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  1. Alright so here is the virtual garage. ALL CREDITS go to the original authors. GZA David for the Virtual Garage script Torndeco for the EXT Database All i did was change a few variables to update it for DOWNLOAD https://github.com/theduke77/Virtual-Garage I use the script a little different than intended. The only difference, i use vehicle and air traders to access the virtual garage, intended for use with garages, but requires gem crafting... The original instructions are in the download in case someone wants to do it that way so on with the instructions.. Tools Required Notepad ++ PBO Tool SQL tool such as HeidiSQL First we start with the mission folder. copy the scripts folder from the downloads into your mission folder. 1. Open your init.sqf look for dayz_randomMaxFuelAmount add this bellow DZE_garagist = ["Profiteer4","Worker3","RU_Profiteer4","Hooker1","Worker2"]; save and close 2. Open your description.ext add this at the bottom #include "scripts\garage\common.hpp" #include "scripts\garage\vehicle_garage.hpp" save and close 4. Open your fn_selfactions.sqf look for //Player Deaths add this above //Garage if((_typeOfCursorTarget in DZE_garagist) && (player distance _cursorTarget < 5)) then { if (s_garage_dialog2 < 0) then { s_garage_dialog2 = player addAction ["Vehicle Garage", "scripts\garage\vehicle_dialog.sqf",_cursorTarget, 3, true, true, "", ""]; }; if (s_garage_dialog < 0) then { s_garage_dialog = player addAction ["Store Vehicle in Garage", "scripts\garage\vehicle_store_list.sqf",_cursorTarget, 3, true, true, "", ""]; }; } else { player removeAction s_garage_dialog2; s_garage_dialog2 = -1; player removeAction s_garage_dialog; s_garage_dialog = -1; }; still in the fn_selfactions.sqf look for player removeAction s_player_fuelauto2; s_player_fuelauto2 = -1; player removeAction s_player_manageDoor; s_player_manageDoor = -1; add this bellow player removeAction s_garage_dialog2; s_garage_dialog2 = -1; player removeAction s_garage_dialog; s_garage_dialog = -1; save and close. 5. Open your variables.sqf look for dayz_resetSelfActions = { add this before the closing bracket }; s_garage_dialog = -1; s_garage_dialog2 = -1; save and close 6. Open your compiles.sqf look for fn_dropItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_dropItem.sqf"; add this above player_getVehicle = compile preprocessFileLineNumbers "scripts\garage\getvehicle.sqf"; player_storeVehicle = compile preprocessFileLineNumbers "scripts\garage\player_storeVehicle.sqf"; vehicle_info = compile preprocessFileLineNumbers "scripts\garage\vehicle_info.sqf"; Still in the compiles, add this at the bottom SC_fnc_removeCoins= { private ["_player","_amount","_wealth","_newwealth", "_result"]; _player = _this select 0; _amount = _this select 1; _result = false; _wealth = _player getVariable[Z_MoneyVariable,0]; if(_amount > 0)then{ if (_wealth < _amount) then { _result = false; } else { _newwealth = _wealth - _amount; _player setVariable[Z_MoneyVariable,_newwealth, true]; _player setVariable ["moneychanged",1,true]; _result = true; call player_forceSave; }; }else{ _result = true; }; _result }; SC_fnc_addCoins = { private ["_player","_amount","_wealth","_newwealth", "_result"]; _player = _this select 0; _amount = _this select 1; _result = false; _wealth = _player getVariable[Z_MoneyVariable,0]; _player setVariable[Z_MoneyVariable,_wealth + _amount, true]; call player_forceSave; _player setVariable ["moneychanged",1,true]; _newwealth = _player getVariable[Z_MoneyVariable,0]; if (_newwealth >= _wealth) then { _result = true; }; _result }; vehicle_gear_count = { private["_counter"]; _counter = 0; { _counter = _counter + _x; } count _this; _counter }; save and close 7A. Open your publicEH.sqf If you don't have a custom publicEH.sqf already, go to step 7B look for if (dayz_groupSystem) then { "PVDZ_Server_UpdateGroup" addPublicVariableEventHandler {(_this