Sandbird Posted April 29, 2014 Report Share Posted April 29, 2014 Extra database tables Right now i am turning towards custom dlls for SQL queries to extra database tables but i would really like it ir normal epoch does does that instead. Please add an extra quer(able) table to the database. Have a petition here at the forum on what would the majority like to see for table cells there....so we can use them for different functions (ranks, extra arrays for players etc etc) It is not too much to ask, you are already doing it with object_data...999 calls are not allowed and wont be....fine....well at least let us write some extra stuff in the database the legit way. KeyChain There are some items that are not used in epoch...like the dogtags. You could (if you dont want to make a new item), rename them to Keychain. and add a function to them (in a new db table) to hold ItemKey values in an array. A simple function would be the player to right click on in and select "Add to keychain" taking all the keys he has on him inside that array and deleting the keys. This way he can open all the vehicles that belong to that keychain without having 10123 keys for all of his vehicles. A diaglog GUI can help to remove keys from the keychain (again with right clicking the item), thus creating a key in the player's inventory. Imagine something like the following video...but for keys, instead of the vehicles that i did: Creep, xBowBii, Nekuan and 1 other 4 Link to comment Share on other sites More sharing options...
Sandbird Posted April 30, 2014 Author Report Share Posted April 30, 2014 Suggestion No.3: Add some default values that we constantly change in the the database...instead of the mission file..especially the MaxVehicleLimit value. Doing so will allow customizing the server details without recompiling the mission.pbo. Plus these values will be loaded when server starts...so no lag or desyncs are gonna affect it from loading. And after start, global variables can be set to these values, so everything should work the way it is now. Example table with values Server name can be used for watermarking the server. cen, Enlighten and xBowBii 3 Link to comment Share on other sites More sharing options...
cen Posted April 30, 2014 Report Share Posted April 30, 2014 Great idea! Link to comment Share on other sites More sharing options...
Creep Posted April 30, 2014 Report Share Posted April 30, 2014 I think the more options are saved in databases the easier it is to customize things, therefore you just need easy tables including all needed informations I think you did that! Great Job Link to comment Share on other sites More sharing options...
Flosstradamus Posted April 30, 2014 Report Share Posted April 30, 2014 I really like the SQL ideas and the garage. Maybe another good suggestion which I see a lot is the ability to park urals in a garage somehow. Link to comment Share on other sites More sharing options...
Namindu Posted May 1, 2014 Report Share Posted May 1, 2014 dose that garage system us a database? Link to comment Share on other sites More sharing options...
Sandbird Posted May 1, 2014 Author Report Share Posted May 1, 2014 yes a custom db table.. Link to comment Share on other sites More sharing options...
Namindu Posted May 1, 2014 Report Share Posted May 1, 2014 I would love to know how to do this myself, If your so kind, Link to comment Share on other sites More sharing options...
LuckyMrGun Posted May 1, 2014 Report Share Posted May 1, 2014 Also, maybe a weapon pack or something to spice things up. Or that helicopter garage that was posted awhile back. Link to comment Share on other sites More sharing options...
Sandbird Posted May 1, 2014 Author Report Share Posted May 1, 2014 I would love to know how to do this myself, If your so kind, Thats what i am saying man, an extra db table to query things is needed to make this the most awesome mod out there....right now its just vanilla....an extra table with 5 cells and i did that. Imagine if it had 7 :P Link to comment Share on other sites More sharing options...
Tobias Solem Posted May 1, 2014 Report Share Posted May 1, 2014 Sandbird, can you do something about the plot pole system we have today (the core functionality), as I see it there are two factors that need to be considered: 1. The ability to inherit the plot-pole ownership post death 2. The ability to remember who can build within that plot pole range I'd love to see a commit on this thing, because its been bugging the crap out of me that this hasn't been changed yet (out of stubbornness or a false idea of "good" gameplay?) Link to comment Share on other sites More sharing options...
Sandbird Posted May 1, 2014 Author Report Share Posted May 1, 2014 Sandbird, can you do something about the plot pole system we have today (the core functionality), as I see it there are two factors that need to be considered: 1. The ability to inherit the plot-pole ownership post death 2. The ability to remember who can build within that plot pole range I'd love to see a commit on this thing, because its been bugging the crap out of me that this hasn't been changed yet (out of stubbornness or a false idea of "good" gameplay?) Ok i'll make a tutorial. Its gonna be a bit tough and probably i'll forget something....but we'll figure it out...I've changed all my scripts that require CharacterID to PlayerUID so i dont have the problems you said. Most of the changes happen in the fn_selfactions.sqf. What about that this post here: ? He is doing it a similar way to mine Link to comment Share on other sites More sharing options...
peipo118 Posted May 1, 2014 Report Share Posted May 1, 2014 pretty pls dear developers let us add our own tables to the database yes? i would love that and it would save all of us so much work Link to comment Share on other sites More sharing options...
