MadMartyr
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Posts posted by MadMartyr
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It adds a menu item to tents (and maybe some other objects...I don't remember) that allows a user to save their current data (inventory, position, health). Some servers were having an issue with this, if I remember correctly. I could be completely wrong, though, as I've never had any such issues outside of my time using Taviana and just skipped over those posts.
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My server is whitelisted, but I use phoenix admin tools and spectate players randomly. That, along with a mostly locked down BattlEye configuration, and I don't worry much.
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That's for 1.0.1.5, if I remember correctly.
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sorry, open what up?
I believe he means Taviana, as it's the official map for Origins.
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Hey MadMartyr, did you ever logout while on the islands up north, then login and get dumped in the ocean, bout 2kliks away? what could cause that?
Had all kinds of issues with the north of the islands on Tavi. Logging out there, and be reset as a new spawn. Leaving vehicles there and they'd be destroyed occasionally (this was after I fixed the ResetOOBVehicles option). Eventually, I just switched my server to Lingor, and I love it. Series of islands, bridges, probably not as big as Tavi, but most all of the buildings have their interiors open and it has a tropical feel which is nice for a change.
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I think one of the threads said that their current storage is 50/10/2 (maybe 7 on the backpacks...not positive). As for all of the classnames, I'm not sure. I tried adding some of the classnames that aren't listed in the dynamic spawn sqf directly in to the database, and they didn't show up, so we'll need them to chime in on which vehicles, exactly, are included.
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Yeah, redoing my custom fn_selfActions.sqf took care of it. Don't know why it stopped working in the first place, though.
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Redoing my custom fn_selfActions.sqf to see if something went screwy there.
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When attempting to remove debris or a plot pole, I don't see a listing for it in my scroll menu. In my RPT, however, I see this message:
13:38:18 Server: Object 3:148 not found (message 94)
Any help in tracking this down would be greatly appreciated.
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Trying to work out an error I'm getting for type conversion (even though the script still works). I believe it's caused by the script running on the server, when it should only be running on the client (if I remember correctly, zombies are client-controlled...correct me if I'm wrong). Stay tuned.
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Its not mine ;) Just something i wanted to throw in
Didn't see the word "see" in your original post. My bad. :unsure:
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Had that problem with Tavi removing vehicles at the extreme north. Make sure ResetOOBVehicle is set to false.
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A nice solution, maca, but a bit different than what I've provided. Yours is a buildable that kills zombies, while mine is a feature of the 30m Plot Pole that keeps a base clear of zombies at all times.
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Decided to write an event for MySQL to delete plot poles once a day, should be enough of a deterrent.
CREATE DEFINER=`root`@`localhost` EVENT `removePlotPoles` ON SCHEDULE EVERY 1 DAY STARTS '2013-06-02 02:52:01' ON COMPLETION NOT PRESERVE ENABLE COMMENT 'Removes plot poles every day' DO DELETE FROM dayz_epoch.object_data WHERE Classname = 'Plastic_Pole_EP1_DZ'
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Not for every server, but for mine it works. Of course you could couple this with automatic removal of objects from the server (or adding a custom SQL operation on a schedule to remove plot poles every once in a while).
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I've been fielding complaints from some of my players that there just isn't a way to build a base in towns, as the zombie spawn just means they get killed while trying to build (and I personally feel that you should be able to have a base in a town and a way to keep it safe from zombies that run through the walls and barricades). I decided to address that by modifying the ZombieShield script I've been using to keep my admin base safe.
What this does, is gives a predefined area around the plot pole where zombies will be automatically teleported away when they spawn. For starters, in your configuration area of the init.sqf, add the following:
dayz_poleSafeArea = 30; // Default = 30m, the buildable distance
At the bottom of your init.sqf, add the following:
[] execVM "custom\base_SafeArea.sqf";
Now, create a folder in the same directory as your mission's init.sqf called "custom". Within that folder, create a new file called "base_SafeArea,sqf" with the following contents:
//--------------------------------------------------------------------- // Epoch Base Safe Area // By MadMartyr // Modified from generic ZombieShield code by felixberndt and meat // http://opendayz.net/threads/prevent-zombie-spawning.8799/#post-32461 //--------------------------------------------------------------------- while {true} do { sleep 10; // No Zeds near Plot Poles _playerPos = getPos player; _nearPole = nearestObject [_playerPos, "Plastic_Pole_EP1_DZ"]; if (!isNull _nearPole) then { _pos2 = getPos _nearPole; _zombies2 = _pos2 nearEntities ["zZombie_Base", dayz_poleSafeArea]; _count2 = count _zombies2; for "_i" from 0 to (_count2 -1) do { _zombie2 = _zombies2 select _i; _zombie2 setpos [-3367.739,-120.84577,-8247.0625]; }; }; };
You might get some BattlEye script restrictions on getPos and setPos, just add an exception for base_SafeArea.sqf.Not thoroughly tested yet, as I just did this in the last hour, so let me know if you try it out and if it works well for you.
UPDATE:
arma2oaserver.rpt spam fixed.
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Tavi had a lot of issues when we ran it, many of those are not related to Epoch, but the vendor issues I reported were. The version of Tavi that we were using, at the very least, is terrible. To keep players from dying to invisible walls, I had to cordon off entire cities in some cases. Ridiculous.
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Sorted after truncating tables and importing each table one at a time. Operation must've timed out without reporting.
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At Jim and Joe's Weapons and ammo, the ammo vendor DOES appear to be working, however...
Green's Quality Cars does not appear to be working (Citizen2_EP1)
At Jim and Joe's Weapons and ammo, the weapon vendor doesn't appear to be working (EuroMan1)
JD's Armed Boats does not appear to be working (ibr_lingorman2)
Chip's Choppers does not appear to be working (Pilot)
Juan's Tour Boats, I can't even find the vendor.
Whiskey's Parts does not appear to be working (RU_Worker1)
Axle's Repair Shop does not appear to be working (Worker2)
AWOL's Planes does not appear to be working (Pilot_EP1)
Wholesaler Clive does not appear to be working (ibr_lingorman3s)
Mad Scientist does not appear to be working (RU_Doctor)
Neither Chuck nor Buck appear to be working (ibr_lingorman7 and ibr_lingorman5)
Bag Lady Gina does not appear to be working (RU_Madam3)
Wholesaler Santos does not appear to be working (Citizen3_EP1)
Neither Alejandria or Melly appear to be working (CIV_EuroWoman01_EP1 and Dr_Annie_Baker_EP1)
Seeing that only one of mine is working, I'm going to truncate my trader items and vendor tables again and re-run the SQL file.
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CIV_EuroWoman01_EP1
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13:02:37 "HIVE: Menu Request by ClientID: 3"13:02:37 "HIVE: Request sent"13:02:37 "HIVE: Commence Menu Streaming..."13:02:37 []13:02:42 "HIVE: Menu Request by ClientID: 3"13:02:42 "HIVE: Request sent"13:02:42 "HIVE: Commence Menu Streaming..."13:02:42 []
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I tried the updated file you linked, and it doesn't appear to address the issue (at least not for the vendor I tested which is the Northwestern vendor). What other causes might this have?
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Zombie-Free Bases
in A2: Epoch Mods (1.0.5.1)
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If I remember correctly, I had tried setDamage, but there was some reason I didn't use it. Does it leave their corpses?