select 1) spawn server_updateGroup}; }; add this bellow "PVDZE_queryGarageVehicle" addPublicVariableEventHandler {(_this select 1) spawn server_queryGarageVehicle}; "PVDZE_spawnVehicle" addPublicVariableEventHandler {(_this select 1) spawn server_spawnVehicle}; "PVDZE_storeVehicle" addPublicVariableEventHandler {(_this select 1) spawn server_storeVehicle}; 7B. Only do this step if you DON'T have a custom publicEH.sqf Open your init.sqf again look for call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; replace it with this call compile preprocessFileLineNumbers "scripts\garage\publicEH.sqf"; Thats it for the mission file Now for the server Copy the garage folder from the download, into the compiles folder in your dayz_server folder 1. Open your server_functions.sqf look for this spawn_vehicles = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\spawn_vehicles.sqf"; add this bellow "extDB" callExtension "9:DATABASE:Database2"; "extDB" callExtension format["9:ADD:DB_RAW_V2:%1",1]; "extDB" callExtension "9:LOCK"; server_queryGarageVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\garage\server_queryGarageVehicle.sqf"; server_spawnVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\garage\server_spawnVehicle.sqf"; server_storeVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\garage\server_storeVehicle.sqf"; fn_asyncCall = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\garage\fn_async.sqf"; Save and close Thats it for the server PBO BattlEye Add to publicvariable.txt: !="PVDZE_queryGarageVehicle" !="PVDZE_storeVehicle" !="PVDZE_spawnVehicle" Infistar Infistar: Add to _ALLOWED_Dialogs: 2800,3800 Now for the database Using heidi (or your favorite sql tool) Open SQL.txt and copy everything in there and run a query on your database. This will create a database called extdb Copy the @extdb folder to the root of your server. In your server launch BAT. add @extdb; before @dayz_epoch_server Open the @extdb folder, edit the extdb-conf.ini and change the username and password to suit your needs. (you might need to give all permissions for that user for the new database in heidi) All done. Log in and go visit your vehicle traders! Cheers Enjoy! EDIT: updated the instructions for the fix of ANY/gear and it not taking coins. Please refer to step 6 EDIT 22/03/2017 : Added a fix for client RPT error (Step 5) Also changed the variable for the currency
  2. Fellow epoch 2 players and server owners We are currently working together with community developers to get the 1.0.6 patch ready for release. Awol gave me rights to the codebase of Epoch Arma 2. This means I can code review and accept/deny any code passed to the Github. I'm also reviewing all the issues reported on the Github to see if it's relevant and debate if coding needs to be done. I understand not everyone is Github experienced. So i kindly accept bug reports or requests in this topic. I do not guarantee it's get fixed or added. But it will definitely throw it into discussion. In the future i'm planning to get a dev server up so we can do some testing on everything we added since the latest patch. I already want to thank every person who worked or will work on the DayZ-Epoch code. A full (rolling) change log will be posted over time ( When i get free time to check all merge request done by everyone since last patch). All progress can be followed on the DayZ-Epoch Github: https://github.com/vbawol/DayZ-Epoch The following link show you all the changes since the 1051 release. https://github.com/vbawol/DayZ-Epoch/compare/Release_1.0.5.1...master Changelog: [NEW] RedRyder BB Gun by @arma2WillRobinson [NEW] DB Backup script. @RimBlock [NEW] Use DayZ_UseSteamID = false; in your init.sqf to use the old PlayerUID, instead of SteamID @icomrade [NEW] UI Update - Graphical and code changes, enable using Dayz_Dark_UI = true; in init.sqf. @hogscraper [NOTE] It's recommend to convert to the new SteamID system if possible, new servers should not use DayZ_UseSteamID = false; [NEW] Snap building (disabled by default), use DZE_modularBuild = true; in your init.sqf to enable. @raymix [NEW] Modular/Function based player_build for addon makers and modders. @raymix (more info and concepts - ) [NEW] Added "RedRyder" and "350Rnd_BB_Magazine" to loot pile. #1456 #1457 @Namindu [NEW] Added tree support for Isla Duala. @Utomnia [CHANGED] An infection chance of -1 disables self-transfusion infection. 