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Posts posted by Mr.Pig
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Do you have any custom scripts running or just vanilla epoch? Also did you update your Key's depending on map and database sql for 1.0.4.1?
I have successfuly updated with no errors
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Ok, Hopefully I can help you. This is what I did:
1. Open you init.sqf in your mission file and add
call compile preprocessFileLineNumbers "\nst\ns_modules\blowout\blowout_init.sqf"; progressLoadingScreen 1.0;
also in your init.sqf you need:
ns_blowout = true; // Make this false for disabling random EVR discharges (blowout module) ns_blowout_dayz = true; // Leave this always true or it will create a very huuuge mess ns_blow_delaymod = 0.74;
Put it above:
// DZEdebug = true; //Load in compiled functions
This should get your EVR Blowouts working. I have played around with a lot of files to do with cold breath, temperature, blowouts so I may have missed something.
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I think I have figured it out, It has been alot of trial and error, I will post what I have done ASAP when I know it is working.
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Same issue, I can't figure out how to get cold weather and blowouts working....
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Would it be possible to add to the plot pole maintain preview, a number of dayz required till maintenance is required?
I was looking at doing this, however I am not very familiar with this stuff, stuck at how I would pull the "Datestamp" from database and to get a number of dayz.
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Pretty much what the topic says. Haven't tried it on other types of garage doors. All you have to do is sprint at it and tweak left and right (there is a sweet spot) and then boom, your through!
Is there any way we can prevent this?
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There is an exploit to get in to players bases through garage doors. You can just sprint right through them. It is easier to go through the plywood side but both sides are possible. Is there any way to fix this, as everyone on my servers are using it...lol
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I can confirm number 2 you can sprint right thru garage doors. Walls and doors seem to be fine but the garage doors can be glitched thru.
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I have found a few issues, not sure if it is Epoch 1.0.3 or due to other scripts running. Will know more when I update to 1.0.3.1 with no other scripts.
1. Players are able to vault over third wall or workbenches if placed close to base walls and glitch into the base.
2. Had reports on my servers that players can glitch through the locked or unlocked wood doors and garages but they cant glitch out. (Still investigating this one)
3. Players are able to "Take Item" out of the gear of a locked vehicle, scroll on locked vehicle and option to "Take Item" appears.
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Very nice script, I love this on my server, but how can i edit the ai spawning at the missions?
Where do I lower the number of soldier/ sniper, number of ai per group and respawn time?
Also how do i change so no heli ai spawn at mission, i want all ground bandits?
I had one instance on my server where a player was in his house and then all of a sudden there was tons on gun fire. There was a mission 100m away and 3 or 5 groups of 6 ai. There was also no map marker.
I have seen the lines i think i need to edit, but thought i would ask so i don't mess anything up.
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i have installed this on my fresh server. How do i make it so the ai only spawn at the crates and stay there?
I don't want them out roaming.
Thanks
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I love this mod and i am trying to update. Can you please list all the changes you have made to the files as I and I am sure others already have customized files especially in the server.pbo
For example I am trying to compare your server_monitor.sqf with mine as i have that altered for other mods.
Unless I am missing something here.
Thanks
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So after searching over the internet and these forums I cant get the missions system to work. I load it up and I join my server and it gets stuck at waiting for authentication, then black screen, then I spawn in debug invisible. I really dont know whats going on and I have had good succes adding other additional things to my server. The RPT log says, cannot find \server_functions.sqf or server_monitor.sqf If you could look at the files I posted it would be much appreciated.
https://www.dropbox.com/s/mfzmpfpjmnww0xj/server_updateObject.sqf
https://www.dropbox.com/s/m78ss0jdvrj23im/server_functions.sqf
https://www.dropbox.com/s/or8ncxh25ity8qh/server_cleanup.fsm
If you need any more files to look at let me know and I can post it.
