TempleRider Posted July 13, 2014 Report Share Posted July 13, 2014 hi, i did installed it on my server, all works fine! But if i do deploy a bike it will despawn directly after i deployed it?! sry for my english :D Link to comment Share on other sites More sharing options...
mudzereli Posted July 13, 2014 Author Report Share Posted July 13, 2014 i just added the info that explains how to add custom actions to the main post. hopefully that helps. here is the link just for the sake of putting it in the reply: https://github.com/mudzereli/DayZEpochClickActions#custom-actions its actually very simple Link to comment Share on other sites More sharing options...
mudzereli Posted July 13, 2014 Author Report Share Posted July 13, 2014 hi, i did installed it on my server, all works fine! But if i do deploy a bike it will despawn directly after i deployed it?! sry for my english :D did you put the line at the right part of the mission init.sqf? or anything that indicates what might be happening in the logs? Link to comment Share on other sites More sharing options...
PryMary Posted July 13, 2014 Report Share Posted July 13, 2014 i just added the info that explains how to add custom actions to the main post. hopefully that helps. here is the link just for the sake of putting it in the reply: https://github.com/mudzereli/DayZEpochClickActions#custom-actions its actually very simple Excellent!! Thank you so much :) Shall get started on this straight away :P Link to comment Share on other sites More sharing options...
TempleRider Posted July 13, 2014 Report Share Posted July 13, 2014 did you put the line at the right part of the mission init.sqf? or anything that indicates what might be happening in the logs? Ya, i did... //Load in compiled functions call compile preprocessFileLineNumbers "custom\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early) progressLoadingScreen 0.1; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; //Initilize the publicVariable event handlers progressLoadingScreen 0.2; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; //Functions used by CLIENT for medical progressLoadingScreen 0.4; call compile preprocessFileLineNumbers "fixes\compiles.sqf"; //Compile regular functions call compile preprocessFileLineNumbers "addons\bike\init.sqf"; //Fahrrad call compile preprocessFileLineNumbers "custom\snap_build\compiles.sqf"; //Snap Build progressLoadingScreen 0.5; call compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configs progressLoadingScreen 1.0; Link to comment Share on other sites More sharing options...
mudzereli Posted July 13, 2014 Author Report Share Posted July 13, 2014 Ya, i did... //Load in compiled functions call compile preprocessFileLineNumbers "custom\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early) progressLoadingScreen 0.1; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; //Initilize the publicVariable event handlers progressLoadingScreen 0.2; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; //Functions used by CLIENT for medical progressLoadingScreen 0.4; call compile preprocessFileLineNumbers "fixes\compiles.sqf"; //Compile regular functions call compile preprocessFileLineNumbers "addons\bike\init.sqf"; //Fahrrad call compile preprocessFileLineNumbers "custom\snap_build\compiles.sqf"; //Snap Build progressLoadingScreen 0.5; call compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configs progressLoadingScreen 1.0; did you copy the overwrites and addons folders both? also any errors in the report logs? Link to comment Share on other sites More sharing options...
calamity Posted July 13, 2014 Report Share Posted July 13, 2014 Excellent!! Thank you so much :) Shall get started on this straight away :P could you share that originsbuild.sqf and script = "spawn player_buildStronghold;"; or at least where you found it. Link to comment Share on other sites More sharing options...
p0rt3r Posted July 13, 2014 Report Share Posted July 13, 2014 Hello, First of all thanks for this awesome script! Using it on my epoch server and it works great for the most part except when players try to deploy a stone wall using the etool they get kicked by battleye with a "vehicleRestriction #57". Im not too keen on messing with the BE fitlers, so do you have any ideas on how I can fix this? Great work and keep it up! Link to comment Share on other sites More sharing options...
