Mikeeeyy Posted August 30, 2014 Author Report Share Posted August 30, 2014 Thank you Mikeeeyy .... I appreciate your help. Wow ... i guess I was so excited to get it to work I mixed up the files .... back to debugging mode. Np bud, I know the feeling ;) Link to comment Share on other sites More sharing options...
Rocu Posted September 3, 2014 Report Share Posted September 3, 2014 Nice job with this, Mikeeeyy. This is incredibly useful. Will be implementing this along with raymix's SBP, will let you know how it worked. Link to comment Share on other sites More sharing options...
cm_red000 Posted September 5, 2014 Report Share Posted September 5, 2014 It should look like this:_allowed = [_object, "Server"] call check_publishobject; if (!_allowed || !_proceed) exitWith { if(!isNull(_object)) then { deleteVehicle _object; }; diag_log ("Invalid object swap by playerUID:"+ str(_activatingplayerUID)); }; //get UID _uid = _worldspace call dayz_objectUID2; _worldspace set [0, (_worldspace select 0) call KK_fnc_floatToString]; _worldspace set [1, (_worldspace select 1) call KK_fnc_positionToString]; // Publish variables _object setVariable ["CharacterID",_charID,true]; Is it going to make a difference that my "Publish variables" and "_object setVariable" are by default located above this section vs. below it? Or should I move them down? // Publish variables _object setVariable ["CharacterID",_charID,true]; //_object setVariable ["ObjectUID",_objectUID,true]; _object setVariable ["OEMPos", call compile (_worldspace select 1), true]; //diag_log ("PUBLISH: Attempt " + str(_object)); _allowed = [_object, "Server"] call check_publishobject; if (!_allowed || !_proceed) exitWith { if(!isNull(_object)) then { deleteVehicle _object; }; diag_log ("Invalid object swap by playerUID:"+ str(_activatingplayerUID)); }; //get UID _uid = _worldspace call dayz_objectUID2; _worldspace set [0, (_worldspace select 0) call KK_fnc_floatToString]; _worldspace set [1, (_worldspace select 1) call KK_fnc_positionToString]; Thanks in advance for your help :) Link to comment Share on other sites More sharing options...
Mikeeeyy Posted September 5, 2014 Author Report Share Posted September 5, 2014 Is it going to make a difference that my "Publish variables" and "_object setVariable" are by default located above this section vs. below it? Or should I move them down? // Publish variables _object setVariable ["CharacterID",_charID,true]; //_object setVariable ["ObjectUID",_objectUID,true]; _object setVariable ["OEMPos", call compile (_worldspace select 1), true]; //diag_log ("PUBLISH: Attempt " + str(_object)); _allowed = [_object, "Server"] call check_publishobject; if (!_allowed || !_proceed) exitWith { if(!isNull(_object)) then { deleteVehicle _object; }; diag_log ("Invalid object swap by playerUID:"+ str(_activatingplayerUID)); }; //get UID _uid = _worldspace call dayz_objectUID2; _worldspace set [0, (_worldspace select 0) call KK_fnc_floatToString]; _worldspace set [1, (_worldspace select 1) call KK_fnc_positionToString]; Thanks in advance for your help :) It must be in the order I have it in ;) Link to comment Share on other sites More sharing options...
cm_red000 Posted September 5, 2014 Report Share Posted September 5, 2014 Awesome, thanks :) works like a charm! Mikeeeyy 1 Link to comment Share on other sites More sharing options...
Rocu Posted September 9, 2014 Report Share Posted September 9, 2014 Nice job with this, Mikeeeyy. This is incredibly useful. Will be implementing this along with raymix's SBP, will let you know how it worked. Seems to be working perfectly so far. Raymix recently updated his script aswell so it does't leave gaps between objects so it's perfect now. Link to comment Share on other sites More sharing options...
Mikeeeyy Posted September 9, 2014 Author Report Share Posted September 9, 2014 Seems to be working perfectly so far. Raymix recently updated his script aswell so it does't leave gaps between objects so it's perfect now. Great, glad it's working for you ;) Link to comment Share on other sites More sharing options...
TuBz Posted September 13, 2014 Report Share Posted September 13, 2014 Ok before I pull out my limited hair any ideas? Before adding this my objects where saving right like this..[124.029,[8637.74,6958.04,0.24],[[0.816,-0.551,-0.174],[0.144,-0.097,0.985]]] the only reason for adding this was on restart the nice ramps I build where now always horizontal...this change sorted this fine...BUT now any NEW objects are saving thus: [any,any,[[-0.56,-0.829,0],[-0.829,0.56,-4.371e-08]]] and I can only presume are spawning somewhere out in the ether lol..but for sure not where they are placed.. can start from scratch but having spent hours on a new demo base for a new server.. bit loathed to start from scratch... any ideas? Link to comment Share on other sites More sharing options...
