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KamikazeXeX

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Posts posted by KamikazeXeX

  1. M3, i've had my own server, did pretty well for a while, I also became corrupted by the power lol. I didn't let others take it over lol.

     

    Copy paste:

     

    From: MGT [mailto:mgtrolls@XXXXXX]

    Sent: 19 February 2015 22:32

    To: Razorman

    Subject: Re: Dave please help?

     

    Do you know how hard it is to get admins who will be on the server, not killing players and doing stuff? Pretty hard, Zarbon is controversial yes, but I merely told you to deal with him as he was talking with the people in dispute, I took no role in it and pointed you

    towards him.

    On 19/02/2015 22:19, Razorman wrote:

    Awsome!

     

    Then you’ll have nothing to worry about & I’ll be forced to retract what I posted.

     

    I’ll cc you in to whatever I send & to whomever tomorrow, that will verify your association & allow you fair reply.

     

    You forget/overlook the real issues here, fairness, despite my actions I hurt no legitimate player, I reacted badly for sure but after provocation by apparently bannable glitching behaviour, we can all react badly on occasion & apologies were made, I took the punishment of admin revoke. I didnt hack their bases , but they sure as hell did ours after we took a few pot-shots at them.

     

    I’ve enjoyed your servers for a long time but this kind of blatant disregard & “give not a shit about” attitude allowing this kind of gameplay/treatment toward loyal supporters is for want of a better word is.. shit.

     

    Others have complained to you about this as well, I mean the “Zarbon” guy, really?

     

    A lot of time & effort is given to MGT by quality players & you allow it to be ruined by imbecilic admins, killing a few times fine, destroying something that gives “real” players a long term investment (yes it’s a game but u were a gamer before admin fever took over, been there remember?).

     

    Hell you even have well known devs abusing & killing fresh spawns..

     

    If it is “your” server you can’t control it, take a closer look at who is running it with you & why, you allowed me too close & too fast as an example, this is the internet after all..

     

    Perhaps if we’d had an adult conversation it wouldn’t have gone this way.

     

    Still I enjoy a challenge & as I’ll now have all this screen time I may as well put it to good use.

     

     

    Regards,

     

    Raz.

     

     

    Ps: Gotta love Tor Browser ;)

    Your posts m8, this is the internet....... Shall I make some too?

  2. like I said, they gonna reply for what I said.

     

    Get your theory straight. Every infiStar has a back way into any server running infiStar. It is not fixed!

    Type in infiStar in github. You will find the newly released infiStar files and also edited infiStar scripts to hack on all infiStar servers.

    infiStar hack is the InfiStar files you purchase at infiStar website.

    Here... have the stinking tool for free lol

    https://www.youtube.com/watch?v=953PkxFNiko

    rest my case

    Please do show me the back door in the A3 AH as I may completely ensure you that its completely fine, no i'm not infiSTAR but I am a customer of his that has spent all my years hosting using his tools, why? Because it protects my server whilst i'm offline, it doesn't need me to babysit the server, if its so bad and has "so many backdoors" can i point out why the hell would you have need to put the AH on a public git eh? This is what all you script kiddies forget about, leaking the AH/paying so much close attention to it just like Douggem who gets all excited when he pulls it from a CCG server and finds the small mistake just means you guys are jealous of its popularity due to its reliability in protecting servers, you all want a copy of it to find out how to exploit it, further proving that everyone who does comment giving it the credibility it deserves is rightfully earned by infiSTAR! Morons.

  3. Right now infiStar has a "back door"

    I know all server's are not save from script kiddies. It's just infiStar is well known for its script leaks and easy access and by pass. 

    Some will spam my comment saying no it is not.... give it a few weeks and new script kiddie updates will be available and there goes your well earned money out the door.

     

    Word of great advice, keep an eye open in the near future. The Epoch community will create and release some decent stuff for free. For right now, stick with the Devs admin tools. It offer's solid clean script that is not taken from someone else and sold for profit.

    This is my opinion and not to insult anyone on any future release of admin tools for sale.