mudzereli Posted July 13, 2014 Author Report Share Posted July 13, 2014 Hello, First of all thanks for this awesome script! Using it on my epoch server and it works great for the most part except when players try to deploy a stone wall using the etool they get kicked by battleye with a "vehicleRestriction #57". Im not too keen on messing with the BE fitlers, so do you have any ideas on how I can fix this? Great work and keep it up! Are you using the default battleye filters or the infistar filters? Line 57 could be different depending on your setup/host/etc. edit: okay -- I think you need to find this in createvehicle.txt 5 "Fort_" !="Fort_RazorWire" !="Fort_RazorWirePreview" and change it to this: 5 "Fort_" !="Fort_RazorWire" !="Fort_RazorWirePreview" != "Fort_StoneWall_EP1" this will just allow people to build the wall and nothing else Link to comment Share on other sites More sharing options...
calamity Posted July 14, 2014 Report Share Posted July 14, 2014 Hello, First of all thanks for this awesome script! Using it on my epoch server and it works great for the most part except when players try to deploy a stone wall using the etool they get kicked by battleye with a "vehicleRestriction #57". Im not too keen on messing with the BE fitlers, so do you have any ideas on how I can fix this? Great work and keep it up! In your battleye filters you need to add alot of exceptions goto your createvehicle.txt and add you will most likely have this line around line 57 mine is line 59 5 "Fort_" !="Fort_RazorWire" !="Fort_RazorWirePreview" add !="Fort_StoneWall_EP1" and maybe add !="Land_fort_rampart" will look like this 5 "Fort_" !="Fort_RazorWire" !="Fort_RazorWirePreview" !="Land_fort_rampart" !="Fort_StoneWall_EP1" the 5 "Fort_ means kick anything that starts or contains Fort_ 1 means dont kick the ! means NOT so 5 "Fort_" !="Fort_StoneWall_EP1" means kick any spawn of Fort_ but NOT "Fort_StoneWall_EP1" You will need to add alot of exceptions like this. find the actual kick in the createvehicle log like I was just kicked for #33 "DSHKM_CDF" 3:107 [0,0,-88] so I added 5 "DSHKM" !="DSHKM_CDF" sorry im not a good instruction typer , Hope it helps abit Now for my question to anyone.... edit looks like Im a slower typer too mudzereli 1 Link to comment Share on other sites More sharing options...
calamity Posted July 14, 2014 Report Share Posted July 14, 2014 now my question when I spawn a searchlight or a M2 and I get on it to use I get a black screen and cant get out. I get the scroll option to get out but it does nothing im thinking they may be banned in overpoch , however my AI use em just fine...... edit..... after kicking myself to lobby and rejoining game the spotlight and m2 are there and I can use them but same thing happens when I deploy another Link to comment Share on other sites More sharing options...
mudzereli Posted July 14, 2014 Author Report Share Posted July 14, 2014 In your battleye filters you need to add alot of exceptions goto your createvehicle.txt and add you will most likely have this line around line 57 mine is line 59 5 "Fort_" !="Fort_RazorWire" !="Fort_RazorWirePreview" add !="Fort_StoneWall_EP1" and maybe add !="Land_fort_rampart" will look like this 5 "Fort_" !="Fort_RazorWire" !="Fort_RazorWirePreview" !="Land_fort_rampart" !="Fort_StoneWall_EP1" the 5 "Fort_ means kick anything that starts with Fort_ 1 means dont kick the ! means NOT so 5 "Fort_" !="Fort_StoneWall_EP1" means kick any spawn of Fort_ but NOT "Fort_StoneWall_EP1" You will need to add alot of exceptions like this. find the actual kick in the createvehicle log like I was just kicked for #33 "DSHKM_CDF" 3:107 [0,0,-88] so I added 5 "DSHKM" !="DSHKM_CDF" sorry im not a good instruction typer , Hope it helps abit Now for my question to anyone.... Thanks for pointing this out. Most of these are in the config as default/example items. I am working on adjusting the default config a bit to not require any/many BE filter modifications by default (obviously you will still be able to add the classes if you want and modify the filters on your own). If anyone has some examples of good default stuff they've added that they think would be good in a default config (other than the bike obviously) then feel free to post them here. Link to comment Share on other sites More sharing options...
