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aussie battler

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Posts posted by aussie battler

  1. 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).

     

     

     

    avatar_male_m.png

    MikeTheMike Well-Known Member

    Hey @FallingSheep

    Thanks for the reply - I fixed the issue with cancel building for me clear.png - Just added:

    WG_adminBuild =

    ^^^ And then added the admin UIDs.
    It seems that not having this declared in the init.sqf file causes the 'canceled building' error clear.png

    Seems VERY strange I know, but honestly, try adding: WG_adminBuild = ["9999999"]; to the init.sqf file clear.png It worked for me with your latest Cash Me Up Scripts clear.png

     

     

    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

    //ADMIN IDS!!
    	//Replace 111111111 with your ID. 
    	SuperAdminList = [
    	"111111111", // <player name>
    	"999999999" // <player name>
    	];
    	AdminList = [
    	"999999999", // <player name>
    	"999999999" // <player name>
    	];
    	ModList = [
    	"999999999", // <player name>
    	"999999999" // <player name>
    	];
    	//Admin Build
    	WG_adminBuild = [
    	"999999999", // <player name>
    	"999999999" // <player name>
    	];
    

    :)  good to get this sorted @Noxsicarius

     

     

    cheers

    aussie

  2. 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

     

     

     

     

    ok redownload as a few users have had this issue, i just used a clean 0.15 and can build fine... clear.png
     

     

  3. 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

  4. 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).

  5. 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

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