your coins
    [ (_unit getVariable['cashMoney',0]) ] call BIS_fnc_numberText  
  24. Like
    Airwaves Man reacted to salival in [Release] Virtual Garage [Updated for 1.0.7]   
    I had this too after updating, I forget what the exact problem was.
    Please make sure you do the following:
    Update the SQL database with the provided update file Update your HiveExt.dll with the provided update file Update your HiveExt.ini with the provided update file
  25. Like
    Airwaves Man reacted to oldmatechoc in Parachute "Hack" fix   
    updated the post :)
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