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Posts posted by BetterDeadThanZed
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30 minutes ago, lwbuk said:
But if the player is on foot,kills an m2 gunner....
I can't be positive because I'd have to look at the log but I have a feeling the kill gets logged as the M2 being killed and not the AI for the same reason a player doesn't get a kill for using the vehicle weapon. Stupid Arma 2.
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7 minutes ago, lwbuk said:
I think he means the player doesn’t get humanity for killing an ai on a m2 or mounted weapon.
Yes, because the server thinks the vehicle killed the AI. It has no way to know the player killed the AI.
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When you kill someone with a vehicle weapon, the server thinks the vehicle killed the player. Look at the kill logs and you will see that it says the AI was killed with whatever weapon was used on the vehicle instead of killed by the player.
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Just now, totis said:
But it will affect fps so i have it as controlled by player. I may throw that value there too i like how it looks :)
Well, I don't have roaming AI on my server, so I have plenty of FPS to spare.
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4 minutes ago, totis said:
I dont think so tbh, i know what setgrid does, but one thing is that all are connected.
You have a small mistake in missions for example and rpt throws errors in spawn lol
so maybe thats it, ill check it
I have mine choosable by players with deploy anything
I've seen the difference first hand. Changing that to 3.125 makes the grass appear for a much farther distance. These images are from A3, when I was testing the difference between 25 and 3.125 but it looks the same in A2, maybe just not as pretty:
setTerrainGrid = 25
setTerrainGrid = 3.125
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1 minute ago, totis said:
I just seen that i had:
seterraingrid 25
rather than
seterraingrid = 25
so hopefully thats fixed
I set mine to 3.125. It looks so much better.
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1 minute ago, totis said:
Theduke i have scripr errors shown, i see na errorpopping up, something with set_gridterrain being bool and not number.
But i cant see the error in server or client rpts :)
I don't think that is related to this. The setTerrainGrid is in your init.sqf. It determines how far away the grass is shown to the players.
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2 minutes ago, totis said:
True. I have that setting in infistar as true. If i set to false admins can still teleport? Ill check and see then, if its that i agree with you, we have other issues to see :)
If you set that to false, it just means Infistar won't check for players teleporting. It will still allow for admins to teleport but if a player is using an undetected cheat and it has teleport ability, they will be able to teleport at will. I'm sure there's a better solution, maybe a way to whitelist the plane you are using, but I don't know Infistar well enough to say what that way is.
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1 minute ago, theduke said:
im not really sure why this is happening.... i hve this installed on 3 servers since the update and all working fine.
I would assume the client or server RPTs might have something.
Also, when you launch the game. Add this in your launch parameters. it'll throw an error in your screen as it happens.
-showscripterrors
I really don't care why it's happening. I switched to just paradrop and that's fine for me. I have other things to worry about rather than to debug why players legs break in the plane.
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Just now, totis said:
Im using just halo myself with no issues when players die and respawning.
Im not using any antiteleport i think. Admins can still teleport ok.
You referring to this:
dayz_antihack = 0; // DayZ Antihack / 1 = enabled // 0 = disabled
dayz_REsec = 0; // DayZ RE Security / 1 = enabled // 0 = disabledI'm referring to Infistar. There's a setting to disable the antiteleport function of Infistar. Until I disabled it, players were spawning in the ocean. Once it was disabled, they spawned in the plane, but some had their legs broken when they were in the plane, so I removed the plane from the config and now they paradrop, which is fine for me.
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5 hours ago, totis said:
I have this issue that sometimes players spawn in water when they logging. If they do a relog in the water game logs them at the usual spot that should have been spawned. Anyone knows why? Any fix?
Infistar's antiteleport is kicking in. As far as I know the only way to fix that is to disable the antiteleport. I ended up changing the config and replacing the name of the plane with "" so they just paradrop instead. When I disabled the antitelepor and flew them in the planet, some players reported their legs breaking in the plane, so the regular paradrop was the best solution to me.
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I'm confused then. Isn't JasonTM adding new features and working on WAI?
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According to the Github it was updated 8 days ago.
