Jump to content

getwastedgaming1

Member
  • Posts

    17
  • Joined

  • Last visited

Posts posted by getwastedgaming1

  1. Still no luck. Been trying to get past this final lobby kick that takes place 10-15s after re-spawn. If your on as a admin it works perfectly but without it will still lobby kick 10-15s after you have spawned. This happens if you leave debug or sit in debug and don't choose a spawn or kit etc. I get the same issue without the ESS. 

    Will keep working on a solution. This would really help for my server as its high military and pvp so a lot of death and action. (lots of re-spawning) lol

  2. This is what i get in my logs.

    13:28:28 Error in expression <nDelay;
    _victorypos = DONN_FUGITIVE_DOT
    while {true} do {
    waitUntil {uiSleep 15;>
    13:28:28   Error position: <while {true} do {
    waitUntil {uiSleep 15;>
    13:28:28   Error Missing ;
    13:28:28 File z\addons\dayz_server\andre_most_wanted.sqf, line 113
    13:28:28 Error in expression <_done = true;
    publicVariable "sm_done";
    };

    Any chance we might just be able to change the reward system to what you used in your convoy to reward the player who deals the killing blow with coins ?

  3. It works mostly without issue as a admin (so exception to all the rules of infistar). I have noticed that sometimes if the death and re spawn is too quick that the GUI sometimes didn't update right. I had a character that was stuck with the broken legs GUI image despite re-spawning 4x. This has not repeated however. If i can get past this last issue with the forced lobby kick 10-15s after respawn i will get me crew to respawn over and over and test every possible combination until we find any issue or exploit. But for now any suggestions on how i can stop infistar for force lobby kicking would be great

  4. Hi i have trying to get this to work for a day or so. So far i have found a number of things infistar dose to make this impossible and resolved most of them

    1. detects player TP kills.  (Can be fixed by turning of TP detection but also by adding exception to debug.)

    2. Detects player still has more than 0 blood in debug and kills / logs. (Can remove this part, as i have for testing purposes)

    3. Detects godmode in debug kills and kicks. (Removed this section of code for testing)

    4. lobby's for no dam reason.

     

    After fixing the first 3 and testing time and time again with both a admin account and player account i found consistently that admins can still re-spawn without any issue. However players can now respawn and if your quick you end up back in the map bounds with ESS gear and para into the map. However within 10-15 seconds of all of this process it lobby the player accounts anyway.

    I cant find anything in infistar related to endmission or missionfail etc that can account for a sudden kick to lobby.

    Pretty much polluting my days and nights.

    I am in no way a master coder but i am good with logic and trial and error. 

    Anyone know of a setting / section of the infistar code that deals with lobby kicks ? so i can at least just disable / remove it for testing.

  5. Hey everyone.

     

    Got this setup on our server but i had an idea. Would there be any way to setup the traders so instead of normal global banking it was a global credit system. So players could purchase items based on their current "Credit" so the traders actually show their current coin placed into their credit account and cant buy items directly form there.

     

     

    Has anyone considered this ?

  6. I got it to work also, its a fantastic feature. I have been using this with a spawn building script and save to hive system. Now i can create "admin" missions and save them to file for later use. 

     

    I am also working on a way to add "Spawn" - AI groups vehicles and static guns through infistar as i want to be able to create live AI events in-game.

     

    IF anyone knows of a existing mod for this i would be extremely grateful for the hookup.

  7. I have been enjoying this AI Mod. WAI is so far my favorite as it is far more easily customized. Not to mention it seems to have no impact on other AI systems and works a treat with Overpoch weapons and arma. I even found new missions for this hear  I found even if you don't customize the system it works well enough :) however i had a lot of fun customizing it to be more militarized with armored vehicles and more powerful statics :) I used this system to be the "end game" AI missions. 

  8. Hi

     

    Is there any chance you might right up a more detailed version of how to implement this on a already established server. I had a fair amount of difficulty in putting this together when i first started out. However i did end up getting it to work and well, its fantastic and was well worth the effort. I prefer safes being independent although atms around the map are great, i considered creating additional "banks" around the map that way players are forced to risk their funds to bank it & again to purchase at a later date. More action :P

     

    Also, is there any chance you might do a release that is just ATM's / global banking that people can use with most releases of the single currency system. Something a little more raw and playable ? Or a way that i can turn of all other storage methods accept for bank/atm ?

  9. Brilliant mod, i even used it to find out item codes for skins that didn't show in the admin tools and was not posted over the internet with images. I used it to apply custom skins to the kits in the enhanced spawn system! Thanks Zupa for another great mod.

     

    That said is there any chance you might consider re-writing this with a ESS addition of being able to choose your skin on spawn instead of being confined to a single clothing on each kit ? Or if not can you suggest a means to achieve this so i can play mad scientist :)

  10. I have found this release to be great, it works well and in combination with a few others like door manage, vectors, Snap Pro e,t,c. Having had to weed out the bugs and kings in stacking different mods & scripts i might be able to help. When you get errors please post your RPT logs as a spoiler. Best thing is to open up the RPT file when your serve is down and back it up. Then clear it so its blank and save. Then start the server and let is finish everything and load in and then open it again and save the new text and upload it to hear. If i cant help you someone will be able to. 

     

    My best guess is something related to your fn_actions or server_monitor. But often anything being executed in the wrong order in your init.sql cna have this effect also. Make sure you backup your PBO every time you are about to make ANY change. This way you can compare code & sift through it. I also like to run a second test server that i leave "clean-ish" just for testing a individual but complicated mod. No interference that way.

     

    Hop that helps !

×
×
  • Create New...