kano5003 Posted August 11, 2014 Report Share Posted August 11, 2014 Hey Guys, Obviously skins have been very glitchy on the epoch Linux side of things. has anyone managed to find how to fix it? Basically for the people abit curious someone will wear a gille suit its fine, the next person will go to put a gille suit on and get a no character ID and need to be killed as nothing gets saved to the hive. If anyone has any info on this it would be greatly appreciated. Thanks KaNo5003. Link to comment Share on other sites More sharing options...
Brockie Posted August 11, 2014 Report Share Posted August 11, 2014 It happens on windows too. Link to comment Share on other sites More sharing options...
kano5003 Posted August 11, 2014 Author Report Share Posted August 11, 2014 It happens on windows too. Ahk, Good to know this! How do people wor around it? Alot of people on windows have skins enabled and are working great. I mean about 80% of our skins are broken and about 80% of the time get no character ID. Temporarily is there a way to disable skins? Maybe still buy from trader just not wear them? Thanks KaNo5003. Link to comment Share on other sites More sharing options...
f3cuk Posted August 12, 2014 Report Share Posted August 12, 2014 Hmm very interesting, i wonder if that is the thing that breaks this. If so, you just made fixing it that much easier. I've been working on this issue tonight trying to get it sorted. === Okay so i did not test these properly (only had myself as a tester), but try these. [code REMOVED] Link to comment Share on other sites More sharing options...
kano5003 Posted August 12, 2014 Author Report Share Posted August 12, 2014 Hmm very interesting, i wonder if that is the thing that breaks this. If so, you just made fixing it that much easier. I've been working on this issue tonight trying to get it sorted. === Okay so i did not test these properly (only had myself as a tester), but try these. player_wearClothes.sqf /* _item spawn player_wearClothes; Added Female skin changes - DayZ Epoch - vbawol */ private ["_item","_onLadder","_hasclothesitem","_config","_text","_myModel","_itemNew","_currentSex","_newSex","_model","_playerNear"]; if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_83") , "PLAIN DOWN"] }; DZE_ActionInProgress = true; _item = _this; call gear_ui_init; _onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1; if (_onLadder) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_player_21") , "PLAIN DOWN"]}; _hasclothesitem = _this in magazines player; _config = configFile >> "CfgMagazines"; _text = getText (_config >> _item >> "displayName"); if (!_hasclothesitem) exitWith { DZE_ActionInProgress = false; cutText [format[(localize "str_player_31"),_text,"wear"] , "PLAIN DOWN"]}; if (vehicle player != player) exitWith { DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_85"), "PLAIN DOWN"]}; if ("CSGAS" in (magazines player)) exitWith { DZE_ActionInProgress = false; cutText [(localize "STR_EPOCH_ACTIONS_10"), "PLAIN DOWN"] }; _myModel = (typeOf player); _itemNew = "Skin_" + _myModel; diag_log ("Debug Clothes: Model In: " + str(_itemNew) + " Out: " + str(_item)); if ( (isClass(_config >> _itemNew)) ) then { if ( (isClass(_config >> _item)) ) then { _currentSex = getText (configFile >> "CfgSurvival" >> "Skins" >> _itemNew >> "sex"); _newSex = getText (configFile >> "CfgSurvival" >> "Skins" >> _item >> "sex"); if(_currentSex == _newSex) then { // Get model name from config _model = getText (configFile >> "CfgSurvival" >> "Skins" >> _item >> "playerModel"); if (_model != _myModel) then { if(([player,_item] call BIS_fnc_invRemove) == 1) then { player addMagazine _itemNew; [dayz_playerUID,dayz_characterID,_model] call player_humanityMorph; }; }; } else { cutText [(localize "str_epoch_player_86"), "PLAIN DOWN"]; }; }; }; DZE_ActionInProgress = false; player_humanityMorph.sqf private ["_updates","_playerUID","_charID","_humanity","_worldspace","_model","_friendlies","_fractures","_old","_medical","_zombieKills","_headShots","_humanKills","_banditKills","_tagList"]; _playerUID = _this select 0; _charID = _this select 1; _model = _this select 2; if (typeof player == _model) exitWith { [nil,nil,rTitleText,format["You already wear the %1 skin",_model], "PLAIN",10] call RE; }; _old = player; player allowDamage false; player removeEventHandler ["FiredNear",eh_player_killed]; player removeEventHandler ["HandleDamage",mydamage_eh1]; player removeEventHandler ["Killed",mydamage_eh3]; player removeEventHandler ["Fired",mydamage_eh2]; _updates = player getVariable["updatePlayer",[false,false,false,false,false]]; _updates set [0,true]; player setVariable["updatePlayer",_updates,true]; dayz_unsaved = true; //Logout _humanity = player getVariable["humanity",0]; _medical = player call player_sumMedical; _worldspace = [round(direction player),getPosATL player]; _zombieKills = player getVariable ["zombieKills",0]; _headShots = player getVariable ["headShots",0]; _humanKills = player getVariable ["humanKills",0]; _banditKills = player getVariable ["banditKills",0]; _friendlies = player getVariable ["friendlies",[]]; _tagList = player getVariable ["tagList",[]]; //Switch [_model] call player_switchModel; //set medical values if (count _medical > 0) then { player setVariable["USEC_isDead",(_medical select 0),true]; player setVariable["NORRN_unconscious", (_medical select 1), true]; player setVariable["USEC_infected",(_medical select 2),true]; player setVariable["USEC_injured",(_medical select 3),true]; player setVariable["USEC_inPain",(_medical select 4),true]; player setVariable["USEC_isCardiac",(_medical select 5),true]; player setVariable["USEC_lowBlood",(_medical select 6),true]; player setVariable["USEC_BloodQty",(_medical select 7),true]; player setVariable["unconsciousTime",(_medical select 10),true]; //Add Wounds { player setVariable[_x,true,true]; usecBleed = [player,_x,0]; publicVariable "usecBleed"; } count (_medical select 8); //Add fractures _fractures = (_medical select 9); [player,"legs", (_fractures select 0)] call object_setHit; [player,"hands", (_fractures select 1)] call object_setHit; } else { //Reset Fractures player setVariable ["hit_legs",0,true]; player setVariable ["hit_hands",0,true]; player setVariable ["USEC_injured",false,true]; player setVariable ["USEC_inPain",false,true]; }; //General Stats player setVariable["humanity",_humanity,true]; player setVariable["zombieKills",_zombieKills,true]; player setVariable["headShots",_headShots,true]; player setVariable["humanKills",_humanKills,true]; player setVariable["banditKills",_banditKills,true]; player setVariable["CharacterID",_charID,true]; player setVariable["worldspace",_worldspace,true]; player setVariable["friendlies",_friendlies,true]; player setVariable["tagList",_tagList,true]; call dayz_resetSelfActions; eh_player_killed = player addeventhandler ["FiredNear",{_this call player_weaponFiredNear;} ]; [player] call fnc_usec_damageHandle; player allowDamage true; player addWeapon "Loot"; player addWeapon "Flare"; _wpnType = primaryWeapon player; _ismelee = (gettext (configFile >> "CfgWeapons" >> _wpnType >> "melee")); if (_ismelee == "true") then { call dayz_meleeMagazineCheck; }; PVDZE_plr_Save = [player,[],true,true]; publicVariableServer "PVDZE_plr_Save"; sleep 0.1; if (!isNull _old) then { // this should not be needed as player is deleted in player_switchModel? diag_log(format["DEBUG: Something went wrong, humanitymorph removed old model %1",_old]); deleteVehicle _old; }; player_switchModel.sqf private ["_weapons","_backpackWpn","_backpackMag","_currentWpn","_isWeapon","_backpackWpnTypes","_backpackWpnQtys","_countr","_class","_position","_dir","_currentAnim","_tagSetting","_playerUID","_countMags","_magazines","_primweapon","_secweapon","_newBackpackType","_muzzles","_oldUnit","_group","_newUnit","_wpnType","_ismelee"]; if (gear_done) then {disableUserInput true;}; _class = _this; _position = getPosATL player; _dir = getDir player; _currentAnim = animationState player; _tagSetting = player getVariable["DZE_display_name",false]; _playerUID = getPlayerUID player; _weapons = weapons player; _countMags = call player_countMagazines; _magazines = _countMags select 0; if ((_playerUID == dayz_playerUID) && (count _magazines == 0) && (count (magazines player) > 0 )) exitWith {cutText [(localize "str_epoch_player_17"), "PLAIN DOWN"]}; _primweapon = primaryWeapon player; _secweapon = secondaryWeapon player; if(!