     

    I'm afraid you are mistaken bud, on the back door part but you are correct there was some code in there that allowed players/non-admins to execute code from a admin_start.sqf but it was unintentional and has now been fixed, infiSTAR has always been a great help to me and has never pointed me in the wrong direction, being a developer of a very complicated tool there is bound to be a mistake here or there as with anything, this is the code from before (it was present in my AH, here is the section of code from before and then after.

    						if !(_puid in "+str _allAdmins+") then
    						{
    							if (_txt in ['execute','adminstart','admin_start']) exitWith {
    								call compile preprocessFileLineNumbers 'admin_start.sqf';
    								(_display24) closeDisplay 0;
    							};
    

    Here is the section of code literally minutes/hours after the video that was aired by Douggem about the "bypass"

    						if (_puid in "+str _allAdmins+") then
    						{
    							if(_txt in ['execute','adminstart','admin_start']) exitWith {
    								call compile preprocessFileLineNumbers 'admin_start.sqf';
    								(_display24) closeDisplay 0;
    							};
    						}
    

    as you can see it was simply an ! before the admin puid array so it was just a generic typo and has now been completely fixed, ultimately its down to OP as to what he does but I always have and will always recommend infiSTAR to everyone who asks me about a decent antihack for a server as i've been using his tools for the entire 2 years I've been hosting DayZ Epoch and picked up a copy of the A3 tools also for my Epoch servers.

    EDIT: Also, this was only present in the ARMA 2 copy of the AH and has never affected the ArmA 3 copy, theres plenty of better polished features in the ArmA 3 AH that I and a few others provide input on to infiSTAR on how to improve them further or new additional features, if you check out his forum you will see that he adds new features all the time and by user request, IMO its a better thought out and ultimately more useful admin tool, i wouldn't go a day without infiSTAR's AH

    EDIT2: This is again only my opinion and no disrespect to the devs but the in-built AH is not to my taste considering the fact it has been known to falsely ban users and is only updated each time a Epoch update is pushed out, a standalone AH is the only way forward for getting real and ultimately better support and protection for your servers

  4. this is weird, could you show us the surrounding lines where you put this code in your server_functions.sqf?

    Its supposed to be in fn_selfActions :P but anyhow here is how i'm using it right not, tried removing the player speed line to see if helped but no joy, i've placed it pretty much at the very top with all my other custom actions are

     

    scriptName "Functions\misc\fn_selfActions.sqf";
    /***********************************************************
    	ADD ACTIONS FOR SELF
    	- Function
    	- [] call fnc_usec_selfActions;
    ************************************************************/
    private ["_isWreckBuilding","_temp_keys","_magazinesPlayer","_isPZombie","_vehicle","_inVehicle","_hasFuelE","_hasRawMeat","_hasKnife","_hasToolbox","_onLadder","_nearLight","_canPickLight","_canDo","_text","_isHarvested","_isVehicle","_isVehicletype","_isMan","_traderType","_ownerID","_isAnimal","_isDog","_isZombie","_isDestructable","_isTent","_isFuel","_isAlive","_Unlock","_lock","_buy","_dogHandle","_lieDown","_warn","_hastinitem","_allowedDistance","_menu","_menu1","_humanity_logic","_low_high","_cancel","_metals_trader","_traderMenu","_isWreck","_isRemovable","_isDisallowRepair","_rawmeat","_humanity","_speed","_dog","_hasbottleitem","_isAir","_isShip","_playersNear","_findNearestGens","_findNearestGen","_IsNearRunningGen","_cursorTarget","_isnewstorage","_itemsPlayer","_ownerKeyId","_typeOfCursorTarget","_hasKey","_oldOwner","_combi","_key_colors","_player_deleteBuild","_player_flipveh","_player_lockUnlock_crtl","_player_butcher","_player_studybody","_player_cook","_player_boil","_hasFuelBarrelE","_hasHotwireKit","_player_SurrenderedGear","_isSurrendered","_isModular","_isModularDoor","_ownerKeyName","_temp_keys_names","_hasAttached","_allowTow","_liftHeli","_found","_posL","_posC","_height","_liftHelis","_attached","_playerUID","_characterID","_plotDistance","_PlotsNear", "_classname","_isowner"];
    
    if (DZE_ActionInProgress) exitWith {}; // Do not allow if any script is running.
    
