Logan Posted May 27, 2014 Report Share Posted May 27, 2014 Hi, I'm having an issue on my servers, sometimes after a minute or two the deploy vehicle gets deleted, or it happens right away. In my RPT I get this "Deleting object MMT_Civ with invalid ID at pos [8713.18,15591.1,-0.00219727]" I'd imagine it's something with the cleanup but I'm not entirely sure. Anyone have any issues similar to this? I'm also running Infistar, so maybe that's causing it? The vehicles are allowed in my variables. Link to comment Share on other sites More sharing options...
0 Glenn Posted May 27, 2014 Report Share Posted May 27, 2014 Have you added the actions to your AH whitelist? Which bike script are you using? SadPanda 1 Link to comment Share on other sites More sharing options...
0 TheVampire Posted May 27, 2014 Report Share Posted May 27, 2014 Sounds like your deployed bikes don't have a characterID. Link to comment Share on other sites More sharing options...
0 DoS-gaming Posted May 27, 2014 Report Share Posted May 27, 2014 What TheVampire says, i think your deployed bikes don't have a characterID. Don't think this has anything to do with infiSTAR anti-hack because if infistar logs something to the rpt it has something with infistar: (report) Link to comment Share on other sites More sharing options...
0 raymix Posted May 27, 2014 Report Share Posted May 27, 2014 Doublecheck if proper name for bike is added in dayz_allowedObjects array in variables. And variables is actually properly compiled from init.sqf If it is and still deleting objects, then open your dayz_server.pbo find \compile\server_updateObject.sqf Line 13, update it like this: _parachuteWest = ((typeOf _object == "MMT_Civ") or (typeOf _object == "ParachuteWest") or (typeOf _object == "ParachuteC")); Repack and upload pbo. if you don't want to mess with _parachuteWest, then you will find a video tutorial in my sig on how to add custom code here instead, that also lets you whitelist multiple spawned vehicles safely. Tip: Never ever disable deleteVehicle code part when somebody suggest it, it's bad for server's security. Whitelisting is a safest way to go. Link to comment Share on other sites More sharing options...
0 Logan Posted May 27, 2014 Author Report Share Posted May 27, 2014 Sounds like your deployed bikes don't have a characterID. That makes sense actually, anyway to change that? Using this deploy script if it helps Doublecheck if proper name for bike is added in dayz_allowedObjects array in variables. And variables is actually properly compiled from init.sqf If it is and still deleting objects, then open your dayz_server.pbo find \compile\server_updateObject.sqf Line 13, update it like this: _parachuteWest = ((typeOf _object == "MMT_Civ") or (typeOf _object == "ParachuteWest") or (typeOf _object == "ParachuteC")); Repack and upload pbo. if you don't want to mess with _parachuteWest, then you will find a video tutorial in my sig on how to add custom code here instead, that also lets you whitelist multiple spawned vehicles safely. Tip: Never ever disable deleteVehicle code part when somebody suggest it, it's bad for server's security. Whitelisting is a safest way to go. The vehicles are allowed in my allowed vehicles and my variables are called correctly. As for the server_updateObject.sqf I'll try it when I get home. Link to comment Share on other sites More sharing options...
0 TheVampire Posted May 27, 2014 Report Share Posted May 27, 2014 Doublecheck if proper name for bike is added in dayz_allowedObjects array in variables. And variables is actually properly compiled from init.sqf If it is and still deleting objects, then open your dayz_server.pbo find \compile\server_updateObject.sqf Line 13, update it like this: _parachuteWest = ((typeOf _object == "MMT_Civ") or (typeOf _object == "ParachuteWest") or (typeOf _object == "ParachuteC")); Repack and upload pbo. if you don't want to mess with _parachuteWest, then you will find a video tutorial in my sig on how to add custom code here instead, that also lets you whitelist multiple spawned vehicles safely. Tip: Never ever disable deleteVehicle code part when somebody suggest it, it's bad for server's security. Whitelisting is a safest way to go. dayz_allowedObjects is only built items, not vehicles. It is not intended to have vehicles in it. Vehicles are not deleted for not being a building. updateObject would be deleting an object without a valid characterID, like I stated. Instead of editing a server script to exempt ALL the bikes on the map, why not just give it an ID? That makes sense actually, anyway to change that? Using this deploy script if it helps The vehicles are allowed in my allowed vehicles and my variables are called correctly. As for the server_updateObject.sqf I'll try it when I get home. Unless you have a code error in EVD_deploy, it should already be getting all it needs based on that script. Not sure what invalid ID it is finding. Maybe try turning the sell feature on, it randomizes the ID's more. Link to comment Share on other sites More sharing options...