Tobias Solem Posted May 1, 2014 Report Share Posted May 1, 2014 Ok i'll make a tutorial. Its gonna be a bit tough and probably i'll forget something....but we'll figure it out...I've changed all my scripts that require CharacterID to PlayerUID so i dont have the problems you said. Most of the changes happen in the fn_selfactions.sqf. What about that this post here: ? He is doing it a similar way to mine I thought this was a thread about what changes we want for 1.0.5? Naturally I know it can be modded, I just want it as a part of the core Epoch-code so I don't have to mod it in every time there's a new release. Link to comment Share on other sites More sharing options...
Sandbird Posted May 1, 2014 Author Report Share Posted May 1, 2014 I thought this was a thread about what changes we want for 1.0.5? Naturally I know it can be modded, I just want it as a part of the core Epoch-code so I don't have to mod it in every time there's a new release. oh cause you said 'Sandbird, can you do something about the plot pole system we have today' :P I am not part of the epoch team :D I thought you meant me make a tutorial about how i did it. But yeah : Suggestion 4: Tie PlayerUID to plotpoles, tent removal, player_remove.sqf for modular buildings and anywhere else its CharacterID. Link to comment Share on other sites More sharing options...
Tobias Solem Posted May 1, 2014 Report Share Posted May 1, 2014 Well you ought to be, you're doing good work. Link to comment Share on other sites More sharing options...
RimBlock Posted May 16, 2014 Report Share Posted May 16, 2014 Extra database tables KeyChain Fully agree with both. The current Hive structure is far too limiting for properly designed and implemented mods as we have to 'jerry rig' the custom data in sub arrays of fields or in fields not designed for the purpose. A general mod table with X columns which is read / write would give a DB store for modders to use. It would not be tailored to individual mods but would be usable by all. DB speed and size do not seem to be much of a concern at this point. Allow the reading of a record, writing of a records fields. Alternatively allow a second schema to be connected to for modders so they can have their own sets of tables away from the Epoch stuff and all cross schema data manipulation can be done in script. I also thought about a keychain after having so many keys. It would be a great idea and not so bad to implement (on the face of it). How about some generic dialogues. Dialogue for Addition Title: Name provided to be displayed at the top of the dialogue. Input array-1: To be displayed in left scroll window. Input array-2: Base data of array be manipulated - not changed in dialogue. Returned if cancel button clicked. Array-Add: Copy of Input Array-2 & used to store changes made in the dialogue and & display in the right scroll window. Returned id close button clicked Output array: To return Input Array-2 / Array-add on dialogue closure (cancel / close button). Add button: Runs a script to add the selected item from Input Array-1 and save to Array-Add then refresh the right scroll box with the new Array-Add contents. Close button: Copies Array-Add to Output array and closes dialogue. Cancel button: Copies Input Array-2 to Output array and closes dialogue. Dialogue for removal Title: Name provided to be displayed at the top of the dialogue. Input array: To be displayed in scroll window. Output array: To be returned on closure. Remove button: Runs a script to remove selected item from array and save to output array and refresh the scroll box. Close button: Sends back Output array, closes dialogue. Cancel button: Sends back input array and closes dialogue. Having these two generic dialogues in would greatly enable mod makers to build much more powerful, user friendly mods. RB Link to comment Share on other sites More sharing options...
DeanReid Posted May 16, 2014 Report Share Posted May 16, 2014 I think someone mentioned before but, Ranks, e.g Mod/Admin/Owner so that if you have admin tools, you could easily add them to the menu instead of making someone download the mission again. Link to comment Share on other sites More sharing options...
Eegore Posted May 19, 2014 Report Share Posted May 19, 2014 Theres a few working key consolidation scripts. Couldn't they use one of those? I prefer the one that lets you rekey vehicles to whatever one you wish as long as it is in your toolbar, you have a keymaker kit, and gold. Link to comment Share on other sites More sharing options...
