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  1. I recently just started up a server through a server host and I am having trouble sorting through the files and finding what a I need to do and how to add the things I want. EX: Traders dont have anything set up in them Dont have zombies No safezones Im just trying to run Epoch, Bornholm for the map, and the RHS stuff just for some weapon and vehicle variety, but i have no idea how to get it working. Any help would be greatly appreciated
  2. WICKED AI for Arma 3 Epoch (1.0.0) Hi All My rewrite of WAI for Arma 3 Most stuff works some don't :) if you find an error report it here https://github.com/f3cuk/WICKED-AI/tree/Testbranch-A3 Download the code here: https://github.com/nerdalertdk/WICKED-AI/tree/Testbranch-A3 ==================================================================================== Now Wicked AI is now available for Arma 3 Epoch ### Release 1.0.0 - Basic missions - Dynamic loot - Dynamic AI gear - Multi mission support - Better markers - Nuke/bomb missions - Good framework for custom missions - AI drops krypto when killed ### Upcoming in 1.1.0 - More missions - Vehicle patrols - Treasure Hunt ### Version history ### Installation Instructions 1. Copy a3_epoch_WAI.pbo to your epoch server folder (Arma3\@EpochHive\addons) 2. Copy the "wai" folder to your mission pbo 3. Add this to your init.sqf in you mission pbo [] execVM "wai\remote.sqf"; 4. Repack mission 5. Start the server for awesome missions 6. (optional) unpack a3_epoch_WAI.pbo to edit config file Battleye: if you have Armed offroad in missions Line 1 - !"_this call (uinamespace getvariable 'BIS_fnc_effectFired');" ### Test Its only tested on Altis and Bornholm with Infistar AH ### Known bugs wai_kill_percent must be 0 Para don't work, might be default epoch AH, not tested ### Visioning For transparency into our release cycle and in striving to maintain backward compatibility, bootstrap is maintained under [the Semantic Versioning guidelines](http://semver.org/) Sometimes we screw up, but we'll adhere to those rules whenever possible. ### License All the code and information provided here is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License. http://creativecommons.org/licenses/by-nc-sa/4.0/ * Some mission have a different license! ### Dev team - Developer **f3cuk** - Developer **Jossy** - Developer **nerdalertdk/itsatrap** (A3 version)
  3. Evening all.... I am pulling out of Arma Dayz.... so I have attached the server files for both my Arma2 Devils Playground servers with some very unique and custom scrips. over 2,500 hours of work and 8 years of experience. My (Left4Dead) witch that everyone has tried to steal is in there. https://www.youtube.com/watch?v=Hko7qEEZzNM&t Files: https://www.dropbox.com/s/vvv2v7simvz5hsv/Server Giveaway.zip?dl=0 Server side files (except for KFC Admin Tools, they are removed) Mission Side Keys (Taviana as its the origins version not Taviana2.0) Battleye Filters I'm not offering any support for these files, how to use them or if you cant get them working, you can take what you like and use what you want. please don't use the name "Devils Playground" and change any artwork how you see fit. If you see the names Liqu1dShadow, Arrakis, SapphireBunny or Loki in the scripts... they are all me. Features list of both servers: can be seen on Discord https://discord.gg/rJqwb8B Cherno: - A Standalone mixed with vanilla feel - No air vehicles at all and no armed military except 2 which are rare mission only finds - No humanity, everyone gets XP - 125XP for a player kill (if you kill the same player twice you get 120XP) - 25XP for any AI - 2XP for a zombie - 15XP if you bury a body - 10XP if you cut up a body - Building limits are based on XP, the more XP you have the more building parts you can have - Base building will take time so the following is normally how you would do it - Big tents that you can walk in, these will be lockable and will need blowing open and can have trees planted round them to hide - Wood will be the 2nd tier of base, this is because it will take you a while to afford the locks, so starting with a tent first is sensible - Cinder, you will need to buy iron ore, then break this into stone, then take the stone to the Manufacturing Facility to turn into Cinder (dangerous) - Central Trader City with 7 vendors, 6 people & 1 vending machine (this is the only safe zone on the map) - 4 Tier weapon loot - Very Low: Military containers - Low: Military barracks with green doors - Medium: Military barracks with the door at the front and each room doored off - High: Military tents that have a single entrance - Very high: Military tents that have entrance at either end (only found at Skalisty) - Weapon loot gets higher as you move inland and are colour coded via markers - There are no Anzios, rocket launchers... Again, a more real world feel - Missions have all been reworked - All missions are neutral, meaning not hero or bandit, you get XP so you can do any mission - There are three main mission with 1 always being Skalisty - There are a number of vehicles driving round the map, some armed. and a heli flying about - Some AI have cash some dont - There is no bank. You will see a money bag on your hud, thats how much you have on you. Store your wealth in safes, lockboxes - Base raiding is balanced and harder to do, with each base material upgrade it gets harder to break in with Cinder offering 5% chance. - Garden of Eden - Weed Growers - Manufacturing facility process: - Oil into gold - Oil into methylamine - Stone into cinder blocks - Metal sheets into panel kits - Panel kits into metal floors - Weed plants into Weed Bricks - Opens when 7 or more players are online - Oil tanker Train - Stone, metal processing - New HUD with mission and player kills - Spawn prisons that protect you as you spawn in - CCTV with thermal - Scanner - Same spawn gear for all with 2 changes, radio and then binoculars as you get higher XP - No halo spawn, so no scooting across the map at 500mph - 40 dirt bikes hidden close to spawn locations, find them and thats your ticket back - over 500 buildings added - 14 military locations added - Irradiated One, Yes that bitch is here too - Take clothes, bury and cut up bodies - Take a shit (heals you) - Door bell - Flip vehicle - Hide from zombies (cover yourself in guts and wash off in ponds) - Completely reworked traders - Reworked pricing - Addition of new weapons - All located in one place - Custom signage - 200m vehicle trading distance (so you can park anywhere) - iPad for stuff and rules (press right-alt) - Reworked deployable menu - Get drunk and overdose on weed and cola - Suicide with sidearm - No build zones - Variable view distance - Standard 300, 500, 1000m (via iPad) - Binoculars 100m - 1200m - Range Finders 100m - 3000m - Devils Workshop for CCTV + other future stuff - Buy XP at traders - Raid menu (if something can be blown it will give you a menu) - Blow tent doors - Blow all wood items - Blow Cinder doors - Stalisty Bridge - Skalist island wall (only 2 ways on or off) - Skalisty train on main island (good for food loot) - Custom Military Locations - Cherno - Electro - Altar Radar Array Base - Berezino - Solinchi - Zelenogorsk - Stary - Grishino - NWAF - NWAF - Tents - Bashnya - Green Mountain - Rify - Lysina - Shakhovka - Gvozdno - Skalka - Infected Camp - Skalisty (10 camps + 2 Urals + AI) - Custom Airfields - Balota - NWAF + Industrial - NEAF - Fugitive mission (has one of the armed vehicles in - de-spawns at restart) - Vodnik mission (has the other armed vehicle - you get to keep it) - Pirate treasure (mostly food, couple guns, ammo and maybe a nice item) - Suspicious Vehicle mission (truck with loot in that blows up on a timer) - Tool dulling (keep them sharp) - Reworked loot tables, if you need to go to Klen then you wont find that spawning - Fast time, goes at 5 times the speed, in game you start at 10am and after a 4 hour restart you will be at 10pm (30 minutes of night) - Full screen NVGs only found in military tents, non-full screen can be bought - XP base part allowance: - 0XP - 5000XP > 50 items - 5000XP - 10000XP > 70 items - 10000XP - 20000XP > 90 items - 20000XP - 30000XP > 110 items - 30000XP - 40000XP > 130 items - 40000XP - 50000XP > 150 items - 50000XP - 60000XP > 170 items - 60000XP - 70000XP > 190 items - 70000XP - 80000XP > 210 items - 80000XP - 90000XP > 230 items - 90000XP - 100000XP > 250 items - 100000XP or more > 300 items Lv0 - Survivor - 2,500 XP - 6 Spawn Locations Gun: [CZ 75 PHANTOM SD Pistol] + 2x [18Rnd Ammo] Melee: [BaseBall Bat] Meds: [2x Bandage + 1x Painkiller + 1x Bloodbag] Food: [1x Can of Stew + 1x Water Bottle Full] Tools: [Map + Flashlight + Compass] Backpack: [Czech Vest Pouch] + 2x [Heat Packs] Lv1 - Survivor - 7,500 XP - 6 Spawn Locations Gun: [CZ 75 PHANTOM SD Pistol] + 2x [18Rnd Ammo] Melee: [BaseBall Bat] Meds: [2x Bandage + 1x Painkiller + 1x Bloodbag] Food: [1x Can of Stew + 1x Water Bottle Full] Tools: [Map + Flashlight + Compass + Radio] Backpack: [Czech Vest Pouch] + 2x [Heat Packs] Lv2 - Survivor - 20,000 XP - 20 Spawn Locations Gun: [CZ 75 PHANTOM SD Pistol] + 2x [18Rnd Ammo] Melee: [BaseBall Bat] Meds: [2x Bandage + 1x Painkiller + 1x Bloodbag + 1x Morphine] Food: [1x Can of Stew + 1x Water Bottle Full] Tools: [Map + Flashlight + Compass + Radio + Binoculars] Backpack: [Czech Vest Pouch] + 3x [Heat Packs] Lv3 - Survivor - 30,000 XP - 21 Spawn Locations Gun: [CZ 75 PHANTOM SD Pistol] + 3x [18Rnd Ammo] Melee: [BaseBall Bat] Meds: [2x Bandage + 1x Painkiller + 1x Bloodbag + 1x Morphine] Food: [1x Can of Stew + 1x Water Bottle Full] Tools: [Map + Flashlight + Compass + Radio + Binoculars] Backpack: [Czech Vest Pouch] + 3x [Heat Packs] Lv4 - Survivor - 40,000 XP - 22 Spawn Locations Gun: [CZ 75 PHANTOM SD Pistol] + 4x [18Rnd Ammo] Melee: [BaseBall Bat] Meds: [4x Bandage + 1x Antibiotic, 1x Painkiller + 1x Bloodbag + 1x Morphine] Food: [2x Can of Stew + 1x Water Bottle Full + Pepsi] Tools: [Map + Flashlight + Compass + Radio + Binoculars] Backpack: [Czech Vest Pouch] + 3x [Heat Packs Taviana: Below is some of the features the server has - - Sector-B: Highest & Unique Loot only found there. Hard mission only a few have completed - Zombies Removed From Sector-B: No more irritating zombies demanding to be shot - Player Loadouts: Russian weapons for Bandits and NATO Weapons for Hero’s - Trader Island: The Trader island is where you will do your buying and selling - Hidden Traders: All found on the main islands, (check the map for what’s hidden) - Marked Traders: Not everything can be bought at the trader island. Some have cool stock - Player Scan: 150m GPS, 350/450/900/1500/2500/7000/8000m using deployable items and map locations (check map) - Oil Mission: collect and see oil for $$$ - Weed Farms: Take a knife to farm weed, take a machete for double weed - Farm Metals, Wood & Stone: Take a pickaxe and some locations can be farmed for useful bits - Garage Door Opener: Open garage doors from within your vehicle. - View Distance: Change from 300m to 10,000m view distance and requires 2 items to get all - Looting: Some items cannot be bought, GPS, Range Finders etc, you need to find them - Gem Exchange: Breakdown ruby’s for other gems here - Dr Ivanica’s Lab: Exchange Sapphire for rare ammo here - Drug, Gem and Bomb Dealer: Sell your drugs, ruby’s and Gems here - Gas Station Explosions: Gas stations will blow up and loot from vehicles is thrown out - Bomb Crates: Random crates filled with loot - Deploy Items: Tables, scanning equipment, walls, vehicles, base decorations etc - Deploy Houses: 8 houses can be deployed, 4x wood and 4x brick - Grow trees: Find the hidden tree trader to grow trees at base - Overdose on Cola and Weed: Just get baked out your head - Humanity Dealers: Buy back your humanity, be warned, you can’t buy much - Locate Vehicle: Find lost vehicles on the map as long as you have the key - Flip Vehicle: Right click tool box and flip it back - Custom Map Markers: All locations marked on the map - Base Raiding: Get scrap electronics from Sector-B to raid bases (you cannot take over a base) - AI Checkpoints: Various locations with AI protection squads - Air Patrols: There are three islands on Taviana, regular air patrols fly around - Base Regulations: Sick of seeing those stupid cock towers all over the map… not here - Safe Zones: These are only at the trader island and aircraft dealers - Balanced Vehicles: All armoured vehicles have the gunner exposed - Aircraft No-Shoot Zones: The orange strip at each airport is a no shoot down location - Mission System: These with Sector-B and heli patrols, there is plenty to shoot at - High FPS: Upgraded server running a high speed CPU, some player have over 100FPS - Leader Boards: Get on this board and get access to secret missions such as safe hunt - Plot Hoarders: Check game time every 4 weeks to stop players holding locations - Service Points: Arm and repair from gas stations - Tow & Lift: Advanced tow and lift - Origins vehicles: Inc the submarine which can submerge, flying fortress and other vehicles - Large Base Build Limit: 300 items per plot pole, 1 plot per player - Snap Build: Full control over how a base object is placed, tilted, spun or manipulated - CCTV: Fully working CCTV systems for base defence and monitoring - Game Time Perks: If you have high in game play time you get some unique perks - Door Bell: Ring the door bell of your friends bases or scare people hiding in their base - The Devils Tree: Worship the tree and get a Satanic gift that may be shit, might be good - Race Track Cars: Fancy a race, take one for a spin - Methylamin trader: $350,000 per barrel if you sell them, and also required to grow trees - Sector-B 7km Scan: Scan up to 7km by using the massive Sector-B radar array - Deploy Houses: 4 wooden and 4 brick (these are being tested to make sure they don't de-spawn) - Deploy Origins Nests: (these are being tested to make sure they don't de-spawn) - USS Fleshlight: Aircraft carrier with an MV22 loaded with Oil on the flight deck for you to grab - Sector-Z Mission: Cave system with loaded Urals for you to grab - Air Launch Zones: Take off from the mountain on a deep dive - Pyro's Onion Ballistics: Player run shop where you buy and sell with real players who have looted, won, fought or stole everything they sell - Take a Poo: Take a big shit and heal all your pain, just right click on toilet paper - Kill Yourself: Kill yourself with your side arm, just right click it - Take Clothes: Remove clothes from your body and other players - Bury or butcher bodies: Lose or gain humanity for doing it - Three new Spawns: Bet you are dying to see - Mrs Bee's Flight School: Free planes - Hidden Safe Missions: Find the hidden safes - High Level Traders: You need 450,000 humanity either + or - shop here - Loot Maze: At Taviana Zoo - Abandoned Safes: if you let your safe go unused it will reset the code and tell everyone - Pirate Treasure: who knows... what’s in there! - Roaming AI: AI will now spawn on you randomly... heat just got turned up - Roaming Vehicles: 5 vehicles driving round the map... if they see you they will jump out! - Rivet City Mission: Fight for loot under USS Fleshlight which is in dry dock for repairs - Tank: Only 1 on the server, grab it from Sector-B, de-spawns on restart but you have till then to be a nuisance - The Irradiated One: - Custom HUD: - Base Jumping: From 30m up, should make more options for picking a sniper spot and not worrying about getting down Have Fun
  4. Hey so i made a A3 Epoch Server and when we join we got to the loading screen and then after the loading screen our screens just go black but we can still see and type in the chat and can open our maps but the map is just black with the red square can someone plz help us ? and when we sit on the black screen for a while we get a message saying Server not Ready Error 02 what does this mean and how do i fix it thanks