(_primweapon in _weapons) && _primweapon != "") then { _weapons set [(count _weapons), _primweapon]; }; if(!(_secweapon in _weapons) && _secweapon != "") then { _weapons set [(count _weapons), _secweapon]; }; //BackUp Backpack dayz_myBackpack = unitBackpack player; _newBackpackType = (typeOf dayz_myBackpack); if(_newBackpackType != "") then { _backpackWpn = getWeaponCargo unitBackpack player; _backpackMag = _countMags select 1; }; //Get Muzzle _currentWpn = currentWeapon player; _muzzles = getArray(configFile >> "cfgWeapons" >> _currentWpn >> "muzzles"); if (count _muzzles > 1) then { _currentWpn = currentMuzzle player; }; //Secure Player for Transformation player setPosATL dayz_spawnPos; //BackUp Player Object _oldUnit = player; /**********************************/ //DONT USE player AFTER THIS POINT// /**********************************/ //Create New Character _group = createGroup west; _newUnit = _group createUnit [_class,dayz_spawnPos,[],0,"NONE"]; _newUnit setPosATL _position; _newUnit setDir _dir; //Clear New Character { _newUnit removeMagazine _x; } count magazines _newUnit; removeAllWeapons _newUnit; //Equip New Charactar { if (typeName _x == "ARRAY") then { if ((count _x) > 0) then { _newUnit addMagazine [(_x select 0), (_x select 1)]; }; } else { _newUnit addMagazine _x; }; } foreach _magazines; { _newUnit addWeapon _x; } foreach _weapons; //Check && Compare it if(str(_weapons) != str(weapons _newUnit)) then { //Get Differecnce { _weapons = _weapons - [_x]; } foreach (weapons _newUnit); //Add the Missing { _newUnit addWeapon _x; } foreach _weapons; }; if(_primweapon != (primaryWeapon _newUnit)) then { _newUnit addWeapon _primweapon; }; if (_primweapon == "MeleeCrowbar") then { _newUnit addMagazine 'crowbar_swing'; }; if (_primweapon == "MeleeSledge") then { _newUnit addMagazine 'sledge_swing'; }; if (_primweapon == "MeleeHatchet_DZE") then { _newUnit addMagazine 'Hatchet_Swing'; }; if (_primweapon == "MeleeMachete") then { _newUnit addMagazine 'Machete_swing'; }; if (_primweapon == "MeleeFishingPole") then { _newUnit addMagazine 'Fishing_Swing'; }; if(_secweapon != (secondaryWeapon _newUnit) && _secweapon != "") then { _newUnit addWeapon _secweapon; }; _switchUnit = { addSwitchableUnit _newUnit; setPlayable _newUnit; selectPlayer _newUnit; removeAllWeapons _oldUnit; { _oldUnit removeMagazine _x; } foreach magazines _oldUnit; deleteVehicle _oldUnit; if(_currentWpn != "") then { _newUnit selectWeapon _currentWpn; }; }; //Add && Fill BackPack if (!isNil "_newBackpackType") then { if (_newBackpackType != "") then { _newUnit addBackpack _newBackpackType; dayz_myBackpack = unitBackpack _newUnit; //Weapons _backpackWpnTypes = []; _backpackWpnQtys = []; if (count _backpackWpn > 0) then { _backpackWpnTypes = _backpackWpn select 0; _backpackWpnQtys = _backpackWpn select 1; }; [] call _switchUnit; if (gear_done) then {sleep 0.001;}; ["1"] call gearDialog_create; if (gear_done) then {sleep 0.001;}; //magazines _countr = 0; { if ((typeName _x) != "STRING") then { _isWeapon = (isClass(configFile >> "CfgWeapons" >> (_x select 0))); } else { _isWeapon = (isClass(configFile >> "CfgWeapons" >> _x)); }; if (!