Jump to content
  • 0

[SOLVED]Can't set tents or place built items


Darth_Rogue

Question

We are having an issue with our 1025 Epoch server.  When you go to set a tent the prompt shows up behind the gear screen where it asks you to move the tent to position it, (PgUp, PgDn, etc.) but when you exit the gear menu so you can see what you're doing that text disappears and you can no longer move the position of the tent or set it.  Then if you press 'Space' an Arma prompt pops up on the left side of the screen Support>Communication and that's it.  Any ideas how to fix this?  Is it a key bind that's wrong?  All players are experiencing the problem.  The issue is also affecting crafted items and campfires.  You can build them just fine, but the dialog disappears when you go to place them and the placement function buttons do nothing.  I'd say the two are related to the same root cause.  Any ideas?

Link to comment
Share on other sites

9 answers to this question

Recommended Posts

  • 0

I found the problem!  It was the debug monitor we are running.  I've been running it for some time.  Not sure why it stopped working after this last update to 1025 Epoch.  Code for the debug monitor is pasted below.  I'm guessing it may be some conflict in key assignment??  vbawol, if you could weigh in on this and give thoughts??  

dayz_spaceInterrupt = {
    private ["_dikCode", "_handled"];
    _dikCode = _this select 1;
    _handled = false;
 
    if (_dikCode == 0x44) then {
        if (debugMonitor) then {
            debugMonitor = false;
            hintSilent "";
        } else {[] spawn fnc_debug;};
    };
    _handled
};
 
fnc_debug = {
    debugMonitor = true;
    while {debugMonitor} do
    {
        _kills =        player getVariable["zombieKills",0];
        _killsH =        player getVariable["humanKills",0];
        _killsB =        player getVariable["banditKills",0];
        _humanity =        player getVariable["humanity",0];
        _headShots =    player getVariable["headShots",0];
        _zombies =              count entities "zZombie_Base";
        _zombiesA =    {alive _x} count entities "zZombie_Base";
        _banditCount = {(isPlayer _x) && ((_x getVariable ["humanity",0]) < 0)} count playableUnits;
        _heroCount  = {(isPlayer _x) && ((_x getVariable ["humanity",0]) >= 5000)} count playableUnits;
        _pic = (gettext (configFile >> 'CfgVehicles' >> (typeof vehicle player) >> 'picture'));
            if (player == vehicle player) then
            {
                _pic = (gettext (configFile >> 'cfgWeapons' >> (currentWeapon player) >> 'picture'));
            }
                else
            {
                _pic = (gettext (configFile >> 'CfgVehicles' >> (typeof vehicle player) >> 'picture'));
            };
        hintSilent parseText format ["
        <t size='1'font='Bitstream'align='center' color='#EE0000' >%1</t><br/>
        <t size='1'font='Bitstream'align='left' color='#EE0000' >Blood Left:</t><t size='1' font='Bitstream'align='right' color='#EE0000' >%2</t><br/>
        <t size='1'font='Bitstream'align='left' color='#104E8B' >Humanity:</t><t size='1'font='Bitstream'align='right' color='#104E8B' >%3</t><br/>
        <t size='1'font='Bitstream'align='left' color='#EEC900' >Noobs Killed:</t><t size='1'font='Bitstream'align='right' color='#EEC900' >%4</t><br/>
        <t size='1'font='Bitstream'align='left' color='#EEC900' >Assholes Killed:</t><t size='1'font='Bitstream'align='right' color='#EEC900' >%5</t><br/>
        <t size='1'font='Bitstream'align='left' color='#EEC900' >Zombitches Killed:</t><t size='1'font='Bitstream'align='right' color='#EEC900' >%6</t><br/>
        <t size='1'font='Bitstream'align='left' color='#EEC900' >Dome Shots:</t><t size='1'font='Bitstream'align='right' color='#EEC900' >%7</t><br/>
        <t size='1' font='Bitstream' align='left' color='#EEC900' >Zombitches (alive/total): </t><t size='1' font='Bitstream' align='right' color='#EEC900' >%9/%8</t><br/>
        <t size='1'font='Bitstream'align='left' color='#104E8B' >Current Asshole Count:</t><t size='1'font='Bitstream'align='right' color='#104E8B' >%11</t><br/>
        <t size='1'font='Bitstream'align='left' color='#104E8B' >Current NiceGuy Count:</t><t size='1'font='Bitstream'align='right' color='#104E8B' >%12</t><br/>
        <t size='1' font='Bitstream' align='left' color='#104E8B' >FPS: </t><t size='1' font='Bitstream' align='right' color='#104E8B' >%10</t><br/>
        <img size='3' image='%13'/><br/>
		<t size='1'font='Bitstream'align='center' color='#5882FA'>Restart in %14 Minutes</t><br/>
        <t size='1'font='Bitstream'align='center' color='#104E8B' >Press F10 to toggle! </t><br/>
        <t size='1'font='Bitstream'align='center' color='#104E8B' >SoA - Epoch</t><br/>
 
        ",dayz_playerName,r_player_blood,round _humanity,_killsH,_killsB,_kills,_headShots,count entities "zZombie_Base",{alive _x} count entities "zZombie_Base",diag_fps,_banditCount,_heroCount,_pic,(round(360-(serverTime) / 60))];
    sleep 1;
    };
};
 
[] spawn fnc_debug;
Link to comment
Share on other sites

  • 0

Found a fix. Debug works as does building.

 

Remove this:

dayz_spaceInterrupt = {
    private ["_dikCode", "_handled"];
    _dikCode = _this select 1;
    _handled = false;
 
    if (_dikCode == 0x44) then {
        if (debugMonitor) then {
            debugMonitor = false;
            hintSilent "";
        } else {[] spawn fnc_debug;};
    };
    _handled
};

The first block of code is looking for the "F10" keyboard input (0x44). But it also seems to be taking priority over key inputs, so when building the PgUP and PgDN keys are being intercepted by the debug monitor script and then being discarded because they don't match "F10".

 

Just tested this on my server and it works. The only down side to this is that your debug monitor will be on 100% of the time, and won't be able to be hidden by your players.

Link to comment
Share on other sites

  • 0

Cool. I posted this to the open dayz community, it was suggested that I edit the existing debug menu instead to make it able to toggle (a requirement for me). Still at work so am yet to see whats involved but the sqf to edit will be taken from @Dayz_Epoch\dayz_code.pbo > actions > playerstats.sqf and put into the mission file.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Discord

×
×
  • Create New...