  5. Dayz.Epoch.1.0.62 - 3d.Editor.Live.Mission with Database interaction -=Youtube Demo=- What is this A custom mission file for the purpose of testing/writing scripts for DayZ Epoch without the need of a server. It emulates the dayz_server and dayz_mission files, so you can write scripts using the 3d editor. No need to use a dayz_server for debugging anymore. We all know how time consuming that is. Features Full Database integration (yes thats right... [:)] I would suggest to have a maximum of 100 objects in your object_data table for faster results. Took 5 min to load 10000 objs from my real database, so also make sure you dont go crazy with the MaxVehicleLimit, MaxDynamicDebris values in the init.sqf Fully working GUI, zombies, hit registration, addactions, everything! Write code and execute it on the fly. No need to start a server and join with a client to test things. 100% of your scripts will work! (dynamic weather, default loadouts, custom scripts etc) 2 setups. A default 3d editor player with a default loadout or a Real database character based on your UID Includes most of BIS_fnc functions, so actions like BIS_fn_invAdd will work (i've added most common ones...more included though...check details bellow.) Everything works...when i say everything i mean EVERYTHING !. (Spawning objects on mission start, traders (buy/sell), maintenance, character update, events, stats...etc) New Features! All .FSM files have been converted to .SQF meaning the mission acts as a full fledged server / client merge. New character creation has been ignored though, so the server expects that the client that is about to connect exists in the database. The server will start, wait for a 'fake client connection to happen' (you pressing the Preview button), and then it will load your character from the database, spawn Hive objects and create new based on your MaxVehicleLimit values etc, then initialize the events and finally spawn the character to his worldspace location. Use AdminTools to spawn any Perm, Temp vehicle you want, including buildings, crates etc. Building objects is working as expected with a little AddAction trick. Unfortunately the primary display (eg: findDisplay 46) isnt working inside the editor. That means that building stuff or placing objects is very hard to do since we can't 'capture' keystrokes. Further details below after the Installation instructions. Arma2Net is not allowed by Battleye anymore, so i am using extDB3 now. Requirements: A mysql server on the same machine as your Arma2 editor. Well...a remote PC would work as well...just make sure YOU ARE NOT using your original database. Make a copy of it!. This mission will interact with your database ! If you don't have a mysql server on your pc...i suggest you get WampServer. It's the easiest php/mysql server out there. Installation Head over to the GitHub where the project is. Click Download on the right sidebar, and extract the rar file. Copy the 3d.live1062.DayzEpochTemplate.Chernarus mission file in your \My Documents\ArmA 2\missions\ folder If your active Arma profile is not the default one, then you probably should extract it in the \My Documents\ArmA 2 Other Profiles 2\missions\ folder, otherwise you won't be able to find the mission inside the editor. Copy everything inside "Arma2OA root folder" in your root Arma2OA folder (the same folder where @DayZ_Epoch_Server, MPMissions are). The real_date.dll...(Thanks to killzonekid) is used to get your machine's date/time to be used for live day/night cycles inside the game (...you can set a fixed day if you want...details bellow). The tbbmalloc - tbbmalloc_x64.dll files are provided by extDB3. They shouldnt interfere with your normal game, but they are needed for the mission to be able to connect to your MySQL server. (Make a backup of your original ones if you want, just be safe.) EATbaseExporter is used by the AdminTools, and allows you to export bases to an .sqf format so you can import them afterwards to your server. Now edit -=START HIVE MISSION=-.bat which was placed in your Arma2 folder, and fix the paths to their proper values. If you are using DZLauncher then the @Dayz_Epoch folder is probably where i placed it myself. Battleye needs to be disabled inside the editor otherwise the extDB3 addon will not work. The .bat is taking care of that. It will disable Battleye after 7 seconds. Depending on your machine, if you see that the time isn't sufficient, raise that value a little bit. A sample Database has been provided with me as a character and a basic loadout. You can of course use your own database, just remember to delete most of your Object_Data table vehicles. The more vehicles you have there, the longer it will take for the dayz_server to spawn them. If you just want to write a script independent of cars etc...why wait 5 minutes for the server to spawn 10000 vehicles :) Open "ArmaOA\@extDB\extdb3-conf.ini" and add your test database data there. I named the test SQL DB dayz_cherno [dayz_cherno] IP = localhost Port = 3306 Username = dayz Password = mypass123 Database = dayz_cherno # dayz_cherno is the name of the database (change it in both values) # localhost is your mysql server (could be an IP value as well) # 3306 your mysql port # dayz is your database username # mypass123 is your database password When the game launches, press Alt+E, select Chernarus, then Load mission 3d.live1062.DayzEpochTemplate.Chernarus Open \My Documents\ArmA 2\missions\3d.live1062.DayzEpochTemplate.Chernarus\init.sqf Go to line 61 and start editing the values there. DB_NAME is the name of your database (same as the extdb3 config file). Add your PlayerUID value (same as the DB one) in line 72. (That the player you want to load from the database) Depending which map you want to use, you have to change the dayZ_instance variable and also the MarkerP values (line 62) based on your mission.sqm file. Its for the Hive to spawn random vehicles, roadblocks and mines at proper locations based on the map. Just read the comments there for how to get the values. Its really simple. Just copy paste stuff from your mission.sqm file. Default setup vs Database setup There are 2 ways of initializing your player. A live database player based on his UID in the character_data table (coordinates, medical states, inventory etc) A default 3d editor player with a basic loadout. (Ignores Hive Loadouts and initial vehicle spawns) Default setup (extDB3) [DefaultTruePreMadeFalse = true;] This option is now the default one, because it's so much easier to set up, plus a lot of things have changed in the 1062 Epoch version. I couldn't totally separate the server files from the client files, so in the end a Database is necessary for the Mission files to work properly. To setup your character with this method, leave DefaultTruePreMadeFalse to true; Everything is database based..so no need to do anything else. The mission will start with all your stats, inventory, conditions and spawn you where your world coordinates are. Premade Character Setup [DefaultTruePreMadeFalse = false;] This setup DOES NOT initialize the character based on a database entry, or does any HIVE related queries on mission start. (like load objects etc). Instead it uses some premade stats that you set, and only uses the Database on updates (buy vehicles etc) The loadout of the player is set in the init.sqf in line 77 player setVariable ["CharacterID", "1", true]; // Set here the characterID of the player. It can be anything...just leave it 1 if you want. player setVariable ["playerUID", "111111", true]; // Set here the playerUID of the player you want to have. player setVariable["Z_globalVariable", 100000]; player setVariable["Z_BankVariable", 100000]; player setVariable["Z_MoneyVariable", 100000]; player setVariable["humanity", 11000]; player setVariable["humanKills", 10]; player setVariable["banditKills", 20]; player setVariable["zombieKills", 30]; player setVariable ["friendlies", ["222222","333333"], true]; //Both DZE_Friends and this must be set for friendlies to work properly DZE_Friends = ["222222","333333"]; Everything else should work fine with the database....like traders, salvaging, etc...Unfortunately since the 1062 ver had many differences from the 1051 one, i couldn't really make this Profile option a standalone one, without any Database interaction. So in order for you to minimize any errors in the log file, i would suggest you load my sample db file provided, and also change those CharacterID and PlayerUID values in PLAYER_Data and CHARACTER_Data tables to the ones you set up here, just in case.... The Premade character setup is for people that want to fast debug a script they are making and don't want to wait for the Hive to load all map objects and authenticate the player first. Further Details to change (in both Profile Cases) The description.ext, mission.sqf, mission.biedi files have your character's name in them. Just search for the word Sandbird in all of them and change it according to the PlayerName