_isWeapon) then { _countr = (1 + _countr); if ((typeName _x) != "STRING") then { (unitBackpack player) addMagazineCargoGlobal [(_x select 0), 1]; _idc = (4999 + _countr); _idc setIDCAmmoCount (_x select 1); } else { (unitBackpack player) addMagazineCargoGlobal [_x, 1]; }; }; } foreach _backpackMag; (findDisplay 106) closeDisplay 0; if (gear_done) then { sleep 0.001; disableUserInput false; }; _countr = 0; { (unitBackpack player) addWeaponCargoGlobal [_x,(_backpackWpnQtys select _countr)]; _countr = (1 + _countr); } foreach _backpackWpnTypes; } else { [] call _switchUnit; }; } else { [] call _switchUnit; }; [objNull, player, rSwitchMove,_currentAnim] call RE; player disableConversation true; if (_tagSetting) then { DZE_ForceNameTags = true; }; _wpnType = primaryWeapon player; _ismelee = (gettext (configFile >> "CfgWeapons" >> _wpnType >> "melee")); if (_ismelee == "true") then { call dayz_meleeMagazineCheck; }; {player reveal _x} count (nearestObjects [getPosATL player, dayz_reveal, 50]); Thanks for this F3cuk, ill have a look at this tonight! Did you have any luck with your skins working? Thanks just dying to know haha. KaNo5003. Link to comment Share on other sites More sharing options...
kano5003 Posted August 12, 2014 Author Report Share Posted August 12, 2014 Sorry about that last post did it from my phone. Also might seem like a dumb question but those sqf files where are they placed? dayz_server.pbo? Could only see the server compiles not player ones. Thanks in advance KaNo5003. Link to comment Share on other sites More sharing options...
f3cuk Posted August 12, 2014 Report Share Posted August 12, 2014 Hey, All of these files can be found in the @Dayz_Epoch\dayz_code.pbo. Skins on our server have always worked. They just seem to create issues while (live) switching. I've seen some servers requiring relog to counter this. -- I've been working some more on this issue though. I'll update on progress. Link to comment Share on other sites More sharing options...
kano5003 Posted August 13, 2014 Author Report Share Posted August 13, 2014 Hey, All of these files can be found in the @Dayz_Epoch\dayz_code.pbo. Skins on our server have always worked. They just seem to create issues while (live) switching. I've seen some servers requiring relog to counter this. -- I've been working some more on this issue though. I'll update on progress. Sorry again to pester do I put these sqf files in the folder compiles? Or just in the main directory as you specified? Thanks again for all your help KaNo55003. Link to comment Share on other sites More sharing options...
kano5003 Posted August 13, 2014 Author Report Share Posted August 13, 2014 Also f3cuk, Is your server Linux based? Link to comment Share on other sites More sharing options...
kano5003 Posted August 13, 2014 Author Report Share Posted August 13, 2014 f3cuk I managed to find the location. In Compiles I had no player_wearClothes.sqf could that have been a problem? Is that normally there? Or located somewhere different? Thanks P.S - Does that mean player_wearClothes.sqf isnt getting called? KaNo5003. Link to comment Share on other sites More sharing options...
kano5003 Posted August 13, 2014 Author Report Share Posted August 13, 2014 Unfortunately it did not work :( As soon as I restarted the server I tried to put a gillie suit on and got no character ID. Any other ideas? Thanks KaNo5003. Link to comment Share on other sites More sharing options...
f3cuk Posted August 13, 2014 Report Share Posted August 13, 2014 Hi KaNo5003, No we are running a Windows server, but these files should be the same if you are running the latest epoch. -- Yeah it was kind of a long shot. Still working on fixing this. Please keep up with the Link to comment Share on other sites More sharing options...
kano5003 Posted August 13, 2014 Author Report Share Posted August 13, 2014 f3cuk, yep sure will. Hope to hear a fix soon :) Thanks KaNo5003. Link to comment Share on other sites More sharing options...
*OCB* Trollspace Posted August 21, 2014 Report Share Posted August 21, 2014 I've just seen 1.0.5.2 changelog and it says this problem is fixed in that branch Link to comment Share on other sites More sharing options...
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