RimBlock Posted May 19, 2014 Report Share Posted May 19, 2014 A better key solution would be to add a nested array field in the inventory column and leave the characterID field tied to the characterID. Works for friendly tagging but would need more investigation though. Link to comment Share on other sites More sharing options...
mgm Posted June 18, 2014 Report Share Posted June 18, 2014 Extra database tables Right now i am turning towards custom dlls for SQL queries to extra database tables but i would really like it ir normal epoch does does that instead. Please add an extra quer(able) table to the database. Have a petition here at the forum on what would the majority like to see for table cells there....so we can use them for different functions (ranks, extra arrays for players etc etc) It is not too much to ask, you are already doing it with object_data...999 calls are not allowed and wont be....fine....well at least let us write some extra stuff in the database the legit way. <snip> Hi Sandbird, I can't see any responses in this thread but did you get any response from vbawor or any other Epoch official at all? I would like to know if we're close to getting extra database tables... Cheers -- [We are hoping to somehow succeed with dream but we don't have the technical skills. My understanding is additional SQL tables would help us solve biggest challange in front of us hence my interest in this thread...] Goatlol 1 Link to comment Share on other sites More sharing options...
Sandbird Posted June 18, 2014 Author Report Share Posted June 18, 2014 Hi Sandbird, I can't see any responses in this thread but did you get any response from vbawor or any other Epoch official at all? I would like to know if we're close to getting extra database tables... Cheers -- [We are hoping to somehow succeed with dream but we don't have the technical skills. My understanding is additional SQL tables would help us solve biggest challange in front of us hence my interest in this thread...] I highly doubt it.....Although this is the simplest thing they could do (i mean for the epoch team) to please so many mod makers for some customization with the database....even that as you can see comes in from one ear and goes out from the other.... It really disappointing...If i knew how to make my own hiveext.dll i would do it and pass around the file....but i dont....and people that do know how to do it...have been driven away from this forum....for reasons i dont want to get into. The best solution is Arma2Net so far...check out my signature link on the 3d.live.mission....I am using it there...with it you can make custom SQLs to as many tables as you want. Thats what i ended up using. Link to comment Share on other sites More sharing options...
mgm Posted June 18, 2014 Report Share Posted June 18, 2014 I highly doubt it.....Although this is the simplest thing they could do (i mean for the epoch team) to please so many mod makers for some customization with the database....even that as you can see comes in from one ear and goes out from the other.... It really disappointing...If i knew how to make my own hiveext.dll i would do it and pass around the file....but i dont....and people that do know how to do it...have been driven away from this forum....for reasons i dont want to get into. The best solution is Arma2Net so far...check out my signature link on the 3d.live.mission....I am using it there...with it you can make custom SQLs to as many tables as you want. Thats what i ended up using. Thanks, I checked it out: "[Release] Dayz.Epoch.3d.Editor.Live.Mission.With.Database.Interaction". The way I understand, this released code can help us achieve reading from/writing to SQL tables and test code but it can do this in a separate, stand-alone debugging tool -- or is it not a debugging tool? We were trying to achieve the same result with the actual game? [i mean with the arma2oaserver+Epoch mod+sql] Help me understand please... Link to comment Share on other sites More sharing options...
Sandbird Posted June 18, 2014 Author Report Share Posted June 18, 2014 Thanks, I checked it out: "[Release] Dayz.Epoch.3d.Editor.Live.Mission.With.Database.Interaction". The way I understand, this released code can help us achieve reading from/writing to SQL tables and test code but it can do this in a separate, stand-alone debugging tool -- or is it not a debugging tool? We were trying to achieve the same result with the actual game? [i mean with the arma2oaserver+Epoch mod+sql] Help me understand please... yeah well...the editor before the 3d.live.mission was something that you could use to write some simple code based on arma2oa...it had no connection to the dayz variables or functions etc. With my 3d.live.mission i am 'bridging' the editor with the dayz code and especially the epoch code....so zombies work, all dayz and epoch functions work etc....plus you get real database interaction as well. So writing a code there is basically writing 99% compatible code for your real server. The beauty of this is that you dont need to restart a server and join everytime you need to test the code...you just hit preview in the editor. So debugging is speed up by 10 (at least :P). Now since in order to make this