value you have in your Player_DATA table for your PlayerUID value. Example taken from description.ext. DONT change the actual My_Player text. The mission file needs that string to read what you typed in the name field. class My_Player { name="Sandbird"; face="Face20"; glasses="None"; speaker="Male01EN"; pitch=1.1; }; Important info Init.sqf values DefaultTruePreMadeFalse = true; // True: Read player's data from the database (based on UID), False: the normal player the editor has StaticDayOrDynamic = true; // A static date is set at the bottom of \dayz_server\init\server_function.sqf. Set this to false if you want real time/date inside the mission. DZEdebug = false; // Set to true if you want a more detailed log file Enable Keyboard actions (menu option) // (findDisplay 46) wont work inside the editor. That means that building stuff or placing objects is very hard to do since we cant 'capture' keystrokes. I kinda fixed this with a trick. In order to build something first you have to initiate the building action (holding the object in your hands) and then scroll with your mouse wheel and select Enable Keyboard actions. This will create a layer on your screen capturing your keystrokes thus allowing you to change orientations etc. Pressing ESC twice after and it will close the fake display and return to normal play mode. You will have to do this every time you want to build something. Related to coding Since the Editor has some limitations because its not a real server some things will never work. For example: _playerUID = getPlayerUID player; will never work in the editor. To get the _playerUID you have to do this: _playerUID = player getVariable ["playerUID", 0]; This is the most important thing to remember. Lots of scripts use getPlayerUID. You have to remember to change it every time you want to use it. Of course the player value is just an example here. If you were inside a loop and it had (getPlayerUID _x) then you have to rewrite it like this: (_x getVariable["PlayerUID",0]) findDisplay 46 does not work in the editor. If you are using/making a script that uses Display 46 try using my Enable Keyboard action. It might work in your case. publicvariableServercommands don't exist in the editor. There is no server to accept the command. If you want to use addpublicvariableeventhandler you can do it with call/spawn commands. You can find the handlers usually in the PublicEH.sqf. Example: PVDZE_plr_Save = [player,dayz_Magazines,false,true]; publicVariable "PVDZE_plr_Save"; can be written like: PVDZE_plr_Save = [player,dayz_Magazines,false,true]; publicVariableServer "PVDZE_plr_Save"; // keeping this so when you move the code to the real server you remember to add it. [player,dayz_Magazines,false,true] spawn server_playerSync; // what to call is usually inside publicEH.sqf. In this case search for PVDZE_plr_Save in the PublicEH file and check the call it makes in the end. You could also change the publicVariableServer to publicVariable. That should work inside the editor. But keep in mind these changes wont work on the live server, since one command broadcasts something to the server while the other just to the client running it. I would suggest you keep the original value and do the PublicEH call instead, marking it down with some debug comments next to it, so when you are done and want to transfer the files to your live server you just remove the call and everything should work as expected. Don't forget to change the paths when you are adding addons to test/modify them. For example, notice the differences here: player_switchModel = compile preprocessFileLineNumbers "dayz_code\compile\player_switchModel.sqf"; player_checkStealth = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_checkStealth.sqf"; The first line will look up for player_switchModel.sqf inside the editor mission files, while the 2nd one will go to the @Dayz_Epoch map file and get the .sqf file. Same thing applies for the dayz_server files (server_functions.sqf). Once you are done with your script and you have added new compile lines, you need to fix them back to their proper values before you upload them to your live server. If you are missing any BIS_fnc functions then check the folder dayz_code\system\functions and see if it's available there to include it in the compiles.sqf. Set DZEdebug = true; in the init.sqf. And ALWAYS check your RPT log file for debugging. Its located at : %AppData%\Local\ArmA 2 OA folder. Related to mission file included You'll notice when you start the mission there are 2 bots standing there. If you double click the soldier you'll see that he initiates this script scripts\BotInit.sqf. I left that in purpose in case you want to do some scripting that requires 'another player', and you want to initialize the fake player like that. The other bot can be deleted. I just left it there because i was testing a Tag Friendly script, and needed a 3rd 'player' that has me as a friend. I've included a simple Fireworks script i made a while back only this time i used some better effects taken from aliascartoons work. Just add a 'SMAW_HEDP' into your inventory and right click on it to test it out. Here is how the old script used to look like Fireworks. Also you'll find a little 'hat script' in the files, just right click a 'IRStrobe' item to add a hat to your player. Both script were written inside the editor using the mission file above...just a small example to show you how easy it is to write code there. The @extDB folder contains a folder called debug_files. These .dlls (when replaced the ones provided) activate a more detailed log file (found under arma 2 operation arrowhead\logs folder). It will show ALL MySQL queries going in/out of the database. Very useful if you are running any custom SQL queries and the RTP log file isn't enough. Final Notes These are heavily modified files...Dont overwrite them with your own files. Add to them instead of replacing them. If you are writing scripts that dont require the server to restart, then you can just go to 2D editor and press Preview again after you make the changes. No need to hit Restart. As long as you are doing changes that doesnt affect the Hive loading you can basically run things on the fly. For example in the init.sqf at the bottom i added a Add BankMonkey example. That command just loads the custom\money.sqf and shows a simple extDB3 example on how to select/update a DB table. Since this command doesnt require the server to restart, you can just hit Preview, test things out, and if you want to make changes, go back to 2D Editor, edit your changes in the money.sqf file and hit Preview again. No need to hit Restart and wait for the dayz_server functions to do their thing again. The whole purpose of this project was to not waste any more time trying to code on this god forsaken Arma engine. And a personal note....You will NEVER find an easier way to code stuff for Dayz....period. This is the fastest way to write code and see it in action. Hope this code will help you write code faster and easier ! ### Credits This mission file would not be possible without the help of these addons/people DayzEpochTeam | http://epochmod.com killzonekid | http://killzonekid.com extDB3 | https://bitbucket.org/torndeco/extdb3/wiki/Home ebayShopper | https://github.com/ebayShopper/TestKit JasonTM (for the latest beta AdminTools)| https://epochmod.com/forum/topic/44863-release-epoch-admin-tools-v-1107-test-branch/
  6. Hello all, Last week I attempted to start my own Arma 3 Epoch server to use with friends. Unfortunately I have never been able to get one to work on my computer since I ran Arma 2 Epoch a few years back. I continue to run into one particular unknown module error after seeing Mission Read in the server main log. (Fault address: A699B810 00:A699B810 Unknown module file: epoch (__cur_mp)) Since this is very time consuming to troubleshoot, I've decided that I am willing to pay someone to help me create a server for my friends and I. My intentions for the server are listed below: Server: Arma 3 Epoch 1.3+ Map: Chernarus Redux AI Missions/Patrols Zombies (the integrated Ryan zombies are fine) I will host this on my own machine I am willing to pay upwards of $40 for this. If you are capable and confident in doing this, please reply to this and we can strike out a deal.