0 raymix Posted May 28, 2014 Report Share Posted May 28, 2014 (edited) dayz_allowedObjects is only built items, not vehicles. It is not intended to have vehicles in it. Vehicles are not deleted for not being a building. updateObject would be deleting an object without a valid characterID, like I stated. Instead of editing a server script to exempt ALL the bikes on the map, why not just give it an ID? Oh yeah, that's a good point, actually. Here, try this bike script instead, Logan. It creates a bike, gives it an ID and spawns 2 meters in front of player no matter what direction he's facing at: _weapons = [currentWeapon player] + (weapons player) + (magazines player); closeDialog 0; _toolbox = "ItemToolbox" in _weapons; if (!_toolbox) then { cutText [format["Missing Toolbox"], "PLAIN DOWN"]; } else { player removeAction s_player_deploybike; // change this to fit your player addaction in fn_selfactions player playActionNow "Medic"; r_interrupt = false; player removeWeapon "ItemToolbox"; _dis=10; _sfx = "repair"; [player,_sfx,0,false,_dis] call dayz_zombieSpeak; [player,_dis,true,(getPosATL player)] spawn player_alertZombies; sleep 6; _Offset = [0,2,0]; //change how far from player vehicle spawns _worldPos = player modelToWorld _Offset; // spawn in front of player _object = "MMT_Civ" createVehicle (_worldPos); _object setVariable ["ObjectID", "1", true]; _object setVariable ["ObjectUID", "1", true]; _degrees = getDir player; _object setDir _degrees; player reveal _object; cutText [format["You have deployed a bike"], "PLAIN DOWN"]; r_interrupt = false; player switchMove ""; player playActionNow "stop"; sleep 10; cutText [format["Warning: Spawned bikes DO NOT SAVE after server restart! If you wish to keep it - deconstruct it!"], "PLAIN DOWN"]; }; EDIT: just noticed you are using EVD script, not sure why it's not giving you proper object IDs. Edited May 28, 2014 by raymix Link to comment Share on other sites More sharing options...
0 Defent Posted May 28, 2014 Report Share Posted May 28, 2014 You may also have this problem if you run any mission system and they spawn vehicles. Just fyi. Link to comment Share on other sites More sharing options...
0 Caveman Posted July 27, 2014 Report Share Posted July 27, 2014 I ran into this problem as well. If you are using EVD deploy bike then maybe one of these two things will help. In your custom variables at the very bottom you should have: EVDVehicleArray = ["MMT_Civ","TT650_Civ","CSJ_GyroC"]; dayz_allowedObjects = dayz_allowedObjects + EVDVehicleArray; if(isServer) then { DZE_safeVehicle = DZE_safeVehicle + EVDVehicleArray; }; I missed a step in the instructions. Also make sure this bottom part is "true". // Do you want vehicles to be sold at traders? EVDSellVehicles = true; Link to comment Share on other sites More sharing options...
0 RamAthorn Posted September 18, 2014 Report Share Posted September 18, 2014 IM now having this and did all in this post no luck new infiStar also? got it! updated my infistar :D Link to comment Share on other sites More sharing options...
Question
Logan
Hi, I'm having an issue on my servers, sometimes after a minute or two the deploy vehicle gets deleted, or it happens right away. In my RPT I get this
"Deleting object MMT_Civ with invalid ID at pos [8713.18,15591.1,-0.00219727]"
I'd imagine it's something with the cleanup but I'm not entirely sure.
Anyone have any issues similar to this? I'm also running Infistar, so maybe that's causing it?
The vehicles are allowed in my variables.
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