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  1. So, recently I was just browsing trough forums and I read about Headless Clients and I was like phew that would be a nice thing to have man. So I went straight to the Downloads, gave them a few Tests and decided screw this. I've seen "ARMA 2" Headless Clients using event handlers, that are for arma3 - not even sure, if they actually work in arma2 and then it's a mess (no offence thou, but it was very hard to read trough all that). Well, what Solutions did I have? Making my own one and share it with the Community to improve it to an acceptable Standard. The following Video (Sound might be loud) shows an Example of the Headless Client So, what's so Special about this... Well first of all this works on any Map. Also it works with any Loot Table. Also it works without the need of a player. It has it's own "independent Area" where it interacts in. What I mean with that is, that you won't need to rely on any Functions, as everything that is needed is included. All Variables and Functions work outside of the normal "dayz stuff", as only the Headless Client loads it and it won't overwrite anything. Also it comes with a few features available. You can fully customize the spawn Ratio between Zombies spawned on Buildings and in Wilderness, for Example you could have 3x as many Zombies in cities You can fully customize the Loot Tables or integrate your existing ones just by changing a variable You can fully customize which modules to use, like animal spawn, wild zombie spawn, building zombie spawn, loot spawn and custom spawn. You can customize which Animals to Spawn You can make AI Shoot at the Zombies You can shuffle the Loot by setting permaLoot to false, as the server clean up will then clean it up and the hc will just re-spawn it. You can ofc set how many zombies / animals / loot piles should max be spawned For a full List, of available Options see the variablesHC.sqf. The Performance While you have the ability to use all those variables, you can tweak the performance of this. However, the script will only be as good as the code and I'm not perfect. I tried my best to check every tiny bit to make sure nothing ever goes wrong, but there's always that slight possibility. Also I'm not perfect and this is my very first attempt, so if I did something wrong or could've done it better just let me know. Also be carefully, when changing the Script Timers, as a to low value might impact dramatically on your FPS. The Design This Client is not meant to Tackle the common Problem of a Headless Client joining to early, etc. It is meant to be persistent, reliable and functional. It more a "spawning handler" for various things like the loot. If you want a "perfect" Headless Client this is not the thing you're searching for. This is the Basement of a Script that is living from user Input, user Feedback and user advices. It wants further improving (if possible) and optimizing (if possible). Regardless of the fact, that it is fully Stable you can however do things wrong - I personally have only limited methods to test this Client, while you or other maybe have a large player base that is willing to tackle a new world of Zombies - so.. If you find any Bug or have any more wishes just let me know. The Installation Please prepare for everything, that you'll need: An Editor of your choice (OK, this was obvious) Your mission.sqm (Located in your MPMissions\DayZ_Epoch_%INSTANCE%.%MAP% Your init.sqf (Located in your MPMissions\DayZ_Epoch_%INSTANCE%.%MAP% Your config.cfg (Usually Located in a Folder called "instance_number_mapName") The Headless Client itself (See also: GitHub - Headless Client) IF you do NOT have a Headless Client Installed or failed to install it before: Before you continue, check that the class name from the code that you just copied is correct. In most cases you will have to change it to "class Item1". Once you checked everything (Did you check everything?) press CTRL + F again and search for "class Groups". It will take you to the class, where you then can locate a single Line saying "items = 2". Change this to "items = 3". NOTE: It doesn't necessary has to be items 2 for you, if you already added something else before! To fully isolate the HC from the rest of your files you will have to change quite a few bits and pieces in the init.sqf. Near the Middle you will see a few calls like: call compile preprocessFileLineNumbers "init\variables.sqf"; These Lines we're going to wrap in an IF. For me the whole thing looks like: //Load in compiled functions if (isServer || hasInterface) then { call compile preprocessFileLineNumbers "init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early) }; //progressLoadingScreen 0.1; call compile preprocessFileLineNumbers "init\publicEH.sqf"; //Initilize the publicVariable event handlers if (isServer || hasInterface) then { //progressLoadingScreen 0.2; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; //Functions used by CLIENT for medical //progressLoadingScreen 0.4; call compile preprocessFileLineNumbers "init\compiles.sqf"; //Compile regular functions //progressLoadingScreen 0.5; call compile preprocessFileLineNumbers "custom\scripts\rightclick\init.sqf"; }; You can put the "publicEH" in there to, that's totally fine, I only have it outside because I was doing something else with that to. Underneath those calls we start our Headless Client: if (!hasInterface && !isDedicated) then { //run on headless clients only call compile preprocessFileLineNumbers "headlessclient\variablesHC.sqf"; call compile preprocessFileLineNumbers "headlessclient\compilesHC.sqf"; }; The next Part is finding if (!isDedicated) then { And replacing it with if (!isDedicated && hasInterface) then { The Last Bit is Optional, if you have Scripts that run on both server and client. You decide whether or not to Load them on the Headless Client, but I recommend not to. So you will want to put the bottom parts inside an IF again, for Example: if (isServer || hasInterface) then { execVM "custom\scripts\weather\DynamicWeatherEffects.sqf"; [7,true,true,15] execFSM "custom\fsm\core_time.fsm"; #include "\z\addons\dayz_code\system\BIS_Effects\init.sqf" }; IF you do have a Headless Client installed or managed to do so before: The Last Step is simply to create a Folder inside your Mission named "headlessclient" (You can ofc define your own paths) and put all the HC Files into that Folder. Edit the Variables if you want to or just hop right into game and start the massacre! PS: If I was unclear with the Instructions at any point let me know. //EDIT: Just out of interest I forced the HC to join the wrong slot, to see what happens. Apparently it can be in any slot, it doesn't differ ^^ //Edit Apparently some files on Github got broken during the Upload, they have meanwhile been replaced.
