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Bricktop

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Posts posted by Bricktop

  1. Hi guys, 

    I'm trying to spread the snow over the map but it seems that I'm missing some surface types.

    I found this in a related thread but it's not the right list for Esseker. 

    It caused snow to spawn outside of the map but nothing works inside of the map radius.

    "#GdtStratisConcrete"
    "#GdtStratisDryGrass"
    "#GdtStratisGreenGrass"
    "#GdtStratisRocky"
    "#GdtStratisForestPine"
    "#GdtStratisBeach"
    "#GdtStratisDirt"
    "#GdtVRsurface01"
    "#GdtDirt"
    "#GdtGrassGreen"
    "#GdtGrassDry"
    "#GdtSoil"
    "#GdtThorn"
    "#GdtStony"
    "#GdtConcrete"
    "#GdtMarsh"
    "#GdtBeach"
    "#GdtSeabed"
    "#GdtDead"

    Any help would be appreciated, 

    =============

    ManUp Exile.Esseker
    IP 85.190.158.5:34000
    Current Mod Exile
    Current map Esseker
    Version v1.68.141205

    =============

    (p.s. I was also told I could use infistar to find a surface type but I do not own infistar)

     

     

  2. !! I claim no credit for this and have no idea who thought of it first !!

    It's just some code added to the server_monitor.sqf  to create vehicles with custom weapons. 

    ===========================

    To install:

    Open path: dayz_server.pbo\system\server_monitor.sqf

    Find this block of code:

    Spoiler

    //Dont add inventory for traps.
            if (!_isDZ_Buildable && !_isTrapItem) then {
                clearWeaponCargoGlobal _object;
                clearMagazineCargoGlobal _object;
                clearBackpackCargoGlobal _object;

    Below it place this:

    Spoiler

    if (_object isKindOf "MH6J_EP1") then {
                    _object addWeapon "yakb";
                    _object addMagazine "1470Rnd_127x108_YakB";
                    _object addMagazine "1470Rnd_127x108_YakB";
                    _object addWeapon "2a70";
                    _object addMagazine "22Rnd_100mm_HE_2A70";
                    _object addWeapon "flarelauncher";
                    _object addMagazine "flarelaunchermag";
                    _object addMagazine "flarelaunchermag";
                    };
                if (_object isKindOf "An2_TK_EP1") then {
                    _object addWeapon "m3p";
                    _object addMagazine "250Rnd_127x99_M3P";
                    _object addMagazine "250Rnd_127x99_M3P";
                    _object addMagazine "250Rnd_127x99_M3P";
                    _object addMagazine "250Rnd_127x99_M3P";
                    _object addWeapon "ffarlauncher";
                    _object addMagazine "38rnd_ffar";
                    _object addMagazine "38rnd_ffar";
                    _object addWeapon "flarelauncher";
                    _object addMagazine "flarelaunchermag";
                    _object addMagazine "flarelaunchermag";
                    };
                if (_object isKindOf "tractor") then {
                    _object addWeapon "twinm134";
                    _object addMagazine "4000rnd_762x51_m134";
                    _object addMagazine "4000rnd_762x51_m134";
                    _object addWeapon "d30";
                    _object addMagazine "ARTY_30Rnd_122mmHE_D30";
                    };
                if (_object isKindOf "mv22") then {
                    _object addWeapon "M197";
                    _object addMagazine "750Rnd_M197_AH1";
                    _object addMagazine "750Rnd_M197_AH1";
                    _object addWeapon "80mmLauncher";
                    _object addMagazine "40Rnd_80mm";
                    _object addMagazine "40Rnd_80mm";
                    };
                if (_object isKindOf "Ikarus_TK_CIV_EP1") then {
                    _object addWeapon "GSh301";
                    _object addMagazine "180Rnd_30mm_GSh301";
                    _object addMagazine "180Rnd_30mm_GSh301";
                    _object addMagazine "180Rnd_30mm_GSh301";
                    };
                if (_object isKindOf "pook_H13_amphib_CDF") then {
                    _object addWeapon "GSh302";
                    _object addMagazine "750Rnd_30mm_GSh301";
                    _object addMagazine "750Rnd_30mm_GSh301";
                    _object addWeapon "m119";
                    _object addMagazine "30Rnd_105mmHE_M119";
                    _object removeweapon "smokelauncher";
                    _object addWeapon "flarelauncher";
                    _object removemagazine "smokelaunchermag";
                    _object addMagazine "flarelaunchermag";
                    _object addMagazine "flarelaunchermag";
                    };    
                if (_object isKindOf "KORD") then {
                    _object addWeapon "M168";
                    _object addMagazine "2100Rnd_20mm_M168";
                    _object addMagazine "2100Rnd_20mm_M168";
                    };    
                if (_object isKindOf "ATV_US_EP1") then {
                    _object addWeapon "twinm134";
                    _object addMagazine "4000Rnd_762x51_M134";
                    _object addMagazine "4000Rnd_762x51_M134";
                    };        
                if (_object isKindOf "ArmoredSUV_PMC") then {
                    _object addWeapon "m230";
                    _object addMagazine "1200Rnd_30x113mm_M789_HEDP";
                    _object addMagazine "1200Rnd_30x113mm_M789_HEDP";
                    };
                if (_object isKindOf "C130J_US_EP1") then {
                    _object addWeapon "mlrs";
                    _object addMagazine "12rnd_mlrs";
                    _object addMagazine "12rnd_mlrs";
                    _object addMagazine "12rnd_mlrs";
                    _object addWeapon "m168";
                    _object addMagazine "2100Rnd_20mm_M168";
                    _object addMagazine "2100Rnd_20mm_M168";
                    };

