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wokkelwakker

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Posts posted by wokkelwakker

  1. indestructible buildings is an option but not enabled by default. The trader will take the key when selling it is not currently an option. The idea is that we are are looking at removing the key clutter. 

     

    Just to have this sorted out as i don't really see an answer on the question what this indestructible buildings means:

     

    Does it mean that every building element a player builds, is indestructible IF this option is set to true in the init.sqf?

     

    So this:

     

    Is not needed anymore?

     

     

    And i always notify my players of the new patch, forwarding them to the changelog that can be found on the forum.

  2. As a registered UK company they have to follow the sale of goods act, If you're in the UK complain until you get a deadlock letter.

    Once you have that you can take them to a small claims court, piss easy to do and only costs £27 (Free if you recieve tax credis) and you get the fee plus any costs back if you win.

     

    Hit the scammers where it hurts, right in the wallet :D

     

    Sadly enough i'm not in the UK, otherwise i would've already taken some more action.

     

    Nice to see that the RPT error has been resolved! And to see you made the wise decicsion of leaving them :P

  3. I was actually more curious on the code within those .sqf files (the buildings with the setvectorup option) :P a few of them for example would be ok. I found out with that big file of mine, that the order of the lines within a code block of one building made the difference for me.

  4. I don't know about the quality of their network, but i can at least tell you that a dual core 1.8GHZ is not going to give you a smooth running server. I think the same goes for the quad 2.3GHZ.

     

    Look at least for a cpu with 3GHZ+, quad or more would be best.

     

    Memory isn't the biggest problem, 8GB should be enough for one server.

     

    Those servers you mentioned have a HDD 5400RPM 8MB, those are pretty 'old' disks if you ask me. For max performance go for SSD!

     

     

    Virtual servers are basically the same as a preconfigured epoch server bought at a game server provider. You share a big dedicated server with other people, the only difference would be that you have your own OS to configure to your own needs. A dedicated server however, is completely yours. Hence the reason why a virtual server is much cheaper than a dedicated one :)

  5. Somehow i still have the MAAWS spawning @ the helicopter crash of the WAI mission system.

     

    I'm sure i installed it right, and removed the correct lines.

     

    I see that the other .hpp files are called within the first .hpp that's called through description.ext like this:

     

    "

    #include "cfgLoot.hpp"

    "

     

    But as they are inside this loottables folder, shouldn't it be this?:

     

    "

    #include "loottables/cfgLoot.hpp"

    "

  6. UPDATE traders_data SET buy = 'new price' WHERE columnname = 'item that needs price to be changed'
    

    So something like this:

    UPDATE traders_data SET buy = '[1,"ItemGoldBar",1]' WHERE item = '["Skin_FR_OHara_DZ",1]'
    

    The WHERE function is important because if you leave it out, it will replace every price from every item in the traders_data table. So it basically is there to define exactly where you want a price to be changed. So if you want to do this through a sql query, make sure to have a unique name like an item name in the WHERE function. You can even make it more precice by adding an AND columnname = 'somethingelse' to it. Just like the DELETE example i showed in my other post.

     

    You don't have HeidiSQL or Navicat or something? Because if you're gonna change prices from items it might be easier to do so with one of those programs. Don't really see a sql schedule to be used for systematically changing prices :P

  7. Arma fills the basic.cfg automatically each time you restart it.

    Im running my server on a dedicated machine, and we have no lag/desync issues whatsoever.

     

    I tested this empty basic.cfg as well, but my server failed to start automatically as it gave a warning about settings missing from the basic.cfg. Only thing i noticed was that it put "windowed=0" back into the basic.cfg

  8. Ditch GTX. They systematically scam people and although they're from England, their English is complete (fill in) as you've probably seen for yourself already. Personally to me they seem a bunch of incompetent people who don't know anything at all about software/hardware. This Matthew Griffin from GTX tried to convince me that 2 regular HDD's in raid0 would be as fast as SSD. lol.

     

    They ripped me off with this french XEPARIS2 server. Although it states 8 cores, it was actually 4 core / 8 thread. Although i ordered 320GB SSD, i only got 240GB.

