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Posts posted by aussie battler
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Is there information on what it was? I prefer to remove conflicts within the tool to make it as usable as possible.
No extra information unfortunately. I will install Admin tools on a fresh Sheep Epoch Pack and take note of what I add to it. Will let you know if I find a conflict.
cheers
aussie
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Hey NoxSicarius,
Looks like Sheeps Epoch pack conflict with admin tool 1.10 (cant build bug) is solved by downloading a fresh install of the pack.
Thanks for your time and effort.
cheers
aussie
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I removed mine, installed a new one, removed the server and used a clean one. Nothing caused this, so my only idea is it has to be a variable collision or something interfering with the script. The issue has only been stated to exist when using that pack. It would most likely be anything that deals with building as well. If you do find what is colliding, let me know and I will find a unique solution to keep it from happening with anything else.
Thanks for going out of your way. From what I can work out the bug has not got anything to do with your tools. I uninstalled admin tools and the problem was still there. I returned the antihack line back to
[] execVM "\z\addons\dayz_code\system\antihack.sqf";
and disable battleye. Also deleted the line in description.ext.
If it in a buildings script would the call have to come from the init.sqf file?
Here is my init.sqf (all mods are disabled in a script control file so the call can't begin with "call compile preprocessFileLineNumbers "scripts\")
/* For DayZ Epoch Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz */ //Recruit Survivors DBGroupsStarted = false; DBMaxSurvivors = 5; // change this to the number of survivors you want, the more you add the lower your server and client FPS startLoadingScreen ["","RscDisplayLoadCustom"]; cutText ["","BLACK OUT"]; enableSaving [false, false]; //Load Configs call compile preprocessFileLineNumbers "scriptcontrol.sqf"; //Load Markers [] execVM "scripts\custommarkers.sqf"; //REALLY IMPORTANT VALUES dayZ_instance = 11; //The instance dayzHiveRequest = []; initialized = false; dayz_previousID = 0; //disable greeting menu player setVariable ["BIS_noCoreConversations", true]; //disable radio messages to be heard and shown in the left lower corner of the screen enableRadio false; // May prevent "how are you civillian?" messages from NPC enableSentences false; // DayZ Epoch config spawnShoremode = 0; spawnArea= 1500; // Default = 1500 setTerrainGrid 25; //Grass (Hi)12.5 or 25(Med/standard) or 50(Low/off) MaxVehicleLimit = 300; // Default = 50 MaxDynamicDebris = 500; // Default = 100 dayz_MapArea = 14000; // Default = 10000 dayz_maxLocalZombies = 8; // Default = 30 dayz_fullMoonNights = true; dayz_spawnselection = 0; dayz_paraSpawn = false; dayz_poleSafeArea = 50; //zombie free plot poles dayz_minpos = -1; dayz_maxpos = 16000; dayz_sellDistance_vehicle = 10; dayz_sellDistance_boat = 30; dayz_sellDistance_air = 40; dayz_maxAnimals = 5; // Default: 8 dayz_tameDogs = true; DynamicVehicleDamageLow = 0; // Default: 0 DynamicVehicleDamageHigh = 100; // Default: 100 DZE_BuildOnRoads = true; // Default: False DZE_requireplot = 1; DZE_teleport = [14000,14000,14000,14000,14000]; DZE_StaticConstructionCount = 1; DZE_FriendlySaving = true; DZE_TRADER_SPAWNMODE = false; DZE_DeathMsgGlobal = true; DZE_DeathMsgTitleText = true; DZE_DeathMsgSide = true; DZE_BackpackGuard = false; //Default = true, true to enable, false to disable - wipes backpack on combat/ALT+F4 logging DZE_ForceNameTagsOff = false; DZE_R3F_WEIGHT = false; //use weight system DZE_PlotPole = [100,115]; DZE_BuildingLimit = 400;//how many items can a player build DZE_PlayerZed = false; // should players have chance of becoming a ZOMBIE when they respawn after death DZE_LootSpawnTimer = 10;// in minutes DZE_MissionLootTable = true; //Custom Loot Tables DZE_ConfigTrader = true;//Config based traders DZE_selfTransfuse = true; //Self blood bag DZE_selfTransfuse_Values = [ 6000, //Blood amount 10, // Chance of Infection 300 //Cooldown Timer ]; DZE_noRotate = []; //Objects that cannot be rotated. Ex: DZE_noRotate = ["VaultStorageLocked"] DZE_curPitch = 45; //Starting rotation angle. Only 1, 5, 45, or 90. //Door Mangement AllowManualCode = true;// 2 reason| 1: Allows breaking codes (if 2nd config = false and code = 3 digits) | 2: Friends can access access not owned doors until owner gets on. HarderPenalty = true;// Cen's Penalty: Flashes screen white. And kicks player to lobby if failed more then (random number between 4 and 14) times. DZE_DoorsLocked = ["Land_DZE_GarageWoodDoorLocked","Land_DZE_LargeWoodDoorLocked","Land_DZE_WoodDoorLocked","CinderWallDoorLocked_DZ","CinderWallDoorSmallLocked_DZ"]; //EVR Blow out ns_blowout = true; ns_blowout_dayz = true; ns_blow_delaymod = 0.74; //blowout delay ns_blow_itemapsi = "NVGoggles"; //ItemAPSI replacement ns_blow_playerdamage = 4000; // damage players without ns_blow_itemapsi can get per blowout ns_blow_emp = false; //Elevator ElevatorScript = true; ELE_MaxRange = 100; // maximum range the elevator can travel / stop points can be built (in meter) ELE_Speed = 5; // speed of the elevator (meters per second) ELE_StopWaitTime = 0; // disable the wait time if you call the elevator ELE_RequiredBuildTools = ["ItemToolbox", "ItemCrowbar"]; // required tools for building an elevator and elevator stop ELE_RequiredBuildItems = [["PartGeneric",4], "PartEngine", "ItemGenerator", "ItemJerrycan"]; // required items to build an elevator ELE_RequiredBuildStopItems = [["PartGeneric",4]]; // required items to build an elevator stop ELE_StopClass = "MetalFloor_Preview_DZ"; EpochEvents = [ ["any","any","any","any",30,"crash_spawner"], ["any","any","any","any",0,"crash_spawner"], ["any","any","any","any",25,"crash_spawner"], ["any","any","any","any",15,"supply_drop"], ["any","any","any","any",50,"supply_drop"], ["any","any","any","any",10,"Military"], ["any","any","any","any",25,"Treasure"], ["any","any","any","any",40,"Supplyitems"], ["any","any","any","any",55,"Construction"] ]; //snow snowchance = 5; //5% chance to snow on server start/restart //Load in compiled functions call compile preprocessFileLineNumbers "fixes\variables.sqf"; progressLoadingScreen 0.2; call compile preprocessFileLineNumbers "fixes\publicEH.sqf"; //Initilize the publicVariable event handlers progressLoadingScreen 0.3; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; //Functions used by CLIENT for medical progressLoadingScreen 0.4; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functions progressLoadingScreen 0.5; call compile preprocessFileLineNumbers "fixes\compiles.sqf"; progressLoadingScreen 0.6; call compile preprocessFileLineNumbers "scripts\Buildables\Crafting_Compiles.sqf"; progressLoadingScreen 0.7; call compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configs progressLoadingScreen 0.8; call compile preprocessFileLineNumbers "logistic\init.sqf"; progressLoadingScreen 0.9; progressLoadingScreen 1.0; "filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic"; if (isServer) then { call compile preprocessFileLineNumbers "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\dynamic_vehicle.sqf"; //Compile vehicle configs // Add trader citys _nil = [] execVM "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\mission.sqf"; _serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf"; }; endLoadingScreen; // Work around for loadscreen freeze if (!isDedicated) then { //Conduct map operations 0 fadeSound 0; waitUntil {!isNil "dayz_loadScreenMsg"}; dayz_loadScreenMsg = (localize "STR_AUTHENTICATING"); //Run the player monitor if (IntroMusicScript) then { _id = player addEventHandler ["Respawn", {_id = [] spawn player_death; _nul = [] execVM "scripts\intromusic\intromusic.sqf";}]; }else{ _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; }; _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf"; [] execVM "\z\addons\dayz_code\system\antihack.sqf"; //Lights if (LightScript) then{ [false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; }; _nil = execVM "scripts\VASP\VASP_init.sqf"; //Right Click Actions call compile preprocessFileLineNumbers "scripts\click_actions\init.sqf"; //Safezone if (SafezoneScripts) then { //Community Safezones execVM "scripts\CAGN\initiate.sqf"; }; //DZGM if (DZGMScript) then { execVM "scripts\dzgm\init.sqf"; }; if (TradeFromVehicleScript) then { [] execVM "scripts\TradeFromVehicle Version 2.0\setup\init.sqf"; }; if (ElevatorScript) then{ ["elevator"] execVM "scripts\elevator\elevator_init.sqf"; }; //DZAI Client if (DZAIClientScript) then{ _nul = [] execVM "DZAI_Client\dzai_initclient.sqf"; }; //Service Points if (ServicePointScript) then{ execVM "scripts\service_point\service_point.sqf"; }; //Debug Monitor if(DebugMonitorScript)then{ debugMonitor = true;//default on if (!isDedicated) then { waitUntil {!isNil "PVDZE_plr_LoginRecord"}; execVM "scripts\DebugMonitor\debug_monitor.sqf"; }; }; if (JAEMScript) then { _nil = [] execVM "scripts\JAEM\EvacChopper_init.sqf"; }; if(KillMessageScript)then{ execVM "scripts\CustomKillMessage\kill_msg.sqf"; }; }; //needs to be commented out for kill messages //#include "\z\addons\dayz_code\system\REsec.sqf"; //Bus Route if (BusRouteScript)then{ if (isServer) then { [true] execVM "scripts\busroute\init_bus.sqf"; }; if (!isDedicated) then { [] execVM "scripts\busroute\player_axeBus.sqf"; }; }; //Start Dynamic Weather execVM "\z\addons\dayz_code\external\DynamicWeatherEffects.sqf"; if(SnowScript)then{ if (isServer) then { if((random 100) < snowchance)then{ [] execVM "scripts\Weather\SnowStorm.sqf";//FPS HIT }; }; }; if(WindDustScript)then{ execVM "scripts\Weather\WindDust.sqf"; //FPS HIT }; if(GroundFogScript)then{ execVM "scripts\Weather\ground_fog.sqf"; //FPS HIT }; #include "\z\addons\dayz_code\system\BIS_Effects\init.sqf"; endLoadingScreen; // Work around for loadscreen freeze //EVR Blow out if(EVRScript)then{ if (isServer) then { _bul = [ns_blow_emp] execVM "scripts\blowout\module\blowout_server.sqf"; }; if (!isDedicated) then { _bul = [] execVM "scripts\blowout\module\blowout_client.sqf"; }; }; if (isServer) then{ if(RobBankScript)then{ execVM "scripts\rob\bank_building.sqf"; }; }; if(HarvestHempScript)then{ if (isServer) then { //Hemp execVM "scripts\HarvestHemp\randomweedfarm.sqf"; }; }; //DayZ Watermark if(WaterMarkScript)then{ if (!isNil "server_name") then { [] spawn { waitUntil {(!isNull Player) and (alive Player) and (player == player)}; waituntil {!(isNull (findDisplay 46))}; 5 cutRsc ["wm_disp","PLAIN"]; ((uiNamespace getVariable "wm_disp") displayCtrl 1) ctrlSetText server_name; }; }; }; if(logoWatermark)then{ _piclogo = "pictures\logo.paa"; [ '<img align=''left'' size=''1.0'' shadow=''0'' image='+(str(_piclogo))+' />', safeZoneX+0.027, safeZoneY+safeZoneH-0.1, 99999, 0, 0, 3090 ] spawn bis_fnc_dynamicText; }; if(RecruitSurvivorsScript)then{ if (isServer) then { DBPV_SrvrUnits = []; publicVariable "DBPV_SrvrUnits"; DBCurSurvivors = 0; publicVariable "DBCurSurvivors"; DBSGroups = false; publicVariable "DBSGroups"; DBUpdClient = false; publicVariable "DBUpdClient"; }; [] execVM "scripts\dbgroups\init.sqf"; if (!isDedicated) then { [] execVM "scripts\dbgroups\scripts\scp_srvractions.sqf"; [] execVM "scripts\dbgroups\scripts\scp_adjustrating.sqf"; DBUpdClient = true; // update survivor variables publicVariable "DBUpdClient"; }; }; if(FastropeScript)then{ _fast_roping = [] execVM "scripts\Fastrope\BTC_fast_roping_init.sqf"; }; if(RegenBloodScript)then{ //Regen Blood execVM "scripts\RegenBlood\regenblood.sqf"; }; if(ServerWelcomeCreditsScript)then{ //Welcome Credits execVM "scripts\ServerWelcomeCredits.sqf"; }; if(ZombieTruckScript)then{ //Zombie Truck call compile preprocessFileLineNumbers "scripts\zombietruck\init.sqf"; }; if(WalkAmongstDeadScript)then{ call compile preprocessFileLineNumbers "scripts\walkamongstthedead\config.sqf"; }; if(HeroPerkScript)then{ //hero spawn