Twistit
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Posts posted by Twistit
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Well it's kicking myself, i'm pretty sure i'm not trying to hack the server *grins*
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#0 "MISSION_CHECK" = "#line 1 "mpmissions\__CUR_MP.Chernarus\admintools\antihack\antihack.sqf"
You mean that?
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Not at home right now but in rcon, I ingame or in the rpt nothing came behind it. Will try again when I get home and see if i can get more info.
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After adding the admin tools and the battleye filters to a fresh overpoch server i'm getting kicked with PUBLIC VARIABLE RESTRICTION#0 before i even get a chance to authenticate..
Anything i can add to your publicvariable.txt to prevent this?
publicvariable.log
"mpmissions\__CUR_MP.Chernarus\admintools\antihack\antihack.sqf" inGameUISetEventHandler ["PrevAction","false"]; inGameUISetEventHandler ["NextAction","false"]; inGameUISetEventHandler ["Action","false"]; { (findDisplay 12) displayCtrl 51 ctrlRemoveAllEventHandlers _x; (findDisplay 12) displayRemoveAllEventHandlers _x; } count [ "Load","Unload","ChildDestroyed","MouseEnter","MouseExit","SetFocus", "KillFocus","Timer","KeyDown","KeyUp","Char","IMEChar","IMEComposition","JoystickButton","MouseButtonDown", "MouseButtonUp","MouseButtonClick","MouseButtonDblClick","MouseMoving","MouseHolding","MouseZChanged", "CanDestroy","Destroy","ButtonClick","ButtonDblClick","ButtonDown","ButtonUp","LBSelChanged", "LBListSelChanged","LBDblClick","LBDrag","LBDragging","LBDrop","TreeSelChanged","TreeLButtonDown", "TreeDblClick","TreeExpanded","TreeCollapsed","TreeMouseMove","TreeMouseHold","TreeMouseExit", "ToolBoxSelChanged","Checked","CheckedChanged","CheckBoxesSelChanged","HTMLLink","SliderPosChanged", "ObjectMoved","MenuSelected","Draw","VideoStopped" ]; if (!((getPlayerUID player) in EAT_adminModList)) then { private ["_log","_playerName","_playerUID","_al1veOnce","_debug","_lastpos","_lastheight","_lasttime","_lastVehicle","_v","_h","_topv","_toph","_curpos","_distance","_acceptableDistance","_curtime","_difftime","_plant","_curheight","_speed","_topSpeed","_terrainHeight","_differenceCheck","_lastPosVar","_safetyVehicle","_curPos"]; waitUntil {vehicle player == player}; [] spawn { private ["_playerName","_playerUID"]; _playerName = name player; _playerUID = getPlayerUID player; while {1 == 1} do { if (typeName player != "OBJECT") then { PVDZ_sec_atp = format["WARNING typename error for player UID#%1", _playerUID]; publicVariableServer "PVDZ_sec_atp"; endMission "LOSER"; sleep 10; }; }; endMission "LOSER"; }; [] spawn { _playerName = name player; _playerUID = getPlayerUID player; while {true} do { sleep 5; }; PVDZ_sec_atp = format["WARNING PLAYER WITH NAME (%1) && UID# (%2) HAS CHANGED THE TRUE VALUE TO FALSE", _playerName, _playerUID]; publicVariableServer "PVDZ_sec_atp"; endMission "LOSER"; sleep 10; }; [] spawn { _al1veOnce = false; if (!_al1veOnce) then { private [ "_loc", "_plant","_debug"]; _debug = getMarkerpos "respawn_west"; { _plant = _x createVehicleLocal _debug; sleep 0.1; if (sizeOf _x == 0) exitWith { PVDZ_sec_atp = "Plants texture hack for type " + _x; publicVariableServer "PVDZ_sec_atp"; endMission "LOSER"; }; deleteVehicle _plant; } count ["grass", "prunus", "picea", "fallentree", "phragmites", "acer", "amygdalusn", "Brush", "fiberplant", "amygdalusc", "boulder"]; diag_log format [ "%1: Plants libs tests done!", "mpmissions\__CUR_MP.Chernarus\admintools\antihack\antihack.sqf"]; }; _al1veOnce = true; }; while {1 == 1} do { _debug = getMarkerpos "respawn_west"; _lastpos = getPosATL (vehicle player); _lastheight = (ATLtoASL _lastpos) select 2; _lasttime = diag_ticktime; _lastVehicle = vehicle player; _v = 0; _h = 0; _topv = 0; _toph = 0; while {((typeName player == "OBJECT") && {((player in playableUnits) || {(alive player)})})} do { _curpos = getPosATL (vehicle player); _curtime = diag_ticktime; if((getPlayerUID player) in EAT_tempList) then { _lastpos = _curpos; _lastheight = _curheight; _lasttime = _curtime; _difftime = 0; _distance = 0; _acceptableDistance = 11000; } else { _difftime = _curtime - _lasttime; _distance = _lastpos distance _curpos; _acceptableDistance = if (_lastVehicle isKindOf "Plane") then { 15; } else { 10; }; }; if (((_distance > _acceptableDistance) || {(_difftime > 1)}) && (!((getPlayerUID player) in EAT_tempList))) then { _curheight = (ATLtoASL _curpos) select 2; _speed = _distance / _difftime; _topSpeed = if (_acceptableDistance == 15) then { 20; } else { 10; }; if (vehicle player != player) then { if (_acceptableDistance == 15) then { _topSpeed = (getNumber (configFile >> "CfgVehicles" >> typeOf (vehicle player) >> "maxSpeed")) max 500; } else { _topSpeed = (getNumber (configFile >> "CfgVehicles" >> typeOf (vehicle player) >> "maxSpeed")) min 500; }; }; _terrainHeight = getTerrainHeightASL [_curpos select 0, _curpos select 1]; _safetyVehicle = vehicle player; if (_lastVehicle == vehicle player) then { if ((_speed > _topSpeed) && (alive player) && ((driver (vehicle player) == player) || (isNull (driver (vehicle player)))) && (_debug distance _lastpos > 3000) && !