0 is always infected. (DZE_selfTransfuse_Values) @icomrade [CHANGED] Removed weapons from Traders hands and made them stand with arms by their side. @SilvDev [CHANGED] Tweaked fuel capacity variables for vehicles. @RimBlock [CHANGED] Tweaked rotate_logs.bat to incorporate the day of the week for better organization @Raziel23x [FIXED] Backpack wipes when changing clothes. #1361 @icomrade [FIXED] CH53 gear when locked #1364 @icomrade [FIXED] Infinite loop when crafting ore into bars #1351 @icomrade [FIXED] Only first kill showing on death boards #1362 #1124 @vbawol @icomrade [FIXED] Crossbow quivers not working #1355 @icomrade [FIXED] Crash_spawner & Supply_drop modules spawning inaccessible loot piles #1408 #1390 @Uro1 [FIXED] Undefined variable "_weapon" in fnc_plyrHit.sqf when killer is driving a vehicle #1420 @ebaydayz [FIXED] Fire cleanup diag_log error in server_functions.sqf #1421 @ebaydayz [FIXED] NearestObjects position error in server_playerSync.sqf #1425 @ebaydayz [FIXED] Corrected ClassName type for CH53_DZE and BAF_Merlin_DZE. @Cinjun [FIXED] Some counts reverted to forEach - count loops can not be nested inside other count loops #1491-#1495 @ebaydayz [FIXED] Safes empty when opening after restart #1467 @ebaydayz [FIXED] Dynamic_vehicle spawning non-upgradable classes of hilux1 & datsun1. @Uro1 [FIXED] Eating while inside a vehicle did not drop empty can @deadeye2 [FIXED] Zombie loot error when using loot tables in mission file @deadeye2 [FIXED] Trader menu expected array error #1618-1620 @ebaydayz [FIXED] Loading screen issue where you can walk around and see a black screen #1610 @deanreid [FIXED] Rare inventory wiping on login. @Mikeeeyy [FIXED] Wrong items return when deconstruction a bag fence. @seb3sec [uPDATED] .hpp files updated in dayz_epoch_b CfgLootPos > CfgBuildingPos. @Uro1 [uPDATED] .bat files updated in Config-Examples @Raziel23x [uPDATED] Updated all config.cfg in Config-Examples, Added Default Steam Ports and Updated Layout. @Namindu [uPDATED] Epoch.sql, 1.0.5_Updates.sql & CfgServerTraders with correct classnames for upgradable hilux1 & datsun1 versions. @Uro1 [uPDATED] mission.sqm to compact format from DayZ Mod 1.8.3 @ebaydayz [iNFO] (EXTREMELY IMPORTANT) Server owners MUST update their required build and beta to 125548 [iNFO] requiredSecureId is deprecated in server.cfg.
  3. How would we go about forcing a save/database write (update?) after a trade (with NPC) is completed? I've had reports of players buying vehicles, logging out then logging back it and still having the cash that was supposed to be consumed by the trade. Maybe a forced save wouldn't be CPU efficient if used on all traders, maybe just use it on weapons & vehicles traders. Any ideas, anyone? Thanks.
  4. Since updating our production servers to client FPS are in the 3-5 FPS range with both vanilla and modded mission files. I was thinking maybe I missed an enableSimulation setting somewhere. Does anyone have a suggestion as to a fix?
  5. Hey @vbawol Can u tell me for what the Source Folder is? So in 0110 u changed 46 files. But on my Server i havent a Source Folder. Which files it needs to updating for the last version? Thx a lot
  6. Hello Which files it needed to update my Epoch Server?
  7. i was just wondering if i was the only one that noticed that #include just broke with most mods in the newest arma version? a good example is a3eai and infistar wich fails to load settings file becourse of this ...