It could be how you unpack and repack the pbo after modifying the server_monitor.sqf
I had many issues with that file, the best way i got it to work was to copy it from pbo manager and paste it to desktop and then edit it to your liking and save it. Then to cut it and paste it back into the pbo manager and upload the pbo to your server. Make sure server is stopped when uploading. Hope this helps.
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Did you edit your fn_selfaction.sqf? where this is: //Repairing Vehicles
Below is the correct code for the salvage and repair option.
//Repairing Vehicles if ((dayz_myCursorTarget != _cursorTarget) and _isVehicle and !_isMan and _hasToolbox and (damage _cursorTarget < 1) and !_isDisallowRepair) then { if (s_player_repair_crtl < 0) then { dayz_myCursorTarget = _cursorTarget; _menu = dayz_myCursorTarget addAction ["Repair Vehicle", "\z\addons\dayz_code\actions\repair_vehicle.sqf",_cursorTarget, 0, true, false, "",""]; _menu1 = dayz_myCursorTarget addAction ["Salvage Vehicle", "\z\addons\dayz_code\actions\salvage_vehicle.sqf",_cursorTarget, 0, true, false, "",""]; s_player_repairActions set [count s_player_repairActions,_menu]; s_player_repairActions set [count s_player_repairActions,_menu1]; s_player_repair_crtl = 1; } else { {dayz_myCursorTarget removeAction _x} forEach s_player_repairActions;s_player_repairActions = []; s_player_repair_crtl = -1; }; }; // All Traders
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Trying to figure it out myself
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Is this still viable with the new patch? Anyone got it working? About to update and I'd love to know.
I have updated server to 1.0.2.4 and I am having no issues.
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same for me Fishie798 :(
Did you solve the problem?
edit:
because i didn't test the r3f log addon, I just set the code back to original and got the same "error". deinstalling the r3flog addon from the root solved it.
So it seems to be the r3f addon causing the trouble.
Hey I had the same issue. For me it was how i extracted and repacked the dayz_server.pbo, specifically the server_monitor.sqf. If you are using PBO Manager 1.4 Beta, try going to your server_monitor.sqf file and right click it in PBO Manager and cut it, paste it to desktop then edit it Notepad ++ and save it then cut it from the desk top and paste it back in the same location in the PBO Manager. ( dayz_server.pbo/system/server_monitor.sqf) Close PBO Manager and upload the dayz_server.pbo back to the server.
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Hopefully someone here can help me.... I am running Dayz Epoch 1.0.2.3 and I am having troubles getting part 1 to work. I edit the "server_monitor.sqf" as stated in the @Dayz_Epoch_Server/addons/dayz_server.pbo and every time I repack and upload to server it just hangs in "waiting for server to send authentication" and then sometimes just go to debug. Tried for 2 dayz now and have been reading through other posts and can't seem to find anyone having the issue I have.
I am using PBO Manager v1.4 beta to unpack and repack
Thanks in advance to anyone able to help!
