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TheCorey28

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Posts posted by TheCorey28

  1. Cool  :D I was wondering what could give output for debugging. This writes to the arma2oaserver.rpt, right?

     

    I seem to be struggling to get anything outputted to the rpt (I checked the server log, too just to see) xD I tried throwing some diag_log's with random strings in different areas of the init.sqf, too.

     

    sorry for such a newbie question x)

     

    Thank you much for the help  B)

  2. Hey all! Trying to get this to work, but not having any luck at the moment  ^_^

     

    Here is my loadout.sqf:

    Private ["_humanity"];
    
    waitUntil {!isNil ("PVDZE_plr_LoginRecord")}; // Check that player is logged in
    _humanity = (player getVariable["humanity",0]); // Get and set humanity
    
    if (dayzPlayerLogin2 select 2 and !(player isKindOf "PZombie_VB")) then { // Check if player is new spawn and not zombified
    
    	if (_humanity >= 12500) then {
    		diag_log ("GRANTING HERO LOADOUT TO PLAYER"); // Does not work, syntax is wrong - Gewch will fix during next maintenance period
    
    		// Remove default loadout
    		removeAllWeapons player;
    		removeAllItems player;
    		removeBackpack player;
    
    		//Bug fix (f key to switch to flare)
    		player addWeapon "Loot";
    		player addWeapon "Flare";
    
    		//Overridden inventory here
    		player addMagazine '30Rnd_556x45_StanagSD';
    		player addWeapon 'RH_hk416sd';
    		player addMagazine '30Rnd_556x45_StanagSD';
    		player addMagazine 'RH_6Rnd_44_Mag';
    		player addWeapon 'RH_bull';
    		player addWeapon 'ItemMap';
    		player addMagazine 'RH_6Rnd_44_Mag';
    		player addMagazine 'ItemWaterbottleBoiled';
    		player addMagazine 'FoodSteakCooked';
    		player addMagazine 'ItemBandage';
    		player addMagazine 'ItemBandage';
    		player addMagazine 'ItemMorphine';
    		player addMagazine 'ItemPainkiller';
    		player addBackpack 'TK_ALICE_Pack_EP1';
    	}; else {
    	
    	if (_humanity > 7500) && (_humanity < 12500) then {
    		diag_log ("GRANTING GOOD GUY LOADOUT TO PLAYER");
    
    		// Remove default loadout
    		removeAllWeapons player;
    		removeAllItems player;
    		removeBackpack player;
    
    		//Bug fix (f key to switch to flare)
    		player addWeapon "Loot";
    		player addWeapon "Flare";
    
    		//Overridden inventory here
    		player addMagazine '30Rnd_556x45_Stanag';
    		player addWeapon 'RH_hk416';
    		player addMagazine '30Rnd_556x45_Stanag';
    		player addMagazine 'RH_6Rnd_44_Mag';
    		player addWeapon 'RH_bull';
    		player addWeapon 'ItemMap';
    		player addMagazine 'RH_6Rnd_44_Mag';
    		player addMagazine 'ItemWaterbottleBoiled';
    		player addMagazine 'FoodSteakCooked';
    		player addMagazine 'ItemBandage';
    		player addMagazine 'ItemBandage';
    		player addMagazine 'ItemMorphine';
    		player addMagazine 'ItemPainkiller';
    		player addBackpack 'DZ_British_ACU';
    	}; else {
    	
    	if (_humanity <= -7500) then {
    		diag_log ("GRANTING BANDIT LOADOUT TO PLAYER");
    
    		// Remove default loadout
    		removeAllWeapons player;
    		removeAllItems player;
    		removeBackpack player;
    
    		//Bug fix (f key to switch to flare)
    		player addWeapon "Loot";
    		player addWeapon "Flare";
    
