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EditedSnowHD

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Posts posted by EditedSnowHD

  1. Hy,

    I recently started playing A2 Epoch again after quite some time and the last few days i was wondering were it all started for me..

    Then i remembered (also is in my 'about me' on this forum) that it was a server hosted by a fellow Dutchie named [AOS] Emmen.

    Well my question(s) is/are simple: What was your first ever (long term) server called that you played on? and is it still around to this day? And what made it so special?

     

    I hope you guys can still remember your roots.

     

  2. On 6-1-2018 at 6:54 AM, Thug said:

    To much flickering going on in the trees, snow no snow. Buildings don't have snow on the roof. The normal Sauerland looks much better. With that being said unless someone has a fix for the flicking. I am stopping here.

    I would rather play on the org Sauerland, looks much better.

     

     

    Ahh sad to hear..

    What do you mean with "snow no snow"?

    TBH i'd hope this would just work out and i could check out the server, but yea maybe this still gets fixed or someone has a fix for those issues.

     

    Goodluck to you and your server,

    and ill see you in chernarus. :)

  3. On 23-12-2017 at 4:19 PM, Thug said:

    Does anyone know if there is a working Sauerland Winter map?

    We are building our Sauerland Server and thought it would be cool to do the winter one.  We are having a problem getting it to work. btw this is a epoch 1.0.6.1

    Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.sauerland_winter
    Missing addons detected:   sauerland_winter

    Here is my Server RPT

    https://pastebin.com/uSQhfJVZ

    Here is my Client RPT

    https://pastebin.com/EMqJK2iH

    Mission.sqm

    https://pastebin.com/qW870sk1

    config.cfg

    https://pastebin.com/QRsSdHrA

    Also I have got this error:  No entry bin\config.bin/CfgWorlds.sauerland_winter

    Btw, could you update me when u got it working?

    I think its the only map i've never played. Thank you.

  4. Oke things are getting pritty weird..

    I did what @A Man said, and deleted the line from my server_functions.sqf:

    [] execVM "\z\addons\dayz_server\mapaddons\NorthWestAirfield.sqf";

    So that my add-on on the NWAF would not spawn, well guess what.. It was still there somehow?!

    And the other add-ons still weren't spawning. I can't wrap my head around it...

     

    This is what my server_functions.sqf looks like:

    Spoiler

    #include "\z\addons\dayz_server\compile\server_toggle_debug.hpp"

    waitUntil {!isNil "bis_fnc_init"};

    BIS_MPF_remoteExecutionServer = {
        if ((_this select 1) select 2 == "JIPrequest") then {
            [nil,(_this select 1) select 0,"loc",rJIPEXEC,[any,any,"per","execVM","ca\Modules\Functions\init.sqf"]] call RE;
        };
    };

    call compile preprocessFileLineNumbers "\z\addons\dayz_code\util\compile.sqf";
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\loot\compile.sqf";

    BIS_Effects_Burn = {};
    dayz_disconnectPlayers = [];
    server_playerLogin = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerLogin.sqf";
    server_playerSetup = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerSetup.sqf";
    server_onPlayerDisconnect = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_onPlayerDisconnect.sqf";
    server_updateObject = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_updateObject.sqf";
    server_playerDied = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerDied.sqf";
    server_publishObj = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishObject.sqf";    //Creates the object in DB
    server_deleteObj = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_deleteObj.sqf";     //Removes the object from the DB
    server_playerSync = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerSync.sqf";
    zombie_findOwner = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\zombie_findOwner.sqf";
    server_Wildgenerate = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\zombie_Wildgenerate.sqf";
    base_fireMonitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\fire_monitor.sqf";
    //server_systemCleanup = compile preprocessFileLineNumbers "\z\addons\dayz_server\system\server_cleanup.sqf";
    spawnComposition = compile preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectMapper.sqf"; //"\z\addons\dayz_code\compile\object_mapper.sqf";
    server_sendToClient = compile preprocessFileLineNumbers "\z\addons\dayz_server\eventHandlers\server_sendToClient.sqf";

