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Phyrstorm

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Posts posted by Phyrstorm

  1. Good news is that the A3 devs added Linux callExtension support in the dev build recently and should be out soon. So, we should be able to provide support for both Linux and Windows servers.

     

    This is good news.  Is linux support still in the cards and do you think we might see it this year or is it going to be sometime after the initial 1.x release of the mod?

  2. Thank you for the information vbawol.  Glad to know it's a temporary solution.  I'm guessing it stores in a similar way to epoch for arma 2 and just a long test string in the DB?  Just speculation as my clan/crew is waiting to see if we get to host an alpha server.

  3. I have to agree with the OP.  I was just in a firefight and 4 guys popped out of a hunter (which we later realized was stolen from us minutes before hand with most of our spare gear) and I opened fire on them with a Katiba.  I was through a mag and a half suppressing them and the hunter blew up and took 3 of the 4 out.  I was shocked on how easy it was to blow up.  The hunter to no better then any other vehicle now and actually worse then some.  The armor reduction change should be reverted on the Hunter since it was easily disabled before.  Even if you didn't have a powerful weapon just take out a couple of wheels and it's dead in the water for the most part.

  4. I am interested in this as well.  I have 2 servers with several mods on them and still running 1.0.4.2.  We want to get them updated but I don't want to go to 1.0.5.1 then have 1.0.5.2 come out a day or two later and have to update again.  Also going to be going to the new steam version so have to convert all of the PlayerUID's to SteamID's (I know we don't have to but I figure might as well since the head admin doesn't want to wipe) so just want to do the whole thing in one fell swoop.

  5. I'm playing on the US server and it seems that trying to hit the vault key while running locks you into running.  The only way I've found out of it so far is to run into a corner and abort back to the lobby and rejoin.  Not sure what is causing that.  Also when I spawned in the first time I threw a smoke grenade right off the bat.  Not sure if that is intended or not but didn't see anything spawn or get airdropped to me and I waited a couple of minutes thinking it might bring up a gearbox or something.

  6. Here is the working code.  thanks to some help from SchwEde on opendayz.net.

    /*
    	Random Building Spawn for Chernarus - By Phyrstorm
    	Usage [building,coords,dir]
    	Building is the Building class name
    	Position are the coords from your custom mission file
    	direction is the setDir from your mission file
    */
    
    private ["_building","_position","_dir","_count","_buildarray"];
    
    if (!isServer) exitWith {};
    
    _building = [];
    _coords = [];
    _dir = [];
    _count = 3;
    //_buildarray usage [building,position,dir]
    
    _buildarray = [
    	["Land_Mil_Barracks_i",[3363.9216, 2167.3716, 2.3841858e-006],-132.08899],
    	["Land_Mil_Barracks_i",[3370.8013, 2173.6431, 6.1988831e-006],-132.08899],
    	["Land_Mil_Barracks_i",[3377.9146, 2180.3911, 9.5367432e-007],-132.08899],
    	["Land_Mil_Barracks_i",[3385.0901, 2186.7957, 6.6757202e-006],-132.08899],
    	["Land_Mil_Barracks_i",[3392.9038, 2194.2275, 6.1988831e-006],-132.08899],
    	["Land_Mil_Barracks_i",[3400.0671, 2200.752, 4.2915344e-006],-132.08899]
    ];
    
    for "_x" from 1 to _count do {
    
    	_randcount = floor (random (count _buildarray));
    	//diag_log format ["%1",_randcount];
    	_buildrand = _buildarray select _randcount;
    	//diag_log format ["%1",_buildrand];
    	_building = _buildrand select 0;
    	//diag_log format ["%1",_building];
    	_position = _buildrand select 1;
    	//diag_log format ["%1",_position];
    	_dir = _buildrand select 2;
    	//diag_log format ["%1",_dir];
    	_buildarray set [_randcount,-1];
    	//diag_log format ["%1",_buildarray];
    	_buildarray = _buildarray - [-1];
    	//diag_log format ["%1",_buildarray];
    
