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_Lance_

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Posts posted by _Lance_

  1. Just now, salival said:

    Yeah, you did well!

    I have a feeling the _bankCoins doesn't work, I've got a feeling another mod removes it

    Nah I've been using it for weeks. I initially used characterCoins but using bankCoins covers parachute incidents, spawn campers, and general stupidity for first logins so they don't lose their free bank before they can even get to a trader. It definitely works, unless I'm mis-understanding what you meant.

  2. Hey Salival, I have my pve server set to give new players coins in the bank on first login because "DayEasy" and I've been trying to edit the line that gets added to serverPlayerLogin.sqf so it will put most of the coins in the bank and a little bit in the wallet but I'm having no luck so far. I've looked at other code and I tried "and" "&&" between the different variables with no luck and after trying this current variation I at least don't get any errors in RPT but it's still not adding the coins. Do I needs quotes around each variable or something or I'm just way off here?

            Don't laugh dude:

    Spoiler

         if (_newPlayer) then {_bankCoins = 400000, _characterCoins = 100000};  

    Also a couple weeks back you mentioned that you knew the cause of the issue where players login and get pushed back to the lobby, then they login normally after hitting enter again - that bug or whatever affects the delivery of the coins for new players so I'm hoping there's a fix or workaround if you would remind me what that was? Thanks

  3. Great idea but I run my server and bec as background processes using a mix of scripts and task scheduler, so when I run the batch file in the foreground (so I can watch the console when logged in) it thinks they're both down and starts new instances - I'm going to google but wanted to check with you first and see if there was a switch I could add that would make it look at background processes. I never realized most people ran their servers in the foreground, I guess I'm the exception but I like being able to just logoff the server and know it's just going to run and run, reboot every four hours until the power goes out or a hacker shuts it down lol. I guess worst-case I can just set the batch to start running in the background too.

  4. For more options the category folder for overpoch that comes with Salival's ZSC update is ready to roll as well, there's a few items not in JasonTM's trader files that are included in Salival's and vice versa (2 stroke oil comes to mind) so what I did was take both to make sure no items were being overlooked and combined them. Hope that helps.

     

    Salival's files -> You're looking for dayz_code/configs/"category - Overwatch" folder     https://github.com/oiad/ZSC

     

  5. I found a few files that looked like they may be the right ones to edit but there's quite a few that reference what happens when a player fires or is near an explosion and I'm not confident enough with arma code to start making any changes without having some info to reference - in the meantime we didn't have a single player death (caused by another player) on the PVE server over the three day weekend so I'm in a much better position than I was before starting working on this. Also fixed quite a few bugs in the process of working on this and trying to get the old 1051 evac chopper mod working again, so there's that at least. Baby steps!

  6. 9 hours ago, salival said:

    No problem, glad it worked out

    Welp, after much testing and laughing my ass off, I found one more item I need to adjust -  I noticed if a player shoots another player with a rocket launcher they can sometimes still die by falling damage because they'll fly 200 feet in the air. I'm going through the code looking for what makes explosions apply force to players so I can disable it, everything else working great. So If any of you know what file I'm looking for please let me know, might save me some time. I'm currently going through dayz_code.pbo/compiles checking player action scripts

  7. 1 hour ago, salival said:

    try this:

    
    if (_isPlayer && !_falling) exitWith {};

     

    Well I couldn't sleep wondering if that edit was going to fix it so I got back up and tested - Salival, you nailed it. So now if players use guns or explosives on another player they'll survive. If they shoot AI they die, and vice versa, same for zombies and if zombies attack the player takes damage, and now tested fall damage after re-verifying everything - Case closed! Thanks a ton for the help, this will seriously cut down on the "Bobby shot Tommy over a mission" notifications I have to see each day.

  8. 4 hours ago, salival said:

    Well there's only a few mods that will influence the damage handler, infistar (admins only in godmode which your player wasnt) safezone script

    So, I think it could have been your safezone:

    custom/TraderSafezones/16_safezone.sqf:213:            fnc_usec_damageHandler = compile preprocessFileLineNumbers '\z\addons\dayz_code\compile\fn_damageHandler.sqf';

    Still references the original fn_damageHandler.sqf in epoch

    Yep I think this was even mentioned in discussion last night as the probable suspect, you guys nailed it. I'll update the path and test it out to verify, thanks!

    EDIT: The damagehandler is working now but two issues 1. God mode safe zones stopped working and you can also fire in the safe zone now so something early in the script isn't working, and 2. You can't kill a player but you can trigger an infistar knockout so to curb trolling I'm going to find that part of the infistar code and see if I can comment it out or something. I'm going to peek at the god-mode-trader script and see what I've missed first. - oh and interaction with zombies and AI is completely normal from both directions, I can kill them still, they can kill me still so that's working like I want it to so far.