  2. Guys you really need to update your arma version this weekend. June 30 is final gamespy shutdown, and Battleye will not protect older versions after june 30th. You are urged to upgrade to the new steam version (125548). This guide is designed for private server hosting with access to all files, epoch installed, with the steam version of Arma 2 + Arma 2 OA. To do so: step 1: go to your operation arrowhead folder step 2: delete the all the exe files (ArmA2OA, arma2oaserver, ArmA2OA_BE) if you don't have ArmA2OA_BE skip it. step 3: go into your Expansion\ folder step 4: delete the beta\ folder and all it's contents. If you don't have a beta folder, skip it. step 5: go to steam library -> operation arrowhead -> right click -> properties -> beta -> Choose your version. Opt-out (stable) Opt-In (beta) 1.62- (older version) step 6: wait for game to switch to versions step 7: go to steam library -> operation arrowhead -> right click -> properties -> local files -> verify integrity of the game. step 8: wait for game to verify and then launch arma 2 oa from steam library. check to see if you have the new version in the bottom right corner. ************************************************************************************************************************************************************************************************************************ For a point of reference... when I launch my arma OA.. at the main menu I see: - 3 pictures in the bottom-left corner: first one is Dayz Epoch, next one is Arma 2, next one is Arma Arrowhead. - In the bottom-right corner it says version 1.63.125548 and beneath that it says - In the top-right corner, under the dayz epoch picture it says Dayz Epoch If you got all that it should work on newly updated servers, like mine. If you are missing any of that try clicking the expansion button and activate them. ************************************************************************************************************************************************************************************************************************ SERVER OWNERS EXTRA STEPS: Step 9: Copy the entire contents of your Arma 2 & Arma 2 OA folder into your server folder. This should update your server to new version. STEAM VERSION EXTRA STEPS: Step 10: Change your launchers .exe paths: Expansion\beta\arma2OAserver.exe (delete the red part. steam version uses exe in the main folder, not the expansion\beta folder.) Step 11: In your config.cfg add two lines at the very top: steamport = 2300; steamqueryport = 2301; Step 12: add port forwarding to these ports. Step 13: In your config.cfg update your requiredBuild = 125548; Step 14: In your config.cfg.. right below your requiredBuild add this line: requiredSecureId = 2; Notes: - Keep the old gamespyreportingIP= in the configs. - Keep your old port forwarding. - Keep the -port=2302 in the launchers. If you have any problems feel free to pm me. WARNING A LOT OF EPOCH CUSTOM SCRIPTING DOES NOT WORK PROPERLY ON NEW VERSION. RECOMMENDED: FRESH SERVER INSTALL AND ADD SCRIPTS 1 BY 1. With steam, it has new steamID. I'm not 100% sure but it looks like I have a new GUID also. When players connect to the database it will create a whole new player to the database with the new steamID. In the database it will keep the old entries with playerUID and create all new entires with steamIDs. This may, or may not cause DB issues/loading issues. Not sure. All players will start with a new, fresh character... kills reset, humanity reset, plot poles will need not recognize you as owner, etc... I'm guessing all the player bans need to be updated, and I doubt that is even possible, so server admins need to find there own ways to deal with these problems. So we need to be extra vigilant against hackers. My information tells me that Dayz commander will not work after the gamespy shutdown unless we are very lucky, so I am recommending this update to all server admins.