    	_vehicle_1 = objNull;
    	if (true) then
    	{
    		_this = createVehicle [_building, _position, [], 0, "CAN_COLLIDE"];
    		_vehicle_1 = _this;
    		_this setDir _dir;
    		_this setPos _position;
    	};
    
    	diag_log text format ["%1 spawned at %2 facing %3.",_building,_position,_dir];
    };
    
    
  7. Yes there is a way. It takes notepad++ and something like ms excel or Open office Calc.

    Take each section starting with say trash that looks like the following and copy it into notepad++:

    Take the item sections and chance sections separately.
    post-647-0-66047400-1403908047_thumb.png

    You will end up with something like this in your temporary editing file.
    post-647-0-47023600-1403906946_thumb.png

     

    Next do a find/replace and make sure to select extended under Search mode.  Search for just a , and replace with \r\n. Should look like this.

    post-647-0-05425600-1403907076_thumb.png

     

    Hit replace all and you'll get this.  (Depending upon how your loot files are setup you might want to run the find with 1 or more spaces after the comma.  My tables had just commas, commas with one and two spaces.)

    post-647-0-27619000-1403907181_thumb.png

     

    Clean up any extra spaces and then copy/paste into 2 adjoining columns in excel/calc.  Should look like this.

    post-647-0-94885100-1403907393_thumb.png

     

    Next just copy it back into your editor temp file overwriting the data you just had.  You'll now have each item sitting beside it's chance separated by a hidden tab character.

    post-647-0-54819600-1403907510_thumb.png

     

    Now just do another find/replace this time finding \t and replacing with a , (comma).  You should get this.

    post-647-0-45948200-1403907604_thumb.png

     

    Now you just move your cursor to the begnning of the first list then choose macro from the drop down menu and start recording.  Now put a { hit the end key twice, put a }, with a space after it and hit the delete key once.  Go up to stop recording and you can save that macro.  Now just leave the cursor where it is at and go back to the macro drop down and select run a macro multiple times.  Select your saved macro and choose run to end of file.  You should get this.

    post-647-0-04902100-1403907835_thumb.png

     

    Clean up the last comma and space on the very end you can copy and paste this back into you cfgloot files.  It should look like this when done. (Note only showing one section as I didn't do the whole file yet.)

    post-647-0-15537500-1403908005_thumb.png

     

    Do this with all the sections of all your loot files.  It shouldn't take that long.  Is this the only way to do it?  Probably not.  In fact if you are a macro/script master in notepad++ you can probably do the entire file with one fell swoop but this is the way I will be doing it this weekend when I work on upgrading both the servers in my signature.

  8. I'm having an issue with the "Show Plot Boundary" still showing up when I am not looking at the Plot pole. Even if I am looking at another object it is still there. The section of code in fn_selfActions.sqf that deals with the maintain and boundary options is exactly the same between my selfActions file and the one included in your zip. I have not had a chance to test on a clean version of epoch yet but does anyone have any idea why this option won't go away and keeps multiplying every time I look at the plot pole? I am currently still on version 103718 of the arma 2 OA beta build and running this on a 1.0.4.2 overpoch server.

  9. I've actually got something like that setup already for small locations with 2 barracks and a guard house.  I have that one setup to only choose a single file.  Each file has 5 or 6 locations in it on the map.  I just didn't want to have to make 40+ individual file for single barracks locations.

     

     

     

    _buildlist = ["random1.sqf","random2.sqf","random3.sqf","random4.sqf","random5.sqf","random6.sqf","random7.sqf","random8.sqf","random9.sqf]; // Random Custom buildings
    _randbuild = _buildlist select floor(random(count _buildlist)); // Random Custom buildings
    [] execVM format ["buildings\random\%1",_randbuild]; // Random Custom buildings
    

    EDIT:

     

    I've got it close to working now.  I am just getting a Cannot create non-ai vehicle error now.  If I spawn the buildings normally through the mission file they load so I have no idea why it won't come up now.

