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matt_d_rat

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Posts posted by matt_d_rat

  1. Omg I have spent the better part of a month writing a new script for Epoch, assuming epoch has 999 call support as the addon absolutely needs custom tables, and now from what I am reading this is not an option!? @Sandbird I will be upvoting your request.

  2. I would like to become an A3 Epoch Tester. If there are any additional roles needed as a developer, would very much be interested in getting involved to help. A bit about my background:

    • Studied Computer Science at University (graduated 4 years ago)
    • Have been working as a web applications software engineer professionally for the past 4 years on different tech stacks (PHP, MySQL, JavaScript, HTML, CSS etc..)
    • In my last role I was also a graphic designer (very comfortable working with Photoshop, Illustrator).
    • Have written mods for DayZ and DayZ Epoch, my last one being MF-Tow (see my GitHub account for more examples of work).
  3. Hey guys,

     

    Sorry I have been a bit absent of late, real life stuff (work, family, friends etc..) have taken priority for me these past few months so I haven't been able to address the issues raised with the script lately.

     

    There has been some fantastic work done on the script though by the community, and I am currently in the process in reviewing 3 pull requests on the repo. I aim to bring all of these changes into the next release of the script very soon.

     

    I just wanted to thank everyone who have helped to improve this script, and to everyone for giving their feedback and testing the changes.

  4. Well....some errors i see...for example:

     

    _playeruid ..... since the last beta patch there is no playerUID anymore (i think). Steam uses some other crap...so the player_login table is not the same with the old version.

    Info: 16:28:47 - Received - Database: dayz_epoch SQL Query: INSERT INTO `Player_LOGIN` (`CharacterID`, `Datestamp`, `Action`) VALUES ('any', 'any', CURRENT_TIMESTAMP, '0')
    Warning: 16:28:47 - MySQL error. MySql.Data.MySqlClient.MySqlException (0x80004005): Column count doesn't match value count at row 1
    

    I dont see anything there about traders..(especially in the arma2net files). Are you sure these logs are the latest ?

     

    oh crap i just realized something....how many objects do you have in the database ? I mean like, cars, buildings etc...

    Cause maybe thats why the traders dont do anything....if you have like 200+ items then for sure you have to wait for the traders to get populated with stuff...because first the server tries to spawn all those things...and then it will take care of the traders...

    Thats what i noticed when i was trying to set them up....till i realized thats the reason why they werent working.

    If you do have alot of objects in your objects_data table...try deleting them and see if the traders work then.

     

    Yeah I saw that error, I meant that there was nothing relating to traders that jumped out at me. This is a fresh DB install, not one that I have populated with data from another server, and this is the first time of running it. There are only 50 entries in the object_data table. These are the latest log files.

  5. Glad you like it :) It saved me hours and hours as well.

    Hmm about the traders....Did you try to zoom in on them as well ?

     

    Well if that doesnt work as well....then i guess the log files will tell us something....There are 2 of them...one for the whole custom SQL querry system and one for the normal dayz client log file.

    Try the Arma2Net logs first...since the error is probably database interaction (maybe the new db scheme is different than the old one...might need to tweak the SQL queries for the traders a bit).

    The Arma2Net log file (check per modified date in the folder) is either here:

    c:/Users/YOURPROFILE/AppData/Local/Arma2NETMySQL or here :

    c/Users/Sand/AppData/Local/Arma2NET

     

    See at the bottom of the file if there are any error queries...if yes then check the structure of the query that it is trying to execute...does it match the tables / cells in the database ?

     

    Also check your client log files here: c:/Users/Sand/AppData/Local/ArmA 2 OA/arma2oa.RPT

     

    Does that say anything ?

     

    Nothing is immediately jumping out at me, here are the log files, would appreciate it if you could take a look as well:

  6. Sandbird, great job on this, was a huge fan of the non-db version and now this is just insane, is going to make my life so much easier now.

     

    Quick question, I have everything running now (setup was a breeze), I have teleported around the map to each of the different traders and I cannot seem to interact with any of them. I do not get a scroll option to open the trader menu.

