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MatthewK

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Posts posted by MatthewK

  1. Asking people to compare your files with theirs and make changes is not logical or productive for people who already have custom changes in those files. You need to make a list of the changes YOU made specifically, or how are we supposed to know which NEW lines are yours or which were there prior to our existing customisations. I compared your updateGUI with mine and I don't see anything in there which relates to your plot for life, so why is that in the archives?

    The way you've asked people to install your scripts is messy and will lead to more issues than if you'd just written a step by step "Change ths in this file" , "Add this to this line" .. etc.. for each file you reference. 62 pages of issues and counting! i'd use this script but i cant afford the time and potential server downtime due to debugging .. 

    A proper step by step for the noobs maybe :p The only reason I can see for you not wanting to do this is because you've lost track of your changes and wouldn't know where to start yourself :)

  2. I'm trying to get all locked vehicles set to GodMode at restart only . Then once unlocked they're vulnerable until server restart again..

    in my server functions file I have this code:

    God_Protect = {
    private ["_tID","_x_type","_count"];        
    {        
        _x_type = typeOf _x;
        _tID = parseNumber (_x getVariable ["CharacterID","0"]);
        if ((_tID != 0) && ((_x_type isKindOf "Air") || (_x_type isKindOf "LandVehicle") || (_x_type isKindOf "Ship"))) then {
            _x removeAllEventHandlers "handleDamage";
            _x addEventHandler ["handleDamage", {false}];
            _x enableSimulation false;
            _x allowDamage false;
            sleep 0.1;
            };
        } forEach vehicles;
    
    };
    
    

     

     

    Then in my server_monitor.sqf file right at the bottom I have:

    [] spawn God_Protect;

    The vehicles are protected on restart, but they're not saving to the database when moved. If I remove this code, then they start saving to the database again..

     

    Any ideas? I'm sure it's something noob that I've messed up! 

  3. When the server starts and does the max vehicle count and spawning new vehicles accordingly. Does anyone know how to set this so that it only counts vehicles with ID of 0 (not owned with key). I'd like the server to always spawn a new Humvee for example, even if the maximum number of Humvees exist on the map as player owned (with key) vehicles.

    Hope that made sense to someone :p

     

  4. No matter who I've used, there's always been issues.

    At the end of the day server location is key in my opinion. If you're based in the UK, get a London based server for example. 

    You can pay $30 for 30 slot server and have exactly the same if not worse issues than a $18 50 slot server. Paying more doesn't always mean you'll get better service.

    Getting players on  your server takes months (it's taken me over a month to get 4 regulars this time round), you can start by posting your server details on Reddit and possibly donating for a top-spot listing on DayZ Launcher, then post your server details on the official dayz forums. But the results are very hit and miss. 90% of your visitors will find something to complain about and then quit.. Not enough AI.. Not enough scripts.. Too many AI.. Too many scripts. etc.. etc.. Don't give in, build your server how you like to play it and be tough with your players, tell them you aren't installing/removing x-script .. Eventually you'll have a bunch of regulars who stay because they like your style of gameplay... You can't please them all, don't even try! 

    One last tip. Don't be breaking stuff while you have people playing on your server. Wait until the late hours when nobody is going to be on to start with script additions etc. Try to add something other servers don't have. On mine I've got a Zombie Slayer achievement system, where you get bonus humanity per zombie kill based on your current zombie kill count (the higher the count, the more humanity per zed kill). You also get bonus humanity for long distance 90, 200 and 300+ shots. The player has to discover most of this and it's not easy to get slayer levels ;) ... I also have a Level 1 to 5 Hero/Bandit badge system, see the screenshot for an example.  The higher your level, the more stuff opens up to you, like a VIP Clubhouse, cheaper gear, etc.. 

    Well, there you go. I can talk for England, but I'll stop now and let you catch up :p

    Good luck with your college studies and good luck with your new server. Paying more is not always better ;)

    Pop on say hi if you've got questions:     212.129.63.140:2302

    Find us via DayZ Launcher (TEA PARTY) we're running Epoch Origins Lingor 

    Capture.PNG

  5. Edit: Our vehicle list only allows for 1 of each vehicle to spawn in the wild. I noticed that 2 of each for most of them , even though before the restart there were non. Strange!

