Jump to content
grave867

[Release] UEP BattlEye Extended Controller Installer

Recommended Posts

UEP BattlEye Extended Controller Installer

 

This is an installer created by me under the Unified Epoch Project to allow server hosters to easily and properly install BEC into their servers on any epoch map.

 

FEATURES:

 

Auto Downloads and installs the latest BEC into your server

 

Supports GUI dialogue options for users to configure BEC settings

 

Comes with a pre set up scheduler that will auto restart server every 3 hours

 

Officially supported by the BEC creator and can be found on their site!

 

 

Download:

 

https://github.com/bbatton/UEP_BattlEye_Extended_Controller_Installer

 

btn_donateCC_LG.gif

Donate A Beer If You Like The Installer!

Share this post


Link to post
Share on other sites

Installation went fine, except when I click the start it runs my server fine. But once it launches the BE window it says Waiting for Server Startup.

 

Please make sure that the server password you type in is the same as your database password that you have set up in your server hive.ext file. 

Share this post


Link to post
Share on other sites

 

Logan

Installation went fine, except when I click the start it runs my server fine. But once it launches the BE window it says Waiting for Server Startup.

To the developer.

this can be a case of the name of the server has been renamed. IE. from Arma2oaserver.exe to somethign else.

when this happens Bec will fail to startup unless you specify this in the config file or use --dsc.

You should adapt the tool so it check the file info on the exe files in the dir, to ensure that it has set the ServerExeName in the config if this happens.

http://stackoverflow.com/questions/11350008/how-to-get-exe-file-version-number-from-file-path

 

Share this post


Link to post
Share on other sites

Verified my password. server name. Same issue  <_<

I am really eager to fix your problem as I don't want anyone else to have problems with this tool, so I have a couple of questions to ask. Is this a new install of the server using all the default setting? Have you changed anything dealing with your instance folder? Have you edited any of the server .bat files?

 

Once I figure out your problem I will edit the tool to take care of these types of issues. ;)

Share this post


Link to post
Share on other sites

To the developer.

this can be a case of the name of the server has been renamed. IE. from Arma2oaserver.exe to somethign else.

when this happens Bec will fail to startup unless you specify this in the config file or use --dsc.

You should adapt the tool so it check the file info on the exe files in the dir, to ensure that it has set the ServerExeName in the config if this happens.

http://stackoverflow.com/questions/11350008/how-to-get-exe-file-version-number-from-file-path

 

I will look into this.

Share this post


Link to post
Share on other sites

I am really eager to fix your problem as I don't want anyone else to have problems with this tool, so I have a couple of questions to ask. Is this a new install of the server using all the default setting? Have you changed anything dealing with your instance folder? Have you edited any of the server .bat files?

 

Once I figure out your problem I will edit the tool to take care of these types of issues. ;)

I'll add a new folder, and re pull all files from steam, and setup a new server. Then re run the program, I'll let you know what happens.

Share this post


Link to post
Share on other sites

I'll add a new folder, and re pull all files from steam, and setup a new server. Then re run the program, I'll let you know what happens.

Just make sure that you do all the stuff needed for the new steam update in your bat files or your server won't start before or after my tool.

Share this post


Link to post
Share on other sites

Seems to be working perfect now ^_^

 

Something on my end for my other servers, I'll have to look into it more tomorrow.

 

Thanks for this amazing tool!

I am glad to hear that it is working now for you, I was getting concerned since I was literally stumped at what it was causing the problem :lol:

Share this post


Link to post
Share on other sites

Tool Update #2 Features:

  • I will be attempting to add automated setup for dedicated hoster's utilizing server virtualization on dedicated boxes.
  • Added error handling for extreme cases of server batch file customization
  • Proper File property details
  • An Icon so the tool doesn't look crap  :lol:

Share this post


Link to post
Share on other sites

nice..
 

if your open to suggestion. what about a checkbox for advance configuration ?
Ie, if this box is checked you can go through some of the setting and enable example. asciichat only, ignorechatchars. maxplayernamelenght. slotlimit etc etc.
just an idea.

anyway keep up the work :)

Share this post


Link to post
Share on other sites

nice..

 

if your open to suggestion. what about a checkbox for advance configuration ?