    Done!

    ===========================

    Important:

    (This code should be customized to fit your server - I have a militarized server)

    1) These vehicles do NOT spawn with custom weapons when you buy them. 

    2) You must wait for the server to restart before they become armed.

    3) You wont see the weapons after restart - Just get in press F and shoot!

    ===========================

    Here's a small video preview: 

    Here's the list of vehicles included in the code:

    =====

    Armed Little Bird with - yakb + 2a70 + flarelauncher
    ---

    Armed An2 with - m3p + ffarlauncher + flarelauncher
    ---

    Armed tractor with - twinm134 + d30
    ---

    Armed mv22 with - M197 + 80mmLauncher
    ---

    Armed Bus with - GSh301
    ---

    Armed pook amphib with - GSh302 + m119 + flarelauncher
    ---

    Armed KORD with - M168
    ---

    Armed ATV with - twinm134
    ---

    Armed SUV with - m230
    ---

    Armed C130J with - mlrs + m168

     

    ===========================

     

    Happy Hunting :)

     

  3. Easy Install but when I test it (combat log) there is no box when I rejoin.

    What did I miss?

    EDIT: Players now report loss of all gear and coins with relog after this was installed.

    Spoiler

    private ["_distanceFoot","_playerPos","_lastPos","_playerGear","_medical","_currentModel","_currentAnim",
    "_currentWpn","_muzzles","_array","_coins","_key","_globalCoins","_bankCoins","_playerBackp","_exitReason",
    "_backpack","_kills","_killsB","_killsH","_headShots","_humanity","_lastTime","_timeGross","_timeSince",
    "_timeLeft","_config","_onLadder","_isTerminal","_modelChk","_temp","_currentState","_character",
    "_magazines","_characterID","_charPos","_isInVehicle","_name","_inDebug","_newPos","_count","_maxDist","_relocate","_playerUID","_loot_box"];
    //[player,array]

    _character = _this select 0;
    _magazines = _this select 1;
    _characterID = _character getVariable ["characterID","0"];
    _playerUID = getPlayerUID _character;
    _charPos = getPosATL _character;
    _isInVehicle = vehicle _character != _character;
    _timeSince = 0;
    _humanity = 0;
    _name = if (alive _character) then {name _character} else {"Dead Player"};
    _inDebug = (respawn_west_original distance _charPos) < 1500;