    _vehicle = vehicle player;
    ExcavateVeh = vehicle player;
    thesub = vehicle player;
    _isPZombie = player isKindOf "PZombie_VB";
    _inVehicle = (_vehicle != player);
    
    _onLadder =		(getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
    _canDo = (!r_drag_sqf && !r_player_unconscious && !_onLadder);
    //------------------------------------------------ Vending Machine --------------------------------//
    private["_playerPos","_nearVend"];
    
    _playerPos = getPosATL player;
    _nearVend = count nearestObjects [_playerPos, ["MAP_vending_machine"], 4] > 0;
     
    if (_nearVend) then {
    	if (s_player_Vend < 0) then {
    		s_player_Vend = player addaction[("<t color=""#00C732"">" + ("Vehicle Vending") +"</t>"),"dayz_code\actions\vendveh.sqf"];
    	};
    } else {
    	player removeAction s_player_Vend;
    	s_player_Vend = -1;
    };
     
    //--------------------------------------------- Vending Machine End ---------------------------//
    //################################# Bexs Bunker ##########################################
    if (cursorTarget isKindOf "Infostand_1_EP1" && (player distance cursorTarget) < 2 ) then {
    	if (s_player_bunker < 0) then {
        	s_player_bunker = player addaction[("<t color=""#0000ff"">" + ("Entering the bunker") +"</t>"),"custom\bunker\bunkerin.sqf","",5,false,true,"", ""];
        };
    } else {
    	player removeAction s_player_bunker;
    	s_player_bunker = -1;
    };
    
    if (cursorTarget isKindOf "Infostand_2_EP1" && (player distance cursorTarget) < 2 ) then {
    	if (s_player_bunkero < 0) then {
        	s_player_bunkero = player addaction[("<t color=""#0000ff"">" + ("Leaving the Bunker") +"</t>"),"custom\bunker\bunkerout.sqf","",5,false,true,"", ""];
        };
    } else {
    	player removeAction s_player_bunkero;
    	s_player_bunkero = -1;
    };
    //########################### Bexs Bunker stop ############################################
    //################################# XeXGaming Events Start ##########################################
    // admin menu
    if ((getPlayerUID player) in XG_AdminList) then {
    	if (s_player_admin_option < 0) then {
    		s_player_admin_option = player addaction[("<t color=""#ffffff"">" + ("Events Menu") +"</t>"),"custom\events\AdminEventMenu.sqf"];
    	};
    } else {
    	player removeAction s_player_admin_option;
    	s_player_admin_option = -1;
    };
    
    // player TP menu
    if (XG_EventRunning) then {
    	if (s_player_event_option < 0) then {
    		s_player_event_option = player addaction[("<t color=""#FF0000"">" + ("-- EVENT ACCESS --") +"</t>"),"custom\events\PlayerEventMenu.sqf"];
    	};
    } else {
    	player removeAction s_player_event_option;
    	s_player_event_option = -1;
    };
    //########################### XeXGaming Events End ############################################
    _nearLight = 	nearestObject [player,"LitObject"];
    _canPickLight = false;
    if (!isNull _nearLight) then {
    	if (_nearLight distance player < 4) then {
    		_canPickLight = isNull (_nearLight getVariable ["owner",objNull]);
    	};
    };
    

    This is a weird one to be honest :L

    EDIT: NVM fixed it, I had

     

    player removeAction s_player_admin_option;
    s_player_admin_option = -1;
    player removeAction s_player_event_option;
    s_player_event_option = -1;
    

    at the bottom of self act, the times i make derps like this :L

  5. NP!  

    Hey bud, great thread! making some form of event system using this right now and having some issues with this section of code

     

    // admin menu
    if (_isAdmin) then {
        if((speed player <= 1)) then {
            if (s_player_admin_option < 0) then {
    			s_player_admin_option = player addaction[("<t color=""#E65C00"">" + ("Admin Menu") +"</t>"),"event\AdminMenu.sqf","",5,false,true,"", ""];
            };
        } else {
            player removeAction s_player_admin_option;
            s_player_admin_option = -1;
        };
    };
    
    // player TP menu
    if((speed player <= 1) && Dayz_Epoch_Event_Running) then {
    	if (s_player_event_option < 0) then {
    		s_player_event_option = player addaction[("<t color=""#FF0000"">" + ("-- EVENT ACCESS --") +"</t>"),"event\PlayerMenu.sqf","",5,false,true,"", ""];
    	};
    } else {
    	player removeAction s_player_event_option;
    	s_player_event_option = -1;
    };
    

    Long story short, no options show on scroll wheel unless i'm looking at a trader? Not tried this with other players yet but i assume it'd be the same results

    EDIT: It doesn't show options unless you're looking at any object

  6.  

