Jump to content

Kivuli

Member
  • Posts

    96
  • Joined

  • Last visited

Posts posted by Kivuli

  1. Of course, now I'm having a problem myself. I have the mod installed properly I'm pretty sure, however none of the build controls work at all. Can't rotate, can't raise/lower, can't place, can't snap, can't cancel, nothing. I'm using the unmodified player_build.sqf from the github and the spaceInterrupt file likewise with a single change to the playerstats.sqf.

     

    EDIT:

     

    Nevermind, I just derped a bracket. Works fine.

  2. Fantastic work, Raymix. If you don't mind, I have a quick question: Is it possible to change the "F" key for this mod to something else?

     

    About 10 years ago almost all of my clan switch from WASD controls to ESDF controls. This gave us more keys around our movement keys to which we could bind special functions. It also makes it easier for our hands to autolocate correctly since it matches the correct typing finger position, and the F-key has a little raised bump on it which makes it easy for your index finger to settle on to the correct key (this is the same reason that the J-key also has a raised bump on it)

     

    So if you can point me in the direction of how I would modify this mod to work with another key (G key? Or H key? Or anything except the ESDF keys), I would really appreciate it.

     

    Thanks in advance!

     

    Welcome to the church of ESDF, brother. ;)

  3. Do you mind sharing the Customized version of Blue Phoenix tools?.. we used it before we moved to napf  was a very helpfull admin tool.

    Sorry, I just now saw this. There is an updated and tweaked version of these tools in the Server Mods forums called DayZ Epoch Admin Tools that will work for you just fine. My version has a lot of custom stuff specifically designed for our admins' specific needs and is trimmed quite a bit to reduce the mission file footprint.

  4. Well, I deleted the mpmissions cache in accordance with another person having the same issue, and added the -malloc=system line. Tried playing on a Vanilla DayZ server that would always crash within the first 10-15 seconds of loading in and was able to play for about 8 minutes or so without a crash. I remain hopefully optimistic that one of those two things solved my problem but it will take a bit more testing later on to be sure.

  5. I know this is a shot in the dark, but maybe someone else has had this problem. All of a sudden starting today, every time I try to play either vanilla DayZ or DayZ Epoch, I can load into the world for a few seconds and then the game crashes suddenly. The error has something to do with msvcrt.dll, which is the Visual C runtime. I've tried reinstalling all of the Visual C++ runtimes from 2005 to 2013 with no success. Reinstalled the mods, verified game cache (I use steam), nothing seems to work. I haven't updated anything, installed anything, or changed anything. It was working fine last night. After shutting the game down I left the computer idle as I always do overnight and through the day, then I came home today and tried to load it up and this started happening with no warning. Nothing was run in the interim time.

     

    The strange thing is that I can play base Arma2/Arma2OA or DayZ Namalsk without issues. It's only when I try to load into a DayZ server or an Epoch server. Any thoughts?

  6. If you want to remove ANY vehicle that hasn't been touched in 7 days, just remove the CharacterID = 0 part. It'd look like this:

    DELETE FROM object_data WHERE DATE (`Datestamp`) < CURDATE() - INTERVAL 7 DAY;

    As for removing vehicles that no longer have a key, you'll have to create an SQL event as described in this thread:

     

    http://epochmod.com/forum/index.php?/topic/7065-cleaning-up-owned-vehicles-where-no-keys-exist/?hl=%2Bkeyless+%2Bvehicles#entry46188

  7. Buildables are stamped with the character ID of the person who built them. There is a way to do it for vehicles without keys present, but I'd have to look that one up. It involves doing a search of both the object_data and character_data tables for the key in question.

  8. That's it. Just want a wooden post like a column. Same height as a standard wall. Maybe a metal one too. Can be as simple as one of the support posts on stairs. I just want something to plug wall gaps and make it look like my mountain cabin is actually supported by something rather than defying physics.

  9. You actually CAN import the dump file but you'll need to change a few things after you execute it. ViLayer uses all lowercase for the table names. I don't know if Epoch cares about that but I changed it just to be sure. Then there's a few specific things you have to do after you import the data to make it work.

     

    In character_data:

     

    1. Update the InstanceID field to reflect your new instance. 11 for Chernarus, 16 for Panthera, etc.

     

    In object_data:

     

    1. Update the Instance field to reflect your new instance.

    2. Update your Timestamp field to something after the server was first set up. I just used midnight on the day I figured it out.

    3. Update your LastUpdated field to be something after the server was first set up. Easiest to just use the same date as Timestamp.

     

    After I did that, all my objects were there and properly placed in the new server.

     

    To update instance ID you can use this query (replace the ## with your instance):

    UPDATE character_data SET InstanceID = ##;
    UPDATE object_data SET Instance = ##;
    

    To update the Timestamp and LastUpdated you can use something similar:

    UPDATE object_data SET Timestamp = '2014-02-24 00:00:00';
    UPDATE object_data SET LastUpdated = '2014-02-24 00:00:00';
    

    Doing this (after much hair pulling) worked a treat.

×
×
  • Create New...