DangerRuss Posted December 26, 2014 Report Share Posted December 26, 2014 Im beginning to think there is a serious error in one of the files because when I install the non P4L version safes cannot be opened whatsoever. Link to comment Share on other sites More sharing options...
Gr8 Posted December 26, 2014 Report Share Posted December 26, 2014 Do i need to whitelist something in infistar, or will it be fine or normal players? Link to comment Share on other sites More sharing options...
DangerRuss Posted December 26, 2014 Report Share Posted December 26, 2014 Do i need to whitelist something in infistar, or will it be fine or normal players? Fine for normal players.. if you get it to work, and there are nothing wrong with your safes I'd be very interested to know! Link to comment Share on other sites More sharing options...
Gr8 Posted December 26, 2014 Report Share Posted December 26, 2014 Works Superb with me, just whitelisted the actions and its working good. I had the same problem with the safes being empty when you open it. There is a simple fix. Just Search _intentory in server_moniter.sqf and replace it with _inventory Same with all the files you changed in server.pbo Link to comment Share on other sites More sharing options...
DangerRuss Posted December 27, 2014 Report Share Posted December 27, 2014 you had that issue AFTER you installed vectoring? I have no issues with safes until I install vectoring... then literally nothing happens when you try to open them, they're not empty.. you just can't open them. Link to comment Share on other sites More sharing options...
DangerRuss Posted December 27, 2014 Report Share Posted December 27, 2014 Works Superb with me, just whitelisted the actions and its working good. I had the same problem with the safes being empty when you open it. There is a simple fix. Just Search _intentory in server_moniter.sqf and replace it with _inventory Same with all the files you changed in server.pbo you had that issue AFTER you installed vectoring? I have no issues with safes until I install vectoring... then literally nothing happens when you try to open them, they're not empty.. you just can't open them. Link to comment Share on other sites More sharing options...
Gr8 Posted December 27, 2014 Report Share Posted December 27, 2014 Well then your Safe issue is different then mine. Check compiles.sqf for this line: player_vaultPitch = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\vault_pitch.sqf"; also check RPT for errors Link to comment Share on other sites More sharing options...
DangerRuss Posted December 27, 2014 Report Share Posted December 27, 2014 I dont use plot for life and I didnt have errors in my RPT, just broken safes Link to comment Share on other sites More sharing options...
fettneX Posted December 28, 2014 Report Share Posted December 28, 2014 Same here, vanilla epoch, nonplot version installed. @Striker your vector script works on sauerland too, but the safe problem is still there. Link to comment Share on other sites More sharing options...
DangerRuss Posted December 28, 2014 Report Share Posted December 28, 2014 guys I can't test this for another few hours but I was looking at the default player_unlockvault.sqf and comparing it to the one in the vector folder. In the vector folder there is this line _playerID = [player] call FNC_GetPlayerUID; but in the epoch server files that line looks like this _playerID = getPlayerUID player; so replace the first with the second and give it a shot let me know Link to comment Share on other sites More sharing options...
Bob_the_K Posted December 28, 2014 Report Share Posted December 28, 2014 Interesting. I had an error regarding FNC_GetPlayerUID in my compiles.sqf after installing PP4L. v2.4. I already had Snap Pro 1.4.1, Vector Build, and Precise Base Build installed so had to go through great pains to merge with the PP4L files. My post is here: I wonder if it is related and I should make the same change? Link to comment Share on other sites More sharing options...
DangerRuss Posted December 28, 2014 Report Share Posted December 28, 2014 Well unless Im missing something, I'll try again maybe tomorrow morning when fewer people are on, this fixed the issue with the safes, buildings that were previously vectored resumed their vectored positions, however when trying to build something new there was no vector option on the scroll wheel. I checked the files a few times and re read the instructions as well and everything seemed to be correct so hopefully someone else will be able to verify. Link to comment Share on other sites More sharing options...