    		//Overridden inventory here
    		player addMagazine '10Rnd_762x54_SVD';
    		player addWeapon 'SVD';
    		player addMagazine '10Rnd_762x54_SVD';
    		player addMagazine 'RH_6Rnd_44_Mag';
    		player addWeapon 'RH_bull';
    		player addWeapon 'ItemMap';
    		player addMagazine 'RH_6Rnd_44_Mag';
    		player addMagazine 'ItemWaterbottleBoiled';
    		player addMagazine 'FoodSteakCooked';
    		player addMagazine 'ItemBandage';
    		player addMagazine 'ItemBandage';
    		player addMagazine 'ItemMorphine';
    		player addMagazine 'ItemPainkiller';
    		player addBackpack 'TK_ALICE_Pack_EP1';
    	}; else {
    	
    	if (_humanity > -7500) && (_humanity < -2500) then {
    		diag_log ("GRANTING BAD GUY LOADOUT TO PLAYER");
    
    		// Remove default loadout
    		removeAllWeapons player;
    		removeAllItems player;
    		removeBackpack player;
    
    		//Bug fix (f key to switch to flare)
    		player addWeapon "Loot";
    		player addWeapon "Flare";
    
    		//Overridden inventory here
    		player addMagazine '30Rnd_762x39_AK47';
    		player addWeapon 'vil_AKS_47';
    		player addMagazine '30Rnd_762x39_AK47';
    		player addMagazine 'RH_6Rnd_44_Mag';
    		player addWeapon 'RH_bull';
    		player addWeapon 'ItemMap';
    		player addMagazine 'RH_6Rnd_44_Mag';
    		player addMagazine 'ItemWaterbottleBoiled';
    		player addMagazine 'FoodSteakCooked';
    		player addMagazine 'ItemBandage';
    		player addMagazine 'ItemBandage';
    		player addMagazine 'ItemMorphine';
    		player addMagazine 'ItemPainkiller';
    		player addBackpack 'DZ_British_ACU';
    	};
    	};
    	};
    	};
    	
    	
    }; // END IF FOR NEW SPAWN
    

    *I had just if statements instead of else-if, but that didn't work either.*

     

    I tried putting the exec before and after the player monitor section in the init.sqf, also. I still spawn the default loadout at various humanities.

     

    I will most likely switch to using {player addMagazine _x}forEach []; and that, but I'm wondering why the conditionals aren't being met.

     

    Any help would be much appreciated  :lol:

  3. Does anybody know how to add the lock/unlock feature to the AC130 from Rmod 2.1? or how to fix it if it should be working? Some m8's would like to see this working on our server. I tried unlocking it from all sorts of positions, and don't seem to have the option.

     

    Any help would be awesome  :D

  4. ey ohh! Got the server up and running, and we just ran into that gamespy error again. This time, after forwarding the steam ports and yada yada, we're still getting the error in the rpt:  Warning Message: No challenge value was received from the master server. xP Inbound rules have been set for all of the ports in the firewall, and we try a setting the steamport and steamqueriesport to pairs of ports including: 2300, 2301;   2303, 2304. On the last server, 2300 and 2301 worked fine haha. I tried to scan the ports to see if they were open, but I don't think the scanners were really working xD (They woudn't even work for ports like 80 haha) I believe the ports are open though, because the ports forwarded for a teamspeak server on the same system are done the same way. I seen people saying that you might have to leave the server up and wait for some type of steam authentification. Have you guys had any troubles fixing this?

  5. Would adding it to the end of the startup line be alright? or just anywhere? cause I threw it on the end of it and nada. Yeah, I was trying to run the arma server in different compatibility modes. I'm wondering if when my pal restarted the computer, windows did an update or something and messed things up. Thank you much. :]

  6. Sooo... I'm back xD I guess I jumped the gun. I was only able to start the server TWICE successfully xP now back to the server crashing. I don't get it. I tried running the arma2oaserver.exe by itself, and it still crashes. I tried most of the things from your suggestion list, Zamboni, except for formatting. I tried a fresh install. Nothing but crashing. The strange thing was it was working perfectly those two times (when I thought It was fixed). Hmmm....

