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salival

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  1. Like
    salival got a reaction from WLF in Why 'dayz_rollingMessages' not work?   
    I'm guessing because that script is running server side and not client side like dayz_rollingMessages would be.
  2. Thanks
    salival reacted to JasonTM in ROB BANK   
    Taking "full credit" for copy/pasting code?
     
    https://github.com/MigSDev5/BankRobery
  3. Like
    salival got a reaction from Aslan247 in [SOLVED] Purchased Vehicles Not Spawning   
    You need to update your infiSTAR, this is _not_ an epoch issue, this is an infiSTAR issue.
  4. Thanks
    salival reacted to icomrade in Simple Check for Scripts Filter Bypass   
    I've finally had time to build the Hive extension with a custom player check for a scripts bypass. it's rather basic but may still be quite effective for the majority of those bypassing the scripts filter.
    To start you must download this custom HiveExt.dll (includes virtual garage calls) and edit your HiveExt.ini as in the one in the linked repo (add the Battleye section to your Hive.ini). https://github.com/icomrade/icomradeHiveEpoch/tree/master/Pre-Compiled
     
    Some client side code is required, you can place it inside the !isDedicated check of init.sqf: https://github.com/EpochModTeam/DayZ-Epoch/blob/Release_1.0.6.2/Server Files/MPMissions/DayZ_Epoch_11.Chernarus/init.sqf#L81
    waitUntil {(getPlayerUID player) != ""}; LogMyLogin = [getPlayerUID player]; publicVariableServer "LogMyLogin";  
    You also need to have a line which you log in scripts.txt. the simplest way to get 1 line per login is by adding a textLog to one vehicle's init line
    for example add an object with an init line to your mission.sqm, or append you desired textLog line to it (this example uses textLog 'Amadeus Amadeus log me Amadeus'; )
    class Vehicles { class Item0 { position[]={6391.9619, -0.29052943, 7790.3203}; azimut=487.7664; id=0; side=EMPTY; vehicle="TK_GUE_WarfareBLightFactory_base_EP1"; init="this setPos [6391.9619, 7790.3203, -0.29052943]; textLog 'Amadeus Amadeus log me Amadeus';"; skill=1; }; items=1; };  
    Server side code is also required, in server_functions.sqf add after the Server_hiveWrite compile! https://github.com/EpochModTeam/DayZ-Epoch/blob/Release_1.0.6.2/SQF/dayz_server/init/server_functions.sqf#L172
    DZE_LegitPlayers = []; DayZ_LegitCheck = { private ["_closeEnough","_index"]; _closeEnough = false; _index = -1; { private ["_PUID","_lastCheckTime"]; _PUID = _x select 0; _lastCheckTime = _x select 1; if (_PUID == _this select 0) exitWith { if ((_lastCheckTime + 60) > diag_tickTime_) then { _closeEnough = true; } else { _index = _forEachIndex; }; }; } forEach DZE_LegitPlayers; if (!_closeEnough) then { if (_index >= 0) then { DZE_LegitPlayers set [_index, [(_this select 0), Diag_TickTime]]; } else { DZE_LegitPlayers set [(count DZE_LegitPlayers), [(_this select 0), Diag_TickTime]]; }; _key = format["CHILD:777:%1:",_this select 0]; _key call server_hiveWrite; }; }; "LogMyLogin" addPublicVariableEventHandler {(_this select 1) call DayZ_LegitCheck;}; Finally be sure to add the log line to your battleye filter: scripts.txt!!!
    for example
    //check one thing at login 1 "Amadeus"  
    Edit: You may want to manually review these bans, or not idc, but there are sometimes false positives. i.e. the scripts.txt filter fails to log and a legit player will not show up in the scripts.log, subsequently resulting in a ban (strange behavior, probably an issue with the scripts filter on battleye's end). I've observed failure to log on myself when testing, so I use a temp list and transfer overto my real ban list after review
  5. Thanks
    salival reacted to Helion4 in Server Review   
    Locked. This is not the appropriate place for your complaints.
  6. Thanks
    salival reacted to Airwaves Man in Action loop   
    For everyone who wants our solution:
    _finished = ["Medic",1] call fn_loopAction; if (_finished) then { Code after the Medic loop passed successfully } else { localize "str_epoch_player_26" call dayz_rollingMessages; };  
  7. Like
    salival got a reaction from Schalldampfer in [RELEASE] WAI 2.2.6   
    Worth mentioning, even if you don't think it's got no errors in it, as a developer it's very handy to see your RPT's regardless. I get so many people telling me there's no errors then they send me them and I find them
  8. Like
    salival got a reaction from oldmatechoc in [Release] Salivals Mod Pack [Updated for 1.0.7]   
    All mods of the mod pack except Deploy Anything are part of Epoch 1.0.7.1 now.
    Hi guys,
    I've had requests for a pack of all my mods that i've written or updated tested and working so here it is.
    Everything is tested as working but there may be little things I have missed, I've done all the installs the way I like to do them (super anal ocd)
    The pack comes with Battleye filters.
    # Supported mods:
    Bury Bodies Click Actions Deploy Anything Garage Door Opener Locate Vehicle Safe Zone Relocate Service Points Take Clothes Virtual Garage Vehicle Key Changer Remote Vehicles  
    Please visit: https://github.com/oiad/modPack for more information.
  9. Thanks
    salival got a reaction from RiMMON in PVCDZ_plr_Login2 change Epoch 1.0.6.2 ?   
    In this commit here for antihack stuff: https://github.com/EpochModTeam/DayZ-Epoch/commit/8035df0ba0cd928b84085e288c5cb88260870a3e#diff-ad0636fc2328a27bd80bad9f46126307R241 look at playersetup.sqf
  10. Thanks
    salival reacted to Airwaves Man in Remove Backspace menu when hitting F2   
    @JakeQue search for the array that blocks the DIK_F keys in your keyboard.sqf. It should be above of
    if (dayz_groupSystem) then { Looks mostly like that:
    [[ DIK_F12, DIK_F8,DIK_F7,DIK_F6,DIK_F5, DIK_F2,DIK_9, DIK_8,DIK_7,DIK_6,DIK_5,DIK_4], _block] call _addArray; If you have not entered DIK_F2 add it there.
  11. Thanks
    salival reacted to Airwaves Man in Remove Backspace menu when hitting F2   
    @JakeQue Remove DIK_F2 from the Block Array and add at the end of your F2 code
    _handled = true;  
  12. Thanks
    salival got a reaction from Vladick in [Release] ESSV3 - Enhanced Spawn Selection [Updated for 1.0.7.1+]   
    I copy pasted directly from your spoiler into a file, the shotgun magazines "8Rnd_12Gauge_slug" look wrong in notepad++ and in diffmerge, I dunno if that's your problem?
    I diffmerged yours against the default ESS (left), yours is on the right (This is a good trick to see if you've stuffed anything up BTW)
    I can't see anything obvious but sometimes these issues hide in plain sight

  13. Thanks
    salival got a reaction from totis in [Release] Salivals Mod Pack [Updated for 1.0.7]   
    All mods of the mod pack except Deploy Anything are part of Epoch 1.0.7.1 now.
    Hi guys,
    I've had requests for a pack of all my mods that i've written or updated tested and working so here it is.
    Everything is tested as working but there may be little things I have missed, I've done all the installs the way I like to do them (super anal ocd)
    The pack comes with Battleye filters.
    # Supported mods:
    Bury Bodies Click Actions Deploy Anything Garage Door Opener Locate Vehicle Safe Zone Relocate Service Points Take Clothes Virtual Garage Vehicle Key Changer Remote Vehicles  
    Please visit: https://github.com/oiad/modPack for more information.
  14. Thanks
  15. Thanks
    salival reacted to He-Man in Bunker Event   
    There are some (currently) unused bunkers in the Epoch files and I thought, what can we do with them...???
    So I have written a small script to spawn them in a configureable square.
    It is just a small "fun-event", that needs Admin support!
    Only the doors between the bunkers are opened. So nobody can enter it from outside. (Only ported in Players can enter this event)
    You can also configure some missing bunkers for a bit more opened feeling.