    /*
    Random Building Spawn for Chernarus - By Phyrstorm
    Usage [building,coords,dir]
    Building is the Building class name
    Coords are the coords from your custom mission file
    direction is the setDir from your mission file
    */
    
    private ["_building","_coords","_dir","_count","_buildarray"];
    
    if (!isServer) exitWith {};
    
    _building = "Land_Mil_Barracks_i";
    _coords = [3363.9216, 2167.3716, 2.3841858e-006];
    _dir = -132.08899;
    _count = 3;
    //_buildarray usage [building,coords,dir]
    
    _buildarray = [
    ["""Land_Mil_Barracks_i""","[3363.9216, 2167.3716, 2.3841858e-006]","-132.08899"],
    ["""Land_Mil_Barracks_i""","[3370.8013, 2173.6431, 6.1988831e-006]","-132.08899"],
    ["""Land_Mil_Barracks_i""","[3377.9146, 2180.3911, 9.5367432e-007]","-132.08899"],
    ["""Land_Mil_Barracks_i""","[3385.0901, 2186.7957, 6.6757202e-006]","-132.08899"],
    ["""Land_Mil_Barracks_i""","[3392.9038, 2194.2275, 6.1988831e-006]","-132.08899"],
    ["""Land_Mil_Barracks_i""","[3400.0671, 2200.752, 4.2915344e-006]","-132.08899"]
    ];
    
    for "_x" from 1 to _count do {
    
    _randcount = floor (random (count _buildarray));
    diag_log format ["%1",_randcount];
    _buildrand = _buildarray select _randcount;
    diag_log format ["%1",_buildrand];
    _building = _buildrand select 0;
    diag_log format ["%1",_building];
    _coords = _buildrand select 1;
    diag_log format ["%1",_coords];
    _dirs = _buildrand select 2;
    diag_log format ["%1",_dirs];
    _dir = parseNumber _dirs;
    diag_log format ["%1",_dir];
    _buildarray set [_randcount,-1];
    diag_log format ["%1",_buildarray];
    _buildarray = _buildarray - [-1];
    diag_log format ["%1",_buildarray];
    
    _vehicle_1 = objNull;
    if (true) then
    {
    _this = createVehicle [_building, getMarkerPos _coords, [], 0, "CAN_COLLIDE"];
    _vehicle_1 = _this;
    _this setDir _dir;
    _this setPos getMarkerPos _coords;
    };
    diag_log format ["%1, %2, %3, %4, %5",_buildrand,_buildarray,_building,_coords,_dir];
    diag_log text format ["%1 spawned at %2 facing %3.",_building,_coords,_dir];
    };
    
    

    RPT file with debug logs.