Ie, if this box is checked you can go through some of the setting and enable example. asciichat only, ignorechatchars. maxplayernamelenght. slotlimit etc etc.

just an idea.

anyway keep up the work :)

That is actually a great idea, I will put that as well in the next update. :P  I am always open to suggestions to improve my software, if anyone has any more suggestions feel free to tell me.

Share this post


Link to post
Share on other sites

 

Posted Yesterday, 09:24 AM

Seems to be working perfect now  ^_^

 

Something on my end for my other servers, I'll have to look into it more tomorrow.

 

Thanks for this amazing tool!

 

 

Could be a problem with ip's

 

 

Sometimes as host, localhost or 127.0.0.1 doesnt find it.

 

Then i have to give in the server actual ip.

 

Strange stuff that BEC ^^

Share this post


Link to post
Share on other sites

 

raziel23x commented 13 hours ago

Is there any way to release actual code instead of compiled version to actually see what's going on
Brandon Batton
Owner
bbatton commented an hour ago
When I was first making this tool I had planned to release the source code for it, but after weighing the pros and cons of doing so the cons were just simply higher than the pros. So I actually rewrote the entire tool in another language that was compilable to avoid the following issues.
 
-Outside alteration of installer that would be detrimental to its success and/or packaging harmful code
-Removal of branding and authorship for the purpose of re-distribution
 
Honestly there are only two pros to releasing the source code that being people may know of a better way of coding some of the features and people trusting my code more since they can see what it does. People will eventually trust my code regardless of it being compiled if my software carries a good reputation that precedes it, such trust is something to develop over time not over night so this doesn't bother me.
 
So in conclusion I do not plan on releasing the source code for this tool unless the full community demands I do so with a valid reason beyond me being a new developer that hasn't earned his metal yet.
 Brandon Batton bbatton closed this an hour ago

 

Share this post


Link to post
Share on other sites

Could be a problem with ip's

 

 

Sometimes as host, localhost or 127.0.0.1 doesnt find it.

 

Then i have to give in the server actual ip.

 

Strange stuff that BEC ^^

Yea that is why I say it is best to put the wide area network ip for the server, so that way there is no issues :)

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

  • Similar Content

    • By mudzereli
      Outdated, does not work with Epoch 1.0.7
      DEPLOYABLE BIKE 2.8.2
      all of this information is available in an easier-to-read format on github pages>>
      version 2.8.2 updates the code to work with Epoch Mod 1.0.6. Thanks @ebaydayz!
      version 2.8.1 should hopefully fix the long-standing non-moving-bike problem! Thanks @SchwEde!
      FYI: 2.8.0 adds the _condition and _ammo parameters to the config array so you will need to add a value for these parameter in each record of the DZE_DEPLOYABLES_CONFIG array in the appropriate spot if you are upgrading from 2.6
       
      Out of the box, it adds a deployable bike with a right click action on a toolbox and a couple other neat deployables.
      Really, it can be used to deploy just about anything. See the configuration section below.
      For some samples of what it can do, check out this gallery on imgur
       
      Installation
      download the files extract the addons and overwrites folder from the downloaded zip file into your mission file root find this line in your mission file init.sqf (warning: if you have a custom compiles file, find that line instead of the one below!) call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; place this line directly after the line you found call compile preprocessFileLineNumbers "addons\bike\init.sqf"; edit addons\bike\config.sqf to change some options or add different deployables (see configuration section for more info) Warning:
      due to the way the way arma handles numbers and the way addon is coded, using the save-to-database option may not allow you to re-pack some objects if you have Character ID's over 500,000 (which I don't think will be an issue for 99.99% of people).  
      Adding Your Own Custom Actions
      If you use another right click method like extra_rc.hpp and want to switch to my method, see my click actions configuration github page.
      The click actions script is included in the deploy script as part of the core, so you don't need to download anything, just follow the instructions for adding your own actions.
      * note: before attempting to troubleshoot issues with adding your own actions, make sure you are using the most recent version of the addon.
       
      Configuration
      This addon is highly configurable, you can deploy just about anything, not just bikes.
      open addons\bike\config.sqf and edit the array to add your own deployables.
       
