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46 minutes ago, Tech_Support said:

DayZlauncher has both versions of Epoch in the mods section already.

Yes, however is the past once there is an update they remove the old version.
Not many people have updated yet because there is no need to, this will make them update...

If someone wanted to play 1.0.5.1 they should have to manually launch through arma into the server that they want to play.

Epoch devs have spent hundreds of hours updating,fixing and changing stuff for this update, and there is very little turn out of players due to dayz launcher having the mods separate.

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11 hours ago, Liquid84 said:

I'm pretty sure it has something to do with Infistar's v1436. I dont have the older version to test it. Unless there's a way to get that from chris. I have submitted a ticket informing him of the issue. Hope it gets resolved asap.

I have got the older files still, I guess I could try them. I dont know whats changed in the new ones really. The spawn boxes dont appear to have been updated as a butt ton of errors show up when you try spawn one for wrong classnames.

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14 hours ago, lwbuk said:

I have got the older files still, I guess I could try them. I dont know whats changed in the new ones really. The spawn boxes dont appear to have been updated as a butt ton of errors show up when you try spawn one for wrong classnames.

Any luck? I wished I'd have kept my older infi. lol. All these years and I still don't learn to keep backups of the backups...

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On 12/12/2016 at 9:15 AM, Joshyy said:

Yes, however is the past once there is an update they remove the old version.
Not many people have updated yet because there is no need to, this will make them update...

If someone wanted to play 1.0.5.1 they should have to manually launch through arma into the server that they want to play.

Epoch devs have spent hundreds of hours updating,fixing and changing stuff for this update, and there is very little turn out of players due to dayz launcher having the mods separate.

Do not agree with this at all.

 

So Far 1.0.6 is unplayable on the most part for me, and not just me. 

I suffer fps loss that dents the overall enjoyment of playing 1.0.6.

The 2 servers I frequent are both still struggling to get back to 1.0.5 performance levels, not to metion so many previous features missing because they are still coding things in. 

 

Dayz launcher should cover both sets of files * as it currently does , the poor turnout of players you speak of cant be blamed on the launcher when the bloody launcher offers 1.0.6 to those that want it...

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8 hours ago, Liquid84 said:

Any luck? I wished I'd have kept my older infi. lol. All these years and I still don't learn to keep backups of the backups...

Not yet, I spent yesterday building a new server on a Dedi box I just rented, so was busy with that. I'll see if I get time later. 

I also had to change all the spawn boxes in Infistar as they still have the old class names for plot pole and others, and didn't work properly, so what ever he has supposedly updated, he obviously didn't do it all. 

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2 hours ago, mofokk said:

Dayz launcher should cover both sets of files * as it currently does , the poor turnout of players you speak of cant be blamed on the launcher when the bloody launcher offers 1.0.6 to those that want it...

I think you are right, I have servers up that are 1.0.5.1 and as an server owner I am no way ready to take down the 1.0.5.1 . I am  the only scripter and trying to get Epoch 1.0.6 Chernarus up and running with scripts like coin, master key, and others is taking some time.

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5 hours ago, mofokk said:

Do not agree with this at all.

 

So Far 1.0.6 is unplayable on the most part for me, and not just me. 

I suffer fps loss that dents the overall enjoyment of playing 1.0.6.

The 2 servers I frequent are both still struggling to get back to 1.0.5 performance levels, not to metion so many previous features missing because they are still coding things in. 

 

Dayz launcher should cover both sets of files * as it currently does , the poor turnout of players you speak of cant be blamed on the launcher when the bloody launcher offers 1.0.6 to those that want it...

This update is really not all that different than any other major DayZ or Epoch update, aside from the fact that relatively few servers have upgraded. Typically with an update, the previous version is removed, there is some kind of short coming or problem with the new build, and a hotfix is released. This update is really no different, except for the fact that the amount and quality of reported issues is much less than previous updates due to the lack of server owners and players on 1.0.6.

In order to actually look at the FPS issue we do need some kind of information regarding the amount of objects, server bandwidth/FPS at periods of low FPS, mods installed, etc.