    // EPOCH ADDITIONS
    server_addCargo = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_addCargo.sqf";
    server_swapObject = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_swapObject.sqf"; //Used to downgrade and upgrade Epoch buildables
    server_publishVeh = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishVehicle.sqf"; //Used to spawn random vehicles by server
    server_publishVeh2 = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishVehicle2.sqf"; //Used to purchase vehicles at traders
    server_publishVeh3 = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishVehicle3.sqf"; //Used for car upgrades
    server_tradeObj = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_tradeObject.sqf";
    server_traders = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_traders.sqf";
    server_spawnEvents = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_spawnEvent.sqf";
    server_deaths = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerDeaths.sqf";
    server_maintainArea = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_maintainArea.sqf";
    server_checkIfTowed = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_checkIfTowed.sqf";
    server_handleSafeGear = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_handleSafeGear.sqf";
    spawn_ammosupply = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\spawn_ammosupply.sqf";
    spawn_mineveins = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\spawn_mineveins.sqf";
    spawn_roadblocks = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\spawn_roadblocks.sqf";
    spawn_vehicles = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\spawn_vehicles.sqf";

    server_medicalSync = {
        _player = _this select 0;
        _array = _this select 1;
        
        _player setVariable ["USEC_isDead",(_array select 0)]; //0
        _player setVariable ["NORRN_unconscious",(_array select 1)]; //1
        _player setVariable ["USEC_infected",(_array select 2)]; //2
        _player setVariable ["USEC_injured",(_array select 3)]; //3
        _player setVariable ["USEC_inPain",(_array select 4)]; //4
        _player setVariable ["USEC_isCardiac",(_array select 5)]; //5
        _player setVariable ["USEC_lowBlood",(_array select 6)]; //6
        _player setVariable ["USEC_BloodQty",(_array select 7)]; //7
        // _wounds; //8
        // [_legs,_arms]; //9
        _player setVariable ["unconsciousTime",(_array select 10)]; //10
        _player setVariable ["blood_type",(_array select 11)]; //11
        _player setVariable ["rh_factor",(_array select 12)]; //12
        _player setVariable ["messing",(_array select 13)]; //13
        _player setVariable ["blood_testdone",(_array select 14)]; //14
    };
    /*
    dayz_Achievements = {
        _achievementID = (_this select 0) select 0;
        _player = (_this select 0) select 1;
        _playerOwnerID = owner _player;
        
        _achievements = _player getVariable "Achievements";
        _achievements set [_achievementID,1];
        _player setVariable ["Achievements",_achievements];
    };
    */

    //Send fences to this array to be synced to db, should prove to be better performaince wise rather then updaing each time they take damage.
    server_addtoFenceUpdateArray = {
        //Potential problem no current way to say what is setting the damage.
        if ((_this select 0) isKindOf "DZ_buildables") then {
            (_this select 0) setDamage (_this select 1);

            if !((_this select 0) in needUpdate_FenceObjects) then {
                needUpdate_FenceObjects set [count needUpdate_FenceObjects, (_this select 0)];
            };
        };
    };


    vehicle_handleServerKilled = {
        private ["_unit","_killer"];
        _unit = _this select 0;
        _killer = _this select 1;
            
        [_unit, "killed"] call server_updateObject;    
        _unit removeAllMPEventHandlers "MPKilled";
        _unit removeAllEventHandlers "Killed";
        _unit removeAllEventHandlers "HandleDamage";
        _unit removeAllEventHandlers "GetIn";
        _unit removeAllEventHandlers "GetOut";
    };

    check_publishobject = {
        private ["_saveObject","_allowed","_allowedObjects","_object","_playername"];

        _object = _this select 0;
        _playername = _this select 1;
        _allowed = false;

        #ifdef OBJECT_DEBUG
            diag_log format["DEBUG: Checking if Object: %1 is allowed, published by %2",_object,_playername];
        #endif

        if ((typeOf _object) in DayZ_SafeObjects) then {
            _saveObject = "DayZ_SafeObjects";
            _allowed = true;
        };
        
        //buildings
        if (_object isKindOf "DZ_buildables") then {
            _saveObject = "DZ_buildables";
            _allowed = true;
        };
        
        #ifdef OBJECT_DEBUG
            diag_log format["DEBUG: Object: %1 published by %2 is allowed by %3",_object,_playername,_saveObject];
        #endif