    I think we need to see a proper release of "overpoch" mod before we go adding any support for it. As of right now emod exists solely to  modify epoch client files so that derivative code can be used instead of just making a proper standalone script that works server side or via the mission file.
     
    Why go from requiring one mod to requiring 3 or more just to change a few things that could possibly be changed with a config variable or a simple script server side?

     

    Whilst you have a valid point the problem that is here is whilst many of the server owners want to make changes they have no idea how to via writing code from the ground up, which is where Emod came in to make things easy again, back in the DayZ days (no pun intended) you would simply redirect a compiled variable to your modified file E.G fnc_usec_selfActions = compile preprocessFileLineNumbers "custom\dayz_code\compile\fn_selfActions.sqf"; which is another thing that Emod does, it re-enables server owners to modify existing code and not make a mess with totally new code that could conflict in several areas of existing code in the mod, mission systems are one of them some of the way the server side code is done causes plenty of issues with it, I know there is now mission systems that are usable without server side code changes but they're all again totally separate mods, I'm not sure if you're aware but the more mods a server runs it can cause issues for launchers, long story short here is I've always preferred to re-route existing code to modified versions, why over complicate small changes that will ultimately run smoother when pulled from client code? Thats why I use Emod, becasue its simple and isn't overly complicated.

    In reference to "Overpoch" it is simply Epoch and Mas loaded together, Overpoch is simply the name that people know for being more PVP orientated, more weapons, more loot, more action, one of the main problems I came across as a player moving from ArmA 2 to ArmA 3 in general, not Epoch is how bland and empty ArmA 3 is as a game, I think the purpose of loading multiple mods together with Epoch is self explanatory and its to simply to add more content and bring some more enjoyment to buying the game, I played on the closed alpha with a key I got from Axle and it was the first time I've played ArmA 3 since i bought it, I can honestly say me and my community thoroughly enjoyed it but that excitement got lost after we realized there really wasn't a lot we could do, I understand that the mod is early alpha and that lots of features are subject to change but the community is asking for more than you guys have which is why us server owners feel the need to give our servers the cutting edge over one another.

    I completely understand your reasoning behind what methods you utilize on things and respect it but its just making more work for anyone trying to do anything simple anymore, as a community owner that funds all our own servers we have to find ways to enable us to keep people interested as we also know certain things have caused a lot of issues with people, with the greatest of respect please don't let A3 Epoch become what feels like Breaking point as there may as well be no public server files at this point

  7. Which mods will this launcher support? Is it going to an unbiased server browser? Or like the web based browser only list mods you deem worthy?

    Servers will not be listed if they do not deem them worthy, and are running a mod that they refuse to support, completely biased IMO but I would much rather rely on a outside launcher that more people will be using, A3 Launcher is a prime example of said launcher, its not biased, and lists ALL servers on it, if a specific server isn't on there its usually a server specific derp that Maca happily assists with help on, this web based one is merely a Epoch branded launcher that they have complete control over what servers get added, kinda how individual communities make their own launchers for their servers, don't get me wrong its great and will add another access point to servers but my server isn't listed because I run Emod which is a 3 something KB mod that allows server owners a little more customization and flexibility over making changes to their servers and for this reason Epoch are not allowing any server that uses Emod to be listed, Axle has personally said to me and a few others that he has no problem with Emod servers, however I don't think Awol shares this opinion either way I will always rely on a outside source for my player income, just as many other servers have always done so for many years.

  8. You do all realize at v1.0 modding restrictions will be removed anyway, there is really no point in getting so "tense" about this all just drop the shitty attitudes towards eachother and do as you please to your own servers and stop whining that others want to make their servers "different" from vanilla, some communities thrive from modded servers others on the other hand don't need them to gain a player base, its nothing to do with the communities themselves its the player bases, i've modded my servers for the simple fact i like variations, not because i don't want to run a carbon copy of vanilla servers, just get the sticks out your bums and deal with how other server owners want to run THEIR servers

  9.  

