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Posts posted by Defent
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That's quite interesting. I might just add this to some traders to block vehicles from entering and to give some server information!
What I try to do is add things to my server that no other server has, unique scripts and bases. - Some ofcourse are used by others but some are also made by me.
I average around 15-20 players which is not a lot but decent for a weekday I suppose. -
I feel like metapod now..
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Specs should easily hold 3-4 servers, a lot depends on your internet speed though.
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Nope, I was wrong - problem still happens. Even with the fixes you mentioned.
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Try removing the ; before CleanupPlacedAfterDays = -1, that might change it. Or change the negative number to something like 25.
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As I said, the debug monitor worked fine without any errors before. It's only when I added a toggle function when it gave me these messages BUT STILL WORKS.
I removed the below code and added the codes mentioned above.if (_dikCode == 210) then { _nill = execvm "\z\addons\dayz_code\actions\playerstats.sqf"; };
The debug monitor has always been server side.
I have the init inside that block and it did not change anything. -
Did you add them to the trader_items table? and did you correctly define if the ammo is ammo in the database?
Ammo is type 1, vehicles are type 2 and weapons are type 3. -
Re-download Epoch 1.0.4 or 1.0.4.1 - I've seen them being hosted here on the forum by some people.
REsec.sqf is on the client side aswell. -
Thank you both, this seems to have done the trick. No more errors spamming my rpt atleast.
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You have the server running on port 3307 and the config is pointing to port 3306. Unless you have multiple ports, that is your problem.
Also, please put a password and change the user. Never use root, ever.
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That reminds me of McAfee back in the days when they were accused for creating false viruses that their anti-virus detected first.
This then made them sell in insane amounts. But this was in like '92. Nothing is new under the sun. -
Hello,
I'm having some trouble with my debug monitor causing some weird errors:
16:14:08 Error in expression <unt playableUnits),r_player_blood,round _humanity,_killsH,_killsB,_kills,(round >
16:14:08 Error position: <_humanity,_killsH,_killsB,_kills,(round >16:14:08 Error Undefined variable in expression: _humanity16:14:08 File mpmissions\DayZ_Epoch_11.Chernarus\custom\debug.sqf, line 2416:14:12 Wrong text element 'null'16:14:12 Wrong text element 'null'16:14:12 Wrong text element 'null'The debug monitor works in all its glory with a toggle function.
Here is some info:
This is in my init.sqf to make it so it is enabled by default.
if {!isDedicated} then { debugMonitor = true; [] execvm "custom\debug.sqf"; };
Here is the debug.sqf
while {debugmonitor} do { _kills = player getVariable["zombieKills",0]; _killsH = player getVariable["humanKills",0]; _killsB = player getVariable["banditKills",0]; _humanity = player getVariable["humanity",0]; hintSilent parseText format [" <t size='1.15' font='Bitstream'align='center' color='#5882FA'>Website:</t><br/> <t size='1.15' font='Bitstream'align='center'>Numenadayz.com</t><br/> <t size='1.15' font='Bitstream'align='center' color='#5882FA'>Teamspeak:</t><br/> <t size='1.15' font='Bitstream'align='center'>ts.numenadayz.com</t><br/> <t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Players Online: </t><t size='0.95 'font='Bitstream' align='right'>%1</t><br/> <t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Blood: </t><t size='0.95' font='Bitstream' align='right'>%2</t><br/> <t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Humanity: </t><t size='0.95' font='Bitstream' align='right'>%3</t><br/> <t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Murders: </t><t size='0.95' font='Bitstream' align='right'>%4</t><br/> <t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Bandits Killed: </t><t size='0.95' font='Bitstream' align='right'>%5</t><br/> <t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Zombies Killed: </t><t size='0.95' font='Bitstream' align='right'>%6</t><br/> <t size='0.95' font='Bitstream' align='left' color='#FFBF00'>FPS: </t><t size='0.95' font='Bitstream' align='right'>%7</t><br/> <t size='1.15' font='Bitstream' align='center' color='#5882FA'>Restart in %8 Minutes</t><br/> <t size='1' font='Bitstream' align='center'>Press F10 to toggle</t>", (count playableUnits),r_player_blood,round _humanity,_killsH,_killsB,_kills,(round diag_fps),(round(180-(serverTime) / 60)) ]; sleep 1; };
and this part calls the debug monitor when you press F10
if (_dikCode == 0x44) then { if (isNil 'debugMonitor') then { debugMonitor = true; [] execvm "custom\debug.sqf"; } else { debugMonitor = !debugMonitor; hintSilent ''; [] execvm "custom\debug.sqf"; }; };
is the isNil value causing the problem? and if so what can I replace it with?
I used this debug monitor before without any problems, but when I added a toggle function this happend. -
This is very much a question of semantics and the way people form their sentences. Your choice of words can make a big difference.
Mixing up the meaning of buying and donating and using terms such as "receving" and "in return" can cause uninteded problems.
I find this specifically intresting since this is my line of work.