        _allowed
    };

    server_hiveWrite = {
        private "_data";
        //diag_log ("ATTEMPT WRITE: " + _this);
        _data = "HiveExt" callExtension _this;
        //diag_log ("WRITE: " +str(_data));
    };

    server_hiveReadWrite = {
        private ["_key","_resultArray","_data"];
        _key = _this;
        //diag_log ("ATTEMPT READ/WRITE: " + _key);
        _data = "HiveExt" callExtension _key;
        //diag_log ("READ/WRITE: " +str(_data));
        _resultArray = call compile str formatText["%1", _data];
        if (isNil "_resultArray") then {_resultArray = "HIVE CONNECTION ERROR";};
        _resultArray
    };

    onPlayerDisconnected "[_uid,_name] call server_onPlayerDisconnect;";

    server_getDiff = {
        private ["_variable","_object","_vNew","_vOld","_result"];
        _variable = _this select 0;
        _object = _this select 1;
        _vNew = _object getVariable [_variable,0];
        _vOld = _object getVariable [(_variable + "_CHK"),_vNew];
        _result = 0;
        if (_vNew < _vOld) then {
            //JIP issues
            _vNew = _vNew + _vOld;
            _object getVariable [(_variable + "_CHK"),_vNew];
        } else {
            _result = _vNew - _vOld;
            _object setVariable [(_variable + "_CHK"),_vNew];
        };
        _result
    };

    server_getDiff2 = {
        private ["_variable","_object","_vNew","_vOld","_result"];
        _variable = _this select 0;
        _object = _this select 1;
        _vNew = _object getVariable [_variable,0];
        _vOld = _object getVariable [(_variable + "_CHK"),_vNew];
        _result = _vNew - _vOld;
        _object setVariable [(_variable + "_CHK"),_vNew];
        _result
    };

    //seems max is 19 digits
    dayz_objectUID2 = {
        private["_position","_dir","_time" ,"_key"];
        _dir = _this select 0;
        _time = round diag_tickTime;
        if (_time > 99999) then {_time = round(random 99999);}; //prevent overflow if server isn't restarted
        _key = "";
        _position = _this select 1;
        _key = format["%1%2%3%4", round(_time + abs(_position select 0)), round(_dir), round(abs(_position select 1)), _time];
        _key;
    };

    dayz_recordLogin = {
        private ["_key","_status","_name"];
        _key = format["CHILD:103:%1:%2:%3:",_this select 0,_this select 1,_this select 2];
        _key call server_hiveWrite;
            
        _status = switch (1==1) do {
            case ((_this select 2) == 0): { "CLIENT LOADED & PLAYING" };
            case ((_this select 2) == 1): { "LOGIN PUBLISHING, Location " +(_this select 4) };
            case ((_this select 2) == 2): { "LOGGING IN" };
            case ((_this select 2) == 3): { "LOGGED OUT, Location " +(_this select 4) };
        };
        
        _name = if (typeName (_this select 3) == "ARRAY") then { toString (_this select 3) } else { _this select 3 };
        diag_log format["INFO - Player: %1(UID:%3/CID:%4) Status: %2",_name,_status,(_this select 0),(_this select 1)];
    };

    generate_new_damage = {
        private "_damage";
        _damage = ((random(DynamicVehicleDamageHigh-DynamicVehicleDamageLow))+DynamicVehicleDamageLow) / 100;
        _damage
    };

    server_hiveReadWriteLarge = {
        private["_key","_resultArray","_data"];
        _key = _this;
        _data = "HiveExt" callExtension _key;
        _resultArray = call compile _data;
        _resultArray
    };

    // coor2str: convert position to a GPS coordinates
    fa_coor2str = {
        private["_pos","_res","_nearestCity","_town"];

        _pos = +(_this);
        if (count _pos < 1) then { _pos = [0,0]; }
        else { if (count _pos < 2) then { _pos = [_pos select 0,0]; };
        };
        _nearestCity = nearestLocations [_pos, ["NameCityCapital","NameCity","NameVillage","NameLocal"],1000];
        _town = "Wilderness";
        if (count _nearestCity > 0) then {_town = text (_nearestCity select 0)};
        _res = format["%1 [%2]", _town, mapGridPosition _pos];