    By default, loot is spawning. To disable it, you have to add this line (already in experimental):
    https://github.com/EpochModTeam/Epoch/commit/e033973debd25bb8d16582a194bd62d2a731cb1a
    Here are 2 small Videos from the "Event":
    http://plays.tv/video/5b7b30a4cb1bc433b6/bunker2
    https://plays.tv/video/5aa5961bd853eb1462/bunker-event
     
    You have to run this Server Side by console or via "if (isserver) then {...};"
    By default it is located in the salt lake on Altis, but you can change the parameters by yourself at the bottom of the script.

     
    _BunkerEvent = { params ["_startpos","_countx","_county","_skip",["_loot",true]]; _bunkerarr = ["bunker_epoch_01","bunker_epoch_02","bunker_epoch_03","bunker_epoch_04","bunker_epoch_06","bunker_epoch_09","bunker_epoch_10","bunker_epoch_11","bunker_epoch_12","bunker_epoch_13","bunker_epoch_14","bunker_epoch_15"]; _spawnpos = []; { _spawnpos pushback _x } foreach _startpos; _dist = 12.9; for "_i" from 1 to _county do { for "_k" from 1 to _countx do { if !([_k,_i] in _skip) then { _veh = createVehicle [selectrandom _bunkerarr, _spawnpos, [], 0, "CAN_COLLIDE"]; if (!_loot) then { _veh setvariable ['EPOCH_Skiploot',true,true]; }; _veh setposasl _spawnpos; _veh animate ["One",0]; _veh animate ["Two",0]; _veh animate ["Three",0]; _veh animate ["Four",0]; if (_i == 1) then { _veh animate ["Four",1]; }; if (_i == _county) then { _veh animate ["Three",1]; }; if (_k == 1) then { _veh animate ["Two",1]; }; if (_k == _countx) then { _veh animate ["One",1]; }; }; _spawnpos set [0,(_startpos select 0) + _dist*_k]; }; _spawnpos set [0,(_startpos select 0)]; _spawnpos set [1,(_startpos select 1)+_dist*_i]; }; }; _startpos = [23807.1,18623.1,3.19]; _countx = 10; _county = 10; _skip = [[3,3],[8,3],[3,8],[8,8]]; _loot = false; [_startpos,_countx,_county,_skip,_loot] call _BunkerEvent;  
  16. Like
    salival got a reaction from Mat43 in [Outdated] ZSC for Epoch 1.0.6.2 (And OverWatch 0.25)   
    You can't. That's why you're using the coins mod..
  17. Thanks
    salival reacted to Helion4 in 2 questions about DZAI and cars.   
    If I remember correctly, you simply cannot take the vehicles when using DZAI - unless the DZAI spawner has been re-written.
    As for stopping locked vehicles being salvaged, you need to find this >
    ****DZE_salvageLocked = true; //Enable or disable salvaging of locked vehicles****  
    in ConfigVariables.sqf and change that to false.
  18. Thanks
    salival reacted to BigEgg in [Release] No zombies in base 1.0.6.2   
    The script is likely failing because you cannot take a distance from a classname.
    I have written up a quick script for this below, please try it out and let me know how it works :)
    private ["_noAI", "_noZeds"]; _noAI = true; // Remove AI within plot radius (true = enabled, false = disabled). _noZeds = true; // Remove zombies within plot radius (true = enabled, false = disabled). while {69 == 69} do { private "_plots"; _plots = player nearEntities ["Plastic_Pole_EP1_DZ", DZE_PlotPole select 0]; if (count _plots > 0) then { private "_plot"; _plot = _plots select 0; if (_noZeds) then { {deleteVehicle _x} count (_plot nearEntities ["zZombie_Base", DZE_PlotPole select 0]); }; if (_noAI) then { { if (!isPlayer _x && {_x distance _plot <= (DZE_PlotPole select 0)}) then {_x setDamage 1}; } count allUnits; }; }; uiSleep 5; }; Just name it whatever you would like, then call it from the !isDedicated section of the init.sqf, down at the bottom:
    if (!isDedicated) then { // CODE FROM INIT HERE execVM "FILENAMEHERE.sqf"; };  
  19. Like
    salival reacted to BigEgg in [Release] O9 Gambling Script [Updated for 1.0.7.1+]   
    Sucks that you had to release this because everyone was stealing it. Good work
  20. Like
    salival reacted to Airwaves Man in [Release] O9 Gambling Script [Updated for 1.0.7.1+]   
    @BigEgg Yep you are right. Now everyone can have fun with the gamling not only the admins that have stolen and paid for it.
    @Relentless You are right. It is done.
  21. Thanks
    salival reacted to Airwaves Man in [Release] O9 Gambling Script [Updated for 1.0.7.1+]   
    Hey guys, this is the release of my O9 Gambling Script. If you like to add this feature to your server you can do it now with that offical release.
    Go to github download and install the files:
    O9 Gambling Script
    If you have cards you get a free gambling try.
    You can gamble for 1000, 2000 and 3000 Coins and get the price 1x, 2x and 3x. The script is not optimized but it works out of the box and can be used with overpoch.