((vehicle player == player) && (_curheight < _lastheight) && ((_curheight - _terrainHeight) > 1))) then { (vehicle player) setposATL _lastpos; PVDZ_sec_atp = format["TELEPORT REVERT for player UID#%1 from %2 to %3, %4 meters, now at %5", getPlayerUID player, _lastpos, _curPos, round(_lastpos distance _curpos), getPosATL player]; publicVariableServer "PVDZ_sec_atp"; } else { _lastpos = _curpos; _lastheight = _curheight; }; _lasttime = _curtime; }; if (_safetyVehicle == vehicle player) then { _lastVehicle = vehicle player; }; }; sleep 0.25; }; sleep 0.1; }; endMission "LOSER"; };"
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Another bump
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Axemans fix was for sarge ai (correct me if i'm wrong axe)
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yeah i f*cked up with pasting :P
" if(vehicle _x != _x && !(vehicle _x in _safety) && (typeOf vehicle _x) != ""ParachuteWest"" && ((vehicle _x getVariable [""Sarge"",0] != 1) && (vehicle _x getVariable [""DZAI"",0] != 1) && (isPlayer _x) && !((typeOf vehicle _x) in DZE_safeVehicle)) then {" \n
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andygully, i had the same problem.. and finally managed to solve it =)
In \system\server_cleanup.fsm find
class vehicle_cleanup { name = "vehicle_cleanup"; init = /*%FSM<STATEINIT""">*/"_safety = PVDZE_serverObjectMonitor;" \n "" \n "//Check for hackers" \n " {" \n " if(vehicle _x != _x && !(vehicle _x in _safety) && (isPlayer _x) && !((typeOf vehicle _x) in DZE_safeVehicle)) then {" \n " diag_log (""CLEANUP: KILLING A HACKER "" + (name _x) + "" "" + str(_x) + "" IN "" + (typeOf vehicle _x));" \n " (vehicle _x) setDamage 1;" \n " _x setDamage 1;" \n " };" \n " } forEach allUnits;" \n "" \n
and replace
" if(vehicle _x != _x && !(vehicle _x in _safety) && (isPlayer _x) && !((typeOf vehicle _x) in DZE_safeVehicle)) then {" \n
with
" if(vehicle _x != _x && !(vehicle _x in _safety) && (typeOf vehicle _x) != ""ParachuteWest"" && ((vehicle _x getVariable [""Sarge"",0] != 1) && (vehicle _x getVariable [""DZAI"",0] != 1) && (isPlayer _x) && !((typeOf vehicle _x) in DZE_safeVehicle)) then {" \n
Also for anyone who wants to run the bus together with DZAI, following fixed the not being able to get on the bus problem:
In init_bus.sqf change
_axeBusGroup = createGroup RESISTANCE;
to
_axeBusGroup = createGroup WEST;
and comment out
//Set Sides // _firstRun = _this select 0; // if(_firstRun)then{ // createCenter RESISTANCE; // RESISTANCE setFriend [WEST,1];//Like Survivors.. // RESISTANCE setFriend [EAST,0];//Don't like banditos ! // WEST setFriend [RESISTANCE,1]; // EAST setFriend [RESISTANCE,0]; // };
Now you can get on the bus and it will less likely try to run you over ^^
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Glad you got it working =)
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} forEach BuildingList; _endTime = diag_tickTime; diag_log (format["CLEANUP: DELETED %1 ITEMS, RUNTIME: %2",_deletedLoot,(_endTime - _startTime)]); }; #include "\antihack\AH.sqf" execVM "\z\addons\dayz_server\init\custom\buildings.sqf";
Is what mine looks like, not sure if the enter between makes a diffrence, i know mine failed once without the enter..
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I preffer loading custom buildings server side, gives a smaller mission file.
Make a folder called custom (or whatever you feel like naming the folder) and put de sqf's with buildings in it:
\vilayercodecustom\dayz_epoch\init\custom\
Then at the bottom of \vilayercodecustom\dayz_epoch\init\server_functions.sqf add:
execVM "\z\addons\dayz_server\init\custom\buildings.sqf";
Works like a charm, loot and zombies spawn around them perfectly and ai works better, if you have multiple sqf's just add more at the bottom of server_functions.sqf.
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Mine works fine with vilayer, are you sure you are connecting to the vilayer sql and not your own sql? lots of people made that oopsie =)
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I've seen Sarge AI been used in missions/events, but is it possible to make mission events and have DZAI Spawn on that location?
If so.. any pointers?
[RELEASE] Epoch Admin Tools V-1.10.7 "Test Branch"
in A2: Epoch Mods
Posted
Yeah, i switched host and everything is working.. Had more wierd errors and the guys just replied on my ticket "Our servers run fine".
Thanks for the reply tho, they ran the server with unpacked mission pbo in the ftp and dont pack it before restart.
Moved to vilayer and no more troubles =)