  7. I do NOT give hosts permission to ask money for installing this on people's servers. ZCP - Zupa's Capture Points Current Version 2.0 An independent addon for your Epoch server. This will spawn random bases (How many you configured) on the map which the player can go to and start capturing. This does not involve any AI. This addon focuses to direct PVP action more to those places for people that actually want the danger. How it works: Players will get a notice that a camp has been set up that they can capture. If they look on the map they can see the marker with a certain color: Green -> Not being captured and not contested. Purple -> Being captured by a player ( and his group) and not contested. Red -> Being captured and being contested by someone else. Ariving at the spot there will be a base to give a little battle arena / defending position. A message will warn all players that a player started capping that specfic point. This base will vanish 1 minut after being captured succesfully. If someone died while capping. The capping status will be handed over to a new player in the zone. Timer is reset and you will be announced again on the right side of the screen. Group members does not effect contesting. Winner will receive a cash reward directly into their wallet. Future version will hold more features. Extra notices: You can make own bases and add them in the right folder and in the config. First object is the cappoint. Position does not matter, the script recalculates the positions ^^ Use M3Editor to build bases because the scripts uses that sqf markup. Cappoints will choose a random base from the base list config each time they spawn. Easy to configure configs. No AI. Low influence on server performance. Easy to install ( very fucking easy) Best experienced on more populated servers, Cus this creates PVP. Not effective for PVE as long as there are no AI. I might add an AI option later that attacks the cappoint. Maps This works on every map. But warning, the original base might be build with some AIA buildings, Those specific objects wil not spawn on a non AIA map. This will however not influence the script itself ( only buildings missing in the base). Make a little base yourself for example and put it in base1.sqf Ill make a full non AIA base myself this evening. Planned Features Visual Timers AI option Contesting pauses cap time. ... Changelogs 1.1 [Added] configs to calculate price on the amount of players online. [Added] configs to delay spawning until a specific amount of people are online. [Added] config to define time to wait for base cleanup. [Added] Anouncements on halftime and 1 minut mark for capturing. Changelogs 2.0 [added] Reward system : Krypto / Vehicle drop / Weapon or Build box. [added] More configs [added] More checks [fixed] Epoch 0.3 Krypto rewards. [changed] Code cleanup and optimization. Github - Code https://github.com/DevZupa/ZCP-A3 Install Instructions 1) Pack the a3_epoch_server_zcp into a pbo and place it in the @epochive/addon folder of your epoch server. 2) Add zcp.sqf to your mission 3) Call zcp.sqf from init.sqf or anywhere u want :) execVM "zcp.sqf"; DONE. CONFIG Edit the boxes, cus they are really default ^^. Vehicle reward is disabled by default cus they don't save after restart without changin epoch code. Example Logs 8:01:25 [ZCP]: Giving server some time to boot. 8:03:47 [ZCP]: Initiate Zupas Capture Points 8:03:47 [ZCP]: ZCP No 0 started. 8:03:47 [ZCP]: ZCP No 1 started. 8:03:47 [ZCP]: All Capture Points are running. 8:03:47 [ZCP]: Waiting 79 secs for next cap point. 8:03:47 [ZCP]: Waiting 80 secs for next cap point. 8:05:09 [ZCP]: Cap Point Alpha :Spawning dynamic on [11174.8,7836.09,0] 8:05:09 [ZCP]: Cap Point Alpha started. 8:05:12 [ZCP]: Cap Point Beta :Spawning dynamic on [3919.28,11111.1,0] 8:05:12 [ZCP]: Cap Point Beta started. 9:31:01 [ZCP]: Ansgar won Cap Point Alpha 9:31:02 [ZCP]: Cap Point Alpha cleaned up and ended. 9:31:02 [ZCP]: Waiting 119 secs for next cap point. 9:33:14 [ZCP]: Cap Point Alpha :Spawning dynamic on [2905.8,5070.86,0] 9:33:15 [ZCP]: Cap Point Alpha started. 9:59:10 [ZCP]: m0nster [MUR] won Cap Point Beta 9:59:11 [ZCP]: Cap Point Beta cleaned up and ended. 9:59:11 [ZCP]: Waiting 147 secs for next cap point. 10:01:46 [ZCP]: Cap Point Beta :Spawning dynamic on [9335.61,11222.1,0] 10:01:46 [ZCP]: Cap Point Beta started.