     

    I am running against the latest db version of DayZ Epoch (version 1.0.5.1 at the time of writing). Any ideas?

  7. Updating base class ->Helicopter, by ca\air_d_baf\config.bin/CfgVehicles/BAF_Merlin_HC3_D/

     

    And here the log just stops! Nothing further does happen.

    No mission is starting ..

     

    Having the exact same issue. It just stops at that point in the log and is in a perm state status of server 'creating'. What did you do to resolve the issue?

  8. Done! https://github.com/F507DMT/mf-tow

    Need help whitch addEventHandler

     

    ideas:

    1. Speed limit if u tow! some like this code:

    
    
    _veh   = vehicle player;
    _reduc = 1.0050;
    _aaa = true;
    while {_aaa} do
    {
    _veh setvelocity [((velocity _veh) select 0)/_reduc, ((velocity _veh) select 1)/_reduc, ((velocity _veh) select 2)];
    sleep 0.05;
    
    
    };
     
     

    2. chouse what car i want Tow

     

    Awesome, can you issue the pull request from your fork onto my repo so I can approve it into the official release.

     

    I like these ideas, I thought about how we could emulate an objects mass and effect the speed of the towing vehicle. Needs exploring, but certainly if more people contribute to the project things will get released quicker. Thanks for contribution.

  9.  

    FIX WALL HACK

     

    edit init.sqf

     

     

    and add repair sound:

    	[player,20,true,(getPosATL player)] spawn player_alertZombies; // Alert nearby zombies
    	[1,1] call dayz_HungerThirst; // Use some hunger and thirst to perform the action
    	[player,"repair",0,false,10] call dayz_zombieSpeak;
    	// Attach the player to the tow truck temporarily for safety so that they aren't accidentally hit by the vehicle when it gets attached
    	/*
    	player attachTo [_towTruck, 
    		[
    			(boundingBox _towTruck select 1 select 0),
    			(boundingBox _towTruck select 0 select 1) + 1,
    			(boundingBox _towTruck select 0 select 2) - (boundingBox player select 0 select 2) + _offsetZ
    		]
    	];
    	*/
    
    	//player setDir 270;
    	//player setPos (getPos player);
    	player playActionNow "Medic"; // Force the animation
    

    THX Defent!

     

     

    This is awesome @F507DMT. Can you please fork the repo (https://github.com/matt-d-rat/mf-tow/fork) and open a pull request to my repo with your changes so that I can include them into the next official release. When I get a chance (sorry for being quiet recently... lots of personal stuff going on in my life at the moment) I will also assist in trying to find a fix for your fix :-) 

  10. Well, I applied the newest version of the mod onto my server, people are still able to chain vehicles together in giant congo-lines......

     

    I'll run a full regression test today and check that the multi-tow part is still working as expected, as well as the other parts.

     

    I'll look for another way to interrupt the menu option to get into a vehicle as it seems the Arma2 locked vehicle is a little buggy. Might have something to do with the locked being local and not broadcast in multiplayer.

     

    As for the class tow class (isKindOf) feature, I am looking at a way to introduce this as a non-breaking change at the moment. More important to fix the bugs though right now.

  11. its the other way around for me ... untowed vehicles stay locked and it seems to be happening with almost all of them i think

     

    Let's be clear, are you referring to "epoch locked/unlocked" vehicles or are you referring to the changes in the last release which prevent people entering a vehicle that is in-tow?

     

    If the problem is the latter, then you can simply comment out line 150 in tow_AttachTow.sqf

     

    https://github.com/matt-d-rat/mf-tow/blob/master/tow_AttachTow.sqf#L150

     

    and comment out line 77 in tow_DetatchTow.sqf

     

    https://github.com/matt-d-rat/mf-tow/blob/master/tow_DetachTow.sqf#L77

     

    This would mean that people could enter vehicles which are currently in tow though. So it is entirely down to you.

    As you can see, at the moment I use Arma2's built in lock toggle to prevent people from entering vehicles, which can be a little buggy .

     

    It would be helpful if you could open up an issue on the GitHub issue tracker with a test case for me to reproduce.