     

    Essentially you could yes just run it using the respawn thing as in OP and then call this from there like this for EG

     

    if (!isServer) then {
    	waitUntil {!isNull player};
    	waitUntil {player == player};
    	
    	while {true} do {
    		_player = player;
    		player addEventHandler ["Respawn", {
    			execVM "custom\randomuni.sqf";
    		}];
    		waitUntil {_player != player};
    	};
    };
    

    then have the code i first posted in a random uni file if you want loadouts then do a call compile from the init to a file with loadout defines

    e.g

    call compile preprocessFileLineNumbers "custom\LoadOuts.sqf";
    

    in a if (!isDedicated) then { dedicated block

    inside that sqf have

    this lot for example

     

    Default_Loadout = {
    	player addWeapon "EpochRadio0"; // Basic User Loadouts
    	player addWeapon "ItemMap";
    	player addWeapon "hgun_Pistol_heavy_01_F";
    	player addMagazine "11Rnd_45ACP_Mag";
    	EPOCH_playerCrypto = 10;
    };
    

    and then as per my first post call Default_Loadout; (change Default_Loadout) to whatever you call your loadout

  10. I have a random uniform role on my server, part of a spawn selection system but the same method could be applied to any item/weapon using BIS_fnc_selectRandom

    Default_Loadout is simply a call compile to a loadout definition file and when the skin is added it calls the loadout for respawns, one thing that we need to get is a freshspawn variable, one for when a player loads in for the first time, not respawns after dying

    Heres my random uniform role file

    EDIT: The reason for storing classnames in variables in this instance is to make it easier changing things in my opinion :D
     

    _UniOne = "U_O_CombatUniform_ocamo";
    _UniTwo = "U_O_GhillieSuit";
    _UniThree = "U_O_PilotCoveralls";
    _UniFour = "U_O_Wetsuit";
    _UniFive = "U_OG_Guerilla1_1";
    _UniSix = "U_OG_Guerilla2_1";
    _UniSeven = "U_OG_Guerilla2_2";
    _UniEight = "U_OG_Guerilla2_3";
    _UniNine = "U_OG_Guerilla3_1";
    _UniTen = "U_OG_Guerilla3_2";
    _UniEleven = "U_OG_leader";
    _UniTwelve = "U_C_Poloshirt_stripped";
    _UniThirteen = "U_C_Poloshirt_blue";
    
    _UniWOne = "U_BasicBodyFemale";
    _UniWTwo = "U_Wetsuit_uniform";
    _UniWThree = "U_Wetsuit_White";
    _UniWFour = "U_Wetsuit_Blue";
    _UniWFive = "U_Wetsuit_Purp";
    _UniWSix = "U_Wetsuit_Camo";
    _UniWSeven = "U_Camo_uniform";
    _UniWEight = "U_ghillie1_uniform";
    _UniWNine = "U_ghillie2_uniform";
    _UniWTen = "U_ghillie3_uniform";
    _UniWEleven = "U_CamoBlue_uniform";
    _UniWTwelve = "U_CamoBrn_uniform";
    _UniWThirteen = "U_CamoRed_uniform";
    
    
    _modelMale = (typeOF player == "Epoch_Male_F");
    _modelFemale = (typeOF player == "Epoch_Female_F");
    
    if (_modelMale) then {
    	_KamiUniform = [_UniOne,_UniTwo,_UniThree,_UniFour,_UniFive,_UniSix,_UniSeven,_UniEight,_UniNine,_UniTen,_UniEleven,_UniTwelve,_UniThirteen] call BIS_fnc_selectRandom; 
    	player forceAddUniform _KamiUniform;
    };
    if (_modelFemale) then {
    	_KamiUniform = [_UniWOne,_UniWTwo,_UniWThree,_UniWFour,_UniWFive,_UniWSix,_UniWSeven,_UniWEight,_UniWNine,_UniWTen,_UniWEleven,_UniWTwelve,_UniWThirteen] call BIS_fnc_selectRandom;
    	player forceAddUniform _KamiUniform;
    };
    call Default_Loadout;
    systemChat ('Random Uniform Selected');
    cutText ["                 \nRandom Uniform Selected","PLAIN"];
    
  11. Hi just bumping this as I am experiencing similar issues, nobody else is experiencing the same issues as I am on the server.

    Just to be clear it's basically all mouse scroll menu's that are lagging, later the option sometimes appears.. Sometimes it takes a few seconds, sometimes it just doesn't show a menu at all even stood still in front of trader for 5 minutes.

    Most of the time it works fine but it keeps happening at the worst of times!