    EDIT: The god mode trader script not working was just me rushing and forgetting a semi-colon. I'm on a roll this week! Now to disable infistar knockouts and it'll be perfect..

  9. For anyone following this or that tries to do this in the future, has the same issue and finds this thread:

    I was doing everything right (once I moved the fn_damageHandler to my mission folder) but one of my mods is locking my damagehanlder and forcing it, so the code to exit script doesn't work. My server is heavily modded so to find out which mod is causing the issue I'm going to setup a from scratch overpoch server tonight, set the damagehandler exit first thing and make sure that works and then I'll add my mods back in one at a time and test function until I identify which mod is the culprit, and I'll report back here with my findings. 

    Many thanks to Salival and Jason not only for their help on this bug but for all the work they do for the mod, admins, and players which helps keep the a2 epoch community rolling along. Much appreciated guys!

    I'll post up either late tonight or early saturday and report how things went.

  10. Man I had zero luck with the pvp jail script. Spent a couple hours last night working at it and never could get all of it to work with 1061a. The jail would show up, remote messages worked, just the actual script itself as far recognizing that you killed a player and teleporting you to the jail is what isn't working - It's got to be an incompatiability with what gets added to the bottom of server_playerDied. I checked for variables that have changed since 1051 and couldn't find any any old ones, I think it's got something to do with the _killer variable perhabs, might just need to update it to "isKiller" or something like that - I tried a lot of things and couldn't get that part working so tonight I'm going to focus on the snippet of code I posted after that and see if I can get a working result out of that. I believe the person who posted it got it from here: 

    Team kill punish with jail cell - Armaholics

  11. Found this old mod and I'm going to try and update the code and see what I can learn from it, I don't like that it lets the player go instead of kicking them/killing them/banning them but it's a start. Last night it was out of hand, my pve server has gone from low-med pop to med-high pop in a week. Had 30 players on at the end of us peak time and when that many players are on a pve server at once, shootings tend to happen lol.

     

     

    Found this as well in another thread, I have a lot of studying to do...

     

    Use a custom fn_damageHandler.

     

    Find this line:

    _unitIsPlayer = _unit == player;

    and add this under it:

    if ((isPlayer _unit) AND (!(_source == _unit)) AND ((side _unit) == WEST) AND (_source isKindOf "Man") AND (isPlayer _source)) exitWith {};
    if ((isPlayer _unit) AND (!(_source == _unit)) AND ((side _unit) == WEST) AND (_source isKindOf "Car" OR _source isKindOf "Ship" OR _source isKindOf "Air") AND (isPlayer ((crew _source) select 0))) exitWith {};

    It should block most PVP damage. If you're players are finding a way around it, then turn on the DZE_Debug_Damage in the script to find out what the source is, replicate it, and I can write a new line to block it.

  12. 7 hours ago, salival said:

    No, it will just not process damage for the unit taking damage if the source is a player

    In hindsight it needs to be a few lines down after the _isPlayer = line

    Tried that out and no luck yet, here's how I placed it:

    //End Simple hack for damage ***until 2.0***

    dayz_lastDamageSourceNull = false;
    _isPZombie = _model isKindOf "PZombie_VB";
    _isMan = _sourceType isKindOf "CAManBase";
    _isPlayer = (isPlayer _source);
    if (_isPlayer) exitWith {};

  13. A long time ago on a PVE server somewhere in Russia, I remember a server where players couldn't shoot each other. If your cursor was on a player and you tried to pull the trigger nothing would happen until your cursor was off their body's silhouette. I'd like to setup something like this for my pve players to prevent "incidents". If it's possible I'm thinking it will be something in fn_selfActions (maybe) like:

     

    //Block firing weapon at other players on PVE server

    if cursorTarget = isPlayer then (code that won't let you shoot goes here!)

     

    Haha that's about the extent of my code-from-scratch knowledge. Anyone want to take a swing at this? Any help is greatly appreciated.

  14. Loving this code! As a solo admin with with two servers and a full time 50+ hour a week job I'm always looking for ways to "idiot proof" rules into the servers to help minimize admin time. One of my biggest pet peeves is players who ignore my rule and build inside enter-able buildings and block loot from other players, and the time it takes to have to login and sort things out. - Now I don't even have to post a rule about it anymore, they just can't do it. I heart this time-saver so much.

    Now, here's another time saver for other Admins that may be as strict about building as I am - this is every city on the map - all coords were taken at city center and measured out to the edge of town. Between the town coordinates here and the enter-able buildings I've added, everything enter-able across Chernarus is pretty much covered or overlapped. Adjust display names and distances to taste - Enjoy!