work in the editor you have to put some files in your Arma2OA folder....that means that if your run the server from that folder also...it will automatically have everything set up for the real server as well. (if you add the extra parameters in the starting .bat file). So all you need to have custom SQLS in your real server is just a few lines of code (like my custom server_hiveReadWrite function inside my missions\3d.live.DayzEpochTemplate.Chernarus\dayz_server\init\server_functions.sqf) and the actual custom SQL call like : missions\3d.live.DayzEpochTemplate.Chernarus\dayz_server\compile\server_playerLogin.sqf on line 40 _key = format["SELECT `CharacterID`, `Inventory`, `Backpack`, TIMESTAMPDIFF(MINUTE,`Datestamp`,`LastLogin`) as `SurvivalTime`, TIMESTAMPDIFF(MINUTE,`LastAte`,NOW()) as `MinsLastAte`, TIMESTAMPDIFF(MINUTE,`LastDrank`,NOW()) as `MinsLastDrank`, `Model` FROM `Character_DATA` WHERE `PlayerUID` = '%1' AND `Alive` = 1 ORDER BY `CharacterID` DESC LIMIT 1",_playerID]; _primary = _key call server_hiveReadWrite; _primary = _primary select 0 select 0; that calls that custom function from the server_functions.sqf (I left the function name server_hiveReadWrite instead of renaming it....so i can just use the original calls in the editor...of course you have to rename it if you use it for your server). So its really simple to do custom sqls with it....and no need for clients to get any extra files....the server only must have the .dlls etc of arma2net. The best secure way of using it though for your server would be to have all the SQLs in the dayz_server files and then use publicvariableserver calls (like the publicEH.sqf does) to 'call' the SQLS and get the results to the client...but thats a totally different subject :) Here i am explaining how to do it: Link to comment Share on other sites More sharing options...
mgm Posted June 20, 2014 Report Share Posted June 20, 2014 yeah well...the editor before the 3d.live.mission was something that you could use to write some simple code based on arma2oa...it had no connection to the dayz variables or functions etc. With my 3d.live.mission i am 'bridging' the editor with the dayz code and especially the epoch code....so zombies work, all dayz and epoch functions work etc....plus you get real database interaction as well. So writing a code there is basically writing 99% compatible code for your real server. The beauty of this is that you dont need to restart a server and join everytime you need to test the code...you just hit preview in the editor. So debugging is speed up by 10 (at least :P). Now since in order to make this work in the editor you have to put some files in your Arma2OA folder....that means that if your run the server from that folder also...it will automatically have everything set up for the real server as well. (if you add the extra parameters in the starting .bat file). So all you need to have custom SQLS in your real server is just a few lines of code (like my custom server_hiveReadWrite function inside my missions\3d.live.DayzEpochTemplate.Chernarus\dayz_server\init\server_functions.sqf) and the actual custom SQL call like : missions\3d.live.DayzEpochTemplate.Chernarus\dayz_server\compile\server_playerLogin.sqf on line 40 _key = format["SELECT `CharacterID`, `Inventory`, `Backpack`, TIMESTAMPDIFF(MINUTE,`Datestamp`,`LastLogin`) as `SurvivalTime`, TIMESTAMPDIFF(MINUTE,`LastAte`,NOW()) as `MinsLastAte`, TIMESTAMPDIFF(MINUTE,`LastDrank`,NOW()) as `MinsLastDrank`, `Model` FROM `Character_DATA` WHERE `PlayerUID` = '%1' AND `Alive` = 1 ORDER BY `CharacterID` DESC LIMIT 1",_playerID]; _primary = _key call server_hiveReadWrite; _primary = _primary select 0 select 0; that calls that custom function from the server_functions.sqf (I left the function name server_hiveReadWrite instead of renaming it....so i can just use the original calls in the editor...of course you have to rename it if you use it for your server). So its really simple to do custom sqls with it....and no need for clients to get any extra files....the server only must have the .dlls etc of arma2net. The best secure way of using it though for your server would be to have all the SQLs in the dayz_server files and then use publicvariableserver calls (like the publicEH.sqf does) to 'call' the SQLS and get the results to the client...but thats a totally different subject :) Here i am explaining how to do it: I have a feeling this is a very helpful post but I'm lacking the skill to immediately understand this and put it to good use. I might be able to decrypt this after spending hours/nights on it but at the moment due to real life commitments I cannot do that either. Thanks for this Sandbird, I guess I will focus on my energy trying to find someone who is able to help us with this by implementing a solution (hopefully in a more time efficient manner than me!). I am sure many Epoch admins will benefit from a "single currency (gold coins) & banking" solution. I really want to believe it is only a matter of time before someone undertakes this project and successfully delivers it, like maca and a few others apparently did... Link to comment Share on other sites More sharing options...
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