  12.  

    ok I added another check in the loop that keeps the vehicle attached just in case.  I'll post the whole tow_Attachtow.sqf

     

    This is very good, if you want to clone the git repo and issue a pull request I would be happy to merge in your changes. If not I will add these changes for you to the next release.

     

    Edit:

    I have added your changes as well as some additional fixes to prevent players from entering towed vehicles. Available now in v1.1.2. Thanks for your help Cramps2.

  13. Nice towing script - although, as mentioned a few pages ago, people can get inside towed vehicles.

    We jumped a few players into a towed vehicle and then backed it through the walls of a test player base. The passengers got out and were inside. You need to change this to kick people out of a towed vehicle.

    Ahhhh.... Yep that is a problem Lol. OK will patch that exploit in the next release. Thanks for testing. That is quite a creative way of getting into someone's base :-).

  14. I wonder if it's because I have Krixes self-blood bag....

     

    I use Krixes self-blood bag and MF-Tow works with it no problem. If you are using an old version of fn_selfActions.sqf then that could be the problem.

     

    You just look at the vehicle that you want to tow and there's a scroll menu option for towing.

     

    I just want to confirm, VentZer0, you're going to be updating this so we can just put "vehicle type X" can tow "vehicle type Y" so we don't need a list of all the vehicles and what types of vehicles they can tow, right?

     

    I will be researching at the weekend a means to support specifying specific classes, or generic base classes by abstracting away the checks for typeOf and isKindOf to a generic method. I believe this should be quite simple, as all i would need to do is ensure the isKindOf method returns a string for the match rather than true so the switch statement can still work.

     

    Is there a way that I can have this mod and also Krixes Self Bloodbag?

     

     

    I did everything in the instructions. But in my scroll menu at a vehicle. It just says (Save Ural [or whatever vehicle i choose]). Any ideas?

     

    There is a variable in MF-Tow/init.sqf which you can change which determines how far away from the target vehicle the tow truck needs to be. By default it is 10m. This may seem like a rather large number, but the nearestObjects call calculates object positions from one another based on the bounding box of the object - which on some vehicles is very inaccurate (UAZ being one of them and some aircraft). 

     

    You could try updating this, but I suspect the problem is the vehicles you have or have not defined in the MF_Tow_Towable_Array function. Check for syntax errors, all it takes is a missing comma (or a comma at the end of the very last entry) to completely break the script.

     

    I always use this tool: http://forums.bistudio.com/showthread.php?115352-Tool-Standalone-script-compiler-syntax-checker-for-ArmA2 for checking the syntax when changing any SQF files.

     

    I got blood bag to work, but my tow is still not working. When i scroll at a vehicle. It has a new choice for me. It says Save Ural (or any vehicle i try on). Does not give me the tow choice. Any ideas? Thanks for the help man. 

     

    See comment above regarding syntax errors.

     

    Is it a problem if I am also running SARGE AI?

     

    And is it possible to paste my files here so you can take a look?

     

    I wouldn't have thought so, I run DZAI on my server and while it is not SargeAI, I haven't experienced any issues, not can foresee anything in the code that would cause incompatibility issues.

  15. Ive been trying to find addons to install, and everytime i run into another problem..

     

    For this MF TOW i cannot find INIT.SQF in my DayZ_epoch_24.napf folder..

     

    There is NO init.sqf in that file.. can anyone explain why?

     

    Looking at the DayZ_Epoch_24.Napf folder in the DayZ Epoch repo you should have the files located in that folder.

     

    https://github.com/vbawol/DayZ-Epoch/tree/master/Server%20Files/MPMissions/DayZ_Epoch_24.Napf

     

    If you don't then you either:

    • are running an older version of the server
    • you're server host does something weird and funky and hides the init.sqf files away in a different location or hasn't granted you permission to edit.
    • or you simply haven't included them, in which case I am surprised it is even working at all.

    I would recommend getting in contact with your host.