     

    They even DARED to give me a USED dedibox (register full of left-over programs that were simply deleted by right-click/remove) all kind of old folders over the whole disk to be found. (steam, games etc etc.)

     

    Within 24 hours i asked for my money back, but Matthew simply stated "You're being not fair to me". Completely ignoring every fact about false information etc. So i wanted to get it back through paypal. Paypal actually denied my request for giving my money back! Really uncalled for, i have no idea why and how they could decide it like that.

     

    Not done with them yet though ;)

     

    And you're not the first one who's been told that it's not their fault but yours/someone else. Look up some reviews on google for your own sake.

  9. Can anybody confirm vilayer has the new patch along with the ability to use the 2 new Epoch maps?

     

    They do have the 1.0.4b patch, and the 2 new epoch maps should come along with the 1.0.4 patch, right? So they should have them too.

  10. Dedicated for the win, full control for yourself on everything (except maybe power breakdown at the company you are renting the server :P) but that can also happen with GSP's.

     

    Either that, or try Vilayer. I have had good experiences with them (good support, patch has always been released within a day from releasing on epoch website) easy to use panel, and except for the .dll files & executables all the file access you need through FTP/online panel/remote mysql access.

  11. DELETE FROM traders_data WHERE columnname = 'itemname'
    
    
    For example, you want to delete Skin_FR_OHara_DZ from the item column:
    
    DELETE FROM traders_data WHERE item = '["Skin_FR_OHara_DZ",1]'
    
    
    Or you want to delete every entry with traderid '476':
    
    DELETE FROM traders_data WHERE tid = '476'
    

    Or maybe you want to delete every entry with traderid '476' + only the ones which cost 1 itemgoldbar:

    DELETE FROM traders_data WHERE tid = '476' AND sell = '[1,"ItemGoldBar",1]'
    

    If you are using a program like HeidiSQL/Navicat you can also just right click on the row(s) you want to delete, and click delete row(s). :P

  12. The easiest way to achieve the same effect is by adding a trigger into the mysql database which updates the characterid column when a player died/logged back in again. This trigger is somewhere on this forum, not sure where anymore :P

     

    Anyway,

     

    Firstly, i'm not sure why it's all bound to characterID. If epoch development has legit reasons for this (e.g. security) then i think you should just leave it as it is. But, as i have never found a clear answer on this i'm therefore not certain. I did have it working without playerID's that contain letters (i had no access to the hivext.dll to be able to make it work for every player, so the below explanation is only partially confirmed to be working) And again, no idea on security issues or whatsoever so i'm not advising you to play with this. If you don't have access to the hivext.dll then there is NO chance for any player with letters in their playerid to build ANYTHING!!

     

    In theory this should work:

     

    1. The datatype of the characterID column in the database is set on INT, it should be set on VARCHAR for this to work because there are playerid's with letters in them (INT only allows nummeric, VARCHAR allows any character.)

     

    2. You will need to edit every file where it writes CharacterID bound objects to the database. Like Randomness said, all these calls need to be changed from dayz_characterID to dayz_playerUID to make it write the playerID to the database.

     

    3. All database writes go through the hivext.dll, where the values are checked on what the (in this case the playerid) contains. For objects (characterid) it checks if it only contains numbers (int setting in the database). This check should also allow letters, to be able to write every playerID possible to the database. And this last step would be crucial to get it to work for every player. But i have no clue yet on how to change this correctly as i never had access to the hivext.dll.

     

     

    I'm very curious on the reason why it is not written as playerID by default. Maybe it's giving conflicts with other values that are being stored in the characterID column?.

     

    So why not make an extra column specifically for the playerID? That way even safes, locked vehicles etc. are registered on who build/bought them. It would enable a lot more maintenance options, but on the other hand it will also make the database bigger.

  13. Guys, I'm totally confused by 27 pages of stuff, and lots of references to "you (don't) need Sarge AI for this".

     

    Now, if I look at page 1, post 1, and follow to the letter (without Sarge AI) the missions don't kick off at all (this is with Epoch 1.0.4).