      DZE_DEPLOYABLES_CONFIG format -- (note no comma after last array entry)
      DZE_DEPLOYABLES_CONFIG = [ [_clickItem,_deployOffset,_packDistance,_damageLimit,_packAny,_cargo,_hive,_plot,_simulation,_deployables,_near,_parts], [_clickItem,_deployOffset,_packDistance,_damageLimit,_packAny,_cargo,_hive,_plot,_simulation,_deployables,_near,_parts], [...more stuff here...] ]; DZE_DEPLOYABLES_CONFIG array values (view on github to read easier):
      parameter | description | type | example --------------|---------------------------------------------------------------------|--------|-------- _clickItem | class name of the item to click on | string | "ItemToolbox" _deployOffset | [_side,_front,_up] array to offset the deployable when buiding | array | [0,2,1] _packDistance | how close does the packer need to be to pack the object? | number | 5 _damageLimit | item can't be repacked if damage is > this. (-1 = no re-packing) | number | 0.1 _packAny | can anyone repack the deployable? | bool | false _cargo | clear the cargo of the deployable? | bool | false _ammo | should vehicle ammo be cleared? (does not persist through restart) | bool | true _hive | write deployable to database? | bool | false _plot | require a plot from the owner to build the deployable? | bool | false _simulation | enable simulation (movement/damage) for the object? (true for cars) | bool | true _road | enable road building for this object? | bool | true _deployables | array of class names that can be deployed with this method | array | ["MMT_Civ"] _near | array of items required nearby to build (workshop/fire/fueltank) | array | [] _parts | array of parts required to build (will be taken from player) | array | ["ItemToolbox"] _condition | string of code to evaluate to determine whether action is shown | string | "!(isNull player) && {(getPlayerUID player) in DZE_DEPLOYABLE_ADMINS}" DZE_DEPLOYABLE_NAME_MAP array -- allows you to rename the deployable (on the right click/messages)
      format (note no comma after last array entry)
      DZE_DEPLOYABLE_NAME_MAP = [ [_class,_name], [_class,_name], [... more ...] ];  array parameters
      parameter    | description                                                         |  type  | example --------------|---------------------------------------------------------------------|--------|-------- _class        | class name of the item you want to replace the name of              | string | "Notebook" _name         | new name to display when right clicking                             | string | "Macbook Pro" Change Log
      version | change --------|------- 2.8.2 | updates for 1.0.6! Thanks @ebaydayz! 2.8.1 | fix from SchwEde that should fix bike not moving. Thanks @SchwEde! 2.8.0 | option to clear vehicle ammo 2.7.1 | better exit reasons 2.7.0 | option to add condition for showing action in config 2.6.1 | fix for unrideable bikes 2.6.0 | road building options, deployable name mapping 2.5.1  | fix a bug where preview items would sometimes disappear  2.5.0  | now uses a modified epoch building system to deploy the objects  2.4.3  | better click actions build conflict detection  2.4.2  | updated for new click actions handler build  2.4.1  | fixed deployables spawning in locked after restart  2.4.0  | multi-part deployables. yay!  2.3.1  | big fix on packing temp objects  2.3.0  | optional saving to database with post-restart memory of deployed items (see warning below about this) | configurable damage limits on re-packing | admin list for packing/deploying instantly & being able to remove all deployables  2.2.1  | positioning fix for deployed items  2.2.0  | option for clearing cargo of spawned items  2.1.0  | change way dependency call is made, only one line needed in init.sqf now for setup  2.0.0  | major update, allow multiple deployables, pretty much any class  1.1.0  | configuration options / code optimization  1.0.0  | release Issues/FAQ
      1) people are getting kicked for createvehicle restriction when building a stone wall
      open your battleye filter createvehicle.txt and change this line
      5 "Fort_" !="Fort_RazorWire" !="Fort_RazorWirePreview" to this:
      5 "Fort_" !="Fort_RazorWire" !="Fort_RazorWirePreview" != "Fort_StoneWall_EP1" 2) I am using "A Plot For Life" and this is not working!
    • By salival
      Hi,
      Here's my version of  @OtterNas3 vehicle key changer.  It was subsequently modified by @Grahame for epoch 1.0.6. Updated for 1.0.7.
      This adds support for briefcases, gems and coins as well as using the epoch vehicle upgrade system to do the key changing/claiming.
      * original discussion url: https://epochmod.com/forum/topic/5972-release-vehicle-key-changer-for-making-masterkey-v-14-updated-06152014/
      * updated discussion url: https://epochmod.com/forum/topic/43048-release-vehicle-key-changer-for-making-masterkey-v-141-updated-for-epoch-106/
      Github link with install directions: https://github.com/oiad/vkc
      **EDIT* Link to a working locate Vehicle script that is able to find multiple vehicles per key: 
       