        _res
    };

    // print player player PID and name. If name unknown then print UID.
    fa_plr2str = {
        private["_x","_res","_name"];
        _x = _this;
        _res = "nobody";
        if (!isNil "_x") then {
            _name = _x getVariable ["bodyName", nil];
            if ((isNil "_name" OR {(_name == "")}) AND ({alive _x})) then { _name = name _x; };
            if (isNil "_name" OR {(_name == "")}) then { _name = "UID#"+(getPlayerUID _x); };
            _res = format["PID#%1(%2)", owner _x, _name ];
        };
        _res
    };

    array_reduceSize = {
        private ["_array1","_array","_count","_num"];
        _array1 = _this select 0;
        _array = _array1 - ["Hatchet_Swing","Crowbar_Swing","Machete_Swing","Bat_Swing","BatBarbed_Swing","BatNails_Swing","Fishing_Swing","Sledge_Swing","CSGAS"];
        _count = _this select 1;
        _num = count _array;
        if (_num > _count) then {
            _array resize _count;
        };
        _array
    };

    // Precise base building 1.0.5
    call compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\kk_functions.sqf";
    #include "mission_check.sqf"


    [] execVM "\z\addons\dayz_server\mapaddons\NEAF_S4M.sqf";
    [] execVM "\z\addons\dayz_server\mapaddons\traderstary.sqf";
    [] execVM "\z\addons\dayz_server\mapaddons\novy.sqf";
    [] execVM "\z\addons\dayz_server\mapaddons\dichina.sqf";
    [] execVM "\z\addons\dayz_server\mapaddons\bor.sqf";


     

    Here is my latest server RPT: https://www.dropbox.com/s/uqfl7mbndqws0tu/arma2oaserver.RPT?dl=0

    I hope someone has an idea what is going on..

     

    Thank you all for your time!

  5.  

    Well i tried them all i guess:

    _nil = [] ExecVM 
    [] execVM
    if (isNil "JustOneTime") then {
        JustOneTime = true;
    
    call compile preprocessFileLineNumbers "\z\addons\dayz_server\...";
    
    };

     

    But the map add-ons are still not spawning.

    Only the additions at NWAF are spawing, and i can't wrap my head why those are spawning and the rest aren't.

    And they all use the same way how they are called, and the same folder...

     

    Does someone know why?

    Im getting a bit lost here,

     

    Thank you for all the help guys, i really appreciate it!

  6. On 2017-6-1 at 0:20 PM, oldmatechoc said:

    Double check they are being loaded.

    To the top of each map add-on file add

    
    diag_log "Stary Trader : CUSTOM BUILDINGS LOADING";

    (Just fix up the name so you know what file is being loading)

     

    Can also add it to the bottom if you want to know when it finishes.

    
    diag_log "Stary Trader : CUSTOM BUILDINGS LOADED";

     

     

    Well i did what you said,

    but nothing showed up on my RTP log..

  7. @S4M this is my server_functions.sqf:

    Spoiler

    #include "\z\addons\dayz_server\compile\server_toggle_debug.hpp"

    waitUntil {!isNil "bis_fnc_init"};

    BIS_MPF_remoteExecutionServer = {
        if ((_this select 1) select 2 == "JIPrequest") then {
            [nil,(_this select 1) select 0,"loc",rJIPEXEC,[any,any,"per","execVM","ca\Modules\Functions\init.sqf"]] call RE;
        };
    };

    call compile preprocessFileLineNumbers "\z\addons\dayz_code\util\compile.sqf";
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\loot\compile.sqf";

    BIS_Effects_Burn = {};
    dayz_disconnectPlayers = [];
    server_playerLogin = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerLogin.sqf";
    server_playerSetup = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerSetup.sqf";
    server_onPlayerDisconnect = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_onPlayerDisconnect.sqf";
    server_updateObject = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_updateObject.sqf";
    server_playerDied = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerDied.sqf";
    server_publishObj = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishObject.sqf";    //Creates the object in DB
    server_deleteObj = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_deleteObj.sqf";     //Removes the object from the DB
    server_playerSync = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerSync.sqf";
    zombie_findOwner = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\zombie_findOwner.sqf";
    server_Wildgenerate = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\zombie_Wildgenerate.sqf";
    base_fireMonitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\fire_monitor.sqf";
    //server_systemCleanup = compile preprocessFileLineNumbers "\z\addons\dayz_server\system\server_cleanup.sqf";
    spawnComposition = compile preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectMapper.sqf"; //"\z\addons\dayz_code\compile\object_mapper.sqf";
    server_sendToClient = compile preprocessFileLineNumbers "\z\addons\dayz_server\eventHandlers\server_sendToClient.sqf";