BigCrazyCat Posted December 29, 2014 Report Share Posted December 29, 2014 F key in Snap Pro doesnt works. I tryed to fix this F_KEY = (findDisplay 46) displayAddEventHandler ["KeyDown","if ((_this select 1) == 33) then { DZE_F = true; }"]; and If you are using Snap Pro system you can integrate my system with that one by opening my Crafting_Compiles.sqf and deleting the dayz_spaceinterrupt function from the bottom of that file. This function starts on line 256. Delete everything from line 256 to the end of the file. Then navigate to custom\Snap_Pro\dayz_spacensterrupt.sqf and open that file. You will need to add GlobalPreviewVariable = 1; into the empty space on line 3. And near the very bottom, you need to add // num 1 or 3 above qwerty if (_dikCode == 0x02) then { AAC_1 = true; }; if (_dikCode == 0x04) then { AAC_3 = true; }; just BEFORE\ABOVE the line _handled but it doesnt work too. Link to comment Share on other sites More sharing options...
1R0NS1DE Posted December 30, 2014 Report Share Posted December 30, 2014 ok, ignore this, im an idiot Link to comment Share on other sites More sharing options...
DangerRuss Posted December 30, 2014 Report Share Posted December 30, 2014 Was anyone able to test my "fix?" When I went to test it, all the buildings that had been vectored in the past (which returned to flat once I removed vectoring) were back to whatever angle they had been vectored to (pitched roofs for example) safes were able to be unlocked , HOWEVER there was no option on the scroll wheel when building new objects to vector them. I might have botched and install step so I'll try it again at some point. Link to comment Share on other sites More sharing options...
ChickenPrism Posted December 31, 2014 Report Share Posted December 31, 2014 guys I can't test this for another few hours but I was looking at the default player_unlockvault.sqf and comparing it to the one in the vector folder. In the vector folder there is this line _playerID = [player] call FNC_GetPlayerUID; but in the epoch server files that line looks like this _playerID = getPlayerUID player; so replace the first with the second and give it a shot let me know FIX CONFIRMED. Thank you very much!. after changes I was able to unlock ,lock, check cargo, and get into gear , and pack safes. everything works fine. Fix was implemented two days ago and nobody has reported any bugs. as for your problem with vector perhaps somewhere else in your install. I was also able t place object and change vector perfectly. Link to comment Share on other sites More sharing options...
DangerRuss Posted December 31, 2014 Report Share Posted December 31, 2014 Glad I made it work for you. Not sure what I did wrong on the install. Link to comment Share on other sites More sharing options...
DangerRuss Posted January 1, 2015 Report Share Posted January 1, 2015 I fixed it... I never moved the call line for fn_selfActions.sqf down below space interrupt like in the instructions, I didnt know that was important.. this whole time thats what was breaking it for me. Glad I figured out the fix for the safes Link to comment Share on other sites More sharing options...
ChickenPrism Posted January 1, 2015 Report Share Posted January 1, 2015 I fixed it... I never moved the call line for fn_selfActions.sqf down below space interrupt like in the instructions, I didnt know that was important.. this whole time thats what was breaking it for me. Glad I figured out the fix for the safes You seriously saved me a ton of time with that. also I'm glad to see you got your problem fixed as well..great job man. Link to comment Share on other sites More sharing options...
SmokeyBR Posted January 1, 2015 Report Share Posted January 1, 2015 is there a easy way of deleting objects that are only using vectors from db? or reset them to not use vectors positions Link to comment Share on other sites More sharing options...
DangerRuss Posted January 1, 2015 Report Share Posted January 1, 2015 is there a easy way of deleting objects that are only using vectors from db? or reset them to not use vectors positions if you remove the vectoring mod, all of the buildings which had previously been vectored will no longer be vectored. I dont know if that helps you at all. Link to comment Share on other sites More sharing options...
SmokeyBR Posted January 1, 2015 Report Share Posted January 1, 2015 ill give it a go, but i wonder will positions still be saved in worldspace at db ? vectoring positions that is Link to comment Share on other sites More sharing options...