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has anyone else come across this bug/feature

when cutting down trees with the using the chainsaw your food and drink disappear,  even faster when cutting down trees within about 4-5 trees

only thing showing it RPT at same time, reckon it could be another infi bug?

"DEBUG: Checking if Object: 22960800# 1061788: drevena_bedna.p3d REMOTE is allowed, published by Server"
"DEBUG: Object: 22960800# 1061788: drevena_bedna.p3d REMOTE published by Server is allowed by DayZ_SafeObjects"
["PUBLISH: Created ","WoodCrate_DZ","ObjectUID","103104559866590","characterID","49"," with variables/inventory:",[]]
UnExpected call of CreateVehicle for 'Logic', pos(0.000000.2,1.159252.2,0.000000.2). Vehicles with brain cannot be created using 'createVehicle'!
"Server setDamage on tree t_fagus2f.p3d chopped down by carl(76561198179207614)"
"Server setDamage on tree t_fagus2f.p3d chopped down by carl(76561198179207614)"
"HIVE: WRITE: "CHILD:309:103104559866590:[[[],[]],[["ItemFuelBarrelEmpty","ItemFuelBarrel","PartPlankPack","ItemJerrycan","5Rnd_127x108_KSVK"],[3,7,3,2,5]],[[],[]]]:""
"Server setDamage on tree t_fagus2f.p3d chopped down by carl(76561198179207614)"
"Server setDamage on tree t_fagus2f.p3d chopped down by carl(76561198179207614)"
UnExpected call of CreateVehicle for 'Logic', pos(0.000000.2,1.067957.2,0.000000.2). Vehicles with brain cannot be created using 'createVehicle'!
"HIVE: WRITE: "CHILD:309:103104559866590:[[[],[]],[["ItemFuelBarrelEmpty","ItemFuelBarrel","PartPlankPack","ItemJerrycan","5Rnd_127x108_KSVK"],[3,7,15,2,5]],[[],[]]]:""
"Server setDamage on tree t_fagus2f.p3d chopped down by carl(76561198179207614)"
"infiSTAR.de PVAH_WriteLog: B 1-1-E:1 (carl) REMOTE   carl G_o_d ON"

 

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50 minutes ago, carl101 said:

has anyone else come across this bug/feature

when cutting down trees with the using the chainsaw your food and drink disappear,  even faster when cutting down trees within about 4-5 trees

only thing showing it RPT at same time, reckon it could be another infi bug?


"DEBUG: Checking if Object: 22960800# 1061788: drevena_bedna.p3d REMOTE is allowed, published by Server"
"DEBUG: Object: 22960800# 1061788: drevena_bedna.p3d REMOTE published by Server is allowed by DayZ_SafeObjects"
["PUBLISH: Created ","WoodCrate_DZ","ObjectUID","103104559866590","characterID","49"," with variables/inventory:",[]]
UnExpected call of CreateVehicle for 'Logic', pos(0.000000.2,1.159252.2,0.000000.2). Vehicles with brain cannot be created using 'createVehicle'!
"Server setDamage on tree t_fagus2f.p3d chopped down by carl(76561198179207614)"
"Server setDamage on tree t_fagus2f.p3d chopped down by carl(76561198179207614)"
"HIVE: WRITE: "CHILD:309:103104559866590:[[[],[]],[["ItemFuelBarrelEmpty","ItemFuelBarrel","PartPlankPack","ItemJerrycan","5Rnd_127x108_KSVK"],[3,7,3,2,5]],[[],[]]]:""
"Server setDamage on tree t_fagus2f.p3d chopped down by carl(76561198179207614)"
"Server setDamage on tree t_fagus2f.p3d chopped down by carl(76561198179207614)"
UnExpected call of CreateVehicle for 'Logic', pos(0.000000.2,1.067957.2,0.000000.2). Vehicles with brain cannot be created using 'createVehicle'!
"HIVE: WRITE: "CHILD:309:103104559866590:[[[],[]],[["ItemFuelBarrelEmpty","ItemFuelBarrel","PartPlankPack","ItemJerrycan","5Rnd_127x108_KSVK"],[3,7,15,2,5]],[[],[]]]:""
"Server setDamage on tree t_fagus2f.p3d chopped down by carl(76561198179207614)"
"infiSTAR.de PVAH_WriteLog: B 1-1-E:1 (carl) REMOTE   carl G_o_d ON"

 

Well when I work I use more food and drink, so I wonder if they made it that way. I know when you run your food and drink go down faster.