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2 minutes ago, salival said:
No, Only DZMS has this.
So players could be clearing a mission and POOF another mission spawns around them? Seems like a fatal game-breaking flaw to me....
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Just had a player tell me he cleared a mission, was looting it and another mission spawned in the same spot. Doesn't WAI have something that prevents missions from spawning within X meters of the last mission and within X meters of a player?
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I'm getting a lot of complaints about broken legs when spawning into the C-130. Is this a common problem? Is there something I need to do to prevent this?
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Does this still work? I set it up to restart the server but I get this:
Sending Message: Server will restart in 59 seconds, 999 milliseconds. Sending Message: Server will restart in 59 seconds, 999 milliseconds. Sending Message: Server will restart in 59 seconds, 999 milliseconds. Unhandled Exception: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index - at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource) at RestartMessages.RestartMessages.TaskMonitor() at System.Threading.ThreadHelper.ThreadStart_Context(Object state) at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.ThreadStart()
Then the server continues to run without restarting.
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I just installed WAI on my new server tonight and I saw this in the log:
20:22:08 "WAI: Spawned a group of 4 AI (Hero) at [8685.65,1403.39,0]" 20:22:08 Error in expression <n { for "_i" from 1 to _mags do { _unit addMagazine _magazine; }; _unit addweapo> 20:22:08 Error position: <addMagazine _magazine; }; _unit addweapo> 20:22:08 Error addmagazine: Type Bool, expected Array,String 20:22:08 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 141 20:22:08 "[DEBUG] Freezing Units of Group: R 1-1-B"
I haven't edited the loadout or loot of the AI.
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19 minutes ago, A Man said:
Just add the needed exception for infistar and other scritps in your filters and everything should be ok. But you should not delete any filter.
Yeah, I've added exceptions more times than I care to remember over the years. It's just such a long process.
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@A Man It appears you are correct. BE disabled = no ping problem. Now I have to go through the Epoch BE filters and get them sorted with Infistar.
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I decided to reinstall the server and start from scratch but now that you say that, I did notice my scripts.log was almost 4MB in size. I didn't even connect that with the problem. I would have just disabled BE to see if that fixed the problem. Oh well, best to start fresh, but when I install Infistar, I'll use the Epoch filters instead of the ones that come with Infistar.
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I decided that I'd like to check out Epoch 1.0.6.2's new features so I rented a server from a GSP to check it out. I'm setting up a Lingor server. I've been having a problem where my ping could be normal at one moment, then shortly thereafter, it shoots up high, in the hundreds, sometimes in the thousands. I disabled all of my mods (only had single currency, safezones and infistar added. I have the same results with those enabled or disabled. When the ping is high, I can alt-tab to the desktop and do a tracert to the server IP and that is normal while my ping in-game is super high. This tells me that something about the server software is causing an issue. Since it's just a test server, I'm the only one on it so I can't get others to test, but I think they'd have the same problem. Sometimes the ping gets into the thousands and eventually the server crashes. Nothing in the log is showing any errors, just the standard "Server: Network message XXXX is pending" messages. The GSP moved me to another machine in the same data center and while the FPS improved, the problem persisted. I am thinking maybe the basic.cfg is the problem:
language="English"; adapter=-1; 3D_Performance=1500000; Resolution_Bpp=32;
This is what they say is default for Epoch... not sure about that.
Any thoughts about what I can try next?
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I got this working. Another question - does this prevent loot from spawning and does it remove zombies from the safezone?
Problem with a custom sign
in Scripting
Posted
I am using the following script, called from init.sqf, to make a custom sign for my traders:
diag_log format['Custom %1 - Starting billboards.sqf',time]; _pos = [4635.4492, 1855.5695, 3.8146973e-006]; _object = createVehicle ["WarfareBunkerSign", _pos, [], 0, "CAN_COLLIDE"]; _object setDir 96.052811; _object setPosATL _pos; _object setObjectTexture [0, "zedtrading.jpg"]; _object allowDamage false;
However, the result is not what I want. Here's what I see:
There is a flickering at the dividing line between the flag and the custom image. Any suggestions?