chargedlight1 Posted January 4, 2015 Report Share Posted January 4, 2015 @striker, i get this problem in the RPT. do you know this problem? i have snapbuilding v4 and precise base building updated 1:15:52 "infiSTAR.de - AntiHack FULLY LOADED" 1:15:53 "Res3tting B!S effects..." 1:15:54 Error in expression <{ _ownerID = format["00%1", _ownerID];! }; if(_codeCount == 1) then { _ownerID => 1:15:54 Error position: <}; if(_codeCount == 1) then { _ownerID => 1:15:54 Error Missing { 1:15:54 File z\addons\dayz_server\system\server_monitor.sqf, line 205 1:15:54 Error in expression <{ _ownerID = format["00%1", _ownerID];! }; if(_codeCount == 1) then { _ownerID => 1:15:54 Error position: <}; if(_codeCount == 1) then { _ownerID => 1:15:54 Error Missing { 1:15:54 File z\addons\dayz_server\system\server_monitor.sqf, line 205 this is my server _monitor private ["_nul","_result","_pos","_wsDone","_dir","_isOK","_countr","_objWpnTypes","_objWpnQty","_dam","_selection","_totalvehicles","_object","_idKey","_type","_ownerID","_worldspace","_intentory","_hitPoints","_fuel","_damage","_key","_vehLimit","_hiveResponse","_objectCount","_codeCount","_data","_status","_val","_traderid","_retrader","_traderData","_id","_lockable","_debugMarkerPosition","_vehicle_0","_bQty","_vQty","_BuildingQueue","_objectQueue","_superkey","_shutdown","_res","_hiveLoaded"]; dayz_versionNo = getText(configFile >> "CfgMods" >> "DayZ" >> "version"); dayz_hiveVersionNo = getNumber(configFile >> "CfgMods" >> "DayZ" >> "hiveVersion"); _hiveLoaded = false; waitUntil{initialized}; //means all the functions are now defined diag_log "HIVE: Starting"; waituntil{isNil "sm_done"}; // prevent server_monitor be called twice (bug during login of the first player) // Custom Configs if(isnil "MaxVehicleLimit") then { MaxVehicleLimit = 50; }; if(isnil "MaxDynamicDebris") then { MaxDynamicDebris = 100; }; if(isnil "MaxAmmoBoxes") then { MaxAmmoBoxes = 3; }; if(isnil "MaxMineVeins") then { MaxMineVeins = 50; }; // Custon Configs End if (isServer && isNil "sm_done") then { serverVehicleCounter = []; _hiveResponse = []; for "_i" from 1 to 5 do { diag_log "HIVE: trying to get objects"; _key = format["CHILD:302:%1:", dayZ_instance]; _hiveResponse = _key call server_hiveReadWrite; if ((((isnil "_hiveResponse") || {(typeName _hiveResponse != "ARRAY")}) || {((typeName (_hiveResponse select 1)) != "SCALAR")})) then { if ((_hiveResponse select 1) == "Instance already initialized") then { _superkey = profileNamespace getVariable "SUPERKEY"; _shutdown = format["CHILD:400:%1:", _superkey]; _res = _shutdown call server_hiveReadWrite; diag_log ("HIVE: attempt to kill.. HiveExt response:"+str(_res)); } else { diag_log ("HIVE: connection problem... HiveExt response:"+str(_hiveResponse)); }; _hiveResponse = ["",0]; } else { diag_log ("HIVE: found "+str(_hiveResponse select 1)+" objects" ); _i = 99; // break }; }; _BuildingQueue = []; _objectQueue = []; if ((_hiveResponse select 0) == "ObjectStreamStart") then { // save superkey profileNamespace setVariable ["SUPERKEY",(_hiveResponse select 2)]; _hiveLoaded = true; diag_log ("HIVE: Commence Object Streaming..."); _key = format["CHILD:302:%1:", dayZ_instance]; _objectCount = _hiveResponse select 1; _bQty = 0; _vQty = 0; for "_i" from 1 to _objectCount do { _hiveResponse = _key call server_hiveReadWriteLarge; //diag_log (format["HIVE dbg %1 %2", typeName _hiveResponse, _hiveResponse]); if ((_hiveResponse select 2) isKindOf "ModularItems") then { _BuildingQueue set [_bQty,_hiveResponse]; _bQty = _bQty + 1; } else { _objectQueue set [_vQty,_hiveResponse]; _vQty = _vQty + 1; }; }; diag_log ("HIVE: got " + str(_bQty) + " Epoch Objects and " + str(_vQty) + " Vehicles"); }; // # NOW SPAWN OBJECTS # _totalvehicles = 0; { _idKey = _x select 1; _type = _x select 2; _ownerID = _x select 3; _worldspace = _x select 4; _intentory = _x select 5; _hitPoints = _x select 6; _fuel = _x select 7; _damage = _x select 8; _dir = 0; _pos = [0,0,0]; _wsDone = false; if (count _worldspace >= 2) then { if(count _worldspace == 3) then{ _vector = _worldspace select 2; if(typename _vector == "ARRAY")then{ if(count _vector == 2)then{ if(((count (_vector select 0)) == 3) && ((count (_vector select 1)) == 3))then{ _vecExists = true; }; }; }; }; _dir = _worldspace select 0; if (count (_worldspace select 1) == 3) then { _pos = _worldspace select 1; _wsDone = true; } }; if (!_wsDone) then { if (count _worldspace >= 1) then { _dir = _worldspace select 0; }; _pos = [getMarkerPos "center",0,4000,10,0,2000,0] call BIS_fnc_findSafePos; if (count _pos < 3) then { _pos = [_pos select 0,_pos select 1,0]; }; diag_log ("MOVED OBJ: " + str(_idKey) + " of class " + _type + " to pos: " + str(_pos)); }; _vector = [[0,0,0],[0,0,0]]; _vecExists = false; _ownerPUID = "0"; if (count _worldspace >= 3) then{ if(count _worldspace == 3) then{ if(typename (_worldspace select 2) == "STRING")then{ _ownerPUID = _worldspace select 2; }else{ if(typename (_worldspace select 2) == "ARRAY")then{ _vector = _worldspace select 2; if(count _vector == 2)then{ if(((count (_vector select 0)) == 3) && ((count (_vector select 1)) == 3))then{ _vecExists = true; }; }; }; }; }else{ //Was not 3 elements, so check if 4 or more if(count _worldspace == 4) then{ if(typename (_worldspace select 3) == "STRING")then{ _ownerPUID = _worldspace select 3; }else{ if(typename (_worldspace select 2) == "STRING")then{ _ownerPUID = _worldspace select 2; }; }; if(typename (_worldspace select 2) == "ARRAY")then{ _vector = _worldspace select 2; if(count _vector == 2)then{ if(((count (_vector select 0)) == 3) && ((count (_vector select 1)) == 3))then{ _vecExists = true; }; }; }else{ if(typename (_worldspace select 3) == "ARRAY")then{ _vector = _worldspace select 3; if(count _vector == 2)then{ if(((count (_vector select 0)) == 3) && ((count (_vector select 1)) == 3))then{ _vecExists = true; }; }; }; }; }else{ //More than 3 or 4 elements found //Might add a search for the vector, ownerPUID will equal 0 }; }; }; if (_damage < 1) then { //diag_log format["OBJ: %1 - %2", _idKey,_type]; //Create it _object = createVehicle [_type, _pos, [], 0, "CAN_COLLIDE"]; _object setVariable ["lastUpdate",time]; _object setVariable ["ObjectID", _idKey, true]; _object setVariable ["ownerPUID", _ownerPUID, true]; _lockable = 0; if(isNumber (configFile >> "CfgVehicles" >> _type >> "lockable")) then { _lockable = getNumber(configFile >> "CfgVehicles" >> _type >> "lockable"); }; // fix for leading zero issues on safe codes after restart if (_lockable == 4) then { _codeCount = (count (toArray _ownerID));! if(_codeCount == 3) then { _ownerID = format["0%1", _ownerID]; }; if(_codeCount == 2) then { _ownerID = format["00%1", _ownerID];! }; if(_codeCount == 1) then { _ownerID = format["000%1", _ownerID]; }; }; if (_lockable == 3) then { _codeCount = (count (toArray _ownerID)); if(_codeCount == 2) then { _ownerID = format["0%1", _ownerID]; }; if(_codeCount == 1) then { _ownerID = format["00%1", _ownerID]; }; }; _object setVariable ["CharacterID", _ownerID, true]; clearWeaponCargoGlobal _object; clearMagazineCargoGlobal _object; // _object setVehicleAmmo DZE_vehicleAmmo; _object setdir _dir; if(_vecExists)then{ _object setVectorDirAndUp _vector; }; _object setposATL _pos; _object setDamage _damage; if ((typeOf _object) in dayz_allowedObjects) then { _object setVariable["memDir",_dir,true] if (DZE_GodModeBase) then { _object addEventHandler ["HandleDamage", {false}]; } else { _object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}]; }; // Test disabling simulation server side on buildables only. _object enableSimulation false; // used for inplace upgrades && lock/unlock of safe _object setVariable ["OEMPos", _pos, true]; }; if (count _intentory > 0) then { if (_type in DZE_LockedStorage) then { // Fill variables with loot _object setVariable ["WeaponCargo", (_intentory select 0),true]; _object setVariable ["MagazineCargo", (_intentory select 1),true]; _object setVariable ["BackpackCargo", (_intentory select 2),true]; } else { //Add weapons _objWpnTypes = (_intentory select 0) select 0; _objWpnQty = (_intentory select 0) select 1; _countr = 0; { if(_x in (DZE_REPLACE_WEAPONS select 0)) then { _x = (DZE_REPLACE_WEAPONS select 1) select ((DZE_REPLACE_WEAPONS select 0) find _x); }; _isOK = isClass(configFile >> "CfgWeapons" >> _x); if (_isOK) then { _object addWeaponCargoGlobal [_x,(_objWpnQty select _countr)]; }; _countr = _countr + 1; } count _objWpnTypes; //Add Magazines _objWpnTypes = (_intentory select 1) select 0; _objWpnQty = (_intentory select 1) select 1; _countr = 0; { if (_x == "BoltSteel") then { _x = "WoodenArrow" }; // Convert BoltSteel to WoodenArrow if (_x == "ItemTent") then { _x = "ItemTentOld" }; _isOK = isClass(configFile >> "CfgMagazines" >> _x); if (_isOK) then { _object addMagazineCargoGlobal [_x,(_objWpnQty select _countr)]; }; _countr = _countr + 1; } count _objWpnTypes; //Add Backpacks _objWpnTypes = (_intentory select 2) select 0; _objWpnQty = (_intentory select 2) select 1; _countr = 0; { _isOK = isClass(configFile >> "CfgVehicles" >> _x); if (_isOK) then { _object addBackpackCargoGlobal [_x,(_objWpnQty select _countr)]; }; _countr = _countr + 1; } count _objWpnTypes; }; }; if (_object isKindOf "AllVehicles") then { { _selection = _x select 0; _dam = _x select 1; if (_selection in dayZ_explosiveParts && _dam > 0.8) then {_dam = 0.8}; [_object,_selection,_dam] call object_setFixServer; } count _hitpoints; _object setFuel _fuel; if (!((typeOf _object) in dayz_allowedObjects)) then { //_object setvelocity [0,0,1]; _object call fnc_veh_ResetEH; if(_ownerID != "0" && !(_object isKindOf "Bicycle")) then { _object setvehiclelock "locked"; }; _totalvehicles = _totalvehicles + 1; // total each vehicle serverVehicleCounter set [count serverVehicleCounter,_type]; }; }; //Monitor the object PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_object]; }; } count (_BuildingQueue + _objectQueue); // # END SPAWN OBJECTS # // preload server traders menu data into cache if !(DZE_ConfigTrader) then { { // get tids _traderData = call compile format["menu_%1;",_x]; if(!isNil "_traderData") then { { _traderid = _x select 1; _retrader = []; _key = format["CHILD:399:%1:",_traderid]; _data = "HiveEXT" callExtension _key; //diag_log "HIVE: Request sent"; //Process result _result = call compile format ["%1",_data]; _status = _result select 0; if (_status == "ObjectStreamStart") then { _val = _result select 1; //Stream Objects //diag_log ("HIVE: Commence Menu Streaming..."); call compile format["ServerTcache_%1 = [];",_traderid]; for "_i" from 1 to _val do { _data = "HiveEXT" callExtension _key; _result = call compile format ["%1",_data]; call compile format["ServerTcache_%1 set [count ServerTcache_%1,%2]",_traderid,_result]; _retrader set [count _retrader,_result]; }; //diag_log ("HIVE: Streamed " + str(_val) + " objects"); }; } forEach (_traderData select 0); }; } forEach