  8. This Topic will give you all default options you can change in your init.sqf/variables.sqf to personalize your server without putting any script in. If I made any mistakes, please clearify and I will change it! Simple add the line in the top half of your init.sqf to change values (unless stated otherwise) Selfbloodbag DZE_SelfTransfuse = false; // default value TRUE: Allows player to right click on a bloodbag to use a bloodbag on himself. Selfbloodbag values DZE_selfTransfuse_Values = [12000, 15, 300]; // default value If DZE_SelfTransfuse is set to true, this will define the value of that bloodbag, 1st value is the ammount of blood you get from the bag; 2nd value is the infection chance in % 3th value is the cooldown in seconds Max Animals dayz_maxAnimals = 5; Amount of animals per player. They will despawn like zombies if no one is there. timezoneswitch timezoneswitch = 0; Changes the murdermenu times with this offset in hours. Zombie settings dayz_maxLocalZombies = 40; Max number of zombies spawned per player. dayz_maxGlobalZombiesInit = 40; Starting global max zombie count, this will increase for each player within 400m (Default: 40) dayz_maxGlobalZombiesIncrease = 10; This is the amount of global zombie limit increase per player within 400m (Default: 10) dayz_maxZeds = 500; Total zombie server limit dayz_zedSpawnVehCount = dayz_maxLocalZombies / 2; Zombies spawn from a vehicle (if a player is in it) dayz_spawnAirCount = 0; NO CLUE. dayz_zedsAttackVehicles = true; Zombies attack vehicles or not. Player Zombie DZE_PlayerZed = true; Allows the player zo spawn as a zombie when he died of an infection. GODMODE Bases DZE_GodModeBase = false; Buildables will be indestructable from the NEXT restart they were placed if set to true. DayZ Epoch Debug For Servers DZEdebug = false; If set to true, the server RPT file will have alot more info on what happends on the server. ( For debugging). Wiki explenation: DZE debug damage DZEDebug_Damage = true; Dont really know, i guess that nothing gets damage when Debug = true? Vehicle parachute trading DZE_TRADER_SPAWNMODE = false; Enable purchased vehicle parachute spawning setting this to true. Tame Dogs dayz_tameDogs = false; If true, you can tame dogs ( with cooked meat right?). Sell Distance LAND Vehicle dayz_sellDistance_vehicle = 10; Ammount in meters how far an LAND vehicle has to be from trader to be sellable. Sell Distance SEA Vehicle dayz_sellDistance_boat = 30; Ammount in meters how far an SEA vehicle has to be from trader to be sellable. Sell Distance AIR Vehicle dayz_sellDistance_air = 40; Ammount in meters how far an AIR vehicle has to be from trader to be sellable. Para Spawn Player dayz_paraSpawn = false; If true, players will spawn in the air, dont forget to open your parachute! Position dayz_minpos = -20000; dayz_maxpos = 20000; The max and min distance from center of the map where a player can logout and still spawn on the same position when loggin in. Does this also affect the radiation you get when passing these places ( I dont think so)? BuildingLimits DZE_checkNearbyRadius = 30; Distance where the building limits will look for objects. DZE_BuildingLimit = 150; Ammount of builables allowed in this distance. DZE_BuildOnRoads = false; Allow/Disallow building on roads. DZE_DamageBeforeMaint = 0.09; Ammount of damage a builable must have before being able to be maintained. DZE_StaticConstructionCount = 0; Ammount of animations you have to do before something gets build. ( always +1) so number 0 = 1 step, number 1 = 2 steps) DZE_PlotPole = [30,45]; 1st value is the radius of a plotpole 2nd value is the radius where the next plot can be build. DZE_maintainRange = ((DZE_PlotPole select 0)+20); If you maintain this is going to be the range where it maintains. Default: (plotradius + 20 meters) DZE_requireplot = 1; 1= Need a plot to build, 0 = you can build anywhere. DZE_AntiWallLimit = 3; Not really sure about this. Amoount of tries u can get to get trough a wall before u get killed ? Humanity Showing DZE_HumanityTargetDistance = 25; The distance where it becomes visible if a player is bandit or hero ( blue red names). Friendls Saving DZE_FriendlySaving = true; Save the friend to the database or not. Custom loot tables. DZE_MissionLootTable = false; Set to true of you want to use own loot tables ( include them in description.ext ofcrouse) Config traders DZE_ConfigTrader = false; Set to true if you want to use config traders. Include them in your description.ext) LootSpawnTimer DZE_LootSpawnTimer = 10; Not really sure. The time that takes to start spawning loot in an area? Heli Lift DZE_HeliLift = true; Allow/disallow default epoch heli lifting Full moon nights dayz_fullMoonNights = false; If true nights wont be pitch black, moonlight will make it doable. Vehicle Ammo Saving DZE_vehicleAmmo = 0; 0 : amo in vehicles weapons will reset on restart. 1:ammo will save and respawn on restart. Access backpack in trader area. DZE_BackpackGuard = true; If true, it closes the gear menu when close to another player in trader area's CleanNull DZE_CleanNull = false; No idea. Customize Death Messages Enables global chat messaging of player deaths. (Also requires enableRadio true;?) DZE_DeathMsgGlobal = true; Enables side chat messaging of player deaths. (Also requires enableRadio true;?) DZE_DeathMsgSide = true; Enables global title text messaging of player deaths. DZE_DeathMsgTitleText = true; Vehicles allow without ObjecId and ObjectUID DZE_safeVehicle = ["ParachuteWest","ParachuteC"]; // EDIT THIS INSIDE THE VARIABLES.SQF , otherwise overwritten Force Save vehicles DZE_AllowForceSave = false; If true players get a scroll wheel option to force a save of a vehicle to database. Cargo Check DZE_AllowCargoCheck = true; Allow a player to check cargo on a vehicle. ForceNameTags DZE_ForceNameTags = false; If true it forces YES on the question to show name or not on players close to you. DZE_ForceNameTagsOff = false; Forces the answer NO. DZE_ForceNameTagsInTrader = false; Forces name tag on in trader zones. HALO JUMP DZE_HaloJump = true; Allow Halo Jumps from air vehicles Weight DZE_R3F_WEIGHT = true; Enable, disable the epoch weight system. Surrender DZE_Surrender = true Able to surrender, which drops all weapons and places hands on head ( Default "/" keybind) OldHeliCrash (1.0.1.5+) Re-enable old heli crash method with OldHeliCrash = true; OldHeliCrash = true; spawnShoremode Controls if the player will spawn on shore or not. 1 = Spawn must be on shore, 0 = anywhere. (Default: 1) spawnShoremode = 1; spawnArea Controls how large of an area to search for a suitable spawn location. (Default: 1500) spawnArea = 1500; MaxVehicleLimit Controls the max overall vehicle limit if this limit is reached no new vehicles will spawn. MaxVehicleLimit = 50; DynamicVehicleDamageHigh Sets the highest possible damage a fresh spawned vehicle will have. (Default: 100) DynamicVehicleDamageHigh = 100; DynamicVehicleDamageLow DynamicVehicleDamageLow = 10; // Default: 0 Lowest damage on a spawned vehicle. DynamicVehicleFuelLow Sets the lowest possible fuel level a fresh spawned vehicle will have. (Default: 0) DynamicVehicleFuelLow = 0; DynamicVehicleFuelHigh Sets the highest possible fuel level a fresh spawned vehicle will have. (Default: 100) DynamicVehicleFuelHigh = 100; Dynamic Debris To change how many debris spawn edit the MaxDynamicDebris variable in the missions init.sqf. MaxDynamicDebris = 100; // Max number of road debris spawns (Default: 100) Customize fresh spawn loadout Server admins can now change default fresh spawn loadout by adding these variables to the mission init.sqf. DefaultMagazines = ["ItemBandage","ItemPainkiller"]; DefaultWeapons = ["ItemFlashlight"]; DefaultBackpack = ""; DefaultBackpackItems = [""]; // which accepts both weapons and magazines.// DZE_defaultSkin = [["Male skin1","Male skin2"],["Female skin1","Female skin2"]]; //Default player skin for fresh spawns, selected randomly Ore Veins MaxMineVeins = 150; // Max Ore Veins Defines the ammount of oreveins that spawn on the map Ammo boxes MaxAmmoBoxes = 25; // Max Ammo boxes Defines the ammount of ammoboxes next to road. Database events Damage for maintain -- ---------------------------- -- Event structure for setDamageOnAge -- ---------------------------- DROP EVENT IF EXISTS `setDamageOnAge`; DELIMITER ;; CREATE EVENT `setDamageOnAge` ON SCHEDULE EVERY 1 DAY COMMENT 'This sets damage on a wall so that it can be maintained' DO UPDATE `Object_DATA` SET `Damage`=0.1 WHERE `ObjectUID` <> 0 AND `CharacterID` <> 0 AND `Datestamp` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 3 DAY) AND ( (`Inventory` IS NULL) OR (`Inventory` = '[]') ) ; DELIMITER ; This will "damage" walls, floors, etc every day so they can be maintained. If i forgot anything please post it here so we can complete this information topic.