  8. Hello all! I have one problem,before 0.02 i play every day without problem.Yesterday i download 0.2 after that i have massage error YOU WHERE KICKED OFF THE GAME soo i try all to fix that. Soo i download 0.2 delte old @Epoch folder and copy new 0.2 in arma 3 directory i try verify chace and no help. If any one can help me ty.
  9. Hello Guys, I was told I definitly need to install the newest Epoch Build (9) to fix the server crashes when looting. Im currently running Build 4. But i cant find a way to install the newest release without loosing everything. Is there a method to do this woithout loosing all stuff ? Thanks for your help. Have a nice day, best regards Mumys
  10. 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.
  11. Dezz


    When i join a epoch server with epoch 0.3 i get kicked with the message ''You were kicked off the game'' every time and nothing fixes it. I tryed verifing and deleting old folders in the directory. Nothing works!
  12. SORRY forgot to write the topic in English^^ Arma 2 OA Update = Server not found? Hy people, played well in the morning on my server and had no problems. BUT at 8pm i had a small Arma 2 OA Update (via Steam) and since then i can't find my server on DayZ Epoch!! Server is online and works (a few restarts didn't change anything). HEEEELP i want to play :( Does anybody else has this problem? Cheers Shizo
  13. after I updated my game and my server, update (1.38)when someone connects and kicked by script restriction # 0 Anyone know why ? after the update need to do some modification
  14. nokker


    Is there an update coming? In announcement there is an admin who posted a topic from Posted 29 September 2014. He commented yesterday on that topic, is this an old update?
  15. Hello, I have a problem joining any server, after Gamespy has been shut down. I have the retail (NON-steam) version so how can i get the new 1.63.125548 update? peace
  16. I recently updated a couple weeks ago to the Epoch update for one of my servers, however, one of the traders menus do not work. I was told the menu needed to be updated in the selfactions? Can anyone provide a rundown on this? Thank you
  17. Hello, thanks in advance for any help you may provide. So, after playing last night, I wake to find my version is not the correct one to play on the server where I'm an admin, but it is not "my" server, so I'm no guru at this stuff. I tried a few things in DZC, nothing worked so I went on the internet to find help. A thread here seemed quite useful, Brockie's thread about downgrading version 1.63 to 1.62 and on it there was a video from Spooney showing another, similar way of doing the same thing. I did both of those and they worked in getting my Arma2 OA version down to 1.62.95248 which is what the goal was. Great. But the final step in both those tutorials is to select which patch version you want in DayZ Commander and install it, then good to go... only it doesn't work for me. In DZC, it now says my current Arma2 version is 95248 and when I install 103718 it starts to do it, tells me it cannot be interrupted, etc. and asks to continue. I click Yes and then the installer starts but at 3% I get the message "Wrong CD KEY" and yes, I know that's "normal" but the install has jumped to 100% and doesn't seem to have changed anything. Clicking Ok on the CD key message and the completed install window but DZC still says my Arma version is 95248, not 103718 like it should be. I've tried this so many times, I've tried uninstalling Arma2 OA and DZC and installing the patch manually and still nothing. Please, someone help me! :D This is my favorite game, it's all I really play and I found myself staring at my Steam Library for an hour before settling on something else... There's got to be a solution somewhere but I can't seem to find it. Why doesn't it update like every tutorial says it should? I literally tried for 3 hours today... -Booch, a very sad Booch
  18. Hello guys, i'm just wondering why i cant get a server running. Made a completely new server, configured all. Its loading the database and all the stuff rigt, but when joining at one point it says me: BattlEye Failed to update. And i'm getting kicked back in the lobby. BTW: I'm running a dedicated Server.
  19. In the rolling changelog for v. 1.0.5, line 2 states: [ADDED] Latest version of Napf 1.0.1 by Momo Is there any concern that updating the map will re-position/alter/ruin/bug player-added persistent objects like bases and (to a lesser extent) purchased vehicles?