herospawn = compile preprocessFileLineNumbers "scripts\HeroPerks\heroperk.sqf"; }; //ESS espawn = compile preprocessFileLineNumbers "scripts\spawn\spawn.sqf"; waitUntil {!isNil "PVDZE_plr_LoginRecord"}; if (!isDedicated && (dayzPlayerLogin2 select 2)) then { [] spawn espawn; if(HeroPerkScript)then{ player spawn herospawn; }; }; []execVM "scripts\gambling\slotmachine\slots.sqf"; []execVM "scripts\gambling\guessinggame\guess.sqf"; if(WeaponModScript)then{ call compile preprocessFileLineNumbers "scripts\wmod\init.sqf"; }; //Base jump if(BaseJumpScript)then{ call compile preprocessFileLineNumbers "scripts\baseJump\init.sqf"; }; If(ZombieFreeBaseScript)then{ [] execVM "scripts\safebases\base_SafeArea.sqf"; }; if(noVoicesidescript)then{ call compile preprocessFileLineNumbers "scripts\noVoice.sqf"; }; ///////////////////// STREET LIGHTS + BUILDING LIGHTS + TOWER LIGHTS ///////////////////// if (isServer) then { axe_server_lampObjs = compile preprocessFileLineNumbers "scripts\LIGHTS\fnc_returnLampWS.sqf"; "axeLampObjects" addPublicVariableEventHandler {_id = (_this select 1) spawn axe_server_lampObjs}; }; if (!isDedicated) then { //StreetLights [] execVM "scripts\LIGHTS\street_lights.sqf"; }; if (!isDedicated) then { [] execVM "scripts\LIGHTS\change_streetlights.sqf"; }; if (!isDedicated) then { //TowerLights [] execVM "scripts\LIGHTS\tower_lights.sqf"; };
If you don't have time for this I completely understand, I have also asked for help at the Sheep Epoch Pack's support page (http://opendayz.net/threads/support-sheeps-epoch-repack.14921/page-182).
cheers
aussie
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Hey NoxSicarius
I am using Sheep's Epoch repack & it looks like others are having the same problem. I will turn off mods and turn them on one by one.
http://opendayz.net/threads/support-sheeps-epoch-repack.14921/page-181 Here is the help thread if anyone is experiencing the same build error.
thanks for your help NoxSicarius.
cheers
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Thanks for the quick reply NoxSicarius.
The plot pole bug is for all players. Unfortunately replacing the above line in AdminToolsMain line 8 didn't work.
I tried replacing the admintools\tools\adminbuild folder files and recoding line 8 in AdminToolsMain with the old versions code & that didn't work either. _EXECadminBuild = '["%1","%2"] execVM "admintools\tools\AdminBuild\adminBuild.sqf"';
The only work around I could think of was to place deploy plot pole in your actions script. I could replace the toolbox with "Plastic_Pole_EP1_DZ" as item required and it spawns a plot pole. Not sure if it would stay on server restart though and it could be a bit complicated for players who want to place a pole.
Thanks for letting me know about Battleye. Your admintool works a treat.
cheers
ausse
(I made a deploy pole script in the actions list but the plot pole doesnt save on server restart).
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Hi
Love the Admin tools, thanks for the great effort in developing it.
question 1:
I can get Admin Tools functioning perfectly, however 30m Pot Pole can't be placed. When placing it I get an error message "canceled build" and the pole goes back to my backpack.
If I reinstall the last version of Admin tools a plot pole can be placed. Does anyone know how to correct this error?
question 2:
I am correct in understanding that because the tool uses server side scripts & has a built in bypass it is impossible for Admins to be banned by battleye?
cheers
:) aussie
[Release] Epoch Admin Tools V1.10.0
in A2: Epoch Mods (1.0.5.1)
Posted
MikeTheMike found the answer to not being able to build with latest admin tools. Turns out they added WG_adminBuild = ["9999999"]; to the init (replacing 9999999 with the admin uid).
Sheep moved the code to his script control menu adding:
//Admin Build
WG_adminBuild = [
"999999999", // <player name>
"999999999" // <player name>
];
And he has removed these lines from admintools/config.sqf
:) good to get this sorted @Noxsicarius
cheers
aussie