Jump to content

anthony

Member
  • Posts

    121
  • Joined

  • Last visited

  • Days Won

    1

Reputation Activity

  1. Like
    anthony reacted to vbawol in Server Admins we are looking for your feedback for 1.0.4   
    Merged this pull request just a few minutes ago and is another addition that will make this custom change easier for everyone: 
     
    [ADDED] Allow Admins To Customize Loot Spawn Timer using DZE_LootSpawnTimer via init.sqf. Default: 10 @SGanthony
     
    https://github.com/vbawol/DayZ-Epoch/blob/master/CHANGE%20LOG%201.0.4.txt#L7
  2. Like
    anthony got a reaction from martuk66 in Server file updates... What is the proper method?   
    My update process is normally something like this:
    1) Download the server update file via whatever distribution method is offered
    2) Download the Epoch client files via DayZ Commander
    3) Extract the server update file
    4) Rename @DayZ_Epoch_Server directory from my ArmA2 directory to @DayZ_Epoch_Server_old
    5) Copy the new @DayZ_Epoch_Server directory over
    6) Replace and merge the old server files with any changes I may have made
    7) Copy the new/updated @DayZ_Epoch_Server directory to my ArmA2
    8) Rename the old DayZ_Epoch_11.Chernarus directory to DayZ_Epoch_11.Chernarus_old
    9) Copy the new DayZ_Epoch_11.Chernarus directory over
    10) Replace and merge the old mission directory with the new one
    11) Put in place the new SQL database
    12) Run some custom SQL stuff that adds items to various traders
    13) Compare the new and old HiveExt.ini for any changes
    14) Update config.cfg hostname with the Epoch version number
    15) Password lock the server
    16) Test the server for a bit, review logs, make any fixes for stuff I missed
    17) Once everything seems good, shut her down, remove the password, start her back up
     
    Usually takes me between 20 and 60 minutes, depending on whether or not I am having a derpy day.
  3. Like
    anthony got a reaction from amandabif in Vilayer   
    Dayz.st is/was bad, had them for a few months then I switched to Vilayer thinking they would be the solution to all of my problems. NOOOPE!
     
    I moved to a dedicated server a few months ago, and while I had a lot to learn about setting things up to get things working well, I am much happier.
  4. Like
    anthony got a reaction from Baron in Show Off Your Base   
    This took me something like 420 oz of gold to build, which took me a very long time to obtain. Then it took me about 7 hours to put all of the hesco barriers down, but I really like how it turned out.
     




  5. Like
    anthony got a reaction from boxman80 in [EMS] 0.2.6 Epoch Mission System   
    Maybe. But the invisible AI are part of the script. When the server FPS is low or there are tons of AI the script will make the AI invisible and invincible which they do not come out of. SARGE posted how to fix it back in July on opendayz.net (http://opendayz.net/threads/1-5-or-1-6.11631/#post-58926) which Fuchs has implemented in his version of the SARGE AI.
  6. Like
    anthony reacted to DNightmare in You are already building or crafting bug   
    Just finished my first pull request on exactly that issue :)
    https://github.com/vbawol/DayZ-Epoch/pull/593
    Let's hope the staff approves and gets out a hotfix soon.
     