    // EPOCH ADDITIONS
    server_addCargo = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_addCargo.sqf";
    server_swapObject = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_swapObject.sqf"; //Used to downgrade and upgrade Epoch buildables
    server_publishVeh = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishVehicle.sqf"; //Used to spawn random vehicles by server
    server_publishVeh2 = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishVehicle2.sqf"; //Used to purchase vehicles at traders
    server_publishVeh3 = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishVehicle3.sqf"; //Used for car upgrades
    server_tradeObj = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_tradeObject.sqf";
    server_traders = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_traders.sqf";
    server_spawnEvents = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_spawnEvent.sqf";
    server_deaths = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerDeaths.sqf";
    server_maintainArea = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_maintainArea.sqf";
    server_checkIfTowed = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_checkIfTowed.sqf";
    server_handleSafeGear = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_handleSafeGear.sqf";
    spawn_ammosupply = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\spawn_ammosupply.sqf";
    spawn_mineveins = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\spawn_mineveins.sqf";
    spawn_roadblocks = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\spawn_roadblocks.sqf";
    spawn_vehicles = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\spawn_vehicles.sqf";

    server_medicalSync = {
        _player = _this select 0;
        _array = _this select 1;
        
        _player setVariable ["USEC_isDead",(_array select 0)]; //0
        _player setVariable ["NORRN_unconscious",(_array select 1)]; //1
        _player setVariable ["USEC_infected",(_array select 2)]; //2
        _player setVariable ["USEC_injured",(_array select 3)]; //3
        _player setVariable ["USEC_inPain",(_array select 4)]; //4
        _player setVariable ["USEC_isCardiac",(_array select 5)]; //5
        _player setVariable ["USEC_lowBlood",(_array select 6)]; //6
        _player setVariable ["USEC_BloodQty",(_array select 7)]; //7
        // _wounds; //8
        // [_legs,_arms]; //9
        _player setVariable ["unconsciousTime",(_array select 10)]; //10
        _player setVariable ["blood_type",(_array select 11)]; //11
        _player setVariable ["rh_factor",(_array select 12)]; //12
        _player setVariable ["messing",(_array select 13)]; //13
        _player setVariable ["blood_testdone",(_array select 14)]; //14
    };
    /*
    dayz_Achievements = {
        _achievementID = (_this select 0) select 0;
        _player = (_this select 0) select 1;
        _playerOwnerID = owner _player;
        
        _achievements = _player getVariable "Achievements";
        _achievements set [_achievementID,1];
        _player setVariable ["Achievements",_achievements];
    };
    */

    //Send fences to this array to be synced to db, should prove to be better performaince wise rather then updaing each time they take damage.
    server_addtoFenceUpdateArray = {
        //Potential problem no current way to say what is setting the damage.
        if ((_this select 0) isKindOf "DZ_buildables") then {
            (_this select 0) setDamage (_this select 1);

            if !((_this select 0) in needUpdate_FenceObjects) then {
                needUpdate_FenceObjects set [count needUpdate_FenceObjects, (_this select 0)];
            };
        };
    };


    vehicle_handleServerKilled = {
        private ["_unit","_killer"];
        _unit = _this select 0;
        _killer = _this select 1;
            
        [_unit, "killed"] call server_updateObject;    
        _unit removeAllMPEventHandlers "MPKilled";
        _unit removeAllEventHandlers "Killed";
        _unit removeAllEventHandlers "HandleDamage";
        _unit removeAllEventHandlers "GetIn";
        _unit removeAllEventHandlers "GetOut";
    };

    check_publishobject = {
        private ["_saveObject","_allowed","_allowedObjects","_object","_playername"];

        _object = _this select 0;
        _playername = _this select 1;
        _allowed = false;