  16. I like the script very much, but pleeeeeaaase make it so that you can use classes instead of types for the vehicles.

    right now you need the specific classname of a vehicle like the SUV, all different SUV variants need their own respective case and if you're like you only want certain types of vehicles towing certaintypes of vehicles.

    so no {_array = ["Motorcycle","Car","Truck","Wheeled_APC","Tracked_APC","Air"];}; for all cases (skoda towing a LAV25 .. lawl -.-).

    if you change up your code a little bit it should work with "iskindOf" instead of "typeof", using classes instead of classnames would make the configuration so much easier.

     

    Will look into it. Does isKindOf support checking on a specific classname such as "SUV_Orange_DZE2" as well as base class names like "Car"? If so then yes this will be an easy change to make. :-)

  17. Ok so I couldn't sleep and decided to treat you guys :) . I have patched the "Multi-tow" exploit and have done a new release (v1.1.1). This functionality can be turned back on should you so wish to, full details below:

     

    v1.1.1

    • Fixed exploit which allowed players to tow vehicles which were already being towed.
    • Fixed exploit which allowed players to tow vehicles which were already towing another vehicle. This functionality can be turned back on via the MF_Tow_Multi_Towing config param being set to true (default value is false). Be warned, turning this on produces "interesting" results and probably only serves as a means for trolling.
  18. Hi Matt

     Great work so far on this script - its certainly proving to be a winner. I would also like to say that chaining vehicles can be so exploited and I would think personally a fix or like you say make it a configurable part of your scripts, but I believe it needs addressing as soon as poss. I've deployed it on my server and people thought it was good but it didn't take long before I started seeing SUV's pulling a train of others vehicles, heh..

     Great to see you continuing support for your 1st community script - keep it going ! ..

    Cheers

    ukko....

     

    Thanks. Will look into adding a feature to disable/enable this functionality. I will make the "chaining" of tow vehicles disabled by default. Not sure when I will have time to look into it, I tend to only have the weekends as I work as a software engineer during the weekdays. If I get any free time before the weekend I will take a look into it.

  19. Just curious . But why does the heli lift script only require an addition to the init.sqf (without the locked vehicle fix), but yours requires additions to the selfunctions file? Thanks for the hard work btw :)

     

    Much like Krixes self-blood bag script, MF-Tow hooks into the fn_selfactions.sqf so that it can appear in the contextual scroll wheel menu. As @Halvhjearne alluded to, there possibly may be another approach I can take (which i'll look into) to make the setup easier. This is my first community script so I am currently still also learning, will continue to improve as time goes on.

     

     

    hm it did not work for me, made a folder for it ... addons\mf-tow\..

    changed the init.sqf file with the changes you see above. placed the line

    call compile preprocessFileLineNumbers "addons\mf-tow\init.sqf";
    

    just after the commented out towing script block, but ingame no options. weird. is there no more elegant way to call the script?

    i will try it out using a execVM command.

     

    You have a syntax error in the MF_Tow_Vehicles, missing a semi-colon after the "M1126_ICV_M2_EP1" entry in that array. Note: in v1.1.0 of the script this array is now deprecated. You only need to use the MF_Tow_Towable_Array function to maintain a list of vehicles which can tow and be towed now. :-)

     

     

    there is most likely a loop added in other tow scripts, that checks every 5 sec or so if it needs to add/remove addaction ... 

     

    tbh i feel this is a bit wasting time as there are already plenty of tow/lift scripts availible ... it donsnt have any features that you cant get with other tow/lift scripts either, however it will allow players to tow multiple vehicles at a time and requires a massive setup to include all the mods vehicles.

     

    @matt_d_rat

    even tho i think its a waste of time, i feel i have to comment a bit and i think you need to lookup isKindOf as you can use a wider spread base classname aswell as a specific one, instead of comparing exact and case sensitive names with typeOf.

     

    it will perhaps require you to add a loop or two to apply but i think it will be better not to mention easier to setup after.

     

    also you can check if an object is locked, you dont nessecarily need to set a variable to determin that, just check like this:

    if(locked _myobject)then{
    

     

    Thanks for your suggestions. Will take your feedback on board.

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