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MatthewK

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MatthewK last won the day on February 7 2016

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About MatthewK

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    SpuddyChunkeySpaz
  • Birthday 01/01/1868

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  1. MatthewK

    dayZ Night Lighting

    Not this old toss again. I've been saying it for more than 2 years now. The lighting system has NEVER been turned off and the developers of Epoch have no idea how to do it. Even though you can see references to them attempting it in the scripts. You won't get a straight answer in here. It'll be , maybe , yes , no , for sure. Trust me, it's a NO! Peace. If you need any help with the scripts, for non-lighting issues . Email me via thecloud.org.uk ..
  2. You can always throw your questions to my inbox via the email list above. I probably won't reply as quickly due to other projects i'm about to take on, but I'll always be happy to help where I can. I hope your server is a success. Good luck.
  3. After yet another painful experience at trying to rebuild a DayZ Epoch Origins server community, thanks to the incompetent services of GTX Gaming. I'm retiring from this area of cyberspace and chilling out with many episodes of X-Files until I can figure what my next online community project will be. I just want to say that I've enjoyed my time playing around with scripts, learning a lot along the way and being able to help others too. This community has some very talented programmers that I've learnt a great deal from. Thank you to them and thank you to everyone else for keeping the DayZ Modding community alive. I wish you all much success in wherever life takes you, be kind to yourselves and others. You were my internet family and I'll miss you! Peace out :) Lee Keep in touch/Get in touch: [email protected]
  4. Yes. . I'm not a mysql pro, so maybe someone else can chime in. But that looks like a script is trying to save players to the player_data who are already in that table. So somewhere your scripts are broken and I'm guessing you've not even tried to start with fresh mission and server pbo and a fresh database , or that error would be history. There's no magic answer for you , you will have to start over and install each script one by one , test it, make sure no errors, then the next script and so on, until you find the culprit. You could have made a typo or deleted something in number of files. I know you want to hear something else, but the truth is , you're up a creek without a paddle on this one! .
  5. Yeah, your post put me on the right track. Cheers for that :)
  6. Got it working with this code at the bottom of my init.sqf: (just add more wrecks using the example) if(!isServer) then { private ["_objects"]; //Add as many wreck types as you like with: + allMissionObjects "wreckName" _objects = allMissionObjects "SpawnableWreck" + allMissionObjects "UH60Wreck_DZ" + allMissionObjects "UH1Wreck_DZ"; { _nul = [_x,4,0,false,false] spawn BIS_Effects_Burn; } forEach _objects; };
  7. Has anyone got the heli crash burn effects to work for people who join the server after the crash has spawned? People who join after the crash has spawned don't see any smoke or fire. I'm trying to figure out how to fix that. thanks in advance.
  8. Tried this on my test server and it works. You can prevent players with specific humanity from accessing only certain skins just be putting 4,0] at the end of the skin code, as shown in the last block of code below.. Just to clarify, this works on my test server. Haven't tested it on a live server :p In your classpick.sqf file change this code: _level = _classHover select 7; if (_level != 0) then { _vipUID = (getPlayerUID player); if (_level == 1) then {if !(_vipUID in vipClassLvl1) exitWith {titleText ["\n\nThis class is level 1 VIP only.","PLAIN DOWN"];titleFadeOut 4;_go = false;};}; if (_level == 2) then {if !(_vipUID in vipClassLvl2) exitWith {titleText ["\n\nThis class is level 2 VIP only.","PLAIN DOWN"];titleFadeOut 4;_go = false;};}; if (_level == 3) then {if !(_vipUID in vipClassLvl3) exitWith {titleText ["\n\nThis class is level 3 VIP only.","PLAIN DOWN"];titleFadeOut 4;_go = false;};}; }; to this: _level = _classHover select 7; if (_level != 0) then { _vipUID = (getPlayerUID player); if (_level == 1) then {if !(_vipUID in vipClassLvl1) exitWith {titleText ["\n\nThis class is level 1 VIP only.","PLAIN DOWN"];titleFadeOut 4;_go = false;};}; if (_level == 2) then {if !