  3. Ok, so I've been in the process of making a mod specifically for Dayz Epoch:Arma2OA for a year or so now. Something like Epoch/Origins or Overpoch except on a much larger scale. It is called the Multiverse Mod. The hope, is to create a mod that gives every server owner the functionality and depth of resources to create their own unique apocalyptic world. So, it is a compilation of mods and a companion mod for Dayz Epoch. I'm not ready to go into too much detail about it at this time, as I am still ironing out some things. However, I am finally at that point where I need a few more people to round out the team. Here is what I am looking for: A handful of beta testers. (preferably experienced) Anybody with scripting experience who is looking for a challenge or something new to work on. For those applying to beta test or script please bear in mind that you will be bored sometimes. We are still actively working on things, but Real Life gets in the way. So, you might not have anything "new" to play with as often as you like, but I will still need you to get on the server and play/test anyway. I'm looking for players willing to invest 2 to 4 hours a week messing around on my server, and in return you get to play with toys in Epoch you wouldn't normally see. :) A good internet connection is a must as there IS a lot of downloading and routine updating involved. I know it can be an annoying and frustrating process, but until the mod is actually finished, people will have to update files. Also, a mic is preferred (though not required). We use a mumble server to communicate as well as cellular communications and Steam. Being able to communicate with us effectively, will have a HUGE impact on how much difficulty you have getting everything working initially. I will contact interested replies as the time and need for new people arises. If I don't contact you back, don't be discouraged we just might be full up for the moment. As this project slowly nears completion the need for beta testers will start to grow fast. With a little luck, shortly after that, everyone will get to enjoy it! . *** I want to make two things absolutely clear... You will NOT be able to just apply and be sent info to get on the server. There is too much involved with the install process at this time. If you are unable or unwilling to communicate with me outside of this forum, don't bother applying. Secondly, by participating in this project with our team you will be in a unique position to be able to personally help effect the shape of this mod and we (our team) are all excited to see what shape you help it take. This isn't just about having some people playing on our server and making sure stuff isn't broken. We WANT ideas and input, that's what this mod is all about. Thank You, Saint Anthony
  4. Haiooooo! Having some issues with my servers. They seem to have random stutters ingame every now and then.. Like small freezes. I cant see anything in the RPT at the time of the freeze, only thing ive spotted is some antihack cleanups. Tried with this disabled, no difference. Also im getting the permaloot error wich also happens once in a while at the same time of the stutter.. Havent been able to figure out the cause of this issue tho. Anyone else had those kind of stutters and figured out what it was? Could it be one of the custom server additions? If so, what do you think can cause it? Running the new steam version with the latest beta patch from commander. Hope someone can help me out here as i am stumped.. Edit; Here is the RPT error im getting. 22:10:48 Error in expression <_x getVariable["permaLoot", false]; if (!_keep) then { _created = _x getVariable> 22:10:48 Error position: <!_keep) then { _created = _x getVariable> 22:10:48 Error !: Type Number, expected Bool 22:10:48 File z\addons\dayz_server\init\server_functions.sqf, line 803
  5. Hey guys, I am still on 1.62.103718 and planning to work on the server tomorrow night & Saturday basically to reinstall it to bring it to a more recent version. So I want to ask the more experienced fellow owner/admins here what version are you running at the moment, are there any major issues with and any other advice you find relevant? Via PM I've already consulted MGT who is very helpful and provides solid advice but in case he's away I really need to get going tomorrow, hence the thread here. So what do you advise, shall I just go to the latest version since we heard DayZ Commander is about to be released (presumably it'll be supporting the latest version without any issues)? Is there a particular version that is clearly better to run at this point in time? I know 112555 has some issues with being not being deleted properly which in turn affects server performance after some runtime but I don't know much about other (higher) versions. Thanks in advance!
  6. This is not my fix, I'm just posting it here for people as there seems to be a lot of bad information out there. This fix requires the steam version of arma 2. 1. First go into your Arma 2 OA folder and delete all the exe files (ArmA2OA, arma2oaserver, Arma2OA_BE) 2. Open the Expansion folder and inside delete the folder called 'beta'. If you are running a newer version you might not have a beta folder and you can skip this step. 3. Now go into your steam library and right click on Arma 2 OA -> properties. Select the beta tab and pick 1.62 - older version of the game. 4. Again in properties choose local files tab and verify integrity of game. This will bring you back to 1.62.95248 5. Now you can open DayZ Commander and install any patch you want, no more error about 1.63 being newer then 1.62. Hope that helps.
  7. Hi. I recently updated to the new beta patch and it's causing my server errors. I'm not sure how to fix it. This is what they changed according to the changelog.txt [97926] Changed: Scripting: When a global variable is assigned a nil value, it is now deleted (was kept with a nil value). My RPT errors: 20:30:10 Error in expression <e { _weatherType = "FOG"; }; }; if (_weatherType == "FOG") then { drn_Dynam> 20:30:10 Error position: <_weatherType == "FOG") then { drn_Dynam> 20:30:10 Error Undefined variable in expression: _weathertype 20:30:10 File mpmissions\DayZ_Epoch_11.Chernarus\Scripts\DynamicWeatherEffects.sqf, line 333 20:30:11 Error in expression <fps = {}; 'respawn_west' setMarkerPos _spawnPos; { if !(isNil _x) then > 20:30:11 Error position: <_spawnPos; { if !(isNil _x) then > 20:30:11 Error Undefined variable in expression: _spawnpos please help
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