private ["_result","_pos","_wsDone","_dir","_block","_isOK","_countr","_objWpnTypes","_objWpnQty","_dam","_selection","_totalvehicles","_object","_idKey","_type","_ownerID","_worldspace","_intentory","_hitPoints","_fuel","_damage","_date","_script","_key","_outcome","_vehLimit","_hiveResponse","_objectCount","_codeCount","_objectArray","_year","_month","_day","_hour","_minute","_data","_status","_val","_traderid","_retrader","_traderData","_id"]; []execVM "\z\addons\dayz_server\system\s_fps.sqf"; //server monitor FPS (writes each ~181s diag_fps+181s diag_fpsmin*) dayz_versionNo = getText(configFile >> "CfgMods" >> "DayZ" >> "version"); dayz_hiveVersionNo = getNumber(configFile >> "CfgMods" >> "DayZ" >> "hiveVersion"); _script = getText(missionConfigFile >> "onPauseScript"); // ### [CPC] Indestructible Buildables Fix _cpcimmune =[ "WoodFloor_DZ", "WoodFloorHalf_DZ", "WoodFloorQuarter_DZ", "Land_DZE_LargeWoodDoorLocked", "WoodLargeWallDoor_DZ", "WoodLargeWallWin_DZ", "WoodLargeWall_DZ", "Land_DZE_WoodDoorLocked", "WoodSmallWallDoor_DZ", "WoodSmallWallWin_DZ", "Land_DZE_GarageWoodDoor", "Land_DZE_GarageWoodDoorLocked", "WoodLadder_DZ", "WoodStairsSans_DZ", "WoodStairs_DZ", "WoodSmallWall_DZ", "WoodSmallWallThird_DZ", "CinderWallHalf_DZ", "CinderWall_DZ", "CinderWallDoorway_DZ", "Land_DZE_LargeWoodDoor", "MetalFloor_DZ", "CinderWallDoorSmallLocked_DZ", "CinderWallSmallDoorway_DZ", "CinderWallDoor_DZ" ]; // ### [CPC] Indestructible Buildables Fix if ((count playableUnits == 0) and !isDedicated) then { isSinglePlayer = true; }; waitUntil{initialized}; //means all the functions are now defined diag_log "HIVE: Starting"; waituntil{isNil "sm_done"}; // prevent server_monitor be called twice (bug during login of the first player) //Set the Time //Send request _key = "CHILD:307:"; _result = _key call server_hiveReadWrite; _outcome = _result select 0; if(_outcome == "PASS") then { _date = _result select 1; if(dayz_fullMoonNights) then { //date setup _year = _date select 0; _month = _date select 1; _day = _date select 2; _hour = _date select 3; _minute = _date select 4; //Force full moon nights _date = [2012,6,6,_hour,_minute]; }; if(isDedicated) then { setDate _date; dayzSetDate = _date; publicVariable "dayzSetDate"; }; diag_log ("HIVE: Local Time set to " + str(_date)); }; // Custom Configs if(isnil "MaxVehicleLimit") then { MaxVehicleLimit = 50; }; if(isnil "MaxHeliCrashes") then { MaxHeliCrashes = 5; }; if(isnil "MaxDynamicDebris") then { MaxDynamicDebris = 100; }; // Custon Configs End if (isServer and isNil "sm_done") then { serverVehicleCounter = []; _hiveResponse = []; for "_i" from 1 to 5 do { diag_log "HIVE: trying to get objects"; _key = format["CHILD:302:%1:", dayZ_instance]; _hiveResponse = _key call server_hiveReadWrite; if ((((isnil "_hiveResponse") || {(typeName _hiveResponse != "ARRAY")}) || {((typeName (_hiveResponse select 1)) != "SCALAR")})) then { diag_log ("HIVE: connection problem... HiveExt response:"+str(_hiveResponse)); _hiveResponse = ["",0]; } else { diag_log ("HIVE: found "+str(_hiveResponse select 1)+" objects" ); _i = 99; // break }; }; _objectArray = []; if ((_hiveResponse select 0) == "ObjectStreamStart") then { _objectCount = _hiveResponse select 1; diag_log ("HIVE: Commence Object Streaming..."); for "_i" from 1 to _objectCount do { _hiveResponse = _key call server_hiveReadWrite; _objectArray set [_i - 1, _hiveResponse]; //diag_log (format["HIVE dbg %1 %2", typeName _hiveResponse, _hiveResponse]); }; diag_log ("HIVE: got " + str(count _objectArray) + " objects"); }; // # START OF STREAMING # _countr = 0; _totalvehicles = 0; { //Parse Array _countr = _countr + 1; _idKey = _x select 1; _type = _x select 2; _ownerID = _x select 3; _worldspace = _x select 4; _intentory= _x select 5; _hitPoints= _x select 6; _fuel = _x select 7; _damage = _x select 8; _dir = 0; _pos = [0,0,0]; _wsDone = false; if (count _worldspace >= 2) then { _dir = _worldspace select 0; if (count (_worldspace select 1) == 3) then { _pos = _worldspace select 1; _wsDone = true; } }; if (!