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3 hours ago, carl101 said:

it literally goes down starts flashing red, maybe :unsure:

The update to 1.8.8 includes the nutrition system they added to replace the old food/drink system 1.0.5.1 was on. obviously, the values require a lot of tweaking, and adding a configurable variable for food and drink ratio has been discussed for 1.0.6.1.

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On 12/11/2016 at 1:49 PM, lwbuk said:

 

  Hide contents


UnExpected call of CreateVehicle for 'Logic', pos(0.000000.2,0.764216.2,0.000000.2). Vehicles with brain cannot be created using 'createVehicle'!

 

Thanks to @salival for helping me sort this issue within seconds : 

1. Open Infistar's AH.sqf under your "\dayz_server\init" folder and hit CTRL+H

2. Search for the word 'Logic' and replace all instances with 'rabbit' .

3. Save it. Pack it. Boom! Bob's your uncle! 

 

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4 hours ago, Liquid84 said:

Thanks to @salival for helping me sort this issue within seconds : 

1. Open Infistar's AH.sqf under your "\dayz_server\init" folder and hit CTRL+H

2. Search for the word 'Logic' and replace all instances with 'rabbit' .

3. Save it. Pack it. Boom! Bob's your uncle! 

 

Lol.. really?  DayZ never ceases to amaze me. 

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This is what I put in,
    _trader = createAgent ["RU_Citizen4", [2292.8381, 15318.697, 1.8458486], [], 0, "CAN_COLLIDE"];
    _trader setPosATL [2292.8381, 15318.697, 1.8458486];
    _trader = createAgent [_x select 0,_x select 1,[],0,"CAN_COLLIDE"]; 
    {_trader removeMagazine _x;} count magazines _trader;
    removeAllItems _trader;
    removeAllWeapons _trader;
    removeBackpack _trader;
    _trader switchMove "";
    _trader setDir (_x select 2);
    _trader setVehicleInit "this disableAI 'ANIM'; this disableAI 'AUTOTARGET'; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0; this allowDamage false;";
    _trader setUnitAbility 0.6;
    _trader disableAI "ANIM";
    

Went to check on trader, he had invited all his brothers, uncles, friends, and father. 25 of them. btw 25 is the number of all traders I have. They all geared as the wholesales. Some where where at lest one of them should be. I deleted the house to show them all. What did I do wrong.  All other traders working just fine.

https://dl.dropboxusercontent.com/u/487376647/NW (1).jpg

https://dl.dropboxusercontent.com/u/487376647/NW (4).jpg

https://dl.dropboxusercontent.com/u/487376647/NW (3).jpg

https://dl.dropboxusercontent.com/u/487376647/NW (6).jpg

 

 

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What I have tried now to get NW Trader in place

First I added this to server_spawnTrader.sqf

    _trader = createAgent [_x select 0,_x select 1,[],0,"CAN_COLLIDE"];
    _trader setPosATL ["RU_Citizen4", [2292.8381, 15318.697, 1.8458486], [], 0, "CAN_COLLIDE"];    
    {_trader removeMagazine _x;} count magazines _trader;
    removeAllItems _trader;
    removeAllWeapons _trader;
    removeBackpack _trader;
    _trader switchMove "";
    _trader setDir (_x select 2);
    _trader setVehicleInit "this disableAI 'ANIM'; this disableAI 'AUTOTARGET'; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0; this allowDamage false;";
    _trader setUnitAbility 0.6;
    _trader disableAI "ANIM";
    _trader disableAI "AUTOTARGET";
    _trader disableAI "FSM";
    _trader disableAI "MOVE";
    _trader disableAI "TARGET";
    _trader setBehaviour "CARELESS";
    _trader forceSpeed 0;
    _trader allowDamage false;
    _trader enableSimulation false;
} count _this;

processInitCommands;

Again the trader was at the right location , not high enough. He was on the ground

https://dl.dropboxusercontent.com/u/487376647/NW (13).jpg

https://dl.dropboxusercontent.com/u/487376647/NW (14).jpg

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So then I tried this:

    _trader = createAgent [_x select 0,_x select 1,[],0,"CAN_COLLIDE"];
    _trader setPosATL [2292.8381, 15318.697, 1.8458486];
    {_trader removeMagazine _x;} count magazines _trader;
    removeAllItems _trader;
    removeAllWeapons _trader;
    removeBackpack _trader;
    _trader switchMove "";
    _trader setDir (_x select 2);
    _trader setVehicleInit "this disableAI 'ANIM'; this disableAI 'AUTOTARGET'; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0; this allowDamage false;";
    _trader setUnitAbility 0.6;
    _trader disableAI "ANIM";
    _trader disableAI "AUTOTARGET";
    _trader disableAI "FSM";
    _trader disableAI "MOVE";
    _trader disableAI "TARGET";
    _trader setBehaviour "CARELESS";
    _trader forceSpeed 0;
    _trader allowDamage false;
    _trader enableSimulation false;
} count _this;

processInitCommands;

Which brought ever Trader to the spot where the Wholesaler should be, btw he was there also. Check out the pics. One massive Trader

https://dl.dropboxusercontent.com/u/487376647/NW (12).jpg

https://dl.dropboxusercontent.com/u/487376647/NW (10).jpg

https://dl.dropboxusercontent.com/u/487376647/NW (11).jpg

https://dl.dropboxusercontent.com/u/487376647/NW (8).jpg

https://dl.dropboxusercontent.com/u/487376647/NW (9).jpg

Still need help, If I can get this to work. The other server will not be hard to do.

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Still now luck. picuture below 

This is what I did this time. Trader spawned directly below spawn point on ground.

As you can see I deleted part of the traders zone so you could see the trader.

private "_trader";
{
//    _trader = createAgent ["RU_Citizen4", [2292.8381, 15318.697, 1.8458486], [], 0, "CAN_COLLIDE"];
//    _trader setPosATL [2292.8381, 15318.697, 1.8458486];
    _trader = createAgent [_x select 0,_x select 1,[],0,"CAN_COLLIDE"];
//    _trader setPosATL [2292.8381, 15318.697, 1.8458486];
    _trader setPosATL ["RU_Citizen4", [2292.8381, 15318.697, 1.8458486], [], 0, "CAN_COLLIDE"];
    {_trader removeMagazine _x;} count magazines _trader;
    removeAllItems _trader;
    removeAllWeapons _trader;
    removeBackpack _trader;
    _trader switchMove "";
    _trader setDir (_x select 2);
    _trader setVehicleInit "this disableAI 'ANIM'; this disableAI 'AUTOTARGET'; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0; this allowDamage false;";
    _trader setUnitAbility 0.6;
    _trader disableAI "ANIM";
    _trader disableAI "AUTOTARGET";
    _trader disableAI "FSM";
    _trader disableAI "MOVE";
    _trader disableAI "TARGET";
    _trader setBehaviour "CARELESS";
    _trader forceSpeed 0;
    _trader allowDamage false;
    _trader enableSimulation false;
} count _this;

processInitCommands;

https://dl.dropboxusercontent.com/u/487376647/NW (15).jpg

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Now I tried following

private "_trader";
{
//    _trader = createAgent ["RU_Citizen4", [2292.8381, 15318.697, 1.8458486], [], 0, "CAN_COLLIDE"];
//    _trader setPosATL [2292.8381, 15318.697, 1.8458486];
//    _trader = createAgent [_x select 0,_x select 1,[],0,"CAN_COLLIDE"];
//    _trader setPosATL [2292.8381, 15318.697, 1.8458486];
    _trader setPosATL ["RU_Citizen4", [2292.8381, 15318.697, 1.8458486], [], 0, "CAN_COLLIDE"];
    {_trader removeMagazine _x;} count magazines _trader;
    removeAllItems _trader;
    removeAllWeapons _trader;
    removeBackpack _trader;
    _trader switchMove "";
    _trader setDir (_x select 2);

thought to myself that there would be no traders and that what happen. On to try something else until fixed for someone helps me.

I can't bet the only one with custom traders up in building.

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