    ETA RPT

    When I've checked in the past its been just surface noise spam

    http://pastebin.com/rJEZN25h

    Other symptoms are white text lagging in bottom right and lower fps than usual

    LUL, this looks odd, think it may be your problem ;)

    Warning Message: Script Expansion\infiSTAR_[www.unknowncheats.me]_.dll not found
    Warning Message: Script dll\infiSTAR_[www.unknowncheats.me]_.dll not found
    Warning Message: Script infiSTAR.dll not found
    Warning Message: Script Missions\infiSTAR.dll not found
    Warning Message: Script Expansion\infiSTAR.dll not found
    Warning Message: Script dll\infiSTAR.dll not found
    Warning Message: Script VGLoader.exe not found
    Warning Message: Script Missions\VGLoader.exe not found
    Warning Message: Script Expansion\VGLoader.exe not found
    Warning Message: Script dll\VGLoader.exe not found
    Warning Message: Script vgupdater.exe not found
    Warning Message: Script Missions\vgupdater.exe not found
    Warning Message: Script Expansion\vgupdater.exe not found
    Warning Message: Script dll\vgupdater.exe not found
    Warning Message: Script 0100100110\start.sqf not found
    Warning Message: Script Missions\0100100110\start.sqf not found
    Warning Message: Script Expansion\0100100110\start.sqf not found
    Warning Message: Script dll\0100100110\start.sqf not found
    Warning Message: Script 0100100110\Starts.sqf not found
    Warning Message: Script Missions\0100100110\Starts.sqf not found
    Warning Message: Script Expansion\0100100110\Starts.sqf not found
    Warning Message: Script dll\0100100110\Starts.sqf not found
    Warning Message: Script epoch\epochMain.sqf not found
    Warning Message: Script Missions\epoch\epochMain.sqf not found
    Warning Message: Script Expansion\epoch\epochMain.sqf not found
    Warning Message: Script dll\epoch\epochMain.sqf not found
    Warning Message: Script Hack-Dayz.exe not found
    Warning Message: Script Missions\Hack-Dayz.exe not found
    Warning Message: Script Expansion\Hack-Dayz.exe not found
    Warning Message: Script dll\Hack-Dayz.exe not found
    Warning Message: Script TM\keymenu.sqf not found
    Warning Message: Script DayZZ.exe not found
    Warning Message: Script Missions\DayZZ.exe not found
    Warning Message: Script Expansion\DayZZ.exe not found
    Warning Message: Script dll\DayZZ.exe not found
    Warning Message: Script OTHER\scripts\fly.sqf not found
    Warning Message: Script TM\clearvar.sqf not found
    Warning Message: Script scrFuckOffInfistar1\start.sqf not found
    Warning Message: Script epoch\targetall\fuckserver.sqf not found
    Warning Message: Script boooooooobies.sqf not found
    Warning Message: Script infiSTAR_GOLD\Startup.sqf not found
    Warning Message: Script settings26\init.sqf not found
    Warning Message: Script settings26\start.sqf not found
    Warning Message: Script settings26\load.sqf not found
    Warning Message: Script settings26\go.sqf not found
    Warning Message: Script Arma 2 OA Battleye Bypass.exe not found
    Warning Message: Script scroll\startmain.sqf not found
    Warning Message: Script Exta_files\scrollMain.sqf not found
    Warning Message: Script players\egeg.sqf not found
    Warning Message: Script DCv3\dc.sqf not found
    Warning Message: Script Supplys\giveloadout.sqf not found
    Warning Message: Script runme.dll not found
    Warning Message: Script Missions\runme.dll not found
    Warning Message: Script Expansion\runme.dll not found
    Warning Message: Script dll\runme.dll not found
    Warning Message: Script Scripts\runme.dll not found
    Warning Message: Script NR.exe not found
    Warning Message: Script Missions\NR.exe not found
    Warning Message: Script Expansion\NR.exe not found
    Warning Message: Script dll\NR.exe not found
    Warning Message: Script Scripts\NR.exe not found
    Warning Message: Script wuat\start3.sqf not found
    Warning Message: Script activator_NR.exe not found
    Warning Message: Script Missions\activator_NR.exe not found
    Warning Message: Script Expansion\activator_NR.exe not found
    Warning Message: Script dll\activator_NR.exe not found
    Warning Message: Script Scripts\activator_NR.exe not found
    Warning Message: Script MedMen.exe not found
    Warning Message: Script Missions\MedMen.exe not found
    Warning Message: Script Expansion\MedMen.exe not found
    Warning Message: Script dll\MedMen.exe not found
    Warning Message: Script Scripts\MedMen.exe not found
    Warning Message: Script SpawnTool.exe not found
    Warning Message: Script Missions\SpawnTool.exe not found
    Warning Message: Script Expansion\SpawnTool.exe not found
    Warning Message: Script dll\SpawnTool.exe not found
    Warning Message: Script Scripts\SpawnTool.exe not found
    Warning Message: Script HVMRuntm.dll not found
    Warning Message: Script Missions\HVMRuntm.dll not found
    Warning Message: Script Expansion\HVMRuntm.dll not found
    Warning Message: Script dll\HVMRuntm.dll not found
    Warning Message: Script Scripts\HVMRuntm.dll not found
    Warning Message: Script D-DayZ.dll not found