  7. Thanks for the reply :)

     

    Here is the startup line:

    start "arma2" /min "arma2oaserver.exe" -port=2302 "-config=instance-1-overpoch\config.cfg" "-cfg=instance-1-overpoch\basic.cfg" "-profiles=instance-1-overpoch" -name=instance-1-overpoch "-mod=@DayZOverwatch;@DayZ_Epoch;@DayZ_Epoch_Server;@napf;@rmod2;"

     

    I'll try reinstalling those later today when I wake up :]

  8. Hey all! So... I came across this problem with my new overpoch server today, and I am out of ideas atm. My server has been working great until today. It ran for probably a good week straight with restarts every 4 hours. I went to play on the server for a little bit today, and it wasn't up. So, I got on to the computer the server runs on, and tried starting it up. The arma2oaserver.exe stops working and crashes. Another attempt and no go. I restart the computer and same thing.

     

    I asked my friend (The other owner of the server) about the situation, and he said he just restarted the computer. He also said he didn't touch any of the server files. I checked the server rpt, and it looks just like it did when the server was working, but it stops when updating base classes with no error.

     

    Something to mention: the way I had the restarts setup was using a batch file that would basically start the server, wait 4 hours and 1 minute, then kill the server process, then repeat. The reason I set up the restarts this way, was because we weren't using battleye for the moment (because of global ban problems), so no BEC restarts. I'm not sure if this was an unhealthy way to restart the server and caused this problem over time, but I thought I'd mention it just in case someone does know.

     

    I know this is a very very broad problem I'm throwing out there with no real precise info (which I wish I had), but any ideas would be much appreciated. If anyone has any testing methods/ideas I could use to try and narrow down the problem, that  would be awesome as well. :)

     

    The rpt is attatched as a text file if it'll help.

     

    Thanks!

    arma2oaserverRPT.txt

  9. Eyyyy all! I am looking for a way to delay the initial spawn of the AI in the cities. When I walk or spawn in game near or in a city, there is always an AI who spawns really close by, right away. I don't mind it, but others don't seem to (including the server owner). Any help would be appreciated :)

  10. I'm trying to spawn static ai on my epoch server, but they don't show up.

    The dynamic spawning is working fine and dandy. I'm hoping someone will point out a mistake I made, cause I can't figure it out.  :)

    Here's part of the SAR_cfg_grps_tavi.sqf:

     

    // ---------------------------------------------------------------
    // Definition of area markers for static spawns
    // ---------------------------------------------------------------
     
    // add if needed, see examples in the chernarus file
     
    // Sabina, heli patrol area
        _this = createMarker ["SAR_patrol_sabina", [14894.9, 11081.3]];
        _this setMarkerShape "RECTANGLE";
        _this setMarkeralpha 0;
        _this setMarkerType "Flag";
        _this setMarkerBrush "Solid";
        _this setMarkerSize [1000, 4500];
        SAR_marker_helipatrol_sabina = _this;
     
        // Lyepestok, heli patrol area
        _this = createMarker ["SAR_patrol_lyepestok", [11579.5, 15413.4]];
        _this setMarkerShape "RECTANGLE";
        _this setMarkeralpha 0;
        _this setMarkerType "Flag";
        _this setMarkerBrush "Solid";
        _this setMarkerSize [400, 400];
        SAR_marker_helipatrol_lyepestok = _this;
     
        // NWAF, heli patrol area
        _this = createMarker ["SAR_patrol_nwaf", [10567, 18429.6]];
        _this setMarkerShape "RECTANGLE";
        _this setMarkeralpha 0;
        _this setMarkerType "Flag";
        _this setMarkerBrush "Solid";
        _this setMarkerSize [800, 1000];
        SAR_marker_helipatrol_nwaf = _this;
     
        // Dubovo, heli patrol area
        _this = createMarker ["SAR_patrol_dubovo", [16540.9, 12674.3]];
        _this setMarkerShape "RECTANGLE";
        _this setMarkeralpha 0;
        _this setMarkerType "Flag";
        _this setMarkerBrush "Solid";
        _this setMarkerSize [500, 5000];
        SAR_marker_helipatrol_dubovo = _this;
     
     
        // Krasnoznamensk, heli patrol area
        _this = createMarker ["SAR_patrol_kraz", [8482.28, 8101.42]];
        _this setMarkerShape "RECTANGLE";
        _this setMarkeralpha 0;
        _this setMarkerType "Flag";
        _this setMarkerBrush "Solid";
        _this setMarkerSize [500, 1700];
        _this setMarkerDir 262.10;
        SAR_marker_helipatrol_kraz = _this;
        