    To Serverowners that wanna fix it in the meantime:
    Override your compiles.sqf + player_build.sqf (dayz_code.pbo) to get it into the mission and change the following:
    _needNear = getArray (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "neednearby"); { _need = _x select 0; _distance = _x select 1; if("fire" in _need) then { _isNear = {inflamed _x} count (position player nearObjects _distance); if(_isNear == 0) then { _abort = true; _reason = "fire"; }; }; if("workshop" in _need) then { _isNear = count (nearestObjects [player, ["Wooden_shed_DZ","WoodShack_DZ","WorkBench_DZ"], _distance]); if(_isNear == 0) then { _abort = true; _reason = "workshop"; }; }; if("fueltank" in _need) then { _isNear = count (nearestObjects [player, dayz_fuelsources, _distance]); if(_isNear == 0) then { _abort = true; _reason = "fuel tank"; }; }; } forEach _needNear; to:
    _needNear = getArray (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "neednearby"); { _need = _x select 0; _distance = _x select 1; switch(_need) do{ case "fire": { _isNear = {inflamed _x} count (position player nearObjects _distance); if(_isNear == 0) then { _abort = true; _reason = "fire"; }; }; case "workshop": { _isNear = count (nearestObjects [player, ["Wooden_shed_DZ","WoodShack_DZ","WorkBench_DZ"], _distance]); if(_isNear == 0) then { _abort = true; _reason = "workshop"; }; }; case "fueltank": { _isNear = count (nearestObjects [player, dayz_fuelsources, _distance]); if(_isNear == 0) then { _abort = true; _reason = "fuel tank"; }; }; }; } forEach _needNear; And *chaching*, your Players can build Fuel Pumps again :)
     
    Cheers,
    DNightmare
  7. Like
    anthony reacted to vbawol in Any way to disable the grass in the 1.0.2.4 update?   
    You can remove the grass mod by deleting the following files from the @dayz_epoch/addons folder
    gdtmod_grass.pbo gdtmod_grass.pbo.dayz_vb.bisign  
  8. Like
    anthony reacted to churro in Any way to disable the grass in the 1.0.2.4 update?   
    I tried that, but the grass didn't disappear and I was still laggy. so I deleted all the gdtmod files and now everything looks like it was in 1.0.2.3. I am no longer experiencing lag at all. Thanks for the help.
     
    BTW, I backed the up before deleting in case I needed them for something. Maybe I didnt have to delete them all but they are there in case some of them are crucial.
  9. Like
    anthony reacted to vbawol in MV22 Not Saving Inventory To DB Post Restart   
    fixed for 1.0.2.4
  10. Like
    anthony got a reaction from crckdns in Server file updates... What is the proper method?   
    Notepad++ has a compare plugin that does the same thing. Since I use NPP for all my editing anyway no reason in learning all the ins and outs of a second program.
  11. Like
    anthony got a reaction from happysan in [Suggestion] Dismantle Storage Structures   
    It would be nice if we had a "remove" option for storage structures so that we could rebuild them. I think the cost to remove and rebuild these structures should be more than just a chance to break a crowbar and toolbox. The first is to remove the bulk_empty from a build component and move it to being required to actually place the structure along with maybe some timber/plywood/corrugated. The other would be to create a new item, something like "dismantled_xxxxx_kit" which requires a bulk_empty along with some plywood/timber/corrugated, depending on structure, to rebuild.
     
    This would certainly cut down on the amount of structure clutter that occurs and make it so server admins don't have to manually clear them from the database.
     
    This idea came from a member of my server by the name of Demonedwolf.
  12. Like
    anthony reacted to axeman in HiveExt(0): [Information] Method: 201 Params: 68:   
    lol. Assuming this is hivext.log that you are talking about then at the bottom of hivext.ini you can edit the following (if it's not there just add it in)
    [Logger] ;Possible values: trace, debug, information, notice, warning, error, critical, fatal, none ;They are sorted by importance (low to high), with trace being the most verbose, and none would turn off logging ;This controls both the file output level, and the console output level Level = none ;Uncomment this option to override the logging level for the console only ;The specified level can only be higher than the global one, setting lower values will have no effect ;So for example, if you want to have information-level logs in your file, but only warning-level and higher in your console ;You would uncomment this option and set it to warning ;Leaving it commented out means there's no special level for the console, so it will just use the global one ConsoleLevel = none ;By default, the HiveExt console log output will go to the Arma2 server window, with colour highlighing by importance ;If you want to use the old style, separate windows console window for the HiveExt log output, set this option to true SeparateConsole = false I normally have mine on trace, for testing..
  13. Like
    anthony got a reaction from DayZRE in Vilayer   
    Dayz.st is/was bad, had them for a few months then I switched to Vilayer thinking they would be the solution to all of my problems. NOOOPE!
     