     

    Spoiler

    BlacklistedBuildings = [
        ["Fire Station", "Land_a_stationhouse", 75],
        ["General Store", "Land_A_GeneralStore_01", 75],
        ["Hospital", "Land_A_Hospital", 75],
        ["Fuel Pump", "Land_A_FuelStation_Feed", 75],
        ["Fuel Station", "Land_fuelStation_army", 75],
        ["Fuel Station", "Land_fuelstation", 75],
        ["Fuel Pump", "Land_Ind_FuelStation_Feed_EP1", 75],
        ["Fuel Pump", "Land_ibr_FuselStation_Feed", 75],
        ["Fuel Pump", "Land_fuelStation_w", 75],
        ["Factory", "Land_Ind_Vysypka", 75],
        ["Factory", "Land_A_BuildingWIP", 75],
        ["Industrial Shed", "Land_farm_Cowshed_a", 75],
        ["Industrial Shed", "Land_farm_Cowshed_b", 75],
        ["Industrial Shed", "Land_farm_Cowshed_c", 75],
        ["Industrial Barn", "Land_barn_w_01", 75],
        ["Industrial Barn", "Land_barn_w_02", 75],
        ["Dam", "Land_Dam_Conc_20", 75],
        ["Dam", "Land_Dam_Concp_20", 75],
        ["Industrial Barn", "Land_stodola_old_open", 75],
        ["Lighthouse", "Land_NAV_Lighthouse", 75],
        ["Lighthouse", "Land_NAV_Lighthouse2", 75],
        ["Workshop", "Land_Ind_Workshop01_01", 75],
        ["Workshop", "Land_Ind_Workshop01_02", 75],
        ["Workshop", "Land_Ind_Workshop01_03", 75],
        ["Workshop", "Land_Ind_Workshop01_04", 75],
        ["Workshop", "Land_Ind_Workshop01_L", 75],
        ["Military Tent", "Land_tent_east", 75],
        ["Military Tent", "CampEast_EP1", 75],
        ["Industrial Shed", "Land_Ind_Shed_01_main", 75],
        ["Industrial Shed", "Land_Ind_Shed_02_main", 75],
        ["Residential House", "Land_HouseV_1I4", 75],
        ["Residential House", "Land_HouseV_1L2", 75],
        ["Residential House", "Land_HouseV_1L4", 75],
        ["Residential House", "Land_HouseV_3I3", 75],
        ["Saw Mill", "Land_Ind_SawMill", 75],
        ["Saw Mill", "Land_Ind_SawMillPen", 75],
        ["Industrial Shed", "Land_Shed_Ind02", 75],
        ["Industrial Shed", "Land_Ind_Garage01", 75],
        ["Industrial Shed", "Land_Ind_Tovarna2", 75],
        ["Barracks", "Land_Mil_Barracks_i", 75],
        ["Barracks", "Land_Mil_Barracks", 75],
        ["Warehouse", "Land_hangar_2", 75]
    ];

    RestrictedBuildingZones = [
        ["Stary Trader", [6134.03, 7769.28, 0], 400],
        ["Bash Trader", [4063.42, 11664.19, 0], 400],
        ["Klen Trader", [11447.47, 11364.50, 0], 350],
        ["Northeast Airfield", [12457.2, 12665.2, 0], 900],
        ["Northwest Airfield", [4516.08, 10296.4, 0], 900],
        ["Balota Airfield", [4792.29, 2411.61, 0], 600],
        ["Hero Trader", [12944.6,12767.4,0], 400],
        ["Bandit Trader", [1606.64, 7803.51, 0], 300],
        ["Devil's Castle", [6894.67, 11437.3, 0], 200],
        ["Green Mountain", [3713.31, 5986.82, 0], 100],
        ["Black Mountain", [10237.2, 12054, 0], 175],
        ["Pobeda Dam", [9654.5, 13652.8, 0], 150],
        ["Krasnostav", [11186.6, 12284.3, 0], 550],
        ["Gorka", [9564.91, 8834.42,0], 350],
        ["Chernogorsk", [6731.33, 2565.51, 0], 900],
        ["Elektrozavodsk", [10417.6, 2021.07, 0], 1000],
        ["Prigorodki", [7858.34, 3375.89, 0], 400],
        ["Kamyshovo", [12051.9, 3626.96, 0], 250],
        ["Solnichniy", [13407.1, 6246.14, 0], 300],
        ["Factory", [13034.2, 6962.64, 0], 300],
        ["Nizhnoye", [12969.9, 8121.99, 0], 250],
        ["Berezino", [12256.3, 9297.15, 0], 600],
        ["Berezino", [12836.7, 9960.04, 0], 600],
        ["Khelm", [12304.8, 10802, 0], 250],
        ["Grishino", [5968.48, 10327, 0], 400],
        ["Petrovka", [4989.37, 12513.2, 0], 250],
        ["Lopatino", [2787.9, 9899.83, 0], 275],
        ["Vybor", [3821.48, 8860.4, 0], 450],
        ["Pustoshka", [3054.22, 7892.24, 0], 300],
        ["Balota", [4498.77, 2453.76, 0], 275],
        ["Komarovo", [3643.19, 2471.63, 0], 225],
        ["Kamenka", [1858.53, 2233.75, 0], 200],
        ["Pavlovo", [1702.62, 3837.31, 0], 250],
        ["Zelenogorsk", [2747.21, 5316.05, 0], 325],
        ["Sosnovka", [2530.47, 6370.8, 0], 125],
        ["Myshkino", [1983.78, 7380.04, 0], 125],
        ["Rogovo", [4732.89, 6750.96, 0], 200],
        ["Pogorevka", [4540.02, 6373.73, 0], 200],
        ["Kozlovka", [4484.11, 4611.5, 0], 325],
        ["Bor", [3347.53, 3929.85, 0], 200],
        ["Novy Sobor", [7095.59,7689.78,0], 275],
        ["Kabanino", [5338.47, 8590.32, 0], 225],
        ["Mogilevka", [7571.05, 5173.62, 0], 275],
        ["Nadezhdino", [5841.67, 4779.83, 0], 275],
        ["Polana", [10662.4, 8043.82, 0], 250],
        ["Dubrovka", [10381.9, 9781.99, 0], 350],
        ["Guglovo", [8471.48, 6674.96, 0], 125],
        ["Vyshnoye", [6525.63, 6101.78, 0], 150],
        ["Orlovets", [12155.8, 7277.88, 0], 225],
        ["Dolina", [11322.6, 6609.44, 0], 225],
        ["Msta", [11276.4,5457.72,0], 150],
        ["Tulga", [12863.8, 4455.17, 0], 50],
        ["Gvozdno", [8534.95, 11968.2, 0], 225],
        ["Shakhovka", [9620.08,6556.6,0], 100],    
        ["Stalisky Island Bandit Base", [13612.78, 3101.32, 0], 1000]
    ];