There is a whole science dedicated to just this. If I frame my sentence and use the word "buy" the object [grammatical object] in this sentence may become illicit.
But if I use the word "donating", the sentence instantly becomes a lot different.Framing of sentences and word usage can make a big difference from a legal point of view. Inferences should be considered.
I do understand that people want to keep their servers alive through jolly co-operation with other people. But keeping the language professional when writing things like these are vital.
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What people are mixing up here is buying and donating. If you buy something you may have the right for a return consideration.
However, due to the nature of donations and it's intended purpose, they are not supposed to have a return policy.
That is why you can not use donations as a method of expecting, wanting and receving anything in return. A donation is a "Imperfect contract void for want of consideration". This means that you donate without any consideration on a reward.
Many laws actually forbid or frown on the fact that you get items, object or anything of value in return of your donation.
A donation is made when you feel like it, not for personal gain. This defeats the whole ideology.The return policy can be changed. This would require a form of written document stating the return policy and how it can be achived.
Donation ≠ Buying - a work protected by copyright law and DMCA (etc) can not be sold, bought, donated and or any of it's like by a 3rd/4th party without the consent of the 1st (or 2nd?) party as far as I know.
The blood donation you speak of can not be compared to the donation of money towards a game server. You own the blood, giving it away in a form of donation can be rewarded IF stated by the reciver. This is a different technicality than that of a donation towards personal gain. Again, referring to 2nd, 3rd and 4th party ownership. -
Grab notepad ++ and use the notepad ++ compare plugin to compare 1 file to the other and see whats missing and whats new:
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Are you using fn_selfactions for your menu? Also, I posted the code needed to turn the debug monitor on or off. Just remove the first if tag if you don't want the code to depend on any other variable or syntax. You can just put the line of code in a new sqf file and call it from your menu script.
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I'm not sure but, you'll have to do a local compile of the dayz_spaceInterrupt.sqf on your server.
Then open that file and around line 118 comment this out:
//if (_dikCode == 210) then { // _nill = execvm "\z\addons\dayz_code\actions\playerstats.sqf"; //};
Then make a new file called whatever, this is the file you're pointing at with your scoll wheel menu.
In this add:
if (publicvariabletoexecute) then { if (isNil 'debugMonitor') then // not a big fan of this function :/ { debugMonitor = true; [] execvm "custom\debug.sqf"; } else { debugMonitor = !debugMonitor; hintSilent ''; [] execvm "custom\debug.sqf"; }; };
I believe you need a publicvariable here since you're accessing the file from another file.
This requires you to rename your debug monitor to debug.sqf and put it in the custom folders though.
This is some of the script I use to toggle my menu, however I use this instead.if (_dikCode == 0x44) then { //F10
If you want to do a publicvariable, add this in your fn_selectactions.sqf scroll menu script.
publicvariabletoexecute = _yourothervariable; // the your other variable you use is the one mentioned in the fn_selfactions. publicVariable "publicvariabletoexecute"; [] execVM "custom\toggledatmonitor.sqf";
and then open togglethatdatmonitor.sqf and use the previous mentioned publicvariable.
Edit: you might not even need a publicvariable since you're alreadying giving the execute from fn_selfactions a variable. Instead try using the name you put in there inside the if tag I mentioned earlier.s_player_debugmonitor
or whatever you used in your code.
Not sure if this works 100%, try it out.
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update your battleye filters, most probably its the publicvariable.txt filter causing that.
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You could possibly do a child call for the generation column in character_data. That column changes to each death, ofcourse it's not optimal but it's an example.
Not sure if it's possbile to access that one though.
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any news on this?
How about this http://www.armaholic.com/page.php?id=12248
Changelog:
v2
Backpack support
Added female pilot
Added a version with helmet
fixed some stuff
"I'm ready to military now."
That helmet looks slightly out of proportion. Anyway, I like the idea of new female skins! They are not too large in filesize either.
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Correct me if I'm wrong but
(player getVariable['dayz_Survived', 0])
would not work with loadouts since loadouts are give when you respawn, and this counts how long it's been since you respawned. So theoretically it's not doable?
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Try put these in your init.sqf:
DZE_DeathMsgGlobal = true; DZE_DeathMsgSide = false; DZE_DeathMsgTitle = false;
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Ah yea, that's true Axe Cop. I ment that 5-6gb was the overall usage with an arma 2 server running at full effect. Sorry, should have been more specific.
Though it was a while ago, so I might have gotten the numbers wrong.
The scripting part is no different. It's still an Arma2 server. However you need to do all the stuff that surrounds the machine and the server, like downloading a mysql server and all that.
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That doesn't matter. Just point the code line towards the bin folder and it will porbably work.
Server: Network message XXXXXX is pending
in Server Install
Posted
Thats one of the more typical messages of desync. Have you checked the internet usage of the server?
You can either have players that tank the speed or you can have problems with the server_monitor.sqf - I've noticed people saying the new one caused desync when a server was at max players.