_wsDone) then { if (count _worldspace >= 1) then { _dir = _worldspace select 0; }; _pos = [getMarkerPos "center",0,4000,10,0,2000,0] call BIS_fnc_findSafePos; if (count _pos < 3) then { _pos = [_pos select 0,_pos select 1,0]; }; diag_log ("MOVED OBJ: " + str(_idKey) + " of class " + _type + " to pos: " + str(_pos)); }; if (_damage < 1) then { //diag_log format["OBJ: %1 - %2", _idKey,_type]; //Create it _object = createVehicle [_type, _pos, [], 0, "CAN_COLLIDE"]; _object setVariable ["lastUpdate",time]; _object setVariable ["ObjectID", _idKey, true]; _lockable = 0; if(isNumber (configFile >> "CfgVehicles" >> _type >> "lockable")) then { _lockable = getNumber(configFile >> "CfgVehicles" >> _type >> "lockable"); }; // fix for leading zero issues on safe codes after restart if (_lockable == 4) then { _codeCount = (count (toArray _ownerID)); if(_codeCount == 3) then { _ownerID = format["0%1", _ownerID]; }; if(_codeCount == 2) then { _ownerID = format["00%1", _ownerID]; }; if(_codeCount == 1) then { _ownerID = format["000%1", _ownerID]; }; }; if (_lockable == 3) then { _codeCount = (count (toArray _ownerID)); if(_codeCount == 2) then { _ownerID = format["0%1", _ownerID]; }; if(_codeCount == 1) then { _ownerID = format["00%1", _ownerID]; }; }; _object setVariable ["CharacterID", _ownerID, true]; clearWeaponCargoGlobal _object; clearMagazineCargoGlobal _object; if ((typeOf _object) in dayz_allowedObjects) then { _object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}]; // Test disabling simulation server side on buildables only. _object enableSimulation false; // used for inplace upgrades and lock/unlock of safe _object setVariable ["OEMPos", _pos, true]; }; _object setdir _dir; _object setpos _pos; _object setDamage _damage; // ### [CPC] Indestructible Buildables Fix if (typeOf(_object) in _cpcimmune) then { _object addEventHandler ["HandleDamage", {false}]; _object enableSimulation false; }; // ### [CPC] Indestructible Buildables Fix if (count _intentory > 0) then { if (_type in DZE_LockedStorage) then { // Fill variables with loot _object setVariable ["WeaponCargo", (_intentory select 0), true]; _object setVariable ["MagazineCargo", (_intentory select 1), true]; _object setVariable ["BackpackCargo", (_intentory select 2), true]; } else { //Add weapons _objWpnTypes = (_intentory select 0) select 0; _objWpnQty = (_intentory select 0) select 1; _countr = 0; { if (_x == "Crossbow") then { _x = "Crossbow_DZ" }; // Convert Crossbow to Crossbow_DZ _isOK = isClass(configFile >> "CfgWeapons" >> _x); if (_isOK) then { _block = getNumber(configFile >> "CfgWeapons" >> _x >> "stopThis") == 1; if (!_block) then { _object addWeaponCargoGlobal [_x,(_objWpnQty select _countr)]; }; }; _countr = _countr + 1; } forEach _objWpnTypes; //Add Magazines _objWpnTypes = (_intentory select 1) select 0; _objWpnQty = (_intentory select 1) select 1; _countr = 0; { if (_x == "BoltSteel") then { _x = "WoodenArrow" }; // Convert BoltSteel to WoodenArrow if (_x == "ItemTent") then { _x = "ItemTentOld" }; _isOK = isClass(configFile >> "CfgMagazines" >> _x); if (_isOK) then { _block = getNumber(configFile >> "CfgMagazines" >> _x >> "stopThis") == 1; if (!