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Lingor 1.5 and DayZ Epoch Problems


Deathcall

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Hello everyone,

 

I'm currently attempting to run a DayZ Epoch 1.0.4.2 + Lingor Island 1.5 server, but I've encountered a rather annoying bug...

 

It seems that every time a player logs out on the newer parts of the map (north of prison or the new island) and comes back, he finds himself in mid air and inevitably fall to his death. This also appears to happen with vehicles left in said areas, some which may start bouncing all over the place after a restart while others may disappear or blow up for no apparent reason.

 

I've checked the database character_data table and sure enough, I can see that when my character logs out in one of this new areas, his z axis position is changed. I've noticed my position go from 0 to 27 just because I logged. Same things with vehicles. For some reason, altitude is not saving correctly to the database.

 

Another annoying bug is that I keep getting...

Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
warehouse

... messages. Even though I went to the mission.sqm file and added all the add-ons I could think off! I used to have this problem in Chernarus Epoch but I did the same thing and it worked. I don't see why it wouldn't work in Lingor...

 

Any help you guys can provide would be very welcomed.

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Substantially so yes. At least 2 kilometers more to the north and one or two to the east.

 

I've been wondering if it has something to do with the map area. Now I have it at:

 

dayz_MapArea = 10000; // Default = 10000

 

Which is fairly accurate, 1.5 Lingor is about 10km by 10km.

 

EDIT: I chanced to check my local RPT logs and there it says precisely what building is causing the warehouse error:

 

Land_Ind_Pec_03b

 

That's the new industrial with interiors that the guys from Epoch released... if it comes basic with Epoch, how come it's giving me an error?

 

Also... the new beta patch seems to have a serious problem with undefined variables... it flooding my logs left and right!

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For some reason the game is not reading ground level on the new areas of the map correctly, which leads to the player's position getting synced wrong and ending up with wrong altitude values whenever logging in those areas...

 

A patch-work solution I've been considering is forcing the server_playerSync.sqf on the server side to always save the player's z axis on 0...

		/*
			Everything is ready, now publish to HIVE
		*/
		if (count _playerPos > 0) then {
			_array = [];
			{
				if (_x > dayz_minpos and _x < dayz_maxpos) then {
					_array set [count _array,_x];
				};
			} forEach (_playerPos select 1);
			_playerPos set [1,_array];
		};
		if (!isNull _character) then {
			if (alive _character) then {
				//Wait for HIVE to be free
				//Send request
				_key = format["CHILD:201:%1:%2:%3:%4:%5:%6:%7:%8:%9:%10:%11:%12:%13:%14:%15:%16:",_characterID,_playerPos,_playerGear,_playerBackp,_medical,false,false,_kills,_headShots,_distanceFoot,_timeSince,_currentState,_killsH,_killsB,_currentModel,_humanity];
				//diag_log ("HIVE: WRITE: "+ str(_key) + " / " + _characterID);
				_key call server_hiveWrite;
			};
		};

Any suggestions as to how to force the server to set the altitude to 0 every time it writes to the database? I'm not confident enough with my coding... will probably end up breaking something.

 

I noticed that when you are on a ladder/vehicle/terminal the code forces your z axis to be 0 like so:

			//If position to be updated, make sure it is at ground level!
			if ((count _playerPos > 0) and !_isTerminal) then {
				_charPos set [2,0];
				_playerPos set[1,_charPos];

Maybe a mix of these?

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On the bright side of things, I figured out why I kept getting the...

Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
warehouse

It seems that even though the mod itself is inside the DayZ_Epoch mod, it has to be loaded independently *shrugs*

 

Simple fix.

 

1. Open your mission.pbo

2. Open your mission.sqm

3. Look at the very first lines you should see... (might differ if you are using another map)

	addOns[]=
	{
		"brg_africa",
		"CABuildings",
		"CABuildings2",
		"CAMisc",
		"CAMisc2",
                "etc..."

4. Add the following line somewhere in the middle...

"warehouse",

5. Mind the comma. If you put it at the end you don't need the comma but you'll have to give the line above it one.

6. Save the file.

7. Repack mission.pbo

 

And that's it.

 

-------------

 

Still fighting with the other bug though... It seems that the server simply doesn't recognize the new landmass at all... it's like there's nothing there. I've even noticed that the dynamic vehicle spawning script doesn't spawn land vehicles on the new landmass at all...

 

I really could use some help.

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Interestingly enough, it seems that the whole problem with the altitude has something to do with the sea level...

 

I teleported myself to the middle of the ocean and this is my worldspace: [60,[6047.86,9046.04,30.334]]

 

Notice the altitude is above 30 meters. Still, when I log out and in, I spawn swimming, not falling into the ocean.}

 

Now...

 

I teleport myself to the middle of the new landmass north of prison, this is my worldspace: [164,[4425.77,9066.05,45.252]]

 

Notice the altitude is above 45 even though I'm technically on the land level. I logged out and in and surely I dropped 45 meters, broke my legs and died.

 

There must be something wrong about how the game is registering altitude on this new areas, it doesn't seem to understand that there's actual land mass under you or something...

 

EDIT:

 

Third case...

 

I grabbed a little bird and went park it by the new land mass north of prison... here's my worldspace: [150,[3078.61,8928.85,52.237]]

 

I got on the chopper and climbed to a hundred meters altitude and aborted in flight. Here's my worldspace: [178,[3079.43,8923.05,0]]

 

Sure thing, when I loaded back in I was on the ground level...

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Alright so I managed to kinda fix the problem with players logging back in mid air in the new areas... It's probably not the best way to go around it, but it works for now...

 

1. Unpack your server.pbo

2. Go into compile

3. Open server_playerSync.sqf

4. Look for the following chunk of code (around line 188):

		if (!isNull _character) then {                                        
			if (alive _character) then {
				//Wait for HIVE to be free
				//Send request
				_key = format["CHILD:201:%1:%2:%3:%4:%5:%6:%7:%8:%9:%10:%11:%12:%13:%14:%15:%16:",_characterID,_playerPos,_playerGear,_playerBackp,_medical,false,false,_kills,_headShots,_distanceFoot,_timeSince,_currentState,_killsH,_killsB,_currentModel,_humanity];
				//diag_log ("HIVE: WRITE: "+ str(_key) + " / " + _characterID);
				_key call server_hiveWrite;
			};
		};

5. Modify it like so:

		if (!isNull _character) then {
                    
                        _playerPos = [round(direction _character),[getPosATL _character select 0, getPosATL _character select 1, 0]]; // NEW LINE 
                            
			if (alive _character) then {
				//Wait for HIVE to be free
				//Send request
				_key = format["CHILD:201:%1:%2:%3:%4:%5:%6:%7:%8:%9:%10:%11:%12:%13:%14:%15:%16:",_characterID,_playerPos,_playerGear,_playerBackp,_medical,false,false,_kills,_headShots,_distanceFoot,_timeSince,_currentState,_killsH,_killsB,_currentModel,_humanity];
				//diag_log ("HIVE: WRITE: "+ str(_key) + " / " + _characterID);
				_key call server_hiveWrite;
			};
		};

6. Save the file.

7. Repack your server.pbo

8. Done.

 

I'm sure there are better ways to fix this, but for now it solves the problem.

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I managed to force the same fix for vehicles but they still get destroyed, even though in the database their altitude is set to zero...

 

I'm guessing that this HAS to be a difference between the player version of the map and the one on the server. So well... guess it's not an epoch problem.

 

Sorry to bother ya'll!

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