    _exitReason = switch true do {
        case (isNil "_characterID"): {("ERROR: Cannot Sync Character " + _name + " has nil characterID")}; //Unit is null
        case (_inDebug): {format["INFO: Cannot Sync Character %1 near respawn_west %2. This is normal when relogging or changing clothes.",_name,_charPos]};
        case (_characterID == "0"): {("ERROR: Cannot Sync Character " + _name + " has no characterID")};
        case (_character isKindOf "Animal"): {("ERROR: Cannot Sync Character " + _name + " is an Animal class")};
        default {"none"};
    };

    if (_exitReason != "none") exitWith {
        diag_log _exitReason;
    };

    //Check for player initiated updates
    _playerPos =    [];
    _playerGear =    [];
    _playerBackp =    [];
    _medical =        [];
    _distanceFoot =    0;

    //all getVariable immediately
    _globalCoins = _character getVariable ["GlobalMoney", -1];
    _bankCoins = _character getVariable ["MoneySpecial", -1];
    _coins = _character getVariable [Z_MoneyVariable, -1]; //should getting coins fail set the variable to an invalid value to prevent overwritting the in the DB
    _lastPos = _character getVariable ["lastPos",_charPos];
    _usec_Dead = _character getVariable ["USEC_isDead",false];
    _lastTime =     _character getVariable ["lastTime",diag_ticktime];
    _modelChk =     _character getVariable ["model_CHK",""];
    _temp = round (_character getVariable ["temperature",100]);
    _lastMagazines = _character getVariable ["ServerMagArray",[[],""]];
    /*
        Check previous stats against what client had when they logged in
        this helps prevent JIP issues, where a new player wouldn't have received
        the old players updates. Only valid for stats where clients could have
        be recording results from their local objects (such as agent zombies)
    */
    _kills =         ["zombieKills",_character] call server_getDiff;
    _killsB =         ["banditKills",_character] call server_getDiff;
    _killsH =         ["humanKills",_character] call server_getDiff;
    _headShots =     ["headShots",_character] call server_getDiff;
    _humanity =     ["humanity",_character] call server_getDiff2;

    _charPosLen = count _charPos;

    if (!isNil "_magazines") then {
        if (typeName _magazines == "ARRAY") then {
            _playerGear = [weapons _character,_magazines select 0,_magazines select 1];
            _character setVariable["ServerMagArray",_magazines, false];
        };
    } else {
        //check Magazines everytime they aren't sent by player_forceSave
        _magTemp = (_lastMagazines select 0);
        if (count _magTemp > 0) then {
            _magazines = [(magazines _character),20] call array_reduceSize;
            {
                _class = _x;
                if (typeName _x == "ARRAY") then {
                    _class = _x select 0;
                };
                if (_class in _magazines) then {
                    _MatchedCount = {_compare = if (typeName _x == "ARRAY") then {_x select 0;} else {_x}; _compare == _class} count _magTemp;
                    _CountedActual = {_x == _class} count _magazines;
                    if (_MatchedCount > _CountedActual) then {
                        _magTemp set [_forEachIndex, "0"];
                    };
                } else {
                    _magTemp set [_forEachIndex, "0"];
                };
            } forEach (_lastMagazines select 0);
            _magazines = _magTemp - ["0"];
            _magazines = [_magazines, (_lastMagazines select 1)];
            _character setVariable["ServerMagArray",_magazines, false];
            _playerGear = [weapons _character,_magazines select 0,_magazines select 1];
        };
    };

    //Check if update is requested
    if !((_charPos select 0 == 0) && (_charPos select 1 == 0)) then {
        //Position is not zero
        //diag_log ("getting position..."); sleep 0.05;
        _playerPos = [round (direction _character),_charPos];
        if (count _lastPos > 2 && {_charPosLen > 2}) then {
            if (!_isInVehicle) then {_distanceFoot = round (_charPos distance _lastPos);};
            _character setVariable["lastPos",_charPos];
        };
        if (_charPosLen < 3) then {_playerPos = [];};
        //diag_log ("position = " + str(_playerPos)); sleep 0.05;
    };
    _character setVariable ["posForceUpdate",false,true];

