There is a post on the Open Dayz forums that's similar to this (http://www.opendayz.net/threads/help-map-edited-vehicles-disappear.7387/) , but I thought I would be more specific about the problem just in case it wasn't understandable, and I also had another question too. First question regards server spawned vehicles. We're running OWPack on our server, with all the RH guns and a few new planes, like the F16 and AC130 Spooky. Is it just a case of me needing to add these new vehicles to dynamic_vehicle.sqf to get the server to dynamically spawn them? Or do they also need to have an entry elsewhere? As far as I've discovered, Epoch only uses the trader_data table is the only one that's used - but for custom vehicles, should I also have antries in the object_data table too? Assuming not anyway. Just can't see any of the new vehicles spawning in.
Second question relates to the topic regarding manually and editor placed spawned in vehicles. We use the Phoenix Admintools script for manually spawning vehicles. Vehicles would spawn in, remain in game about 10 seconds after a player has intereacted with them, then disappear. This is the same issue with trying to use Sarge AI helis that have landed (despawn upon contact) and also editor placed vehicles. I would be immensely greatful to be pointed in the right direction here. The vehicles don't have to last through the restart, just till the restart would be nice as temporary vehicles.
When interacted with, our servers RPT file shows 'Deleting Object [objectname] with invalid ID and pos [worldspace coords]' then keeps spamming an 'Object not found' error once in a while till server restart. E.G."Deleting object ATV_US_EP1 with invalid ID at pos [13663.4,11926.3,0.0198975]"
This happens with all of the above despawns. Also, we're using Sarge AI as well and it's working fine. The code that as far as I'm aware controls this on Epoch, is:
if (!_parachuteWest) and !(locked _object)) then {
if (_objectID == "0" && _uid == "0") then
{
_object_position = getPosATL _object;
diag_log(format["Deleting object %1 with invalid ID at pos [%2,%3,%4]",
typeOf _object,
_object_position select 0,
_object_position select 1,
_object_position select 2]);
_isNotOk = true;
};
};
I've tried lots of different ways of altering this code (which I'll post below), as well as commenting it out all together, but then the server won't start, spamming something about 'safeobject' reference not found, in another sqf file that I haven't touched.
I've tried:
if (!_parachuteWest) and !(locked _object)) then {
if (_objectID == "0" && _uid == "0"&& (vehicle _object getVariable ["Sarge",0] != 1)) then
{
_object_position = getPosATL _object;
diag_log(format["Deleting object %1 with invalid ID at pos [%2,%3,%4]",
typeOf _object,
_object_position select 0,
_object_position select 1,
_object_position select 2]);
_isNotOk = true;
};
};
Didn't work.
Tried:
if (!_parachuteWest) and !(locked _object) and (vehicle _object getVariable ["Sarge",0] != 1)) then {
if (_objectID == "0" && _uid == "0") then
{
_object_position = getPosATL _object;
diag_log(format["Deleting object %1 with invalid ID at pos [%2,%3,%4]",
typeOf _object,
_object_position select 0,
_object_position select 1,
_object_position select 2]);
_isNotOk = true;
};
};
I also tried something with # signs that I don't seem to be able to find any more. Anyways, no matter how I alter this code, it goes back to spitting out errors to do with 'safeobject' from server_monitor.sqf, which I never actually touched, and referencing a whole bunch of items. Leaving this code alone, the server starts fine.
So yeah this would solve multiple issues all at once I think. Oh yeah I've also commented out the actual bit that runs the command to delete too:
//if (_isNotOk) exitWith { deleteVehicle _object; diag_log(format["Deleting object %1 with invalid ID at pos [%2,%3,%4]",typeOf _object,_object_position select 0,_object_position select 1, _object_position select 2]); };
Question
drunkenjawa
There is a post on the Open Dayz forums that's similar to this (http://www.opendayz.net/threads/help-map-edited-vehicles-disappear.7387/) , but I thought I would be more specific about the problem just in case it wasn't understandable, and I also had another question too. First question regards server spawned vehicles. We're running OWPack on our server, with all the RH guns and a few new planes, like the F16 and AC130 Spooky. Is it just a case of me needing to add these new vehicles to dynamic_vehicle.sqf to get the server to dynamically spawn them? Or do they also need to have an entry elsewhere? As far as I've discovered, Epoch only uses the trader_data table is the only one that's used - but for custom vehicles, should I also have antries in the object_data table too? Assuming not anyway. Just can't see any of the new vehicles spawning in.
Second question relates to the topic regarding manually and editor placed spawned in vehicles. We use the Phoenix Admintools script for manually spawning vehicles. Vehicles would spawn in, remain in game about 10 seconds after a player has intereacted with them, then disappear. This is the same issue with trying to use Sarge AI helis that have landed (despawn upon contact) and also editor placed vehicles. I would be immensely greatful to be pointed in the right direction here. The vehicles don't have to last through the restart, just till the restart would be nice as temporary vehicles.
When interacted with, our servers RPT file shows 'Deleting Object [objectname] with invalid ID and pos [worldspace coords]' then keeps spamming an 'Object not found' error once in a while till server restart. E.G."Deleting object ATV_US_EP1 with invalid ID at pos [13663.4,11926.3,0.0198975]"
This happens with all of the above despawns. Also, we're using Sarge AI as well and it's working fine. The code that as far as I'm aware controls this on Epoch, is:
if (!_parachuteWest) and !(locked _object)) then {
if (_objectID == "0" && _uid == "0") then
{
_object_position = getPosATL _object;
diag_log(format["Deleting object %1 with invalid ID at pos [%2,%3,%4]",
typeOf _object,
_object_position select 0,
_object_position select 1,
_object_position select 2]);
_isNotOk = true;
};
};
I've tried lots of different ways of altering this code (which I'll post below), as well as commenting it out all together, but then the server won't start, spamming something about 'safeobject' reference not found, in another sqf file that I haven't touched.
I've tried:
if (!_parachuteWest) and !(locked _object)) then {
if (_objectID == "0" && _uid == "0"&& (vehicle _object getVariable ["Sarge",0] != 1)) then
{
_object_position = getPosATL _object;
diag_log(format["Deleting object %1 with invalid ID at pos [%2,%3,%4]",
typeOf _object,
_object_position select 0,
_object_position select 1,
_object_position select 2]);
_isNotOk = true;
};
};
Didn't work.
Tried:
if (!_parachuteWest) and !(locked _object) and (vehicle _object getVariable ["Sarge",0] != 1)) then {
if (_objectID == "0" && _uid == "0") then
{
_object_position = getPosATL _object;
diag_log(format["Deleting object %1 with invalid ID at pos [%2,%3,%4]",
typeOf _object,
_object_position select 0,
_object_position select 1,
_object_position select 2]);
_isNotOk = true;
};
};
I also tried something with # signs that I don't seem to be able to find any more. Anyways, no matter how I alter this code, it goes back to spitting out errors to do with 'safeobject' from server_monitor.sqf, which I never actually touched, and referencing a whole bunch of items. Leaving this code alone, the server starts fine.
So yeah this would solve multiple issues all at once I think. Oh yeah I've also commented out the actual bit that runs the command to delete too:
//if (_isNotOk) exitWith { deleteVehicle _object; diag_log(format["Deleting object %1 with invalid ID at pos [%2,%3,%4]",typeOf _object,_object_position select 0,_object_position select 1, _object_position select 2]); };
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