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ebayShopper

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ebayShopper last won the day on February 10

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About ebayShopper

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  1. Hacker in my server

    @_Lance_ Player names should not be sent in public variables as plain text, because they can contain arbitrary text, including special characters like {([+])} etc. which will trigger the corresponding filters in publicvariableval.txt. In the default vanilla and Epoch files we do not send any player names as plain text anymore. We use toArray to convert the player name to a string of numbers first before sending it, and then toString to convert it back on the server. He is already doing that with the rest of the message, it should be done with the player name too.
  2. BE Filters

    This !"execVM "\\ca\\Data\\" Should be !"execVM \"\\ca\\Data\\"
  3. Indestructible buildings for militarized servers?

    The HandleDamage EH effects are local, and built in map objects are local for each client. It needs to be added on all clients and the server, so that's why doing it in server_monitor.sqf doesn't work. https://community.bistudio.com/wiki/ArmA_2:_Event_Handlers#HandleDamage
  4. Recent server crashes/hacks

    BattlEye has been made aware of the cheat in question, but more people contacting them about it should hopefully make them prioritize it. The method it uses to crash servers is a bug in the chat radio commands. Executing these commands with a bad file name starting with # causes an instant crash in A2OA. To prevent sending them in a PV, which may later be compiled and remote executed, you should add these filters: https://github.com/EpochModTeam/DayZ-Epoch/commit/db0ef1b7441afdc244314a8d30e1fef2b5a483e5
  5. Arma2 OA Beta Branch

    You are correct. I just checked. Using beta branch does not change the build number in the productVersion return. This works to detect it though: if (getText (configFile >> "CfgWeapons" >> "DMR" >> "weaponInfoType") == "RscWeaponZeroing") exitWith { };
  6. Arma2 OA Beta Branch

    https://github.com/EpochModTeam/DayZ-Epoch/issues/1712#issuecomment-243155921
  7. Humanity difference while in a vehicle

    In 1.0.5.1 no one was punished or awarded humanity when they were in a vehicle. In 1.0.6.1 it works in all vehicles if you are the only crew member, since you are always the effectiveCommander. If there are multiple crew members the humanity reward or punishment goes to the vehicle's effectiveCommander: https://community.bistudio.com/wiki/effectiveCommander https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/compile/fn_damageHandler.sqf#L100 It is fairly accurate for most vehicles, since the commander seat and gunner seat are usually the same, or there is often only one driver and one gunner. But in some vehicles and crew configurations it will return the driver or commander instead of the gunner. It should be improved, but determining crew roles accurately for all vehicle types requires a more advanced function which we did not have time to add and test.
  8. Take no damage if no vehicle is within 25m

    Comment out this line: https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/compile/fn_damageHandler.sqf#L60 and this line: https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/compile/fn_damageHandler.sqf#L72 Doing this will make it easier for cheaters to kill players with locally created explosions which are not logged.
  9. Server loading slow

  10. IMPORTANT: Players invisible and no gear

    As salival said, it sounds like the server can not keep up with the load. Things like logging in and group management send PVS to the server. If the server FPS is low and script scheduler is busy the corresponding PVEH can take a very long time to fire or seem like it is not firing at all. You should aim to keep server FPS above 15. The biggest server FPS killer is AI units spawned on the server, since they use all the CPU power. And the A2OA server tends to only take advantage of two cores, or two virtual cores on CPUs with hyperthreading. Other than that you also want to avoid running any scripts on the server which are loops with sleeps or long sleeps in general. These stay in the scheduler queue indefinitely or for a long time and slow it down. When server FPS is five a 15 second sleep can take over five minutes for example.
  11. [Release] ESSV3 - Enhanced Spawn Selection

    If you are getting a RIP marker on living players then you are most likely doing a setVariable "bodyName" on them. The old version of infistar did that on living players. If you are going to use infistar you should update to the latest version.
  12. Updating @devd's work for 1.0.6+ and including support for it on the git by default is something we have wanted to do, but just haven't had time. It has taken a backseat to the more important things that needed to be done first. Ideally we could add a linux server support framework that is compatible with both vanilla DayZ mod and Epoch 1.0.6+ that won't require too many changes to keep updated going forward. Anyone is welcome to contribute and submit pull requests on the git. Otherwise we get to it when and if we have time.
  13. How to increase Terrain Grass

    Epoch has the gdtmod_grass addon included which trims the grass, so you can never have it as high as the default Chernarus grass. The decision to include this addon was made before 1.0.5.1. by the original Epoch developers, so I do not want to override that and remove it. Vanilla DayZ mod does not use this addon, so you do get the full height grass on there.
  14. Backpacks wiping inventory on restart

    Can you list the steps to reproduce it? Please test on a stock test server to confirm that it is a problem with Epoch and not a third party script. If you can rule that out then you can add back third party scripts one by one to find the culprit by process of elimination.
  15. Safe and lock box with slowness when opening

    This is fixed for 1.0.6.2. The spawn server_handleSafeGear needs to be changed to a call here: https://github.com/EpochModTeam/DayZ-Epoch/commit/72df07bdf24e03b8633ebcde31e31c8ce0dcd882#diff-286e41f906582f322687cb545f070947L104 After that you can remove the disableUserInput lines in player_lockVault.sqf and player_unlockVault.sqf as they will no longer be needed.
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