     

    Q: DO I, or DON'T I, need Sarge AI for this mod to work?

     

    If you don't install SARGE, you can make the missions work by editing multiple files from the missions. (need to change "SARGE" variables to "MISSION" variables)

     

    If you do install SARGE, you don't need to edit multiple files and you can just follow the install instructions on page 1.

  14.  

    This DOES NOT WORK.

     

    Here's a working 1.0.4 player_build.sqf with snapping:

     

    http://pastebin.com/ekssJ2Bj (thanks to maca for sorting this out)

     

     

     

    This DOES NOT WORK.

     

    Here's a working 1.0.4 player_build.sqf with snapping:

     

    http://pastebin.com/ekssJ2Bj (thanks to maca for sorting this out)

     

     

    It still contains a lot of the old player_build.sqf code though (haven't tested it yet, but will every other function still be working?)

  15. For part 1 in the 1.0.4 update. Where do I place the first section? The original two lines it went between are no longer there.

     

    Make it look like this (feel free to copy the whole list, i added more than only the standard building parts):

    dayz_versionNo = 		getText(configFile >> "CfgMods" >> "DayZ" >> "version");
    dayz_hiveVersionNo = 	getNumber(configFile >> "CfgMods" >> "DayZ" >> "hiveVersion");
    
    // ### [CPC] Indestructible Buildables Fix
    _cpcimmune =[
    "WoodFloor_DZ",
    "WoodFloorHalf_DZ",
    "WoodFloorQuarter_DZ",
    "Land_DZE_LargeWoodDoorLocked",
    "WoodLargeWallDoor_DZ",
    "WoodLargeWallWin_DZ",
    "WoodLargeWall_DZ",
    "Land_DZE_WoodDoorLocked",
    "WoodSmallWallDoor_DZ",
    "WoodSmallWallWin_DZ",
    "Land_DZE_GarageWoodDoor",
    "Land_DZE_GarageWoodDoorLocked",
    "WoodLadder_DZ",
    "WoodStairsSans_DZ",
    "WoodStairs_DZ",
    "WoodSmallWall_DZ",
    "WoodSmallWallThird_DZ",
    "CinderWallHalf_DZ",
    "CinderWall_DZ",
    "CinderWallDoorway_DZ",
    "Land_DZE_LargeWoodDoor",
    "MetalFloor_DZ",
    "CinderWallDoorSmallLocked_DZ",
    "CinderWallSmallDoorway_DZ",
    "CinderWallDoor_DZ",
    "StickFence_DZ",
    "Sandbag1_DZ",
    "WoodShack_DZ",
    "Wooden_shed_DZ",
    "StorageShed_DZ",
    "BagFenceRound_DZ",
    "Fence_corrugated_DZ",
    "Land_HBarrier1_DZ",
    "Land_HBarrier3_DZ",
    "SandNest_DZ",
    "CanvasHut_DZ",
    "MetalGate_DZ",
    "OutHouse_DZ",
    "LightPole_DZ",
    "DeerStand_DZ",
    "MetalPanel_DZ",
    "Hedgehog_DZ",
    "ForestCamoNet_DZ",
    "DesertCamoNet_DZ",
    "ForestLargeCamoNet_DZ",
    "DesertLargeCamoNet_DZ"
    ];
    // ### [CPC] Indestructible Buildables Fix
    
    waitUntil{initialized}; //means all the functions are now defined
    
    diag_log "HIVE: Starting";
    
    
  16. That's a strange one, the only issue you should have with traders with the mission system not being able to sell some vehicles if the class names are different. The only time I've had that message is with 1.0.3.1 and I was trying to modifying a military vehicle with the books. 

     

    Does it happen with regular vehicles as well or just mission ones?

     

    No, only the mission ones.

  17. Does this problem ring any bells for someone?

     

    People are unable to sell vehicles which they found at missions. It keeps saying "Failed, you must get into drivers seat first", although they have been in the driver seat :o I'm pretty sure i installed the missions correctly. It doesn't apply on any other vehicle on the map other than the ones from the missions.

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