  20. Having just spent the 2 days (including planning) upgrading from 1042 to 105, I now see there is a hotfix, 1051 available. Is there any chance, for those of us that have already spent a lot of time going through the upgrade, to get some instructions on a delta of the changes and what files need to be changed from 105 to 1051 so it isn't such a massive exercise starting all over again? I have a looked through the server file changelogs and installation instructions but, can't see anything like this at all. If it already exists and I haven't looked in the right place, I apologise but, please point me in the right direction. Would make my life a lot easier if I could get this? Thanks
  21. With the coming launch of patch 1.0.4 and the recent Change Log Some questions might be asked. Q: Will we need to download the two new maps for Epoch? A: Nope, they are included in the @DayZ Epoch download and require no other download or launch parameters. Q: How does helicopter vehicle towing work? A: Only one chopper can lift vehicles. It's the CH-47 or "Chinook". When lifting a vehicle you need to be at least 5m above the vehicle and no higher than 15m. One person must be on the ground to get the scroll option to attach vehicle. Not all vehicles can be lifted. You are not allowed to enter a vehicle being lifted. Once the vehicle is attached it can be detached by the pilot. You can NOT lift a locked vehicle. You also can not attach a vehicle that has another player in it. Q: I see "Gems" have been added to mines, what are they for? A: Gems are sacred stones that hold great value. If you collect and save them you will be rewarded at a later time!
  22. hi, guys i see there is a beta 3 version of napf ?? when is it gonna be updated for the server files ???
  23. So I'm in the process of trying to create an event that deletes items built by users that have not logged on in over 30 days. This should be fairly easy if not for two things, MySql has problems doing a table update from a sub query select from statement, and 2nd, the 1st would not be a problem if placed items were tied to the CharacterUID and not the CharacterID (which changes on character death). I understand the reasoning back when everyone was running vanilla DayZ, when you die, in theory, you're a new person and can't pack up your previous life's tent, got it. However this no longer really applies to Epoch. If Epoch followed that same logic, upon death a players combo locks and safe combos should change so that a "new" character would have no prior knowledge of what those combos were. Obviously this defeats the purpose of having combo locks and safes, if they were one life use, no one would use them. So with that logic in mind, what would it take to change the database tables to base the items built keyed to the CharacterUID instead of the CharacterID? I'll go ahead and post the script I was working on, maybe someone smarter than me with MySQL and can make it work without altering the DB tables, if so I'd love to see it. This script does take into account the fact that the CharacterID of a user changes upon death. What it does not take into account, and cannot take into account is that if a user builds a base with another user. If user 1 does not login for X number of days, the items would be deleted, leaving user 2 with a funky looking base. In this case it would be user 2's responsibility to notify an admin that user 1 hasn't been on in a while and would like to take ownership of built items (not vehicle/safe items) before the X DELETE day mark. There's no way around that with a script currently. Anyway: DELETE FROM object_data WHERE CharacterID in ( SELECT CharacterID FROM object_data WHERE CharacterID IN ( SELECT CharacterID FROM character_data WHERE LastLogin < DATE_SUB(NOW(), INTERVAL 30 DAY) AND PlayerUID NOT IN ( SELECT PlayerUID FROM character_data WHERE LastLogin > DATE_SUB(NOW(), INTERVAL 30 DAY))))
  24. Hello, I'v tried updating my server for about 2 hours now (I must be doing something wrong) My old version: New Version that i tried to get to work COULD anyone please type down steps by steps on how to update the server? (I know this question has been asked before, but I cannot find any good answers for it)
  25. What if there was a single-door or two-door gate on a wooden wall or a cinderblock wall that could be created that would open sideways to let in bigger vehicles such as the MTVR, Ural, etc. that we could put combination locks on? I feel that it would really ad to the game, being able to choose a garage doorway for smaller vehicles, and a big gate for the bigger ones. Any opinions?
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