      **** For Epoch 1.0.6.2 only **** >> Download <<
      Visit this link: https://github.com/oiad/vkc/tree/vkc-Epoch-1.0.6.2
    • By salival
      Hi guys,
      Here's my version of the bury/butcher body script. Focus'd on optimization and cleanliness.
      * Tested as working on a blank Epoch 1.0.7 server
      * Contains a server side scheduler module to clean up old weapon crates, graves and crosses after 25 minutes.
      * Removes the flies sound when body is buried for performance.
       
      To download: https://github.com/oiad/buryBodies
       
      **** For Epoch 1.0.6.2 only **** >> Download <<
      Visit this link: https://github.com/oiad/buryBodies/tree/Epoch_1.0.6.2
    • By salival
      Hi,
      Since Zabn is MIA I have updated his Take Clothes script to 1.0.7 compatible.
      Github with install instructions and download location: https://github.com/oiad/TakeClothes
       
       
      **** For Epoch 1.0.6.2 only **** >> Download <<
      Visit this link: https://github.com/oiad/TakeClothes/tree/Epoch_1.0.6.2
      (original install url: http://opendayz.net/threads/release-zabns-take-clothes-2-0.19290/)
      (original discussion url: http://opendayz.net/threads/help-discussion-zabns-take-clothes.13198/)
       
    • By salival
      Hi,
      With Axe Cops permission I am releasing my updated version of his amazing Service Points script. 
      This includes support for original briefcases, gems (from epoch 1.0.7) and coins.
          (original github url: https://github.com/vos/dayz/tree/master/service_point)
          (original install/discussion url: https://epochmod.com/forum/topic/3935-release-vehicle-service-point-refuel-repair-rearm-script/)
          
      **** *REQUIRES DAYZ EPOCH 1.0.7* ****
          
      Major Changes:
          This version adds support for both single currency and gems (from the epoch 1.0.6 update) as well as the original epoch briefcase currency system. 
          Instead of pricing things like the original way, prices are now done on a "worth" similar to how coins are done. The price value of items are below.
          If you are using coins, I would recommend using the _currencyModifier variable since coins typically are 10x the value of briefcase based currency (1 brief == 100,000 coins)
          (You can either set this _currencyModifier variable to 1 then set the proper value or use the modifier, the modifier is mainly for dual currency servers)
          1 silver = 1 worth
          1 10oz silver = 10 worth
          1 gold = 100 worth
          1 10oz gold = 1,000 worth
          1 briefcase = 10,000 worth
          Please see dayz_code\configVariables.sqf for the value of gems (DZE_GemWorthArray) and their relevant worth if they are enabled.
          Example config settings for _refuel_costs, _repair_costs and _rearm_costs:
          All 3 sections can either be made free, disabled or a specifc price with the following examples:
          ["Air","free"] will make the vehicle config class of "Air" free for the specific action.
          ["Air","disabled"] will make the vehicle config class of "Air" disabled for the specific action.
          ["Air",2000] will make the vehicle config class of "Air" have a worth of 2000 for the specific action.
          ["Armored_SUV_PMC",2000] will make the specific vehicle have a worth of 2000 for the specific action.
          ["Armored_SUV_PMC","free"] will make the specific vehicle be free for the specific action.
          ["Armored_SUV_PMC","disabled"] will make the specific vehicle be disabled for the specific action.
          Valid vehicle config classes as an example: "Air", "AllVehicles", "All", "APC", "Bicycle", "Car", "Helicopter", "Land", "Motorcycle", "Plane", "Ship", "Tank"
      Visit my Github page to download and read the README.MD : https://github.com/oiad/service_points
      Old Epoch 1.0.6.2 Version can be found here: https://github.com/oiad/service_points/archive/refs/tags/Epoch_1.0.6.2.zip
  • Advertisement
  • Supporters
  • Discord

×
×
  • Create New...