traffiq
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Posts posted by traffiq
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The problem with that approach is that it takes time to do these sql operations.
I think it would be kind of annoying if you are for example in elektro for a run.
You lock your car somewhere, collect stuff. When you return to your car you have that seconds of waiting time until you can finally get in your car again.
Just imagine if you happen to be under attack from zombies or players and can't get away because of that silly database stuff.
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Maca is right,
there are only two ways of "removing" the option "gear".
1. replace the car with a different model upon locking it
2. clear it's inventory upon locking it
So it looks like it is not possible because of the restrictions arma 2 has :(
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No,
this is a feature of epoch.
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When a new car is spawned the following happens:
_object setvehiclelock "locked"; clearWeaponCargoGlobal _object; clearMagazineCargoGlobal _object; _object allowDamage false;
I'll have a look on the issue, maybe i can trick around ;)
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Nitrado.net
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@mathew
Sure ? My provider does not enable the mysql scheduler, so the default cleanup queries you're supposed to add to the database don't work for me :(
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& before anyone say it: yes the files are made correctly. i have even tried not call anything & go with the default & then it works.
Plan and simple:
There has to be a problem in the way you edited the files. If it would be correct it would work.
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I removed the heli patrols and it increased the debug fps around 2.
The other way would be to use the Dayz Simple AI.
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Oh my god, you really freaked me out thinking the SA got released and i missed it.
- frartombabogy, Agnia-reR and amandabif
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Does this work with .st hosted servers? We have no access to the dayz_code.pbo.
Just read the first post dude.
"From there you will need access to 2 things. Your Mission PBO's or folders, and Battleye Folder."
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Is there a guide on Google on how to do it ?.
It looks hard when you don't have the knowledge to code it :).
Yes there is, Just google Sarge AI Configuration.
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How would i add this to the take clothes script as some players on my server have said your able to take a players clothes that are standing next to a trader. it then ports them to the debug area and kills them.
Open up the file dayz_code\fn_selfActions.sqf in your mission.pbo
Search for:
/////////////////////////////////////////////////////////////////////////// // Remove Clothes if (_isMan and !_isAlive and !_isZombie and !_isAnimal) then { if (s_clothes < 0) then { s_clothes = player addAction [("<t color=""#FF0000"">" + ("Take Clothes!") + "</t>"), "custom\clothes.sqf",cursorTarget, 1, false, true, "",""]; }; } else { player removeAction s_clothes; s_clothes = -1; }; ////////////////////////////////////////////////////////////////////////////
replace with that:
/////////////////////////////////////////////////////////////////////////// // Remove Clothes if (isNil "inSafezone") then { inSafezone = false; } if (inSafezone == false) then { if (_isMan and !_isAlive and !_isZombie and !_isAnimal) then { if (s_clothes < 0) then { s_clothes = player addAction [("<t color=""#FF0000"">" + ("Take Clothes!") + "</t>"), "custom\clothes.sqf",cursorTarget, 1, false, true, "",""]; }; } else { player removeAction s_clothes; s_clothes = -1; }; } ////////////////////////////////////////////////////////////////////////////
With that change players will not get the option to take away clothes in safezones.
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Traffiq if u have the knockout script aswell there is this huge bug, so if u knockout players in the safezone they never will be given the hourglass until they are out of the safezone
I changed that so it is fine :)
Just change the following file: custom\knockout.sqf
Add this:
if (isNil "inSafezone") then { inSafezone = false; } if (inSafezone == true) then { exitWith {cutText ["You can't knock a player out while you're in a safezone; don't you know anything?" , "PLAIN DOWN"]}; }
after that:
if (_onLadder) exitWith {cutText ["You can't knock a player out while you're on a ladder; don't you know anything?" , "PLAIN DOWN"]};
Edit:
What that does is that players in safezones can no longer knockout other people.
I figured that makes sense because what you don't want to happen while you're in a safezone is:
- get killed
- get knockout and get your stuff stolen or get raped :)
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Hi,
you uploaded your mission.sqf file but the markers for the traders are defined in the mission.sqm file in the class Sensors.
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Hi,
i added the safezones script from Maca to my server. I needed to change a few lines here and there to make it working with the new traders.
Bungle: do you want the code snippets ?
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Hi,
just a few performance questions.
Can you guys post your DebugFPS from the arma.rpt log file ?
Mine is around 5 when the server starts and drops then to 3. This seems quite low. Anyone has the same issue ?
I already removed heli patrols, don't know what could eat that much resources.
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Tried setting all lines within 5 lines from 230 above and bellow to 1 - Log and its still kicking me for #230..
Okay bungle i got your error. Your problem is this line:
5 "zombieshield"
change it to:
5 "zombieshield" !"zombieshield.sqf"
Seems like you are missing more stuff, like
5 GodMode
to this:
5 GodMode !"Godmode.sqf"
Take a look into my scripts.txt file and work out the differences. It looks like you dropped my changes somehow.
These changes are required for the admin tools to work.
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Hi,
the regular traders are not buying armored helicopters anymore.
I had a look into the database and it seems like there must be traders that buy that stuff.
In The db i found the following npc that should do what i want:
Melissa's General Supplie
Mrs. Doubtfire
Dr. Vu
Javon's Parts
and so on. Now there is no point searching the hole map for one of those dudes.
Does somebody know where one of them is or can someone tell me where the coordinates are stored for them ?
Regards
traffiq
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Hi bungle,
i stumbled upon a bug in my files.
You need to remove every line in battleye/attachto.txt between:
1 "" !="VaultStorageLocked" !="Hedgehog_DZ" !="Sandbag1_DZ" !="Fort_RazorWire" !="WoodGate_DZ" !="Land_HBarrier1_DZ"
and
5 "Parachute" 5 "VaultStorage" !"VaultStorageLocked"
Otherwise the Cargosystem breaks. The dayzepoch devs added alle the cars in there.
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Hi MiniChiken,
yes there is.
In the SQL Folder of the Update there are two .sql Files ( old and new ).
Just compare them via a diffTool ( Winmerge or something ).
Copy out all "Insert Into" Commands that are not in old and run them on your sql server.
You also need to add the tables that are missing in the "old" file.
Look for lines like "Create table".
What you dont want to have in there are the lines:
"Drop if exists". That are the lines that just throw away everything.
I hope that was enough information :)
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First of all: Good work :)
I noticed a few things regarding the traders:
1. where is one supposed to place the vehicles at the airplane trader up in the north east ? I dont see a helipad or something.
2. the same as 1 goes for the trader at the nw airfield
3. the traders at the nw airfield ( the two to the left ) are trying to walk into the center of the market place
4. isn't it a bit to much fiddeling with all those categories for cars ? I mean it is great for buying but it lacks comfort for selling in my opinion.
Edit:
5. i also find a lot of following entries in my logfiles:
"Server: Network message 28cc57a is pending"
Someone has an idea on that one ?
Edit 2:
The point number 5 maybe has something todo with my super low debug fps ( its around 2 ). I dont know whats causing this.
And i found a real error i guess here:
17:19:31 Error Zero divisor 17:19:31 File ca\modules\functions\arrays\fn_findNestedElement.sqf, line 72 17:19:33 Error in expression <yFunc; }; }; if (!_found) then {_path resize ((count _path) - 1)}; }; [_array> 17:19:33 Error position: <resize ((count _path) - 1)}; };
So long :)
[OLD Release] Custom Chernarus Server Pack 1.2.1 - For Epoch 1.0.1.4 (Development Stopped)
in A2: Epoch Mods (1.0.5.1)
Posted
Not so easily done because you would need to do it in the same way the dynamic vehicle spawning in epoch works.