    //Check player backpack each time sync runs
    _backpack = unitBackpack _character;
    _playerBackp = [typeOf _backpack,getWeaponCargo _backpack,getMagazineCargo _backpack];

    if (!_usec_Dead) then {
        //diag_log ("medical check..."); sleep 0.05;
        _medical = _character call player_sumMedical;
        //diag_log ("medical result..." + str(_medical)); sleep 0.05;
    };
    _character setVariable ["medForceUpdate",false,true];

    _character addScore _kills;        
    _timeGross =     (diag_ticktime - _lastTime);
    _timeSince =     floor (_timeGross / 60);
    _timeLeft =        (_timeGross - (_timeSince * 60));
    /*
        Get character state details
    */
    _currentWpn =     currentMuzzle _character;
    _currentAnim =    animationState _character;
    _config =         configFile >> "CfgMovesMaleSdr" >> "States" >> _currentAnim;
    _onLadder =        (getNumber (_config >> "onLadder")) == 1;
    _isTerminal =     (getNumber (_config >> "terminal")) == 1;
    //_wpnDisabled =    (getNumber (_config >> "disableWeapons")) == 1;
    _currentModel = typeOf _character;
    if (_currentModel == _modelChk) then {
        _currentModel = "";
    } else {
        _currentModel = str _currentModel;
        _character setVariable ["model_CHK",typeOf _character];
    };
    if (_this select 4) then { //combat logged
        _medical set [1, true]; //set unconcious to true
        _medical set [10, 150]; //combat timeout
        //_character setVariable ["NORRN_unconscious",true,true]; // Set status to unconscious
        //_character setVariable ["unconsciousTime",150,true]; // Set knock out timer to 2 minutes 30 seconds
        //_character setVariable ["USEC_injured",true]; // Set status to bleeding
        //_character setVariable ["USEC_BloodQty",3000]; // Set blood to 3000

        //Begin anti combat log
        _weapons            = _playerGear select 0;
        _weapons_backpack     = _playerBackp select 1;
        _current_magazine    = currentMagazine _playerObj;
        _magazines_backpack = _playerBackp select 2;
        _magazinesRemove = _magazines;

        if ((typeName (_magazinesRemove select 0)) == "ARRAY") then {
            if ((count _magazinesRemove > 1) && {((typeName (_magazinesRemove select 1)) == "STRING") && {((_magazinesRemove select 1) != "")}}) then {
                _weapons set [(count _weapons), (_magazinesRemove select 1)];
            };
            _magazinesRemove = _magazines select 0;
        };

        _loot_box = "USBasicAmmunitionBox" createVehicle [0,0,0];

        clearMagazineCargoGlobal _loot_box;
        clearWeaponCargoGlobal _loot_box;

        {
            _loot_box addWeaponCargoGlobal [_x,1];
        } forEach _weapons;

        _magazinesRemove set [(count _magazinesRemove),_current_magazine];

        {
            _loot_box addMagazineCargoGlobal [_x,1];
        } forEach _magazinesRemove;

        if (typeOf _backpack != "") then {
            if ((typename _weapons_backpack) == "ARRAY") then {
                {
                    _loot_box addWeaponCargoGlobal [_x,((_weapons_backpack select 1) select _forEachIndex)];
                } forEach (_weapons_backpack select 0);
            };

            if ((typename _magazines_backpack) == "ARRAY") then {
                {
                    _loot_box addMagazineCargoGlobal [_x,((_magazines_backpack select 1) select _forEachIndex)];
                } forEach (_magazines_backpack select 0);
            };
            _loot_box addBackpackCargoGlobal[(typeOf _backpack),1];
        };