p0rt3r Posted July 14, 2014 Report Share Posted July 14, 2014 Are you using the default battleye filters or the infistar filters? Line 57 could be different depending on your setup/host/etc. edit: okay -- I think you need to find this in createvehicle.txt 5 "Fort_" !="Fort_RazorWire" !="Fort_RazorWirePreview" and change it to this: 5 "Fort_" !="Fort_RazorWire" !="Fort_RazorWirePreview" != "Fort_StoneWall_EP1" this will just allow people to build the wall and nothing else Thanks a lot this fixed it :) And thank you calamity also for that bit of info. Link to comment Share on other sites More sharing options...
calamity Posted July 14, 2014 Report Share Posted July 14, 2014 a few things I will be adding are Land_fortified_nest_big_EP1 , MAP_leseni4x , Land_A_Castle_Stairs_A , Land_pumpa , FAL_marktplatz, MAP_A_FuelStation_Feed , Land_MBG_Garage_Single_A , Land_Ind_TankSmall2_EP1, cant find the name right now but the cluttercutter would be a useful deployable never got these working have not tried with your deploy yet MBG_Cinderwall_2p5_InEditor , mbg_cinderwall_5_low_InEditor may even try some object compositions like CityBase04 , SmallTentCamp_napa some of these should require multiple parts to build... Link to comment Share on other sites More sharing options...
Firefly Posted July 14, 2014 Report Share Posted July 14, 2014 Also having items being deleted when placed, it is to do with them not having an ID. Example: "Deleting object MMT_USMC with invalid ID at pos [4688.26,4805.57,-0.0130997]" "Deleting object MMT_USMC with invalid ID at pos [4692.88,4797.91,-0.0130997]" First being the ghost build item, second being the actual mountain bike. - #0 "MMT_USMC" 6:299 [0,0,-88] - #0 "MMT_USMC" 6:300 [0,0,-88] From the create vehicle log showing the script is working. It's part of the usual server cleanup. Just can't remember how to fix it. I thought you might have set the default code to protect the normal bike but your code says anything in that deployable field so not sure why it is deleting them. Link to comment Share on other sites More sharing options...
mudzereli Posted July 14, 2014 Author Report Share Posted July 14, 2014 Also having items being deleted when placed, it is to do with them not having an ID. Example: "Deleting object MMT_USMC with invalid ID at pos [4688.26,4805.57,-0.0130997]" "Deleting object MMT_USMC with invalid ID at pos [4692.88,4797.91,-0.0130997]" First being the ghost build item, second being the actual mountain bike. - #0 "MMT_USMC" 6:299 [0,0,-88] - #0 "MMT_USMC" 6:300 [0,0,-88] From the create vehicle log showing the script is working. It's part of the usual server cleanup. Just can't remember how to fix it. I thought you might have set the default code to protect the normal bike but your code says anything in that deployable field so not sure why it is deleting them. The script should take care of everything. I did see a piece of code that could cause the preview item to do this occasionally and I've updated it in 2.5.1. But this should definitely never happen once you press the space bar to build. If this is happening then most likely another script is conflicting. Do you have this line in your server log? BIKE: adding bike to safe vehicle list... Link to comment Share on other sites More sharing options...