  22. Thanks
    salival reacted to JasonTM in [Video Tutorials] How to Install and Configure Stuff   
    Some time ago I started a youtube channel doing DayZ Epoch tutorials. Surprisingly, my DayZ Epoch 1.0.6.1 server install video has amassed over 2500 views (and people say this game is dead).
    Here are some updated videos for 1.0.6.2. There are other videos on my channel that are still relevant.
    How to Install a DayZ Epoch 1.0.6.2 Server
    Things you will need to download:
    PBO Manager
    MySQL Community Server 5.7.22
    HeidiSQL
    Notepad++
    Notepad++ SQF Highlighter (optional, but highly recommended)
    7-Zip
     
    How to Upgrade Your DayZ Epoch 1.0.6.2 Server to an Overpoch Server
    Things you will need to download:
    Overwatch Server Key
    Overwatch mission.sqm (to copy and paste from)
    My Overpoch Loot Tables
    My Non-ZSC Overpoch Trader Files
    Midget Porn (Just kidding)
     
    How to Install Epoch Admin Tools
    Do not install these with infistar.
     
    How to Install Wicked AI for DayZ Epoch and Overpoch
     
    How to install infistar admin tools/antihack and infistar's free BRC rcon tool
    Fix for the unfortunate error in infistar v1448
     
     
    How to make Battleye filter exceptions for Infistar and other mods
    Downloads
    Eraser1's scripts.txt Exception Generator
    Ebay's Guide to Battleye Filters
     
    How to Install Ebay's Testkit
    Download
     
    Battleye Filter Tutorial using Ebay's Testkit and infistar's BRC rcon tool
     
    Server Install: Troubleshooting "session lost" and "wait for host" type issues.
     
    How to install BattlEye Extended Controls for automatic restarts
     
     
     
    I am planning on doing more of these when I get time.
     
