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Posts posted by MatthewK
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This is a bit random but I was wondering if anyone knows how to get the repair script to only repair glass. I want to make this available for players with helis that have been victim of the leaking fuel due to bugged heli issue. Thanks :)
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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 :)
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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!
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As a side note. Maybe this is only effecting people who have run the Steam Update on their servers. Which I haven't.
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EDIT: Actually, all variants work for me, I don't have zeroing , but zoom and NV work!
Change classname: DMR
to: DMR_DZ
Mine work with zooming and NVG's!
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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
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I found a way round this without needing to install custom hiveExt and all that fiddly stuff.. This only works with the current users local profile, so if hey change PC's or reformat, changes will be lost. So far so good though.. https://community.bistudio.com/wiki/profileNamespace
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I agree with everything TheDuke says about GTX. i'm with them for my server and support is fast, but not always clued up. I fix more problems for them, than they do for me :)
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Had same issue. Effects med boxes on my server. Had to replace them with small ammo boxes for now :)
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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
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Has anyone figured out a way to change the humanity awarded when giving a blood transfusion to another player?
I know where the files are located , i'm just wondering if anyone has successfully got it working and if they'd care to share their solution.
Thanks
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Just wondering if anyone knows how to enable GodMode for locked vehicles ONLY if the owner is offline and has the key in their inventory ?
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I hadn't even thought about that. Thanks Syco.
Update:Spot on. No more errors and no duplicate vehicles. Cheers Syco :)
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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!
Spoilerspawn_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?
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Try a fresh install of the WAI mission system. If the error is the same, then you might have another script somewhere conflicting.
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the error is for the ural attack mission and the hero bandit mission.. file looks fine to me though, error must be coming from something else. sorry :(
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Do you get that error when you run any mission , or is it just happening with one in particular?
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That looks fine. Have you checked the mission that is calling the spawn squad file ? Paste it to Pastebin and share the link :p
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Wrong file. I'm talking about the functions.sqf file in the same folder as the spawn squad file...
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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...
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What needs to be added to Infistar to allow this script, do you know?
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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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Heck, you're right... It's duping exactly as you say...
I put 2 briefcases into a ural, nothing else...
Bought a lightbulb for 1x10oz gold into the gear of the ural and when I went to check, there were 4 briefcases .....
:(
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I can't reproduce the briefcase bug either. I'll have my admin try it with different vehicles at different vendors and see if the results are different.Edit: Actually, I can :(
Thanks for the updated scripts Gothic. Appreciate it :)
[Release] 3.0 Door Management - No More Codes
in A2: Epoch Mods (1.0.5.1)
Posted
Does anyone else have the issue where the combo lock appears but you can't use it? I'm not using antihacks or any other mod.
Any ideas on what could be causing this ?
Edit: I'm also getting the message that I'm not authorised to manage this door, even when I've just built it.
Thanks