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[UPGRADED DEC2017][scarCODE] Virtual Garage System by IT07


IT07

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  • 4 weeks later...

Running Epoch on Centos 7, 1.66 0.4.0, does not work properly, problem somewhere in mission part, cant figure it out, as soon as i change something where it should start to work logikaly, it crashes server, with 100% cpu use...

I think i got the problem reason, part with  global.hpp was missing in download

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  • 1 month later...

I'm getting this error after restarting the server and trying to access the garage

 1:54:05 Error in expression <hen
{
if not isNull _dsp then
{
_vehs = EPOCH_vgsMyGarage;
if not isNil"_vehs" t>
 1:54:05   Error position: <EPOCH_vgsMyGarage;
if not isNil"_vehs" t>
 1:54:05   Error Undefined variable in expression: epoch_vgsmygarage
 1:54:05 File scarCODE\VGS\functions_VGS\fn_vgsTrash.sqf [SC_fnc_vgsTrash], line 20

Then the drop down in the dialog for vehicles in the garage is disabled.

Anyone else bumped into this and managed to fix it?

Thanks in advance.

 

EDIT: Prior to restarting the server, it was working ok. vehicles in, vehicles out. etc

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  • 2 weeks later...
  • 5 months later...

this script looks amazing, now i know there hasnt been any activity on this post since January, However I was wondering if it is still current and if so i noticed a server side and client side, so do my users have to install the client side for this to work for them or do i only have to install the server side?

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  • 4 weeks later...

Here is a start to some work on this system for you guys.

[FIXED]Global.hpp missing and caused hosts issues getting it up and running
[ADDED] Ships are now searched for and listed for storage in the garage
[FIXED] System searched for "Air", but listed only "Helicopters" (now planes and VTOL will show up).

Link to pull merge request:
https://github.com/IT07/Game_code/pull/3

Link to my forked branch:
https://github.com/ravmustang/Game_code/tree/updates/ArmA_3/A3_EPOCH_virtualGarage

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A little update here, a little tweak here and before I knew it I was reworking the entire script.
Here is a breakdown of whats changed and available on a branch and pull merge request.
 
Server Side
[REMOVED] PublicVariable Event Handler
[REMOVED] Spawn loop for generating keys for each 
[ADDED] 3 new functions to handle the removed PVEH(ReadFrom/WriteTo/TrashFrom)
[ADDED] 2 new functions to spit out client vgs key and client garage on join
[ADDED] Debug config option to log every use/request

Client Side
[FIXED] Global.hpp missing and caused hosts issues getting the script setup and running
[ADDED] Ships are now searched for and listed for storage in the garage
[FIXED] System searched for "Air", but listed only "Helicopters" (now planes and VTOL will show up).
[ADDED] Scroll Wheel config option to disable/enable
[ADDED] Dyna Menu self interaction
[ADDED] Jammer requirement config option along with max distance from jammer entry
[ADDED] Scroll Wheel will follow Jammer Requirements and Max Distance if enabled
[ADDED] Dyna Menu will follow Jammer Requirements and Max Distance if enabled
[ADDED] Debug config option to log each client vgs event
[ADDED] New Function to handle the receipt of data from VGS server
[FIXED] Refreshing of VGS GUI on Move IN and Move OUT was not refreshing both sides properly.

New Configs
// Settings here
debug = 0; // 1 = ON // 0 = OFF
range = 25; // Vehicles within this range of player can be moved into garage
useScrollWheel = 1; // Scroll Wheel VGS Menu
requireJammer = 0; // 1 = ON // 0 = OFF
maxDistanceFromJammer = 300; // meters, only applies if requireJammer = 1

With new readme
Branch here: https://github.com/ravmustang/Game_code/tree/VGS-Overhaul/ArmA_3/A3_EPOCH_virtualGarage

Merge Request here: https://github.com/IT07/Game_code/pull/4

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Again thx for working on it @DirtySanchez but still same issues as in older versions. Sometimes when eople try to restore the vehicles it stucks at loading vehicle message. When they close window and open up same problem. After reconnecting the vehicle is entirely gone... absolutely not your fault just wanted to let the people know that this still is not fixed

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This is the main purpose of my thorough rework.

Please look in your rpts for the epoch vgs error messages.

In this case you will want to enable debug on client and server for more info with those error messages.

 

Throughout my rework and testing there were no issues with pulling vehicles out and returning them in.

