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Posts posted by Defent
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I had it like that at first too. Although I did not like the fact that the HiveExt.ini wants even more to do with my object_data table so I commented it out. More than this I do not really know. Do the door that disappear have invulnerability from damage?
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Do you have this enabled in your HiveExt.ini?
;CleanupPlacedAfterDays = 8
I had this problem back in October last year, but since I added the above function and amongst other things the problem seem to have subsided.. or atleast the reports of it.
Amongst these changes was actually enabling the event scheduler in mysql.. which I had forgotten to do.
Try building a doorway and check how it's effected by the decay. Sometimes decay can be buggy depending on what the damage you set it to do.UPDATE `object_data` SET `Damage`=0.2 WHERE `ObjectUID` <> 0 AND `CharacterID` <> 0 AND `Datestamp` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 7 DAY) AND ( (`Inventory` IS NULL) OR (`Inventory` = '[]') )
I've been quite paranoid about this, so I set my admins and myself to watch player made bases and count the days they are active with and without maintences to see what may be the cause of the deletion; I have no results as of yet.
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just saying hello, its vern here from the old st irc chat lol ;)
Hello there :)
who with the what now?
http://www.reddit.com/r/dayz/comments/223vr9/ongoing_drama_with_dayzorigins_and_underpaid/
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Oh, delicious drama?!
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This happens when the arma 2 server doesnt shut down correctly and starts storing itself in the background processes. This can lead to the new sever having a new port. I solved this by using FireDaemon, which already puts the servers as a background process.
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Your server_monitor.sqf is missing? and several other files? I think you will have to redo all your configurations from scratch since some files are obviously bugged or missing.
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You may have installed a debug monitor which calls the _handled function. That function is already used by the Epoch building system. Remove the debugmonitor or code around the _handled function and it should be ok.
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So its been a while since i used EMS. What advantage does it have over DZMS?
Erm.. Epoch oriented missions :ph34r:.
Nah, but I don't actually know much more. I believe the loot and spawn system was slightly different. I've not used DZMS so can't accurately answer.
how to customize the spawn of the missions in the woods?
example pls :rolleyes:
If you know coding, you may want to play around with this:
https://community.bistudio.com/wiki/selectBestPlaces
and similar commands. I've seen it somewhere, a line of code which allows you to designate the position of the mission spawn based on the enviorment around it. Don't remember where though.
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I think this is the DayZ anti-duping system. When you log out / combatlogs(?) near a player; their backpack gets wiped.
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As much as it is awesome, I doubt it will happen since this relies on ACRE which relies on teamspeak which relies on people actually connecting and TS/ACRE working. And anone who has used ACRE knows what a pain it can be when it decides that today is the day it wants to fuck you over.
ACE is also one of the best scripted mods I've seen, but it may also require a lot of (extra) system resources, that plus the already resource heavy arma 2 and epoch would tank servers extremely.
You may like it but I say that it is not practical for the server machine one bit. That along with the fact that the video linked in the OP is using more than just ACE and ACRE (sthud etc).I'm not saying I'm against it, it's just very.. very.. impractical.
One thing you can do is to consider the ACE/ACRE for your Arma 3 Epoch mod. This would not upset current Arma 2 epoch players (NEW STUFF SUCKS OMG QUITTING CY@), instead you can use those two as a "new" addition towards your ArmA 3 Epoch perspective.
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The one I linked is the latest EMS version with a few changes I have done. Through my link you can also get to the original EMS 0.3.
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It's forked, which means I only modified his version or made a similar one which can be compared to his.
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Then you installed it wrong. It works for me.
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Open DZMSConfig.sqf and modify these values
DZMSMajorMin = 960; DZMSMajorMax = 2900; DZMSMinorMin = 960; DZMSMinorMax = 1730;
to something smaller like, 5.
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Okey, so I forked it like you said. Hopefully this does not get anyone ticked off. This was not created by me so ya'll know. I just reconfigured it abit.
Here ya go, enjoy:
https://github.com/Defent/EMS-0.3
Here for a full change log:
https://github.com/Defent/EMS-0.3/commit/620142fc92a934178dfb8d89061362fe85f1a8ce
Also, I will try to update it with any changes I do. -
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Check the RPT log firstly and then post it here.
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To my knowledge, all it does is search for the skin right now. So you'd be better off doing something like istypeOf.
Or like what Sandbird posted here:
Well you might want to do_traderguy = "Graves_Light"; _traderguy = _this select 0;
or
unitInfoType = "UnitInfoSoldier";
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what does the rpt say?
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You need to define what Graves_Light is though, since it can be the skin itself or the ai or whatever afaik.
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Loop them like this:
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I know I don't but it's generally considered good conduct to ask for permission firstly.
I sent a PM to TheFuchs but havn't gotten any response.
The cars being destroyed on spawn are not related to the mission per se though. It's related to the server cleanup most likely.
Doorways get deleted after a week
in Server Install
Posted
It works as the commentation, pretty much just disables that part of the code from running.
You could try disable it and see if that gives any other results.
What is the damage you have set in the decay event in your database?