  9. First off I'm sure this question would be more appropriate on the DayZ Launcher Forums, but their email servers are screwed and i cant login, so im hoping someone here might be able to help me. I used this youtube video to set up my bare bones epoch server. Everything went well, and the server runs with no errors in the .RPT file. I can join it through the LAN server browser within Arma 2 OA just fine. What I am trying to do now is make my server joinable in public server lists like dayz launcher. I have port forwarded the arma ports and steam client ports as well. I have also allowed arma 2, arma 2 OA, arma2oaserver, and steam client through my firewall. My server does show up on dayz launcher but as "Offline" with 0/0 players and 9999 ping. ( I dont know if I can only see it because its on my own network maybe? ) *Linksys Router* but that is my issue. This server is running on my dedi box at home with high speed download and upload (should be plenty) . I also made my dedi box's ip static. ( i did this after i created the server so maybe thats a no no?) Like I said I can join in just fine but only through the LAN browser in game. I used a port checker to ensure my ports were in fact open, and used the dayz launcher server checker to ensure it can be found, and it did find it and said it would be added to the server list within 30 minutes. ( it did! but it shows up as offline! and unjoinable) *I have no idea if this means anything but i used mySQL with HeidiSQL when setting up my server* (I also ensure that the mysql service is running when i start my server up). At this point I have no idea what to do, so any thoughts would mean the world to me, thanks! Server IP = 97.91.203.245:2302 (steam query = 2303) --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- P.S. Here is my "11_chenarus.cfg" and "basic.cfg" (again, im not sure if these are helpful but ill include them anyway)
  10. CiC is just about to shut down its A2 Epoch server: 164.132.71.176:2702 [CiC] Epoch (1.0.5.1) PVE which is Napf as we have moved into A3 Exile, so I thought I would give away the old server files as a whole working server. This includes custom areas, custom AI, all installed AI missions/patrols, single currency, group management etc and is the current live server till 25th Feb I hope you have a good time with it but I wont be offering support as all files are included but I have removed any passwords from the current server You can download the files from here: https://drive.google.com/open?id=0B9ukafXMvfhAdHdRYnQ3RlR2OEU Enjoy ned
  11. Hello there, Today is the first day I ever had this issue: the game closes itself for updating BattlEye (something that, apparently, isn't doing). As soon as I join my server via DayZ Commander, I connect to the lobby and then, after a few seconds, a red BattlEye error message appears: The installation is never done, because everytime I connect to server's lobby, it appears the same message and the game closes itself after a few seconds. I already tried uninstalling BattlEye, install it back and reinstalling ArmA2 OA Beta Patch, but that didn't do the trick. Here's the RPT Client Log: I also have taken a look at RPT Server's Log: Do you have any solution for this issue? It really never happened to me, which is really weird. PD: Don't just say it's easy to find out in Google, because I have already been searching for a while how to fix this and didn't find anything. Thanks in advance!
  12. Hi everyone, As you can see im a freshy, ive not played much of Arma3 but i played some epoch/ ryans zombies and fell in love :) I have no experience in setting up a server but enjoy the epoch version so much so i had to try to set a server up and if im honest ive been struggling (alot) , ive managed to rent a server and put epoch onto it with ryans zombies, set the time so i play in day light. but now im having trouble with loot items not being in buildings and even though i have the zombie mod on i cant see any zombies :/ If anybody can help me it would be really appreciated , i do have discord if that helps and i dont mind paying for your time. I dont want anything to crazy just EPOCH and zombies with loot :D Bitten off more than i can chew :/
  13. what is that error? 0:10:59 Error in expression <playerName]; } else { if (_sourceWeapon == "") then {_sourceWeapon = "unknown we> 0:10:59 Error position: <== "") then {_sourceWeapon = "unknown we> 0:10:59 Error ==: Type Array, expected Number,String,Object,Side,Group,Text,Config entry,Display (dialog),Control,Team member,Task,Location 0:10:59 File z\addons\dayz_server\compile\server_playerDied.sqf, line 49 im using the default 1.6.2 server_playerDied.sqf // DEATH MESSAGES _suicide = ((_sourceName == _playerName) or (_method == "suicide")); if (_method in ["explosion","melee","shot","shothead","shotheavy","suicide"] && !(_method == "explosion" && (_suicide or _sourceName == "unknown"))) then { if (_suicide) then { _message = ["suicide",_playerName]; } else { if (_sourceWeapon == "") then {_sourceWeapon = "unknown weapon";};/////////////////LINE 49 _message = ["killed",_playerName,_sourceName,_sourceWeapon,_distance]; // Store death messages to allow viewing at message board in trader citys. PlayerDeaths set [count PlayerDeaths,[_playerName,_sourceName,_sourceWeapon,_distance,ServerCurrentTime]]; }; } else { // No source name, distance or weapon needed: "%1 died from %2" str_death_%1 (see stringtable) // Possible methods: ["bled","combatlog","crash","crushed","dehyd","eject","fall","starve","sick","rad","runover","unknown","zombie"] _message = ["died",_playerName,_method]; }; my custom configVariables.sqf // Death Messages DZE_DeathMsgChat = "none"; //"none","global","side","system" Display death messages in selected chat channel. DZE_DeathMsgDynamicText = true; // Display death messages as dynamicText in the top left with weapon icons. DZE_DeathMsgRolling = false; // Display death messages as rolling messages in bottom center of screen. DZE_DeathScreen = true; // True=Use Epoch death screen (Trade city obituaries have been amended) False=Use DayZ death screen (You are dead)
  14. ***PLEASE HELP*** 2017-12-13 16:25:01 HiveExt: [Information] HiveExt 2017-12-13 16:25:01 HiveExt: [Critical] Cannot create database: Error loading database module: DatabaseMySql Ive tried changing the password to the database and user in the Hiveext.cfg For some reason whenever i join the server its all fine, but as soon as i log in as it says 'game started', it proceeds with the error 2017-12-13 16:25:01 HiveExt: [Information] HiveExt 2017-12-13 16:25:01 HiveExt: [Critical] Cannot create database: Error loading database module: DatabaseMySql then the server closes itself. I have no idea now how to fix this issue as no one else has posted about it from what ive seen and i could really do with any help if anyone knows how to fix this error, im probably just being stupid. Thanks
  15. Hello, I've setup a new computer running microsoft server 2016 so that it can run my server permanently from that. Currently I'm running it from my main PC, which is alright but it means I have to leave it on all the time which is a big strain and uses more power then the computer running microsoft server. I managed to transfer all the files succesfully and export/import the database for my players however when I launch it, no error I can see happens as it allows me and other players to connect to the server, but once connected it gets stuck on 'waiting for server to start authentication' until it times out. The one thing I am seeing is normally when a player connects it starts spamming out green lines '12:42:04 HiveExt(0): [Information] Result: ["PASS",[2017,12,4,13,42]]' like that, however on the new computer it just sits on 'Game started' and never puts a new green line. Below is my mission rpt Steps I took to move the server 1 - Backup everything 2 - Install heidisql/xaamp 3 - Transfer over database and server files 4 - Give permissions to database that are exactly the same 5 - Redo paths for my launch/restart bats (this was fine) 6 - Launch server, no error I can see, allows players to connect and download mission then gets stuck on waiting for server to start authentication I've tried using a clear database too which didn't work, it must be some option I'm missing.