    11:46:36 "3"
    11:46:36 "[""Land_Mil_Barracks_i"","[3385.0901, 2186.7957, 6.6757202e-006]","-132.08899"]"
    11:46:36 ""Land_Mil_Barracks_i""
    11:46:36 "[3385.0901, 2186.7957, 6.6757202e-006]"
    11:46:36 "-132.08899"
    11:46:36 "-132.089"
    11:46:36 "[[""Land_Mil_Barracks_i"","[3363.9216, 2167.3716, 2.3841858e-006]","-132.08899"],[""Land_Mil_Barracks_i"","[3370.8013, 2173.6431, 6.1988831e-006]","-132.08899"],[""Land_Mil_Barracks_i"","[3377.9146, 2180.3911, 9.5367432e-007]","-132.08899"],-1,[""Land_Mil_Barracks_i"","[3392.9038, 2194.2275, 6.1988831e-006]","-132.08899"],[""Land_Mil_Barracks_i"","[3400.0671, 2200.752, 4.2915344e-006]","-132.08899"]]"
    11:46:36 "[[""Land_Mil_Barracks_i"","[3363.9216, 2167.3716, 2.3841858e-006]","-132.08899"],[""Land_Mil_Barracks_i"","[3370.8013, 2173.6431, 6.1988831e-006]","-132.08899"],[""Land_Mil_Barracks_i"","[3377.9146, 2180.3911, 9.5367432e-007]","-132.08899"],[""Land_Mil_Barracks_i"","[3392.9038, 2194.2275, 6.1988831e-006]","-132.08899"],[""Land_Mil_Barracks_i"","[3400.0671, 2200.752, 4.2915344e-006]","-132.08899"]]"
    11:46:36 Cannot create non-ai vehicle "Land_Mil_Barracks_i",
    11:46:36 "[""Land_Mil_Barracks_i"","[3385.0901, 2186.7957, 6.6757202e-006]","-132.08899"], [[""Land_Mil_Barracks_i"","[3363.9216, 2167.3716, 2.3841858e-006]","-132.08899"],[""Land_Mil_Barracks_i"","[3370.8013, 2173.6431, 6.1988831e-006]","-132.08899"],[""Land_Mil_Barracks_i"","[3377.9146, 2180.3911, 9.5367432e-007]","-132.08899"],[""Land_Mil_Barracks_i"","[3392.9038, 2194.2275, 6.1988831e-006]","-132.08899"],[""Land_Mil_Barracks_i"","[3400.0671, 2200.752, 4.2915344e-006]","-132.08899"]], "Land_Mil_Barracks_i", [3385.0901, 2186.7957, 6.6757202e-006], -132.089"
    11:46:36 "Land_Mil_Barracks_i" spawned at [3385.0901, 2186.7957, 6.6757202e-006] facing -132.089.
    11:46:36 "2"
    11:46:36 "[""Land_Mil_Barracks_i"","[3377.9146, 2180.3911, 9.5367432e-007]","-132.08899"]"
    11:46:36 ""Land_Mil_Barracks_i""
    11:46:36 "[3377.9146, 2180.3911, 9.5367432e-007]"
    11:46:36 "-132.08899"
    11:46:36 "-132.089"
    11:46:36 "[[""Land_Mil_Barracks_i"","[3363.9216, 2167.3716, 2.3841858e-006]","-132.08899"],[""Land_Mil_Barracks_i"","[3370.8013, 2173.6431, 6.1988831e-006]","-132.08899"],-1,[""Land_Mil_Barracks_i"","[3392.9038, 2194.2275, 6.1988831e-006]","-132.08899"],[""Land_Mil_Barracks_i"","[3400.0671, 2200.752, 4.2915344e-006]","-132.08899"]]"
    11:46:36 "[[""Land_Mil_Barracks_i"","[3363.9216, 2167.3716, 2.3841858e-006]","-132.08899"],[""Land_Mil_Barracks_i"","[3370.8013, 2173.6431, 6.1988831e-006]","-132.08899"],[""Land_Mil_Barracks_i"","[3392.9038, 2194.2275, 6.1988831e-006]","-132.08899"],[""Land_Mil_Barracks_i"","[3400.0671, 2200.752, 4.2915344e-006]","-132.08899"]]"
    11:46:36 Cannot create non-ai vehicle "Land_Mil_Barracks_i",
    11:46:36 "[""Land_Mil_Barracks_i"","[3377.9146, 2180.3911, 9.5367432e-007]","-132.08899"], [[""Land_Mil_Barracks_i"","[3363.9216, 2167.3716, 2.3841858e-006]","-132.08899"],[""Land_Mil_Barracks_i"","[3370.8013, 2173.6431, 6.1988831e-006]","-132.08899"],[""Land_Mil_Barracks_i"","[3392.9038, 2194.2275, 6.1988831e-006]","-132.08899"],[""Land_Mil_Barracks_i"","[3400.0671, 2200.752, 4.2915344e-006]","-132.08899"]], "Land_Mil_Barracks_i", [3377.9146, 2180.3911, 9.5367432e-007], -132.089"
    11:46:36 "Land_Mil_Barracks_i" spawned at [3377.9146, 2180.3911, 9.5367432e-007] facing -132.089.
    11:46:36 "2"
    11:46:36 "[""Land_Mil_Barracks_i"","[3392.9038, 2194.2275, 6.1988831e-006]","-132.08899"]"
    11:46:36 ""Land_Mil_Barracks_i""
    11:46:36 "[3392.9038, 2194.2275, 6.1988831e-006]"
    11:46:36 "-132.08899"
    11:46:36 "-132.089"
    11:46:36 "[[""Land_Mil_Barracks_i"","[3363.9216, 2167.3716, 2.3841858e-006]","-132.08899"],[""Land_Mil_Barracks_i"","[3370.8013, 2173.6431, 6.1988831e-006]","-132.08899"],-1,[""Land_Mil_Barracks_i"","[3400.0671, 2200.752, 4.2915344e-006]","-132.08899"]]"
    11:46:36 "[[""Land_Mil_Barracks_i"","[3363.9216, 2167.3716, 2.3841858e-006]","-132.08899"],[""Land_Mil_Barracks_i"","[3370.8013, 2173.6431, 6.1988831e-006]","-132.08899"],[""Land_Mil_Barracks_i"","[3400.0671, 2200.752, 4.2915344e-006]","-132.08899"]]"
    11:46:36 Cannot create non-ai vehicle "Land_Mil_Barracks_i",
    11:46:36 "[""Land_Mil_Barracks_i"","[3392.9038, 2194.2275, 6.1988831e-006]","-132.08899"], [[""Land_Mil_Barracks_i"","[3363.9216, 2167.3716, 2.3841858e-006]","-132.08899"],[""Land_Mil_Barracks_i"","[3370.8013, 2173.6431, 6.1988831e-006]","-132.08899"],[""Land_Mil_Barracks_i"","[3400.0671, 2200.752, 4.2915344e-006]","-132.08899"]], "Land_Mil_Barracks_i", [3392.9038, 2194.2275, 6.1988831e-006], -132.089"
    11:46:36 "Land_Mil_Barracks_i" spawned at [3392.9038, 2194.2275, 6.1988831e-006] facing -132.089.
    