        
        // Branibor, heli patrol area
        _this = createMarker ["SAR_patrol_branibor", [7206.91, 4933.56]];
        _this setMarkerShape "RECTANGLE";
        _this setMarkeralpha 0;
        _this setMarkerType "Flag";
        _this setMarkerBrush "Solid";
        _this setMarkerSize [400, 5000];
        _this setMarkerDir 127.30;
        SAR_marker_helipatrol_branibor = _this;
     
    // Static AI Spawn Test
    _this = createMarker ["SAR_patrol1",[10913.4,17315.5,0.002]];
    _this setMarkerShape "RECTANGLE";
    _this setMarkeralpha 0;
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [5, 5];
    SAR_patrol1 = _this;
     
     
    // ----------------------------------------------------------------------------------------
    // End of area marker definition section
    // ----------------------------------------------------------------------------------------
     
    diag_log format["SAR_AI: Area & Trigger definition finalized"];
    diag_log format["SAR_AI: Static Spawning for Helicopter patrols started"];
     
    //
    // Static, predefined heli patrol areas with configurable units
    //
    // Parameters used: 
    //                  Areaname
    //                  1,2,3 = soldier, survivors, bandits
    //
     
        //Heli Patrol Sabina
        [sAR_marker_helipatrol_sabina,3] call SAR_AI_heli;
     
        //Heli Patrol Lyepestok
        [sAR_marker_helipatrol_lyepestok,3] call SAR_AI_heli;
     
        //Heli patrol NWAF
        [sAR_marker_helipatrol_nwaf,3] call SAR_AI_heli;
        
        //Heli patrol Dubovo
        [sAR_marker_helipatrol_dubovo,3] call SAR_AI_heli;
     
        //Heli patrol Krasnoznamensk
        [sAR_marker_helipatrol_kraz,3] call SAR_AI_heli;
        
        //Heli patrol Branibor
        [sAR_marker_helipatrol_branibor,3] call SAR_AI_heli;
        
     
        // add if needed, see examples in the chernarus file
     
        
        
    diag_log format["SAR_AI: Static Spawning for Helicopter patrols finished"];
     
    //---------------------------------------------------------------------------------
    // Static, predefined infantry patrols in defined areas with configurable units
    //---------------------------------------------------------------------------------
    // Example: [sAR_area_DEBUG,1,0,1,""] call SAR_AI;
    // 
    // SAR_area_DEBUG = areaname (must have been defined further up)
    // 1 = type of group (1 = soldiers, 2 = survivors, 3 = bandits)
    // 0 = amount of snipers in the group
    // 1 = amount of rifleman in the group
    //
    //
     
    // Example entries:
    // SARGE DEBUG - Debug group
    // military, 0 snipers, 1 riflemen, patrol
    //[sAR_area_DEBUG,1,0,1,""] call SAR_AI;
     
    // military, 2 snipers, 4 riflemen, patrol
    //[sAR_area_DEBUG,1,2,4,""] call SAR_AI;
     
    // survivors, 1 snipers, 3 riflemen, patrolling the NWAF
    //[sAR_marker_helipatrol_nwaf,2,1,3,""] call SAR_AI;
     
    // bandits, 5 snipers, 2 riflemen, patrolling the NWAF
    //[sAR_marker_helipatrol_nwaf,3,5,2,""] call SAR_AI;
    //---------------------------------------------------------------------------------
     
     
        // add here if needed
     
    // Test AI
    [sAR_patrol1,1,0,3,"",true] call SAR_AI;
     
     
     
     
    // ---- end of configuration area ----
     
    diag_log format["SAR_AI: Static Spawning for infantry patrols finished"];

     

  11. Ran into the same problem, and when I tried replacing the lines, the ai's on the ground didn't spawn. The ai heli patrols worked, though. In the server.RPT I'm getting this:

     

    dayz_serverObjectMonitor = _safety;
    >
    17:40:43   Error position: <_safety;
    >
    17:40:43   Error Undefined variable in expression: _safety
    17:40:53 "CLEANUP: DELETING A GROUP: B 1-1-A"
    17:40:53 Error in expression <;
     
    Any help would be great  :)
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