_block) then { _object addMagazineCargoGlobal [_x,(_objWpnQty select _countr)]; }; }; _countr = _countr + 1; } forEach _objWpnTypes; //Add Backpacks _objWpnTypes = (_intentory select 2) select 0; _objWpnQty = (_intentory select 2) select 1; _countr = 0; { _isOK = isClass(configFile >> "CfgVehicles" >> _x); if (_isOK) then { _block = getNumber(configFile >> "CfgVehicles" >> _x >> "stopThis") == 1; if (!_block) then { _object addBackpackCargoGlobal [_x,(_objWpnQty select _countr)]; }; }; _countr = _countr + 1; } forEach _objWpnTypes; }; }; if (_object isKindOf "AllVehicles") then { { _selection = _x select 0; _dam = _x select 1; if (_selection in dayZ_explosiveParts and _dam > 0.8) then {_dam = 0.8}; [_object,_selection,_dam] call object_setFixServer; } forEach _hitpoints; _object setFuel _fuel; if (!((typeOf _object) in dayz_allowedObjects)) then { _object setvelocity [0,0,1]; _object call fnc_veh_ResetEH; if(_ownerID != "0") then { _object setvehiclelock "locked"; }; _totalvehicles = _totalvehicles + 1; // total each vehicle serverVehicleCounter set [count serverVehicleCounter,_type]; }; }; //Monitor the object dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_object]; }; } forEach _objectArray; // # END OF STREAMING # // preload server traders menu data into cache { // get tids _traderData = call compile format["menu_%1;",_x]; if(!isNil "_traderData") then { { _traderid = _x select 1; _retrader = []; _key = format["CHILD:399:%1:",_traderid]; _data = "HiveEXT" callExtension _key; //diag_log "HIVE: Request sent"; //Process result _result = call compile format ["%1",_data]; _status = _result select 0; if (_status == "ObjectStreamStart") then { _val = _result select 1; //Stream Objects //diag_log ("HIVE: Commence Menu Streaming..."); call compile format["ServerTcache_%1 = [];",_traderid]; for "_i" from 1 to _val do { _data = "HiveEXT" callExtension _key; _result = call compile format ["%1",_data]; call compile format["ServerTcache_%1 set [count ServerTcache_%1,%2]",_traderid,_result]; _retrader set [count _retrader,_result]; }; //diag_log ("HIVE: Streamed " + str(_val) + " objects"); }; } forEach (_traderData select 0); }; } forEach serverTraders; // spawn_vehicles _vehLimit = MaxVehicleLimit - _totalvehicles; diag_log ("HIVE: Spawning # of Vehicles: " + str(_vehLimit)); if(_vehLimit > 0) then { for "_x" from 1 to _vehLimit do { [] spawn spawn_vehicles; }; }; // spawn_roadblocks diag_log ("HIVE: Spawning # of Debris: " + str(MaxDynamicDebris)); for "_x" from 1 to MaxDynamicDebris do { [] spawn spawn_roadblocks; }; if(isnil "dayz_MapArea") then { dayz_MapArea = 10000; }; if(isnil "HeliCrashArea") then { HeliCrashArea = dayz_MapArea / 2; }; if(isnil "OldHeliCrash") then { OldHeliCrash = false; }; allowConnection = true; // [_guaranteedLoot, _randomizedLoot, _frequency, _variance, _spawnChance, _spawnMarker, _spawnRadius, _spawnFire, _fadeFire] if(OldHeliCrash) then { nul = [3, 4, (50 * 60), (15 * 60), 0.75, 'center', HeliCrashArea, true, false] spawn server_spawnCrashSite; }; if (isDedicated) then { // Epoch Events _id = [] spawn server_spawnEvents; // server cleanup _id = [] execFSM "\z\addons\dayz_server\system\server_cleanup.fsm"; }; sm_done = true; publicVariable "sm_done"; };
Database issues?
in Server Install
Posted
I have recently had the same issue. Had reports that all objects (vehicles, building items, safes etc.) Were not visible in the game, but after a server restart the objects all came back. Seems like it had an issue loading the object_data table maybe??