  16. Ok guys, please help me to clear the situation. I have dedicated server and i wanted to setup EpochMod on it. I checked github repos, youtube guides, etc, and i'm really confused. There is no working epoch 1.0.6.1 version on linux. I checked denisio's github (it uses 1.0.5.1version), i checked emestee's github with his automatic scripts. Second one is based on first one. And i dont see any chance to make 1.0.6.1 to work on linux, the greatest system to run game servers. Also i checked some topics here, like this one. Very pessimistic ending. So... Is it possible to make it run with Wine or PlayOnLinux? Did anyone success in it?
  17. ARMA 3 Epoch | APEX | PVP | High Loot | Survival | 0.4.0.0 | Custom | 24/7 My aim with this server is to grow it as a community, I will be doing nothing for my-self (By this i mean decisions will be community based). I want to expand this server over and over again!. Server IP: 178.239.166.198 Server Page Status - ONLINE! Required Mods: Epoch Mod 0.4.0.0 DLC's: Karts Helicopters Marksmen APEX! Scripts Installed: DayZ style Helicopter Crash Sites Black Market Traders ( There are 3 Traders Based Around The Map ) Custom Status Bar ( A status Bar Located In the Bottom Of your screen tells you "Drink %, Food %, Number Of Players On The Server, Health %, Stamina Level, Krypto Amount (Money), FPS ) Custom Spawn In Option ( Allows you to choose from a verity of spawn locations when you first join or Die ) Custom Ear Plug Script ( Automatic Ear Plug's, Activate when you are parachuting or driving a Vehicle ) Other Information: Restarts Occur Every 3 Hours ( Just so the server can stay FRESH and CLEAN ), Don't worry a WARNING is issued every 10 Minutes and 5 Minutes before the RESTART. Full Support ( Staff and Myself are pretty much online 24/7, So if there's anything you need? don't be afraid to ask us we don't bite ) No Restrictions ( Build Your base wherever you wish, all we ask is that it's at least 700m Away from Trader Safe Zones ) PVP & PVE ( The Server Features "Player VS Player" So keep Your Eye's Open, It also Features "Player VS Enemy ( AI's ), Hear a Drone? Be careful Enemy AI's may be approaching ) Server Staff: HAWK ( Which Is Myself ) Andy ( Awesome Guy, Loves a Good Laugh ) StarLight ( Another Nutter On The Team! Watch Him Guys "He's Dodgy xD" ) - Coming Soon - New Weapons, Clothing, Items, Vehicles, Skins + More If you have any Suggestions.. Or an item you'd like to see added? Let me know below. Can i just say a huge thank you to "Grahame" for helping me set up this server! Absolute Saint . Grahame
  18. Script from And I just made it 1 .bat file easy to use all you need to do is edit the Config settings section and the command line. Make a new .bat file on your desktop of your windows vps or dedi Paste this in it If you run multiple servers create a file for each server on your desktop all you have to do is change the command lines and the config settings to suit each server on each file. This script will re-run everything from this label :arma2oaserver every time the server cmd box is closed so yes if bec shuts down the server after x amount of hrs the script will backup your sql will re-start Bec & the Server If your server cmd box closes for some unknown reason this will terminate connection with Bec and so Bec shuts down but dont worry the script will backup your database then restart bec and your server (dont believe me try it run this script then close your server cmd box while this script is running and watch the magic lol)
  19. samnotts

    view distnace

    hi had a view distance script of someone but cnat remember who i would like it again as the one i found does work any one help me please
  20. Has anyone got the Origins buildings from 1.7.9.5 working with 1.0.6.1 I have a Taviana server up with Origins, Overwatch and Epoch 1.0.6.1 I have the Origins Vehicles working. Just can not get a handle on the houses.
  21. Hi I'm new around here so please go easy on me :P Myself an a few others have started a new overpochins server called [SS]|Overpochins|Coins|ActiveADMINS|FullCustom|Semi-Militarized IP:193.111.186.217:2306 Me and a few others have added some features/scripts like unpack little bird,towlift,missons,bankmoney ect... but were having problems finding a working sector b script which isn't out of date an a origins build trader w/buildings. Would appreciate it if anyone could help us an would be willing to give you guys who help some goodies on the server to start with. The server only holds upto 20 people so far but we will increase it when a few more people join. Using GTX servers. Cheers.
  22. Hi guys! So today I have noticed the server running at little weird and slow, wondering if someones had this before When a player dies, and respawns its all good, When they pick a gender the screen after that to pick custom gear takes around 15-20 seconds to load. Haven't had this before hand only started recently. I did add some Variables to the init.sqf but surely that wont slow it down.. will it? Picture below to show... After dying.. Picking Gender... Waiting to load for around 15-20 Seconds Finally loaded... Any ideas?? Thanks
  23. I am trying to setup an overpoch server, but starting as epoch because its first time. Now I got the server setup very easily. But, I can't get admin tools to install. I followed the very limited and outdated guide to the best of my ability and yeah.. its like I didn't even do anything. There are 0 guides, 0 tutorials, and 0 videos when it comes to arma 2 epoch and admintools. Unless its from 2013 and crap. I know there is someone out there that can help me with this so hopefully I'm in the right place. Really want to get my server up and running. I am a web developer so I'm not a scripting noob.
  24. Hello. My friend is hosting an Epoch server and has tried just about everything to enable Zeus; SLZ, SSPCM, MCC, adding a Zeus module to the mission.sqm and linking a Zeus module to a default survivor NPC. We want to use Zeus to host events and set the atmosphere, but nothing we're doing works. Any ideas or suggestions? I also tried googling for a method to add a Zeus slot to the lobby like this, but I've come up with nothing.
  25. Trying to create a Namalsk server. I keep getting the following you cannot play/edit this mission; I have included a pic so you can see whole error. https://dl.dropboxusercontent.com/u/487376647/20170617085958_1.jpg I have been through all the files and downloaded @dayz_epoch for server and client side 2 timesl Here is a pic of the server dir https://dl.dropboxusercontent.com/u/487376647/dir.png Have changed out the keys two times, here is a pic of keys https://dl.dropboxusercontent.com/u/487376647/keys.PNG both server and client side bat files https://dl.dropboxusercontent.com/u/487376647/DayZ_Epoch_instance_15_namalsk.bat https://dl.dropboxusercontent.com/u/487376647/TBs_Namalsk_testserver_1061.bat mission.sqm https://dl.dropboxusercontent.com/u/487376647/mission.sqm config.cfg https://dl.dropboxusercontent.com/u/487376647/config.cfg hiveext.ini https://dl.dropboxusercontent.com/u/487376647/HiveExt.ini Any thoughts
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