Mikeeeyy Posted September 13, 2014 Author Report Share Posted September 13, 2014 Ok before I pull out my limited hair any ideas? Before adding this my objects where saving right like this..[124.029,[8637.74,6958.04,0.24],[[0.816,-0.551,-0.174],[0.144,-0.097,0.985]]] the only reason for adding this was on restart the nice ramps I build where now always horizontal...this change sorted this fine...BUT now any NEW objects are saving thus: [any,any,[[-0.56,-0.829,0],[-0.829,0.56,-4.371e-08]]] and I can only presume are spawning somewhere out in the ether lol..but for sure not where they are placed.. can start from scratch but having spent hours on a new demo base for a new server.. bit loathed to start from scratch... any ideas? Hey, can you post your server_publishObject.sqf file for me please? Link to comment Share on other sites More sharing options...
TuBz Posted September 13, 2014 Report Share Posted September 13, 2014 Hey, can you post your server_publishObject.sqf file for me please? Hopefully I've done this spoiler thing right:) [ spoiler] private ["_class","_uid","_charID","_object","_worldspace","_key","_allowed"]; //[dayz_characterID,_tent,[_dir,_location],"TentStorage"] _charID = _this select 0; _object = _this select 1; _worldspace = _this select 2; _class = _this select 3; _allowed = [_object, "Server"] call check_publishobject; if (!_allowed) exitWith { deleteVehicle _object; }; //diag_log ("PUBLISH: Attempt " + str(_object)); //get UID _uid = _worldspace call dayz_objectUID2; _worldspace set [0, (_worldspace select 0) call KK_fnc_floatToString]; _worldspace set [1, (_worldspace select 1) call KK_fnc_positionToString]; //Send request _key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance, _class, 0 , _charID, _worldspace, [], [], 0,_uid]; //diag_log ("HIVE: WRITE: "+ str(_key)); _key call server_hiveWrite; _object setVariable ["lastUpdate",time]; _object setVariable ["ObjectUID", _uid,true]; // _object setVariable ["CharacterID",_charID,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. [ /spoiler] Link to comment Share on other sites More sharing options...
Mikeeeyy Posted September 13, 2014 Author Report Share Posted September 13, 2014 Hopefully I've done this spoiler thing right:) private ["_class","_uid","_charID","_object","_worldspace","_key","_allowed"]; //[dayz_characterID,_tent,[_dir,_location],"TentStorage"] _charID = _this select 0; _object = _this select 1; _worldspace = _this select 2; _class = _this select 3; _allowed = [_object, "Server"] call check_publishobject; if (!_allowed) exitWith { deleteVehicle _object; }; //diag_log ("PUBLISH: Attempt " + str(_object)); //get UID _uid = _worldspace call dayz_objectUID2; _worldspace set [0, (_worldspace select 0) call KK_fnc_floatToString]; _worldspace set [1, (_worldspace select 1) call KK_fnc_positionToString]; //Send request _key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance, _class, 0 , _charID, _worldspace, [], [], 0,_uid]; //diag_log ("HIVE: WRITE: "+ str(_key)); _key call server_hiveWrite; _object setVariable ["lastUpdate",time]; _object setVariable ["ObjectUID", _uid,true]; // _object setVariable ["CharacterID",_charID,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. Hmm, everything looks fine there, where have you put the 'KK_fnc_floatToString' and 'KK_fnc_positionToString' functions? Also get rid of the space in [ spoiler] and [ /spoiler] ;) Link to comment Share on other sites More sharing options...
TuBz Posted September 13, 2014 Report Share Posted September 13, 2014 Many apologies neighbor at the door just as I was posting! I followed the instructions but went for the thicko's way instead of in compiles put it in server_functions.sqf at the end.. have posted the last few lines hope this is right:) [ spoiler] server_logUnlockLockEvent = { private["_player", "_obj", "_objectID", "_objectUID", "_statusText", "_status"]; _player = _this select 0; _obj = _this select 1; _status = _this select 2; if (!isNull(_obj)) then { _objectID = _obj getVariable["ObjectID", "0"]; _objectUID = _obj getVariable["ObjectUID", "0"]; _statusText = "UNLOCKED"; if (_status) then { [_obj, "gear"] call server_updateObject; _statusText = "LOCKED"; }; diag_log format["SAFE %5: ID:%1 UID:%2 BY %3(%4)", _objectID, _objectUID, (name _player), (getPlayerUID _player), _statusText]; }; KK_fnc_floatToString = { private "_arr"; if (abs (_this - _this % 1) == 0) exitWith { str _this }; _arr = toArray str abs (_this % 1); _arr set [0, 32]; toString (toArray str ( abs (_this - _this % 1) * _this / abs _this ) + _arr - [32]) }; KK_fnc_positionToString = { format [ "[%1,%2,%3]", _this select 0 call KK_fnc_floatToString, _this select 1 call KK_fnc_floatToString, _this select 2 call KK_fnc_floatToString ] }; }; [ /spoiler] Link to comment Share on other sites More sharing options...
