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Posts posted by MatthewK
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I like the idea of giving the server owner control over which features to turn on or off. How difficult would it be to incorporate all the most common additions like self blood-bagging, Sarg AI, Tow / Lift etc.. ? Then simply have those options to turn on and off in the init ?
Just curious, as every time you do an update I've got to add all those again from scratch as you sometimes change the entire format of something that prevents me from just merging files etc. I already see that you're planning another update based on this recent feedback, so I'm probably not going to update my server again until at least 1.0.3.1 :p
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How are you adding the new buildings ?
Are you using separate mission files or are you merging them with the existing mission file ?
We had this problem on an old server where the map editor admin had tried to cut and paste the old layout from one map to the other and accidentally hit CTRL+V twice, he didn't even know he'd done it until like your issue we noticed two of everything.
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Not sure if this helps but I asked a similar (if not, the same) question myself. Not sure if it helps with your doors issue though.
http://dayzepoch.com/forum/index.php?/topic/3080-server-limit-on-modular-items/
Hi Crystal, thanks for the response. Unfortunately that's not the answer for my problem though. It's only doors that are being deleted. I've got all the sql events set up to prevent deletion of buildables for players that log in at least once every 7 days etc.. So this issue will probably just remain unsolved :)
Maybe a dev can shed some light on this ?
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Is it possible to show the debugmonitor permanently and refresh it every second to refresh the FPS and the within 500m and so on?
You could put a while loop in there ( while {sleep 0.1} do { ), it used to be always on but that version caused issues with sometimes not turning off or not turning on at all, I think it was connected with lag but never got the time to look into it properly. Personally I think its down to my limited knowledge, so maybe someone else could figure it out and post an update..
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I'm using the SQL event below to prevent bases from being deleted after x number of days. But for some reason doors are still getting deleted and I just can't seem to pinpoint the reason. Any ideas?
UPDATE Object_DATA SET Datestamp = CURRENT_TIMESTAMP WHERE ObjectUID <> 0 AND CharacterID <> 0 AND ((Inventory IS NULL) OR (Inventory = '[]')) AND EXISTS (SELECT 1 FROM Character_DATA c WHERE c.PlayerUID = (SELECT p.PlayerUID FROM Player_DATA p, Character_DATA c2 WHERE p.PlayerUID = c2.PlayerUID AND c2.CharacterID = Object_DATA.CharacterID) AND c.Alive = 1 AND c.LastLogin > NOW() - INTERVAL 1 WEEK)
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Good luck figuring that out.
Have you also considered using Hints like in wasteland missions, instead of having the drop text in the middle of the screen?
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Mission Vehicles are saved to the database.
Still need to add code to blow up vehicles if player doesn't get near them etc...
Does this take into account the vehicle limit that players set in the epoch configs? I've set my server to maximum of 300 vehicles, your script as it stands could actually prevent new vehicles spawning in the wild, maybe ? Eventually the server would be full of just the vehicles spawned in your scripts :p Just asking :)
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Oh, I'm sorry. But thanks for the solution anyway. Didn't know DayZ commander actually used the host name to determine those settings.
Sorry, that NT should be NP , I was still thinking NameTags for some reason lol ..
Also, like I said, I think that's how it works. From what I read up on several months ago while setting my own server host name up, I read that the dayz commander determines what is on and off based on what level you're server is running at i.e Veteran, Expert , etc.. I've also noticed that sometimes it shows my server as having tracers on, when they're off, and other times it'll display correctly. The best way to avoid confusion for players joining is have it listed in your host name description. Then dayz commander can say whatever it likes :p
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Hi ebay, I appreciate how you helped me out by pointing me in the right direction the other evening.
I hear what you're saying and I agree, to a point. There is a lot of cut and pasting when it comes to coding for Arma, especially noobs, I've seen my debug code copied several times, which I copied bits and bobs from other sources, so it goes hand in hand. I try my best to understand what I'm doing completely before I give it to the public, so cutting and pasting something that works close enough to what I'm looking for, then tweaking a bit here and a bit there helps me to understand how and why that part does what it does (if you get my drift). Not everybody learns well from books, I certainly don't, I learn by pulling stuff apart and putting it back together (learning about each component as I do it). Anyway, unless you took programming as a subject at uni I'm sure you started at the same place I and others are starting from and possibly many more after us, and I'm pretty sure you cut and pasted your way to where you are today , to the point where you don't need to because you understand the language now, you know where all the resources are, etc.. As for searching first , I guess the gripe with that for me is, how can I search for it when I don't even know what phrase or keyword to search for, because trust me I've searched and I've searched lol :)
Kudos to you, as I think you're an asset to this community.