    I moved to a dedicated server a few months ago, and while I had a lot to learn about setting things up to get things working well, I am much happier.
  14. Like
    anthony got a reaction from Fusiion in i am having a issue with my server it will not let me place a work beach or build   
    If you are using the Admin Tools from Phoenix it is not compatible with Epoch out of the box, it must be fixed up to work. First, the playermonitor.fsm needs to be replaced with the Epoch playermonitor.fsm. Through some Google-fu I just found this installation video tutorial: http://www.youtube.com/watch?v=Mil0hgZzvJo
     
    SAR_AI helicopters being removed may be due to the server_cleanup.fsm, which needs to be edited. How to do that can be found in the SAR_AI installation instructions.
  15. Like
    anthony reacted to Armifer in Automatic Humanity Gain   
    In player_spawn_2.sqf comment out the following to disable automatic humanity gain.
        if (_speed > 0.1) then {         _timeOut = _timeOut + 1;     };          _humanity = player getVariable ["humanity",0];     if (_timeOut > 150) then {         _timeOut = 0;         if (_humanity < 2500) then {             _humanity = _humanity + 150;             _humanity = _humanity min 2500;             player setVariable ["humanity",_humanity,true];         };     };
  16. Like
    anthony reacted to Cage9d9 in Waiting for server to start authentication   
    I'll answer my own question for the benefit of others. This error was related to the fact that my Arma2 beta patch was loading up with Dayz mod and DayzEpoch mod. Only need to have DayzEpoch.
  17. Like
    anthony got a reaction from lolw00t in dayzmod.com   
    At the least they host it. DayZ Mod belongs to Rocket, who works for BIS now. DayZ Mod is one of the main reasons BIS did not go out of business so I can understand why they would offer to host the website. 
  18. Like
    anthony got a reaction from Aliveman in dayzmod.com   
    At the least they host it. DayZ Mod belongs to Rocket, who works for BIS now. DayZ Mod is one of the main reasons BIS did not go out of business so I can understand why they would offer to host the website. 
  19. Like
    anthony got a reaction from boxman80 in problems with database update mechanism?   
    I have experienced inventory getting totally wiped if a player is on the server when the server is shut down, but not the other stuff. I have updated inventories via the database as recently as today while the player was at the MP select screen, and I just checked my inventory in the DB and it was getting updated when I made changes.
     
    Two things, possibly stupid and I don't mean to be insulting, but this is what I can think of: 1) Whoever is looking at the database... are they hitting "refresh" via whatever viewing method/program/interface on the table? 2) Maybe someone can correct me if I am wrong, but I believe player_monitor.fsm does handle a lot of updating stuff. Is your server running an older version, for some script on the server? Maybe some other code snippets are being substituted and were not updated for 1.0.1.5?
  20. Like
    anthony got a reaction from Bungle in tow/lift help   
    Line 199, missing close quotes and comma.
    "VIL_smart_civil4", "VIL_smart_civil5 "VIL_vivaro_amb",   This sort of error should appear in your RPT log. It would have appeared here as well if you used "code" instead of "quote." I highly suggest getting a text editor called Notepad++ and setting the default language for sqf and sqm files to C++. very helpful.
  21. Like
    anthony reacted to vbawol in 1.0.1.5 Bug Reports   
    Oops, jetskiyanahuiaddon will be addressed for the next patch.
     
    https://github.com/vbawol/DayZ-Epoch/commit/987f09d47b76bacbe6987c92a25ad3595c0fe049
  22. Like
    anthony got a reaction from Bungle in Show Off Your Base   
    This took me something like 420 oz of gold to build, which took me a very long time to obtain. Then it took me about 7 hours to put all of the hesco barriers down, but I really like how it turned out.
     




×
×
  • Create New...