        _playerBackp = ["",[[],[]],[[],[]]];
        _playerGear = [[],[]];
        _currentAnim = "";
        _currentWpn = "";
        //End anti combat log
    };    
        if (_isInVehicle) then {
            //if the player object is inside a vehicle lets eject the player
            _relocate = ((vehicle _character isKindOf "Air") && (_charPos select 2 > 1.5));
            _character action ["eject", vehicle _character];
            
            // Prevent relog in parachute, heli or plane above base exploit to get inside
            if (_relocate) then {
                _count = 0;
                _maxDist = 800;
                _newPos = [_charPos, 80, _maxDist, 10, 1, 0, 0, [], [_charPos,_charPos]] call BIS_fnc_findSafePos;
                
                while {_newPos distance _charPos == 0} do {
                    _count = _count + 1;
                    if (_count > 4) exitWith {_newPos = _charPos;}; // Max 4km away fail safe (needs to finish fast so server_playerSync runs below)
                    _newPos = [_charPos, 80, (_maxDist + 800), 10, 1, 0, 0, [], [_charPos,_charPos]] call BIS_fnc_findSafePos;
                };
                _newPos set [2,0]; //findSafePos only returns two elements
                _charPos = _newPos;
                diag_log format["%1(%2) logged out in air vehicle. Relocated to safePos.",_name,_playerUID];
            };
        };
    };
    if (_onLadder or _isInVehicle or _isTerminal) then {
        _currentAnim = "";
        //If position to be updated, make sure it is at ground level!
        if ((count _playerPos > 0) && !_isTerminal) then {
            _charPos set [2,0];
            _playerPos set [1,_charPos];                    
        };
    };
    if (!isNil "_loot_box") then { //anti combat-log
        _loot_box setPos _charPos;
    };
    if (_isInVehicle) then {
        _currentWpn = "";
    } else {
        if (typeName _currentWpn == "STRING") then {
            _muzzles = getArray (configFile >> "cfgWeapons" >> _currentWpn >> "muzzles");
            if (count _muzzles > 1) then {_currentWpn = currentMuzzle _character;};    
        } else {
            //diag_log ("DW_DEBUG: _currentWpn: " + str(_currentWpn));
            _currentWpn = "";
        };
    };
    _currentState = [[_currentWpn,_currentAnim,_temp],[]];

    // If player is in a vehicle, keep its position updated
    if (vehicle _character != _character) then {
        [vehicle _character, "position"] call server_updateObject;
    };

    //Reset timer
    if (_timeSince > 0) then {
        _character setVariable ["lastTime",(diag_ticktime - _timeLeft)];
    };

    /*
        Everything is ready, now publish to HIVE
        Low priority code below this point where _character object is no longer needed and may be Null.
    */
    if (count _playerPos > 0) then {
        _array = [];
        {
            if (_x > dayz_minpos && _x < dayz_maxpos) then {_array set [count _array,_x];};
        } forEach (_playerPos select 1);
        _playerPos set [1,_array];
    };

    //Wait for HIVE to be free and send request
    _key = if (Z_SingleCurrency) then {
        format["CHILD:201:%1:%2:%3:%4:%5:%6:%7:%8:%9:%10:%11:%12:%13:%14:%15:%16:%17:",_characterID,_playerPos,_playerGear,_playerBackp,_medical,false,false,_kills,_headShots,_distanceFoot,_timeSince,_currentState,_killsH,_killsB,_currentModel,_humanity,_coins]
    } else {
        format["CHILD:201:%1:%2:%3:%4:%5:%6:%7:%8:%9:%10:%11:%12:%13:%14:%15:%16:",_characterID,_playerPos,_playerGear,_playerBackp,_medical,false,false,_kills,_headShots,_distanceFoot,_timeSince,_currentState,_killsH,_killsB,_currentModel,_humanity]
    };

    //diag_log str formatText["INFO - %2(UID:%3) PlayerSync, %1",_key,_name,_playerUID];

    _key call server_hiveWrite;

    if (Z_SingleCurrency) then { //update global coins
        _key = format["CHILD:205:%1:%2:%3:%4:",_playerUID,dayZ_instance,_globalCoins,_bankCoins];
        _key call server_hiveWrite;
    };

    // Force gear updates for nearby vehicles/tents
    {[_x,"gear"] call server_updateObject;} count nearestObjects [_charPos,DayZ_GearedObjects,10];

     

  4. Found these in the init.sqf of some old files I have - I didn't see them in the install instructions on github.

    Not sure if they are useful anymore ...