    

  10. I am working on a script that will on server start randomly place (from an array of options) several buildings on the map.  I am currently testing with a few buildings on the southern coast of Chernarus and they themselves will spawn from the normal sqf file but when I try to take their classnames, coords, and setdir and put them into an array I can't seem to call them properly.  Any assistance would be appreciated.  The code I have so far and the error I am getting in my rpt file are below.

     

     

    Code

    /*
        Random Building Spawn for Chernarus - By Phyrstorm
        Usage [building,coords,dir]
        Building is the Building class name
        Coords are the coords from your custom mission file
        direction is the setDir from your mission file
    */
    
    private ["_building","_coords","_dir","_count","_buildarray"];
    
    if (!isServer) exitWith {};
    
    _building = "Land_Mil_Barracks_i";
    _coords = [3363.9216, 2167.3716, 2.3841858e-006];
    _dir = -132.08899;
    _count = 3;
    //_buildarray usage [building,coords,dir]
    
    _buildarray = [
        ["Land_Mil_Barracks_i",[3363.9216, 2167.3716, 2.3841858e-006],-132.08899],
        ["Land_Mil_Barracks_i",[3370.8013, 2173.6431, 6.1988831e-006],-132.08899],
        ["Land_Mil_Barracks_i",[3377.9146, 2180.3911, 9.5367432e-007],-132.08899],
        ["Land_Mil_Barracks_i",[3385.0901, 2186.7957, 6.6757202e-006],-132.08899],
        ["Land_Mil_Barracks_i",[3392.9038, 2194.2275, 6.1988831e-006],-132.08899],
        ["Land_Mil_Barracks_i",[3400.0671, 2200.752, 4.2915344e-006],-132.08899]
    ];
    
    for "_x" from 1 to _count do {
        
        _buildrand = _buildarray call BIS_fuc_selectRandom;
        _buildarray = _buildarray - _buildrand;
        _building = _buildrand select 0;
        _coords = _buildrand select 1;
        _dir = _buildrand select 2;
        
        _vehicle = objNull;
        if (true) then
        {
        _this = createVehicle [_building, _coords, [], 0, "CAN_COLLIDE"];
        _vehicle = _this;
        _this setDir _dir;
        _this setPos _coords;
        };
        diag_log text format ["%1 spawned at %2 facing %3.",_building,_coords,_dir];
    };

     