    I've only just noticed this today after deleting all the old unused empty vehicles off my server. When it restarted my logs got spammed with this:

    Spoiler
    
    >
    19:32:30   Error Undefined variable in expression: _vehicle
    19:32:30 File z\addons\dayz_server\init\server_functions.sqf, line 250
    19:32:30 Error in expression <imit = _random select 1;
     
    _qty = {_x == _vehicle} count serverVehicleCounter;
     
     
    >
    19:32:30   Error position: <_vehicle} count serverVehicleCounter;
    
    
    >
    19:32:31   Error Undefined variable in expression: _vehicle
    19:32:31 File z\addons\dayz_server\init\server_functions.sqf, line 250
    19:32:31 Error in expression <VehiclesList select _index;
     
    _vehicle = _random select 0;
    _velimit = _random sel>
    19:32:31   Error position: <_random select 0;
    _velimit = _random sel>
    19:32:31   Error Undefined variable in expression: _random
    19:32:31 File z\addons\dayz_server\init\server_functions.sqf, line 247
    19:32:31 "PUBLISH: Attempt 2959d0c0# 769227: an2.p3d"
    19:32:31 "HIVE: WRITE: "CHILD:308:7:AN2_DZ:0:0:[158,[8422.04,8500.55,0.809721]]:[]:[["glass1",0.714594],["glass2",0.596947],["glass3",0.567447],["glass4",0.426075],["telo",0.611188]]:0.258463:84220850058158:""
    19:32:31 Error in expression <imit = _random select 1;
     
    _qty = {_x == _vehicle} count serverVehicleCounter;
     
     
    >
    19:32:31   Error position: <_vehicle} count serverVehicleCounter;

     

     

    This is my spawn function: which looks fine to me. The variables are all defined at least!

    Spoiler
    
    spawn_vehicles = {
    	private ["_random","_lastIndex","_weights","_index","_vehicle","_velimit","_qty","_isAir","_isShip","_position","_dir","_istoomany","_veh","_objPosition","_marker","_iClass","_itemTypes","_cntWeights","_itemType","_num","_allCfgLoots"];
    	
    	if (!isDedicated) exitWith { }; //Be sure the run this
    
    	while {count AllowedVehiclesList > 0} do {
    		// BIS_fnc_selectRandom replaced because the index may be needed to remove the element
    		_index = floor random count AllowedVehiclesList;
    		_random = AllowedVehiclesList select _index;
    
    		_vehicle = _random select 0;
    		_velimit = _random select 1;
    
    		_qty = {_x == _vehicle} count serverVehicleCounter;
    
    		// If under limit allow to proceed
    		if (_qty <= _velimit) exitWith {};
    
    		// vehicle limit reached, remove vehicle from list
    		// since elements cannot be removed from an array, overwrite it with the last element && cut the last element of (as long as order is not important)
    		_lastIndex = (count AllowedVehiclesList) - 1;
    		if (_lastIndex != _index) then {
    			AllowedVehiclesList set [_index, AllowedVehiclesList select _lastIndex];
    		};
    		AllowedVehiclesList resize _lastIndex;
    	};
    
    	if (count AllowedVehiclesList == 0) then {
    		diag_log("DEBUG: unable to find suitable vehicle to spawn");
    	} else {
    
    		// add vehicle to counter for next pass
    		serverVehicleCounter set [count serverVehicleCounter,_vehicle];
    	
    		// Find Vehicle Type to better control spawns
    		_isAir = _vehicle isKindOf "Air";
    		_isShip = _vehicle isKindOf "Ship";
    	
    		if(_isShip || _isAir) then {
    			if(_isShip) then {
    				// Spawn anywhere on coast on water
    				waitUntil{!isNil "BIS_fnc_findSafePos"};
    				_position = [MarkerPosition,0,DynamicVehicleArea,10,1,2000,1] call BIS_fnc_findSafePos;
    				//diag_log("DEBUG: spawning boat near coast " + str(_position));
    			} else {
    				// Spawn air anywhere that is flat
    				waitUntil{!isNil "BIS_fnc_findSafePos"};
    				_position = [MarkerPosition,0,DynamicVehicleArea,10,0,2000,0] call BIS_fnc_findSafePos;
    				//diag_log("DEBUG: spawning air anywhere flat " + str(_position));
    			};
    		
    		
    		} else {
    			// Spawn around buildings && 50% near roads
    			if((random 1) > 0.5) then {
    			
    				waitUntil{!isNil "BIS_fnc_selectRandom"};
    				_position = RoadList call BIS_fnc_selectRandom;
    			
    				_position = _position modelToWorld [0,0,0];
    			
    				waitUntil{!isNil "BIS_fnc_findSafePos"};
    				_position = [_position,0,10,10,0,2000,0] call BIS_fnc_findSafePos;
    			
    				//diag_log("DEBUG: spawning near road " + str(_position));
    			
    			} else {
    			
    				waitUntil{!isNil "BIS_fnc_selectRandom"};
    				_position = BuildingList call BIS_fnc_selectRandom;
    			
    				_position = _position modelToWorld [0,0,0];
    			
    				waitUntil{!isNil "BIS_fnc_findSafePos"};
    				_position = [_position,0,40,5,0,2000,0] call BIS_fnc_findSafePos;
    			
    				//diag_log("DEBUG: spawning around buildings " + str(_position));
    		