calamity Posted July 14, 2014 Report Share Posted July 14, 2014 my chopper deploys are dissapearing instantly all of a suddden, worked yesterday this is strange [spoiler]9:12:21 "PUBLISH: Attempt e8ee3040# 987953: ah6x.p3d REMOTE" 9:12:21 "HIVE: WRITE: "CHILD:308:24:AH6X_DZ:0:999854:[0,[0,0,0]]:[]:[["glass1",0.216519],["glass2",0.741177],["glass3",0.66556],["glass4",0.294952],["glass5",0.755655],["NEtrup",0.792845],["motor",0.712503],["elektronika",0.959887],["mala vrtule",0.745124],["velka vrtule",0.482715],["munice",0.722201],["sklo predni P",0.42811],["sklo predni L",0.795415],["glass6",0.39919]]:0.628701:0000:"" 9:12:22 "HIVE: WRITE: "CHILD:388:0000:"" 9:12:22 "CUSTOM: Selected "1413"" 9:12:22 "PUBLISH: Created AH6X_DZ with ID "0000"" 9:12:36 "Deleting object AH6X_DZ with invalid ID at pos [2175.4,12315,0.306087]" 9:12:40 Error in expression <_x getVariable["permaLoot", false]; if (!_keep) then { _created = _x getVariable> 9:12:40 Error position: <!_keep) then { _created = _x getVariable> 9:12:40 Error !: Type Number, expected Bool 9:12:40 File z\addons\dayz_server\init\server_functions.sqf, line 847 9:12:58 "Deleting object AH6X_DZ with invalid ID at pos [2169.32,12253.8,0.181156]" 9:13:12 "Deleting object AH6X_DZ with invalid ID at pos [2167.88,12247.2,-0.00398827]"[\spoiler] Link to comment Share on other sites More sharing options...
mudzereli Posted July 14, 2014 Author Report Share Posted July 14, 2014 is it deleting the preview item or the built item or both? edit: Okay, sorry about that -- try updating the 2.5.1 files again. My last commit never actually went to github. I just pushed it up and verified the proper change is in there. This should fix the issue with the previews disappearing. -- this one slipped in when i changed to the epoch building system. Link to comment Share on other sites More sharing options...
calamity Posted July 14, 2014 Report Share Posted July 14, 2014 the preview ITEM appears for 1 second then dissapears can still build but it never shows up Link to comment Share on other sites More sharing options...
calamity Posted July 14, 2014 Report Share Posted July 14, 2014 I think I fixed the problem I added the "AH6X_DZ" to dayz_allowedObjects in my custom variables.sqf and it seems to work now I guess I had assumed vehicles were already allowed objects. however now that this awsome script uses the epoch build system they need to be defined mudzereli, you should add this info to your instructions, If this is really the problem. (so far so good) Link to comment Share on other sites More sharing options...
calamity Posted July 14, 2014 Report Share Posted July 14, 2014 Also having items being deleted when placed, it is to do with them not having an ID. Example: "Deleting object MMT_USMC with invalid ID at pos [4688.26,4805.57,-0.0130997]" "Deleting object MMT_USMC with invalid ID at pos [4692.88,4797.91,-0.0130997]" First being the ghost build item, second being the actual mountain bike. - #0 "MMT_USMC" 6:299 [0,0,-88] - #0 "MMT_USMC" 6:300 [0,0,-88] From the create vehicle log showing the script is working. It's part of the usual server cleanup. Just can't remember how to fix it. I thought you might have set the default code to protect the normal bike but your code says anything in that deployable field so not sure why it is deleting them. read above to stop items from dissapearing this seems to work for me Link to comment Share on other sites More sharing options...
mudzereli Posted July 14, 2014 Author Report Share Posted July 14, 2014 I think I fixed the problem I added the "AH6X_DZ" to dayz_allowedObjects in my custom variables.sqf and it seems to work now I guess I had assumed vehicles were already allowed objects. however now that this awsome script uses the epoch build system they need to be defined this will only fix the problem for that particular vehicle. your best bet is to update to the 2.5.1 files Link to comment Share on other sites More sharing options...
calamity Posted July 14, 2014 Report Share Posted July 14, 2014 another update? I didn't notice. On it now... Link to comment Share on other sites More sharing options...
calamity Posted July 14, 2014 Report Share Posted July 14, 2014 was the latest update just one of the files ?? if so which 1 , so I can replace just that file Link to comment Share on other sites More sharing options...
Cubitron Posted July 14, 2014 Report Share Posted July 14, 2014 Hello, nice work one question how do i remove the all the Gps Scanner Functions ? Link to comment Share on other sites More sharing options...
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