    RPT grab

    23:59:30 Error in expression <cle = objNull;if (true) then
    {
    _this = createVehicle [_building, _coords, [], 0>
    23:59:30 Error position: <createVehicle [_building, _coords, [], 0>
    23:59:30 Error Type Any, expected String
    23:59:30 File mpmissions\DayZ_OverPoch_1.Chernarus\buildings\randtest.sqf, line 39
    23:59:30 any spawned at any facing any.
    23:59:30 Error in expression <cle = objNull;
    if (true) then
    {
    _this = createVehicle [_building, _coords, [], 0>
    23:59:30 Error position: <createVehicle [_building, _coords, [], 0>
    23:59:30 Error Type Any, expected String
    23:59:30 File mpmissions\DayZ_OverPoch_1.Chernarus\buildings\randtest.sqf, line 39
    23:59:30 any spawned at any facing any.
    23:59:30 Error in expression <cle = objNull;
    if (true) then
    {
    _this = createVehicle [_building, _coords, [], 0>
    23:59:30 Error position: <createVehicle [_building, _coords, [], 0>
    23:59:30 Error Type Any, expected String
    23:59:30 File mpmissions\DayZ_OverPoch_1.Chernarus\buildings\randtest.sqf, line 39
    23:59:30 any spawned at any facing any.
    

  11. My thoughts on this is to have a trader that you can pay to put a bounty on someone say 2 briefcases of gold.  Whomever kills gathers the tags from the person with the bounty then has to collect it from the trader.  After the person with the bounty is killed by a player they no longer have the bounty on their head so he can't be farmed but the person that collected the tags can be killed to steal the tags from them. That way no gold is created from nothing, it has to come from someone who is placing the bounty.  Also maybe charge a service fee like 1 10oz gold per briefcase of bounty placed on someone.  I have no idea if this is actually possible or not but it would be an awesome system for those of us that do some sort of bounty system manually now.

  12. Google it and next time please use pastebin.com or something similar to show code.

     

    and here is the config that is missing some files. Link

    Ok I switched the RPT infor to pastebin (sorry about that) and I have been googling this since yesterday.

     

    I also downloaded that config.bin file and compared it to the one already in the dayz_server.pbo file and the md5's match.  I'll try putting it in place there and repacking the file and see if that makes a difference.

     

    EDIT:

     

    Ok the config.bin file didn't do it but I did try one last thing.  I downloaded and ran these 2 patches in the following order then installed the 103718 beta patch.  These patches patched ARMA 2 to 1.11, OA to 1.62, BAF to 1.03 and PMC to 1.02 which did the trick.  Now everything starts up with no issues.

     

    http://www.arma2.com/supply/game-updates/756-arma-2-combined-operations--operation-arrowhead--reinforcements-patch-1.html

    http://www.arma2.com/supply/game-updates/803-arma-2-combined-operations--operation-arrowhead--reinforcements-patch-1.html

  13. I have been running a public server for several months now using combined ops off of steam.  I have also been running a private test server so when updates come out I can test them and get all my other mods setup without effecting the public server and causing extended down time.  I have just recently switched the test server from my steam install to a retail install because I am working on setting up headless AI.  I am able to start up ARMA2CO without any issues and play a bit in normal servers but when I try to fire up a vanilla epoch server on the new install I get several error messages.  Attached is information from my arma2oaserver.rpt file from the last start.  Once I click OK through the errors the server does startup but once I do this on my public server these error popups are going to prevent the automated restarts from working as they have been.  Any help/suggestions would be appreciated.
     
    I have been digging around on this and keep seeing the instructions to "copy the addons folder from arma2 to arma2oa", however I have all of them installed into the same directory.  I installed arma 2 to c:\epochtest\arma 2 then the OA, BAF and PMC installers defaulted to that location so I don't have separate folders to copy around.
     
  14. I have a player on my server with the same issue.  Every time she dies and doesn't get back to her body before it becomes a grave here primary weapon and a toolbelt item are always missing, usually a key.  Anyone have any ideas on this?

     

    EDIT:

     

    I just went and checked the player grave and it appears it can only hold 15 equipment/weapons while and player could have 16; 12 toolbelt slots, 1 primary, 1 sidearm, and 2 optics.  I would suggest upping the equipment slot count to 20 to see if this might resolve the occasional issue.

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