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I've asked about the friendlyto and friendly values in the epoch code, but nobody has answered yet. I'll give it another day or two then I'm giving up on it as I'm totally stumped by this one hurdle at the moment and the people who have the solid answer, are the devs of course. I wait, patiently :P
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Hey, i appreciate your work, so don't stop to make things even if you are not a programmer. I'm sorry if i offended you with my comment
You didn't offend me at all. I liked your comment. I was just saying in my little rant that it would be helpful if the more experienced developers answered questions and helped the less experienced like myself, as in all honesty I don't have a use for the backpack antitheft script but I knew in my limited knowledge that it was possible. Your comment about the trigger activation was a good point, one that I'd missed myself while trying to produce this script :) .. I'll add that to the first post btw, so people can put it in their triggers only and avoid additional lag issues.
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Anyone know if there is any way to tell gamespy/dayz commander that the server have no nameplates?
In your host name description I think if you put NT:OFF, that will do it :)
Something like this somewhere in your host name: [VETERAN CH:ON 3P:ON NP:OFF] <-- edited (was NT, should be NP)
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I only tried to help with my code as it seemed like nobody else was (I can't stand seeing people ask questions that somebody here can obviously answer, but just be ignored). My coding skills are not as good as SilverShots and I did ask in a previous thread if anyone would look at mine but nobody did, or even replied (Silvershot could have said he was working on a better version). As I'm using what I do anyway to help me understand the arma coding language better it would help if the more experienced programmers of this community showed their support a little more (I'm not having a dig, just saying that having your questions and requests go ignored by such a decent community makes you wonder), I appreciate your feedback by the way. I hadn't thought about the lag issues yet as my server is only 20 users strong.
Anyway, I'll leave this project alone for now. I'm one of those people who likes to get something done today, instead of next week. But I guess people will just have to wait for quality ;)
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Ok, I didn't realise Silvershot was updating his original script. His version is obviously better in terms of server performance and lag. You can get it here: http://dayzepoch.com/forum/index.php?/topic/1345-safezones-without-gear-menu-open-backpack/page-3#entry16760
For now I'd probably just use mine as an example. I'm going to stop working on my Tagged Friendly version then, as I'm sure Silvershot will release an updated version of his soon too. :)
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This one is more for the devs, but if anyone else has the answer I'd be most grateful.
I'm trying to figure what I need to return TRUE if another player has tagged me as a friend.
Thanks :)
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That's how I was testing it. I created a testing area off the map. You can simply terminate a script when the player leaves the trigger, saves you having to do any extra work setting private variables etc..
I called my script like this at the end of the expActiv field:antitheft = [] execVM "custom\anti_theft.sqf";
Then in the expDesactiv field I added: terminate antitheft; to the end.
The player enters that trigger, my script runs, the player leaves and it's terminated :) -
I agree that a smaller currency needs to be added like gold, silver and copper coins which could be carried in a purse (wallet) that holds up to a certain weight enough to at least buy meds, food and ammunition without having to a bar, exchange it, smelt back again, etc.. every time. While the larger gold bars etc can still be used for purchases like vehicles and high end weapons.
It might be harder to dupe Patches, but it would also make it easier for players to sit at trader cities all day farming as well.
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Awesome work!
Thank you for this nice Script.
Will try the Friendly version with { alive player }
Let me know how you get on with the friendly version. I still haven't been able to test it yet.
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The PlayerUID is in the player_data table. That's exactly what the tutorial is doing, have a look at the link.
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I think the better alternative is if the trading system could handle automatic currency conversion. i.e the item is 12silver, you give the trader 1 gold and he/she automatically gives you back the difference. Also, if you opt to buy multiples of some item then you buy it all in one action, not dozens. Other than that the system is perfect and can only get better :)
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You mean a credit card ? :p
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Can confirm this doesn't show the admin debug to non admins when sharing a vehicle.
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This is awesome. Thanks for sharing. I will put the friendly tag version on my server after you've confirmed it's working.
Let me know if it works on your server. It's working fine on mine, but I know how flaky even the simplest bit of code can be. Still working on the friendly tag version, if your server isn't busy and you want to test it for me I'd be grateful. I'll log in and test it with you of course.
add on buildings in twice
in Scripting
Posted
Would you be able to pastebin the sqf with the buildings you say are doubling up ?
Seriously sounds like you're either calling the sqf files twice or you've managed to paste twice :)