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Posts posted by BigEgg
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Looks like a huge amount of stuff on the server which = more lag, but best of luck, I am sure there are some servers that will like it.
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30 minutes ago, JasonTM said:
Was this referencing Maca134's safezone scripts?
No
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1 minute ago, juandayz said:
I know .just think was your own code.. found it ..dont know who is the owner. Anyway Just was a bunch of code to trow an idea.
We all appreciate you helping people Juan, not what I am saying at all. All I am saying is if you want to help people, use your own code to help them. Not knowing the authors can discredit people who put a lot of time into writing their stuff.
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We used these on GG for the longest time. I believe Wicked had them originally and it looks like Gr8 ported them over to Arma 3. I have seen people grab them out of GG's mission file, but I am not going to post them here as they are not my work to release and it isn't anyone else's either. If you want them, shoot a message to the owner of Wicked PVP. If you see something custom on a server, ask the server owner if you can have it, don't post here asking for people to get it for you.
- Hooty, TheVampire and salival
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My scheduler doesn't have the <delay> lines, could you try removing those?
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The first step here would be letting us know what the problem is. Pasting your code doesn't help at all. What are the errors in the command window? Is the command window even showing up or is it auto closing? All this is useful information.
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Another way would be simply running a loop on the client (better than running one on the server) that checks serverTime (like most debug monitors).
Example:
waitUntil {uiSleep 300; floor(serverTime/60/60) == 1}; /* RUN THIS CODE */
Would wait until an hour into the server restart and then run the code which could be changing your global variable for example.
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42 minutes ago, seelenapparat said:
from what he wrote, I suspect he needs to use the public variable instead? as a global variable per se is not synchronized between clients/ the server.
Correct, if he wants to synchronize the variable across all clients on the server instead of the variable being changed based on the time that the client has been in the server, he would need to do a loop server side that sends a public variable to all the clients. However, if he is merely wanting to change the price on a single client say for being logged in for a certain amount of time, then client side would be fine.
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I checked up with him earlier. He has his server running on HDDs, not SSDs. His processor is only at 3.4-3.6 GHZ and his ram is at 1333mhz - I have advised him to get a better, cheaper dedi at OVH (he currently gets his dedi through GTX Gaming). He also was getting 5 server fps with 14 people online.
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7 hours ago, JakeQue said:
@TheVampire / @salival Server FPS is 9
I have a very hard time believing this number. I want the number that is showing when this starts happening. Server FPS is auto logged to your RPT, so just post the number that is showing when this is happening on the server.
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6 minutes ago, JakeQue said:
I've just wiped character data for now will see what happens with that and let you know! Thanks alot @BigEgg
This shouldn't need to be done. I would recommend reverting that wipe. Please post server fps when this occurs and then tell me what you have done to optimize your database.
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1 hour ago, JakeQue said:
@juandayz , @oldmatechoc, @BigEgg, @TheVampire anyone?! :'(
I would be willing to hop on sometime and take a look if you'd like. Chances are it is either the database or scripts running inefficiently.
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1 minute ago, DuMa said:
As far as I know the people behind this doesn't have the ability to use the solution I posted. They don't know what they are doing. So I think I did the right thing hehe. And I posted another solution which is to check the distance. Noone is smart enough to fake that unless they wanna get banned by Infistar for 4000+ teleports within 5 seconds.
Then you know very little because they do have the capability (obviously, as they were using it on this guy's server). Grats though, I look forward to the release of DCloud, as I am sure it will stop it ;)
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3 minutes ago, DuMa said:
Lol. Actually I have a better solution which DCloud Antihack uses that is to check the position of the Activating player to the position of the object. If its less than X meters depending on the situation the function continues else it logs the Base Wipe into the RPT.
Okay? You are completely missing the point. You just posted a frame solution on a public forum. Nice job.
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1 hour ago, DuMa said:
That won't stop it if the hacker uses
**** EDITED ****They can frame someone else innocent as well xD.
Thanks for posting the solution dumbass :) If you didn't think I knew that, then you need to do a reality check. Hackers aren't that smart and were using public scripts. Great job man
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There is actually a much easier way to block this from happening.
In z\addons\dayz_server\compile\server_deleteObj.sqf:
Find:
//remove from database
Place this above it:
if !(isPlayer _activatingPlayer) exitWith {diag_log format["Attempted hacker attack cancelled! Called by: %1", _activatingPlayer];};
It will stop that hack from happening :)
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4 hours ago, juandayz said:
very nice! mate!
you can reduce all this line with this: (do not take it as a correction, just another way to do it )
_player_amount = count playableunits; _amount_value = 10;//player amount waitUntil{_player_amount >=_amount_value}; //execute the code
I would recommend using this method, but also making sure to add a uiSleep, as a continuous loop will cause some lag. You also cannot define the count of playable units before the waitUntil, as it sets the variable to a number, therefore the value will never be true as the amount will always show as the number of players that were on when the variable was set.
The correct way would be:
private "_neededAmount"; _neededAmount = 10; waitUntil {uiSleep 5; count playableUnits > _neededAmount};
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Just now, JakeQue said:
I actually saw it when I use infistar mass message coloured and it shows at the top also when players vote day and night so I thought it would be good to have that same format regardless of whether there's a radio on the person or not...
I'll look into it, cheers @BigEgg
I forgot about infistar. You could actually just use it.
Example:
fnc_show_colorAdminMsg = ["A mission has spawned!", "#FFFFFF"]; publicVariable "fnc_show_colorAdminMsg";
Infistar already has the event handler, so that should work a lot easier. First parameter is the message, second is the color.
[HOW-TO] DankHax Prevention
in General Discussion.
Posted
Hey everyone,
I just figured I would drop a line and save everyone some head-aches for a while at least.
Step 1:
Remove infistars trash scripts.txt
Step 2:
Create a new scripts.txt and add the following to it:
//new2 4 dedicatedServerInterface 4 openDSInterface !="a _lbindex;\n};\n\nif (_lbselected == \"DSInterface\") then {openDSInterface;};\nif (isMultiplayer) then {player createDiarySubject [\"" 5 reRunCheck
This will prevent people from using the server control panel in game, and will block the dankhax injector entirely.
This variable could obviously be changed by them, so to be even safer, you could also filter for execVM.
Hope it helps :)