You can throw me them rpts in discord after the above changes to debug settings. THX

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@Drokz @natoed
Here is some more work I have just finished and sync'd to the Pull Merge Request #4 VGS Overhaul.
Still am not saying I have fixed your guys issue on MOVE OUT and stuck at "Requesting data from server..."
However there is some really good updates in this batch. 
ENJOY!

[FIXED] Upon MOVE IN, vehicle object was setDamage 1, which could at time blow up the vehicle
[ADDED] Debug config check for remove keys diag_log lines
[FIXED] Hitpoints were not saving / loading properly
[ADDED] usage of params to ReadFromGarage function for MOVE OUT
[ADDED] params for original vehicle data _toSpawn
[ADDED] params for original vehicle gear data _gear
[CHANGED] gear default values in WriteToGarage function
[ADDED] Upon MOVE OUT, find safe position for vehicle based on old save location as center
[ADDED] Upon MOVE OUT, check if vehicle is a "SHIP" and find safe position in water

 

Branch here: https://github.com/ravmustang/Game_code/tree/VGS-Overhaul/ArmA_3/A3_EPOCH_virtualGarage

Merge Request here: https://github.com/IT07/Game_code/pull/4

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I cant stop!!!!!

This is a big one gentlemen.
This will change the entire database routine and will mean your players will start fresh garages once you update.
However, I feel the benefits outweigh the cons here. COMP your players, they'll get over it!

[CHANGED] Vehicle save / loading now uses EPOCH_cargoFill and _cargoSave
[CHANGED] Database table is now "VirtualGarage" instead of each UID having its own table
[CHANGED] Client DB entry is now their UID only and is found within the "VirtualGarage" table
[ADDED] Virtual Garage DB entry expiration time

[UPGRADED] Saving vehicles as EPOCH saves current vehicles
[ADDED] Textures save / load
[ADDED] Turret Ammo and Mags save / load
[ADDED] Vehicle Upgrade compatibility save / load baseClass variable
[ADDED] Compatibilty with epoch settings for disableVehicleTIE/removevehweapons/removevehmagazinesturret

[CHANGED] Instead of setDamage 1, use Epoch vehicle killed handler
[UPGRADED] Add UID to vehicle killed log on MOVE IN

@natoed

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  • 2 weeks later...

Hey @Razor1977

Yes I saw how that is happening during my upgrade.
The readme does say that if you have a VG vehicle make sure to put it back into the garage before restart as it will be gone after restart.
This statement he makes means that the vehicle is no longer part of the persistent DB system of Epoch and is now a VGS vehicle only.
That also means its no longer a SLOT vehicle and cannot be sold.

I have some ideas moving forward on upgrading EPOCH vehicle DB saving for all vehicle types including vehicle transport with stored vehicles.
Once the new year is settled out I will be starting work on that and testing should begin on my end shortly thereafter.
Chat soon and have a Happy NEW YEAR!!

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Anyone who is using @DirtySanchez's excellent update to the Virtual Garage who also wants vehicle persistence through a restart added back when a vehicle is removed from a garage can do the following to the server side files.

First add the following line to  a3_epoch_virtualGarage/config.cpp:

	persistentVehicles = 1; // Are vehicles read from the garage made persistent on the server?

Replace a3_epoch_virtualGarage/functions_VGS/fn_vgsReadFromGarage.sqf with this:

  Reveal hidden contents

RePBO a3_epoch_virtualGarage.pbo and upload back to @epochhive/addons on your server.

Pull request submitted so hopefully this will be in his base repo. 

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  • 3 weeks later...
  • 2 months later...

BEfilter:

remoteexec
 !="VGS_fnc_vgs(Request(Key|Garage)|(WriteTo|(Read|Trash)From)Garage) \[.+\]"

scripts
 !="createDialog 'SC_vgsDiag';" !="createDialog'SC_vgsDiag';" !="shadow='0'>VGS</t>\",{createDialog'SC_vgsDiag';},"
(fuck why there are so many way of coding same thing)

--
btw, I caught error while deleteng a non-key vehicle
I could not delete it from garage (23:28:04 lines), and the stored slot looks empty.
After relogging, I could pull it out (like I did not delete it)

  Reveal hidden contents

(after relogging,I tried overwriting the slot with C_Heli_Light_01_civil_EPOCH around 23:30:00, but it failed (with no log). I stored it in another slot successfully at 23:30:42.)

my db key after the try:

  Reveal hidden contents

 

one more issue (?) is that the vehicle spawns where it was, not where I am 

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