     

  15. Tried adding this last night and had an issue, not sure if it was my dialogs or defines that were conflicting. I'm heavily modded so it's not suprising, I was getting an error similar to "Undefined base class RSCBackgrounds" - I tried commenting out some of the defines from other mods to test and got to where the server would start the hive normally, I'd login, right click on a gem and click to start crafting and I'd then get the error "resource advance_crafting is not found" or something similar so I pulled it until I can reload it tonight. I think tonight I'll go the deployanything route not that I had any extraRC issues but just to keep everything in one "system" for right click options. I'm going to list my calls from the bottom of my description.ext below, I had also pointed the crafting mod at my existing ui_selectslot for testing since I was using my existing extraRC - anyone know what I may have done wrong here? Think it's defines or dialogs giving me trouble...  here's the includes I was using, server wouldn't start the hive until I commented out either crafting_defines or crafting_dialogs...

    Spoiler

    #include "dayz_code\gui\description.hpp"
    #include "dayz_code\Configs\CfgLoot\CfgLoot.hpp"
    #include "dayz_code\Configs\CfgServerTrader.hpp"

    #include "\z\addons\dayz_code\Configs\RscDisplay\ZSCdefines.hpp"
    #include "dayz_code\configs\zscdialogs.hpp"
    #include "dayz_code\configs\zscATMdialogs.hpp"
    #include "custom\ClickOptions\extra_rc.hpp"
    #include "spawn\dialogs.hpp"

    #include "custom\Buildables\MT_Defines.hpp"
    #include "custom\Buildables\Crafting_Defines.hpp"
    #include "custom\Buildables\Crafting_Dialogs.hpp"

     

    *EDIT/UPDATE: I reinstalled and it's working. Issue was that I had not read the entire thread when I posted and the solution was just a couple posts above this one, I just needed to open crafting_defines and uncomment RscButton and RscFrame. So far the mod seems to be working normally, thanks for updating this theDuke, much appreciated.

     

  16. Love this little mod, But I want to be able to stop the audio and also keep it from playing it overlapping if the player spams the play button - did anyone ever come up with the right code to make an off button or at least keep the audio from being able to overlap if played more than once? Subscribing....

  17. 5 hours ago, Lysyproboszcz said:

    Hello, after installation ZSC pops up such an error.

    ErrorMessage: Config : some input after EndOfFile

    I would have asked for help in solving the problem.

     

    My RPT file from server and client; 

    SERVERhttps://pastebin.com/S9gubLD7

    CLIENThttps://pastebin.com/ZwXLY3Pr

    Sounds like in your config.cfg (it says config so that's a guess could be any of the cfg files) there's some data in it somewhere with an extra character eg: maybe an extra ; or ] or } - make sure all your code closes properly (not sure if that's the right terminology) you probably have an extra bracket at the end of a line etc. Hope that helps

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