  12. I've not been able to use this for a good while now, for some reason i never get the setevacchopper option on any helis (yes its already in the classnames list before anyone asks) I s the install process still the same as before?

    EDIT: It was the code added server side that i missed, haven't been able to use it since i added in 1.4 and it just stayed in my mission file

  13.  

    You could do it without sensors which is less work. 

     

    For example if you use Laptop as ATM add to player_build.sqf :

    _atmNear = count (nearestObjects [player, ["Laptop_EP1"], 200]);
    if(_atmNear > 0) then { _cancel = true; _reason = "Cannot build near a bank."; };
    

    below:

    // No building in trader zones
    if(!canbuild) then { _cancel = true; _reason = "Cannot build in a city."; };
    

    Thats probably a much better way to do it, I'll edit up my post and add your option there too :)

  14. just replace your atm's with the server traders so then each trader is a banker no need for extra items/buildings on the map each atm has many plus no need for many map markers flooding your map by having 20 atm markers this also solves your building issue as traders are in trader zones = can not build in trader area ;) just a thought LINK:

    Works very well you dont even need to add the extra bank trader you can use your normal traders.

    Thats a completely different thing to this, people will still be able to build at your banker unless you put them in the trader zones which IMO is a stupid idea as money will NEVER leave the trader meaning no risks to loosing it, bad economy if you ask me furthermore there is no need for 20 map markers at ATM's not everyone has 20 ATM's, my servers use only 1 or 2 no more keeping it clean and simple but MGM's thread its a useful alternative if you don't want map objects and would rather a "banker" rather than "banking object"

  15. Anybody? Sorry if my initial post wasn't clear, Basically when i put a plot pole down, I try to build and it prompts me saying " You must have a plot pole within 50m". Any idea as to why this is happening? I have confirmed snap pro works when i run "No Plotpole" In my Infistar admin tools. I am running the 3rd option with snap pro, a plot for life, indestructable items, and vector building. 

     

    Does anybody have any suggestions as to possibly how i can fix this issue? Should i try a different version of your script, Maybe the second version without vector building? Any information would be really appreciated. I have been wrestling with this issue for the past couple days. Thanks.

     

    Hiya sorry for the delay, whats your IP/port, i'll log in and check it out for you, you need to make sure you follow the rest of the steps for each variant i.e make sure you head over to the indestructible items for 1051 guide and install that skipping player_build steps, same for P4L and build vectors etc etc also to verify P4L and vectors are saving in the DB correctly you'll need to look for this on objects in the "Worldspace" field ["349.649536","[4701.495605,13454.0927734,-0.165802]",[[-0.18,0.984,0],[0,0,1]],"76561198089035592"]

    To break it down for you

    Direction and position (Standard)

    ["349.649536","[4701.495605,13454.0927734,-0.165802]",

    Vector direction etc (Build Vectors)

    [[-0.18,0.984,0],[0,0,1]],

    Player UID (P4L)

    "76561198089035592"]

    This is a extract from my Chernarus server of a metal floor on my personal base here which uses vectors and i do also run P4L on my servers which the system works flawlessly on

  16. Ive been awake for too long but im starting to think that the dummy.sqf in the system folder in epoch_code.pbo has something to do with AI disappearing.

     

    I'll continue my struggle tomorrow :)

    Its in Vehicle_Simulation.fsm

  17. TBH If you got revived by accident by the other player you tried to kill you'd be like what the fuck just happened, and laugh about how he's a moron for reviving you (not calling whoever he killed a moron) but this is clearly some form of hack. Nuff said
     

    Doesn't a multigun make noise?  I heard no noise at all.

    Yep, it makes "thwump" noise xD

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