Mikeeeyy Posted September 13, 2014 Author Report Share Posted September 13, 2014 Many apologies neighbor at the door just as I was posting! I followed the instructions but went for the thicko's way instead of in compiles put it in server_functions.sqf at the end.. have posted the last few lines hope this is right:) [ spoiler] server_logUnlockLockEvent = { private["_player", "_obj", "_objectID", "_objectUID", "_statusText", "_status"]; _player = _this select 0; _obj = _this select 1; _status = _this select 2; if (!isNull(_obj)) then { _objectID = _obj getVariable["ObjectID", "0"]; _objectUID = _obj getVariable["ObjectUID", "0"]; _statusText = "UNLOCKED"; if (_status) then { [_obj, "gear"] call server_updateObject; _statusText = "LOCKED"; }; diag_log format["SAFE %5: ID:%1 UID:%2 BY %3(%4)", _objectID, _objectUID, (name _player), (getPlayerUID _player), _statusText]; }; KK_fnc_floatToString = { private "_arr"; if (abs (_this - _this % 1) == 0) exitWith { str _this }; _arr = toArray str abs (_this % 1); _arr set [0, 32]; toString (toArray str ( abs (_this - _this % 1) * _this / abs _this ) + _arr - [32]) }; KK_fnc_positionToString = { format [ "[%1,%2,%3]", _this select 0 call KK_fnc_floatToString, _this select 1 call KK_fnc_floatToString, _this select 2 call KK_fnc_floatToString ] }; }; [ /spoiler] There's your problem, you have put those functions inside of another function, you need to put the at the very bottom so they are not inside any other {}. Link to comment Share on other sites More sharing options...
TuBz Posted September 13, 2014 Report Share Posted September 13, 2014 There's your problem, you have put those functions inside of another function, you need to put the at the very bottom so they are not inside any other {}. I blame the fact I'm in pain from gal bladder removal this week:) that and I'm an old duffer:) I''ll get right to it thanks Link to comment Share on other sites More sharing options...
Mikeeeyy Posted September 13, 2014 Author Report Share Posted September 13, 2014 I blame the fact I'm in pain from gal bladder removal this week:) that and I'm an old duffer:) I''ll get right to it thanks Np, don't forget to put spaces in your spoilers and use the code box to better format your code. TuBz 1 Link to comment Share on other sites More sharing options...
TuBz Posted September 13, 2014 Report Share Posted September 13, 2014 Sir you are my hero:) works fine now...who let this blubbering old fool loose on a dev server:) Thank you! Link to comment Share on other sites More sharing options...
Mikeeeyy Posted September 13, 2014 Author Report Share Posted September 13, 2014 Sir you are my hero:) works fine now...who let this blubbering old fool loose on a dev server:) Thank you! Haha, no problem buddy, have fun ;) Link to comment Share on other sites More sharing options...
Apraxas Posted October 25, 2014 Report Share Posted October 25, 2014 Well just for you all to know, dont know what went wrong the last days, but i wiped my complete test server, and build it from scratch. followed the instructions, and bang 13:56:27 Error in expression <; _object setVariable ["OEMPos", call compile (_worldspace select 1), true]; > 13:56:27 Error position: <compile (_worldspace select 1), true]; > 13:56:27 Error compile: Type Array, expected String 13:56:27 File z\addons\dayz_server\compile\server_swapObject.sqf, line 52 will have a look if it will work without the precise building ... but somehthing got really broken here: init file: http://nopaste.info/43736639a1.html server_swapObject.sqf: http://nopaste.info/aeca069679.html i dont get this whole stroy ... i typed in some bulshit _worldspace12334fu but it keeps comming back with the error message from above Link to comment Share on other sites More sharing options...
Mikeeeyy Posted October 25, 2014 Author Report Share Posted October 25, 2014 Well just for you all to know, dont know what went wrong the last days, but i wiped my complete test server, and build it from scratch. followed the instructions, and bang 13:56:27 Error in expression <; _object setVariable ["OEMPos", call compile (_worldspace select 1), true]; > 13:56:27 Error position: <compile (_worldspace select 1), true]; > 13:56:27 Error compile: Type Array, expected String 13:56:27 File z\addons\dayz_server\compile\server_swapObject.sqf, line 52 will have a look if it will work without the precise building ... but somehthing got really broken here: init file: http://nopaste.info/43736639a1.html server_swapObject.sqf: http://nopaste.info/aeca069679.html i dont get this whole stroy ... i typed in some bulshit _worldspace12334fu but it keeps comming back with the error message from above Are you using the latest version? Link to comment Share on other sites More sharing options...