        #ifdef OBJECT_DEBUG
            diag_log format["DEBUG: Checking if Object: %1 is allowed, published by %2",_object,_playername];
        #endif

        if ((typeOf _object) in DayZ_SafeObjects) then {
            _saveObject = "DayZ_SafeObjects";
            _allowed = true;
        };
        
        //Buildings
        if (_object isKindOf "DZ_buildables") then {
            _saveObject = "DZ_buildables";
            _allowed = true;
        };
        
        #ifdef OBJECT_DEBUG
            diag_log format["DEBUG: Object: %1 published by %2 is allowed by %3",_object,_playername,_saveObject];
        #endif

        _allowed
    };

    server_hiveWrite = {
        private "_data";
        //diag_log ("ATTEMPT WRITE: " + _this);
        _data = "HiveExt" callExtension _this;
        //diag_log ("WRITE: " +str(_data));
    };

    server_hiveReadWrite = {
        private ["_key","_resultArray","_data"];
        _key = _this;
        //diag_log ("ATTEMPT READ/WRITE: " + _key);
        _data = "HiveExt" callExtension _key;
        //diag_log ("READ/WRITE: " +str(_data));
        _resultArray = call compile str formatText["%1", _data];
        if (isNil "_resultArray") then {_resultArray = "HIVE CONNECTION ERROR";};
        _resultArray
    };

    onPlayerDisconnected "[_uid,_name] call server_onPlayerDisconnect;";

    server_getDiff = {
        private ["_variable","_object","_vNew","_vOld","_result"];
        _variable = _this select 0;
        _object = _this select 1;
        _vNew = _object getVariable [_variable,0];
        _vOld = _object getVariable [(_variable + "_CHK"),_vNew];
        _result = 0;
        if (_vNew < _vOld) then {
            //JIP issues
            _vNew = _vNew + _vOld;
            _object getVariable [(_variable + "_CHK"),_vNew];
        } else {
            _result = _vNew - _vOld;
            _object setVariable [(_variable + "_CHK"),_vNew];
        };
        _result
    };

    server_getDiff2 = {
        private ["_variable","_object","_vNew","_vOld","_result"];
        _variable = _this select 0;
        _object = _this select 1;
        _vNew = _object getVariable [_variable,0];
        _vOld = _object getVariable [(_variable + "_CHK"),_vNew];
        _result = _vNew - _vOld;
        _object setVariable [(_variable + "_CHK"),_vNew];
        _result
    };

    //seems max is 19 digits
    dayz_objectUID2 = {
        private["_position","_dir","_time" ,"_key"];
        _dir = _this select 0;
        _time = round diag_tickTime;
        if (_time > 99999) then {_time = round(random 99999);}; //prevent overflow if server isn't restarted
        _key = "";
        _position = _this select 1;
        _key = format["%1%2%3%4", round(_time + abs(_position select 0)), round(_dir), round(abs(_position select 1)), _time];
        _key;
    };

    dayz_recordLogin = {
        private ["_key","_status","_name"];
        _key = format["CHILD:103:%1:%2:%3:",_this select 0,_this select 1,_this select 2];
        _key call server_hiveWrite;
            
        _status = switch (1==1) do {
            case ((_this select 2) == 0): { "CLIENT LOADED & PLAYING" };
            case ((_this select 2) == 1): { "LOGIN PUBLISHING, Location " +(_this select 4) };
            case ((_this select 2) == 2): { "LOGGING IN" };
            case ((_this select 2) == 3): { "LOGGED OUT, Location " +(_this select 4) };
        };
        
        _name = if (typeName (_this select 3) == "ARRAY") then { toString (_this select 3) } else { _this select 3 };
        diag_log format["INFO - Player: %1(UID:%3/CID:%4) Status: %2",_name,_status,(_this select 0),(_this select 1)];
    };

    generate_new_damage = {
        private "_damage";
        _damage = ((random(DynamicVehicleDamageHigh-DynamicVehicleDamageLow))+DynamicVehicleDamageLow) / 100;
        _damage
    };

    server_hiveReadWriteLarge = {
        private["_key","_resultArray","_data"];
        _key = _this;
        _data = "HiveExt" callExtension _key;
        _resultArray = call compile _data;
        _resultArray
    };