     
     
     
  23. Thanks
    salival got a reaction from gle353 in 1.0.6.1 + InfiStar   
    To add coins to spectate view:
    Find this line in AT.sqf:
    _log2 = format['Blood: %1 Humanity: %2',(_unit getVariable['USEC_BloodQty',12000]),(_unit getVariable['humanity',0])]; Replace with this line:
    _log2 = format['Blood: %1 Humanity: %2 Coins: %3',_unit getVariable['USEC_BloodQty',12000],_unit getVariable['humanity',0],[(_unit getVariable [z_moneyVariable,0])] call BIS_fnc_numberText];  
  24. Thanks
    salival got a reaction from gle353 in 1.0.6.1 + InfiStar   
    In AT.sqf find: 
    adminadd = adminadd + [" Give -2500 Humanity",adminHumanityMinus,"0","0","0","1",[0,0.8,1,1]]; Add below:
    adminadd = adminadd + [" Change Coins",changeCoins,"0","0","0","1",[0,0.8,1,1]]; adminadd = adminadd + [" Give +25,000 Coins",adminCoinsPlus,"0","0","0","1",[0,0.8,1,1]]; adminadd = adminadd + [" Give -25,000 Coins",adminCoinsMinus,"0","0","0","1",[0,0.8,1,1]]; Find this code block down further (Yours may be a little different):
    adminHumanityMinus = { { if (name _x == _this select 0) then { _humanity = _x getVariable['humanity',0]; _x setVariable['humanity',_humanity - 2500,true]; hint format['Gave %1 -2500 Humanity!',_this select 0]; _sl = format['%1 minus 2500 Humanity to %2',name player,_this select 0]; PVAH_WriteLogReq = [player,toArray _sl]; publicVariableServer 'PVAH_WriteLogReq'; }; } forEach playableUnits; }; Add this block below:
    changeCoins = { disableSerialization; _plr = objNull; {if (name _x == _this select 0) exitWith {_plr = _x;};} forEach playableUnits; if (isNull _plr) exitWith {systemchat 'Select a Player!';}; if (isNull findDisplay 24) exitWith {systemchat format ['open the chat, type the amount of %1 you want to add (can be negative) and doubleClick again!',CurrencyName];}; _chat = (findDisplay 24) displayCtrl 101; _txt = ctrlText _chat; _num = 0; if (_txt != '') then { _num = parseNumber _txt; if (typeName _num != 'SCALAR') then {systemchat 'INSERT A NUMBER!';}; (findDisplay 24) closeDisplay 0; }; _coins = _plr getVariable[Z_moneyVariable,0]; _plr setVariable[Z_moneyVariable,_coins+_num,true]; hint format['Gave %1 %2 %3!',_this select 0,_num,CurrencyName]; _sl = format['%1 %2 %4 to %3',name player,_num,_this select 0,CurrencyName]; PVAH_WriteLogReq = [player,toArray _sl]; publicVariableServer 'PVAH_WriteLogReq'; }; adminCoinsPlus = { { if (name _x == _this select 0) then { _coins = _x getVariable[Z_moneyVariable,0]; _x setVariable[Z_moneyVariable,_coins + 25000,true]; hint format['Gave %1 +25,000 %2!',_this select 0,CurrencyName]; _sl = format['%1 +25,000 %3 to %2',name player,_this select 0,CurrencyName]; PVAH_WriteLogReq = [player,toArray _sl]; publicVariableServer 'PVAH_WriteLogReq'; }; } forEach playableUnits; }; adminCoinsMinus = { { if (name _x == _this select 0) then { _coins = _x getVariable[Z_moneyVariable,0]; _x setVariable[Z_moneyVariable,_coins - 25000,true]; hint format['Gave %1 -25,000 %2!',_this select 0,CurrencyName]; _sl = format['%1 -25,000 %3 to %2',name player,_this select 0,CurrencyName]; PVAH_WriteLogReq = [player,toArray _sl]; publicVariableServer 'PVAH_WriteLogReq'; }; } forEach playableUnits; }; That is straight from my server so that should work OK (maybe, haha)
  25. Thanks
    salival got a reaction from gle353 in [Request] Script for admins checking player coins/bank?   
    Hi,
    I used the search bar for this forum and typed "infistar bank" this was the first link that came up: 
     
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