Apraxas Posted October 25, 2014 Report Share Posted October 25, 2014 well the once which is on page 1 Link to comment Share on other sites More sharing options...
Apraxas Posted October 25, 2014 Report Share Posted October 25, 2014 it says Version 1.0.3 (Installation: ) .. Link to comment Share on other sites More sharing options...
Apraxas Posted October 25, 2014 Report Share Posted October 25, 2014 Just because i was not a 100 % sure, reinstalled the stuff again with the modifications done like written down in #34, server is restarting at the moment Link to comment Share on other sites More sharing options...
Apraxas Posted October 25, 2014 Report Share Posted October 25, 2014 Jep, still the same, 19:36:10 "DELETE: B 1-1-B:1 ([TIW] Apraxas) REMOTE Deleted by UID: 254211264220236" 19:36:10 Error in expression <; _object setVariable ["OEMPos", call compile (_worldspace select 1), true]; > 19:36:10 Error position: <compile (_worldspace select 1), true]; > 19:36:10 Error compile: Type Array, expected String 19:36:10 File z\addons\dayz_server\compile\server_swapObject.sqf, line 52 just to cause you to scratch your head aswell // Publish variables _object setVariable ["CharacterID",_charID,true]; //_object setVariable ["ObjectUID",_objectUID,true]; _object setVariable ["OEMPos", call compile (_worldspace12 select 1), true]; //diag_log ("PUBLISH: Attempt " + str(_object)); _allowed = [_object, "Server"] call check_publishobject; if (!_allowed || !_proceed) exitWith { if(!isNull(_object)) then { deleteVehicle _object; just added a few letters into the variablename (_worldspace12 ), now this should cause a epic smack in the face Packed the " Error " back into the dayz_server.pbo uploaded it to the gameserver * restart * wait wait wait join Build a Wall with the result of 00 254141264758216 24 CinderWallHalf_DZ 2014-10-25 19:45:56 2014-10-25 19:45:56 1 ["10.546135","[2541.404541,12647.474609,-0.0784054]",[[0.183,0.983,0],[0,0,1]],"76561197962545003"] [] [] 0.00000 0.00000 in the Database ( sorry for the linebreaks ) Upgrading the wall is causing: 19:49:18 Error in expression <ct setVariable ["OEMPos", call compile (_worldspace12 select 1), true]; _allo> 19:49:18 Error position: <_worldspace12 select 1), true]; _allo> 19:49:18 Error Undefined variable in expression: _worldspace12 19:49:18 File z\addons\dayz_server\compile\server_swapObject.sqf, line 52 Baam there is the smack, so it is the correct file, if i look into the player_upgrade.sqf i can find a line ( No: 192 and 193 ) telling me PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location, _vector, _ownerID],_classname,_obj,player]; publicVariableServer "PVDZE_obj_Swap"; which i read as: Fill the Variable called " PVDZE_obj_Swap " with the following informations: class 0 = _objectCharacterID ( 254141264758216 ) class 1 = _object ( CinderWallHalf_DZ ) But the following Classes ( if you can call them like this ) are strange for me class 2.1 = _dir ( 10.546135 ) class 2.2 = _location ( 2541.404541,12647.474609,-0.0784054 ) class 2.3 = _vector ( [0.183,0.983,0],[0,0,1] ) class 2.3 = _ownerId ( 76561197962545003 ) class 3 = _classname (NULL) class 4 = _obj ( NULL ) class 5 = player (00000000) So either i am totally wrong, or the " Creation " of the object in the Database is somehow fishy, but the fact that it spawns, and it keeps all the angles and stuff brings me to the point that i am just simply to stupid for it ;) Dont know where to look next to be honest. Link to comment Share on other sites More sharing options...
Tanita-Corp Posted October 31, 2014 Report Share Posted October 31, 2014 hi boys! 11. Add this at the very bottom, or if you know what you're doing place it in your compiles.sqf for the server only. where? in compiles.sqf or server_functions.sqf ? im confused Link to comment Share on other sites More sharing options...
Proximus Posted October 31, 2014 Report Share Posted October 31, 2014 Do you use a custom compiles.sqf? Then you can just add it in there at the bottom. Else add it server_functions.sqf at the bottom Mikeeeyy 1 Link to comment Share on other sites More sharing options...
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