    //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";

     

  5. On 8/27/2014 at 0:16 AM, Donnovan said:

    If you like my work, please consider a donation:

     

    btn_donate_LG.gif $USD

     

    btn_donate_LG.gif $EURO

     

    *** UPDATED THE FILE TIME_CONTROL.SQF IN 2014-10-09 13:00 ***

    *** TIME_CONTROL.SQF WAS CHANGED, THE CHANGED PARTE HAVE ***

    *** THE COMMENT "//LAST CHANGE WAS IN THIS SPAWN" ***

     

    JOELMA'S TIME CONTROL SYSTEMA

     

    Default configuration: A day of 2 hours.

    - 60 minutes completely day time (08:00 - 16:00)

    - 36 minutes of sunrise and sunfall (04:00 - 08:00, 16:00 - 20:00)

    - 24 minutes of night (00:00 - 04:00, 20:00 - 24:00)

     

    CLIENT SIDE: TIME_CONTROL.SQF

    In your mission folder, create the folder custom if it does not exist.

    Create inside the custom folder a txt file called time_control.sqf.

    Put inside time_control.sqf the content bellow:

     

     

    
    donn_sleep = 0.2;
    donn_multi = 2;
    drn_fnc_DynamicWeather_SetWeatherLocal = {};
    0 setOvercast 0;
    0 setFog 0.05;
    
    if (!isDedicated) then {
    	"cad_pvar_server_date" addPublicVariableEventHandler {(_this select 1) call donn_setdate;};
    	donn_setdate = {
    		private ["_dateSer","_dateCli","_date_diff"];
    		donn_speed = _this select 1;
    		0 setOvercast 0;
    		_dateSer = dateToNumber (_this select 0);
    		_dateCli = dateToNumber date;
    		_date_diff = (_dateSer-_dateCli)*12*31*24;
    		if (abs _date_diff > 5/60) then {setDate (_this select 0);};
    	};
    };
    
    [] spawn {  //LAST CHANGE WAS IN THIS SPAWN
    	private ["_tm","_tmLen"];
    	_tm = diag_tickTime;
    	waitUntil {!isNil "donn_speed"};
    	while {true} do {
    		sleep donn_sleep; 
    		_tmLen = diag_TickTime - _tm;
    		_tm = _tm + _tmLen;
    		skipTime ((_tmLen*(donn_speed*donn_multi-1))/3600);
    	};
    };
    
    if (!isDedicated) then {
    	[] spawn {
    		for "_x" from 1 to 10 do {
    			"infiSTAR_SetDate" addPublicVariableEventHandler {};
    			"PVDZE_plr_SetDate" addPublicVariableEventHandler {};
    			cad_pvar_send_owner = player;
    			publicVariableServer "cad_pvar_send_owner";
    			sleep 0.5;
    		};
    	};
    };

    CLIENT SIDE: INIT.SQF

     

    Step 1

    On your mission folder, open the file init.sqf.

     

    Inside it change this:

     

     

    
    //Start Dynamic Weather
    execVM "\z\addons\dayz_code\external\DynamicWeatherEffects.sqf";

    To this:

     

    
    //Start Dynamic Weather
    //execVM "\z\addons\dayz_code\external\DynamicWeatherEffects.sqf";

    Step 2

    At the end of your init.sqf file, add this line:

     

     

    
    call compile preprocessFileLineNumbers "custom\time_control.sqf";

    SERVER SIDE: SERVER_FUNCTIONS.SQF

     

    Now we need to modify files inside dayz_server.pbo.