    // coor2str: convert position to a GPS coordinates
    fa_coor2str = {
        private["_pos","_res","_nearestCity","_town"];

        _pos = +(_this);
        if (count _pos < 1) then { _pos = [0,0]; }
        else { if (count _pos < 2) then { _pos = [_pos select 0,0]; };
        };
        _nearestCity = nearestLocations [_pos, ["NameCityCapital","NameCity","NameVillage","NameLocal"],1000];
        _town = "Wilderness";
        if (count _nearestCity > 0) then {_town = text (_nearestCity select 0)};
        _res = format["%1 [%2]", _town, mapGridPosition _pos];

        _res
    };

    // print player player PID and name. If name unknown then print UID.
    fa_plr2str = {
        private["_x","_res","_name"];
        _x = _this;
        _res = "nobody";
        if (!isNil "_x") then {
            _name = _x getVariable ["bodyName", nil];
            if ((isNil "_name" OR {(_name == "")}) AND ({alive _x})) then { _name = name _x; };
            if (isNil "_name" OR {(_name == "")}) then { _name = "UID#"+(getPlayerUID _x); };
            _res = format["PID#%1(%2)", owner _x, _name ];
        };
        _res
    };

    array_reduceSize = {
        private ["_array1","_array","_count","_num"];
        _array1 = _this select 0;
        _array = _array1 - ["Hatchet_Swing","Crowbar_Swing","Machete_Swing","Bat_Swing","BatBarbed_Swing","BatNails_Swing","Fishing_Swing","Sledge_Swing","CSGAS"];
        _count = _this select 1;
        _num = count _array;
        if (_num > _count) then {
            _array resize _count;
        };
        _array
    };

    // Precise base building 1.0.5
    call compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\kk_functions.sqf";
    #include "mission_check.sqf"

    execVM "\z\addons\dayz_server\mapaddons\NorthWestAirfield.sqf";
    execVM "\z\addons\dayz_server\buildings\NEAF_S4M.sqf";
    execVM "\z\addons\dayz_server\buildings\traderstary.sqf";
    execVM "\z\addons\dayz_server\buildings\novy.sqf";
    execVM "\z\addons\dayz_server\buildings\dichina.sqf";
    execVM "\z\addons\dayz_server\buildings\bor.sqf";

     

  8. 29 minutes ago, oldmatechoc said:

    Double check they are being loaded.

    To the top of each map add-on file add

    
    diag_log "Stary Trader : CUSTOM BUILDINGS LOADING";

    (Just fix up the name so you know what file is being loading)

     

    Can also add it to the bottom if you want to know when it finishes.

    
    diag_log "Stary Trader : CUSTOM BUILDINGS LOADED";

     

    Oke i added these lines to all my *mapaddon*.sqf files.

    Where can i check if they are being loaded? My server.rpt?

     

    Thank you for your time (again) :P

  9. Hy,

     

    I have downloaded some custom bases, and 'installed' them on my server.

    But i have no idea why there not spawning. Because only the first custom base i installed is spawning.

    And when i try to add another custom map additions, there just not spawning. 

    Does someone have an idea what im doing wrong here?

     

    In my server.pbo, i have a "buildings" folder, with all the Custom bases .sqf files. Except from the NorthWestAirfield.sqf i got that in a diffirent folder called "mapaddons", but i dont understand why that one is spawning but the otherones aren't?

    In my server_functions all the way in the bottom i got the usual:

    //MapAddons
    execVM "\z\addons\dayz_server\mapaddons\NorthWestAirfield.sqf";
    execVM "\z\addons\dayz_server\buildings\NEAF_S4M.sqf";
    execVM "\z\addons\dayz_server\buildings\traderstary.sqf";
    execVM "\z\addons\dayz_server\buildings\novy.sqf";
    execVM "\z\addons\dayz_server\buildings\dichina.sqf";
    execVM "\z\addons\dayz_server\buildings\bor.sqf";

    My server RTP: https://www.dropbox.com/s/1v6eqk9r1fowrsq/arma2oaserver.RPT?dl=0

     

    Thank you very much for you time!

    (PS, im still a bit noobish)

     

     

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