    			};
    		};
    		// only proceed if two params otherwise BIS_fnc_findSafePos failed && may spawn in air
    		if ((count _position) == 2) then { 
    	
    			_dir = round(random 180);
    		
    			_istoomany = _position nearObjects ["AllVehicles",50];
    			if((count _istoomany) > 0) exitWith { diag_log("DEBUG: Too many vehicles at " + str(_position)); };
    		
    			//place vehicle 
    			_veh = createVehicle [_vehicle, _position, [], 0, "CAN_COLLIDE"];
    			_veh setdir _dir;
    			_veh setpos _position;		
    			
    			if(DZEdebug) then {
    				_marker = createMarker [str(_position) , _position];
    				_marker setMarkerShape "ICON";
    				_marker setMarkerType "DOT";
    				_marker setMarkerText _vehicle;
    			};	
    		
    			// Get position with ground
    			_objPosition = getPosATL _veh;
    		
    			clearWeaponCargoGlobal  _veh;
    			clearMagazineCargoGlobal  _veh;
    			// _veh setVehicleAmmo DZE_vehicleAmmo;
    
    			// Add 0-3 loots to vehicle using random cfgloots 
    			_num = floor(random 4);
    			_allCfgLoots = ["trash","civilian","food","generic","medical","military","policeman","hunter","worker","clothes","militaryclothes","specialclothes","trash"];
    			
    			for "_x" from 1 to _num do {
    				_iClass = _allCfgLoots call BIS_fnc_selectRandom;
    
    				_itemTypes = [];
    				if (DZE_MissionLootTable) then{
    					{
    						_itemTypes set[count _itemTypes, _x select 0]
    					} count getArray(missionConfigFile >> "cfgLoot" >> _iClass);
    				}
    				else {
    					{
    						_itemTypes set[count _itemTypes, _x select 0]
    					} count getArray(configFile >> "cfgLoot" >> _iClass);
    				};
    
    				_index = dayz_CLBase find _iClass;
    				_weights = dayz_CLChances select _index;
    				_cntWeights = count _weights;
    				
    				_index = floor(random _cntWeights);
    				_index = _weights select _index;
    				_itemType = _itemTypes select _index;
    				_veh addMagazineCargoGlobal [_itemType,1];
    				//diag_log("DEBUG: spawed loot inside vehicle " + str(_itemType));
    			};
    
    			[_veh,[_dir,_objPosition],_vehicle,true,"0"] call server_publishVeh;
    		};
    	};
    };

     

     

    Any ideas? 

  6. 1 hour ago, R0lling said:

    i got the problem that only 4 AI´s spawn at a mission, the mission don´t despawn when finish and no loot crate...

     

    im running WAI and DZMS

    
    13:42:24 "WAI: [Mission:[Hero] Bandit Base]: Starting... [5691.8,8419.48,0]"
    13:42:27 Error in expression <er call find_suitable_ammunition;
    _unit addMagazine _rocket;
    _unit addMagazine _>
    13:42:27   Error position: <addMagazine _rocket;
    _unit addMagazine _>
    13:42:27   Error addmagazine: Typ Bool, erwartet Array,Zeichenfolge
    13:42:27 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 194
    [.....]
    16:15:39 "WAI: [Mission:[Hero] Ural Attack]: Starting... [3834.36,7976.34,0]"
    16:15:42 Error in expression <er call find_suitable_ammunition;
    _unit addMagazine _rocket;
    _unit addMagazine _>
    16:15:42   Error position: <addMagazine _rocket;
    _unit addMagazine _>
    16:15:42   Error addmagazine: Typ Bool, erwartet Array,Zeichenfolge
    16:15:42 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 194

    this is the spawn_group.sqf

    
    if (!isNil "_launcher" && wai_use_launchers) then {
    		call {
    			//if (_launcher == "Random") exitWith { _launcher = (ai_launchers_AT + ai_launchers_AA) call BIS_fnc_selectRandom; };
    			if (_launcher == "at") exitWith { _launcher = ai_wep_launchers_AT call BIS_fnc_selectRandom; };
    			if (_launcher == "aa") exitWith { _launcher = ai_wep_launchers_AA call BIS_fnc_selectRandom; };
    		};
    		_rocket = _launcher call find_suitable_ammunition;
    		_unit addMagazine _rocket;				<----- line 194
    		_unit addMagazine _rocket;
    		_unit addWeapon _launcher;
    	};

    hope you can help me :/

    Can you post your functions.sqf file... 

     

  7. If you turn off "taking money from backpack and vehicles" , it doesn't dupe.. You get the item you purchased, it takes the right money from your inventory, but you get a debug message saying something went wrong with the transaction (obviously it didn't because the item was purchased and the money was taken)...

    No duping with those two options turned off, which works for me :D

     

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