     

    At the end of the file init\server_functions.sqf add this code:

     

     

     

    
    initialSend = false;
    donn_server_timeSync = server_timeSync;
    server_timeSync = {if (!initialSend) then {[] call donn_server_timeSync;}; initialSend = true;};
    [] spawn {
    	waitUntil {initialSend};
    	while {true} do {
    		_dayTime = dayTime;
    		//========================TIME FUNCTION============================
    		if (_dayTime >= 8 && _dayTime <= 16) then {donn_speed =  4.000;};
    		if (_dayTime >  4 && _dayTime <   8) then {donn_speed =  6.666;};
    		if (_dayTime > 16 && _dayTime <  20) then {donn_speed =  6.666;};
    		if (_dayTime <= 4 || _dayTime >= 20) then {donn_speed = 10.000;};
    		//=================================================================
    		cad_pvar_server_date = [date, donn_speed];
    		publicVariable "cad_pvar_server_date";
    		sleep 30;
    	};
    };
    "cad_pvar_send_owner" addPublicVariableEventHandler {
    	cad_pvar_server_date = [date, donn_speed];
    	owner (_this select 1) publicVariableClient "cad_pvar_server_date";
    };

    BATTLEYE FILTER:

     

    On the BattlEye filter publicvariable.txt search for the line that start with 5 "" and add at the end of it an empty space and than !"cad_pvar_s".

     

    My line is like that after the adition:

     

     

    EXTRA:

    To have a 3 hours day, change the line "donn_multi = 2;" in time_control.sqf:

     

     

    
    donn_multi = 1;   -> 4 hours day
    donn_multi = 4/3; -> 3 hours day
    donn_multi = 2;   -> 2 hours day

    Help Please,

    I'm trying to get this working on 1061 

    Simple instructions - Server will start with the script installed

    I can log in no errors open map look at watch and ... the script is not running

    Where to start?

  6. 9 hours ago, WLF said:

    What a version you have???

    I have WAI last updated on Mar 3, 2017 (https://github.com/ebayShopper/WICKED-AI), but it have not "ai_hasMoney" option! :blink:

    Not sure how it happened but I had the same issue and downloaded an older version first time.

    - try this - 

    https://github.com/worldwidesorrow/Wicked-Ai-Overpoch

    You want to download

    (worldwidesorrow/Wicked-Ai-Overpoch)

    NOT

    (ebayShopper/WICKED-AI)

    Latest commit was 20 hours ago

  7. 2 hours ago, Hooty said:

    I would think so this is mine. Only change is your is 10 mines 7 days

     

    DELETE FROM `object_data`
    WHERE `LastUpdated` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 7 DAY)
    AND `Classname`
    NOT REGEXP 'barrier|storage|shed|bench|wall|floor|fence|pump|wood|hrescue|stick|pole|generator|panel|house|rack|bag|stand|barrel|canvas|wire|hedgehog|net|trap|ramp|fort|sand|scaffold|nest';

    Thanks @Hooty

    I did test this (after a db save) and it only removed 3 rows - Guess I'll try 7 days next time.

  8. 51 minutes ago, Shawn said:

    The antihack from inficrap doesn't run on admins. Look at how that is done, and remove the exception. I don't have the latest infistar so I can't help ya.

    This has been quite frustrating. I just want the admin tools not the antihack it shouldn't be this difficult.

    I have a separate file for admin tools. I was trying to figure out how to just call it and not the other two.

    Thanks for the lead Shawn - I'll try to locate this code and see what I can do. 

     

  9. I need to delete several hundred abandoned vehicles - I found this in 1051 folder. 

    Not sure if it works - or safe to use. (Don't want players to lose anything)

    ==Delete all vehicles not touched in 10 days==

    DELETE FROM `object_data`
    WHERE `LastUpdated` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 10 DAY)
    AND `Classname`
    NOT REGEXP 'barrier|storage|shed|bench|wall|floor|fence|pump|wood|hrescue|stick|pole|generator|panel|house|rack|bag|stand|barrel|canvas|wire|hedgehog|net|trap|ramp|fort|sand|scaffold|nest';

  10. 1 hour ago, SKS.Goliath said:

    If i am ingame how i build as a player a garage   klick tool box?