(_vipUID in vipClassLvl2) exitWith {titleText ["\n\nThis class is level 2 VIP only.","PLAIN DOWN"];titleFadeOut 4;_go = false;};}; if (_level == 3) then {if !(_vipUID in vipClassLvl3) exitWith {titleText ["\n\nThis class is level 3 VIP only.","PLAIN DOWN"];titleFadeOut 4;_go = false;};}; //ADDED THESE 2 LINES . Note the _level == 4 .. _humanity = player getVariable["humanity", 0]; // You could put this at the top of the file after: _go = true; if (_level == 4) then {if ((_humanity >= 7500) || (_humanity <= -2500)) exitWith {titleText ["\n\nThis class for noobs only.","PLAIN DOWN"];titleFadeOut 4;_go = false;};}; }; Then change this: [" Survivor ","GUE_Soldier_Pilot",,[],[],0,0], to this: [" Survivor ","GUE_Soldier_Pilot",,[],[],4,0], // I change the 0,0 at the end to 4,0
  9. Thanks @Axe Cop, didn't see your reply until just now. I'll give that a go later, will be nice to learn something new :D @AiiDynBrus You will need to provide a bit more information. Are you getting any errors in your server log ? Provide a breakdown of what you've done so far, maybe pastebin the scripts with links in your breakdown. "this doesn't work" is the needle in a haystack statement for troubleshooting I'm afraid :(
  10. You can call the AI with a simple snippet like this: (this code could be run from an Epoch event script).. Go with DZMS and good luck :) [ [953.237,4486.48,0.001], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", 4, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; I used to use this type of code to spawn AI and paradrops onto douche bags camping the hills of Cherno. Just for kicks :D
  11. Don't know if you already knew this, but WAI has support for static missions. You can call the code from your own files, so for example you could have 1 or more static missions on any Island(s) that you run at server start, then just run WAI dynamic missions as normal. I used it on my old server, I had a couple of WAI static missions running via Epoch events and another at startup through server_monitor.sqf and then the dynamic missions via WAI itself.. Did you understand that? :p
  12. Not everything will be that obvious , WAI wise. like: markerready .. I'm sure there are dozens more like this both global and public :( Every file in here would need to be checked and edited: https://github.com/f3cuk/WICKED-AI/tree/master/WAI/compile
  13. You would need to change all the global variables etc too. Missions in WAI2 are probably not loading because mission-started variables set in WAI1 are preventing WAI2 from working! Run DZMS for the regular missions , it's going to be a lot cleaner and easier to manage :)
  14. Then I'd say one of your scripts isn't configured properly. I used to get those types of errors when I'd messed up my server monitor sqf file. I know this isn't what you need to hear right now, but remove all the mods, start with a fresh install and test after each mod. One by one. In the long run it will save you time , you could spend a few hours doing that or a few days waiting for an answer on here. Good luck , hope you get it running :)
  15. This only seems to happen every now and then, it happens when an admin either TP's near a Origin building. We're still testing to see whether this also happens if a player logs in next to Origin buildings. Checked server logs, found no errors. Does anyone know what might be causing this ? Is there a quirk in Arma/Epoch that I need to be careful about ? All suggestions / ideas welcome :) EDIT: Noticed that the gear is wiped from the database, but is still in memory (if you unlock the property and check the gear, it's there) . So, if a user interacts with their gear (in origin house) then it saves back to the database with that inventory (if that makes sense). So here's what's happening so far: Admin TP's to Origin house to fix an issue, does whatever (usually doesn't unlock or check gear), then after restart the gear is gone (obviously wiped when admin TP'd) .. However, if user or admin access the origin building gear before restart, the origin house gear (still in memory) gets written back to the database.... and , breath :p EDIT: I only seem to be able to recreate this issue after a restart so far. If I tp to a origin building it may or may not wipe the gear, but it mostly seems to do it after a restart. I know the solution is NOT to tp to origin buildings, but we do this frequently to help with tech issues (I'm not running 4km!)... Just want to figure why this is happening, what the technical issue is , for my own knowledge base and possible fix :)
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