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Twistit

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Posts posted by Twistit

  1. 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";
    };"

     

  2. 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
  3. 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 ^^

  4.     } 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..

  5. 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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