serverTraders; }; if (_hiveLoaded) then { // spawn_vehicles _vehLimit = MaxVehicleLimit - _totalvehicles; if(_vehLimit > 0) then { diag_log ("HIVE: Spawning # of Vehicles: " + str(_vehLimit)); for "_x" from 1 to _vehLimit do { [] spawn spawn_vehicles; }; } else { diag_log "HIVE: Vehicle Spawn limit reached!"; }; }; // spawn_roadblocks diag_log ("HIVE: Spawning # of Debris: " + str(MaxDynamicDebris)); for "_x" from 1 to MaxDynamicDebris do { [] spawn spawn_roadblocks; }; // spawn_ammosupply at server start 1% of roadblocks diag_log ("HIVE: Spawning # of Ammo Boxes: " + str(MaxAmmoBoxes)); for "_x" from 1 to MaxAmmoBoxes do { [] spawn spawn_ammosupply; }; // call spawning mining veins diag_log ("HIVE: Spawning # of Veins: " + str(MaxMineVeins)); for "_x" from 1 to MaxMineVeins do { [] spawn spawn_mineveins; }; if(isnil "dayz_MapArea") then { dayz_MapArea = 10000; }; if(isnil "HeliCrashArea") then { HeliCrashArea = dayz_MapArea / 2; }; if(isnil "OldHeliCrash") then { OldHeliCrash = false; }; // [_guaranteedLoot, _randomizedLoot, _frequency, _variance, _spawnChance, _spawnMarker, _spawnRadius, _spawnFire, _fadeFire] if(OldHeliCrash) then { _nul = [3, 4, (50 * 60), (15 * 60), 0.75, 'center', HeliCrashArea, true, false] spawn server_spawnCrashSite; }; if (isDedicated) then { // Epoch Events _id = [] spawn server_spawnEvents; // server cleanup [] spawn { private ["_id"]; sleep 200; //Sleep Lootcleanup, don't need directly cleanup on startup + fix some performance issues on serverstart waitUntil {!isNil "server_spawnCleanAnimals"}; _id = [] execFSM "\z\addons\dayz_server\system\server_cleanup.fsm"; }; // spawn debug box _debugMarkerPosition = getMarkerPos "respawn_west"; _debugMarkerPosition = [(_debugMarkerPosition select 0),(_debugMarkerPosition select 1),1]; _vehicle_0 = createVehicle ["DebugBox_DZ", _debugMarkerPosition, [], 0, "CAN_COLLIDE"]; _vehicle_0 setPos _debugMarkerPosition; _vehicle_0 setVariable ["ObjectID","1",true]; // max number of spawn markers if(isnil "spawnMarkerCount") then { spawnMarkerCount = 10; }; actualSpawnMarkerCount = 0; // count valid spawn marker positions for "_i" from 0 to spawnMarkerCount do { if (!([(getMarkerPos format["spawn%1", _i]), [0,0,0]] call BIS_fnc_areEqual)) then { actualSpawnMarkerCount = actualSpawnMarkerCount + 1; } else { // exit since we did not find any further markers _i = spawnMarkerCount + 99; }; }; diag_log format["Total Number of spawn locations %1", actualSpawnMarkerCount]; endLoadingScreen; }; [] ExecVM "\z\addons\dayz_server\WAI\init.sqf"; allowConnection = true; sm_done = true; publicVariable "sm_done"; }; i`m kindof stuck at my server because of this error. i tried to read all the comments. didnt helped much since i`m the only 1 with this error. 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BigCrazyCat Posted January 4, 2015 Report Share Posted January 4, 2015 When I installed VB + SBP all worked fine (except unlocking vaults,but i fixed it) When I installed VB + SBP + P4L i doesnt see snap pro menu (snap point and other functions) ,when i build something. What is the reason& Link to comment Share on other sites More sharing options...
PharoahGod Posted January 5, 2015 Report Share Posted January 5, 2015 It is the files with Building Vectors in them. As long as you do not have any other addons to , it should work fine. I have installed this into my Dayz overpoch chernarus server everything works all fine until it comes to safes and lockboxes they do not open i also do not have any previous snap buildings added Link to comment Share on other sites More sharing options...
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