    DOWNLOAD
    https://www.dropbox.com/s/ymwq3tm7dfhwjzy/Virtual Garage 1061.zip?dl=0

    I use the script a little different than intended.

    The only difference, i use vehicle and air traders to access the virtual garage, intended for use with garages, but requires gem crafting...
    The original instructions are in the download in case someone wants to do it that way

     

  11. Did I miss something or just mess something up? 

    For some reason group management is not saving after a player dies.

    It was working just fine on 106 but it's not working on my 1061.

    I'm sure I messed something up adding scripts but i'm so far in now I have no idea where to start looking.

    Ideas?

    I have this in my init.sqf and I haven't changed anything to do with group. (default switchModel) 

    dayz_groupSystem = true;
    dayz_markGroup = 1; 
    dayz_markSelf = 1; 
    dayz_markBody = 1; 
    dayz_requireRadio = true; 

     Thanks,

     

  12. On 3/19/2017 at 9:00 PM, Danny Bradley said:

    Does anyone have any Ideas why I'm not seeing any helicopter patrols on the server ? I have changed all the compatibility changes on GitHub and Foot patrols are working fine, I'm still yet to see any vehicle ones though.

    Here's a quote from the creator of DZAI about this issue - found here -http://opendayz.net/threads/dzai-air-patrol-never-spawn.21551/

    You need to enable the air patrols to have them active. Check the air vehicle section in dzai_config.sqf and see if you've missed any settings.

    If you've made sure that you've properly enabled air patrols (check the DZAI_maxHeliPatrols and DZAI_heliList settings) and you still don't see any heli patrols, enable debug mode 1 in the config and look in your RPT line for a line that contains "DZAI Debug: Assembled helicopter list:". This line will list all helicopters that DZAI will be able to spawn
     
     
    ============================

    So check this first:  dayz_server\DZAI\init\dzai_config.sqf

    DZAI_maxHeliPatrols = 0;  //The amount of heli patrols you want  - 0 disables it

    Then check this and make sure it's correct and No comma after last ] 

    DZAI_heliList = [
        ["UH1H_DZ",5],
        ["CSJ_GyroC",5]

    ============================

    other than that maybe the difference in the map size? Namalsk is very small maybe you need to change some cords?

    Do you use infistar? Can you see the vehicle markers on your server?

    They could be spawning and patrolling out at sea ...

    When I added Andre Aerial Patrol to namalsk they spawned but never came to the land

    I had to change the map size in the script for them to patrol right. 

    Hope this helps,

  13. Hey guys, 

    I have a small issue and I'm not sure how to fix it. 

    ===========================

    I have infistar, Battleye, Nox admin tools epoch default antihack and a couple random antidupe scripts running on my server. 

    As you can imagine this causes a lot of kicks and requires me to add exceptions all over the place every time I add something new. 

    To be honest between rcon the server rpt and filezilla I can control the cheaters and hackers just fine.

    However - I do like different parts of each script and I would like to keep them all but the problem is ...

    Too much AntiHack!

    ===========================

    So - I want to disable all antihack and only use what I need.

    I know that removing the .txt files will disable the antihack part of BattlEye while still allowing it to run for auto restarts, bans etc.

    I also know how to work around most of the antihack inside of nox tools so that's not really a problem.

    BUT 

    --->> How do I disable the antihack (kicks/bans) part of infistar and still use it for other stuff like spectating, admin debug and map markers?

    ===========================

    I've tried removing and commenting out so many lines of code and I almost have everything working on the test server but I still get banned by infistar when I do certain things.

    (I know I can add exceptions for this stuff but I don't want to use infistar for antihack - I just want the tools)

    ===========================

    SIDE NOTE:

    TO WHOM IT MAY CONCERN,  It is never a good idea to disable antihack on a public server. 

    ==========================

    Thanks for any help,

      

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