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[Outdated][1.6.1 RELEASE] WORKSHOP UPDATED


juandayz

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Hi @juandayz I mentioned in my server thread earlier that I had altered the weapons spawned in the supply crate dropped from scanning the Workshop's antenna, but gave no details. The default traders on my server (who's price lists were stock 1.0.6) had different classes for some of the weapons in the crate so I changed lines 64-70 of craftfrecuency.sqf to:

//weapon lists
_weapon = "DMR_DZ";
_weapon2 = "AK74_DZ";
_weapon3 = "L85_Holo_DZ";
_weapon4 = "RPK74_DZ";
_weapon5 = "M14_DZ";
_weapon6 = "M249_DZ";

 

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for anyone who want to use @Grahame craftfrecuency.sqf weapons.. hers the whole code

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  • 2 weeks later...
  On 4/2/2017 at 2:29 PM, Schalldampfer said:

The building of Large house seems to be the same as Small house.

Is the true large house "MAP_deutshe_mini" ?

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nice spot!  open upsmallhouse.sqf

find this line

_classname =  "MAP_bouda2_vnitrek";  

change by:

_classname =  "MAP_deutshe_mini";  

 

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I found another small bug

in sqfs\craftfrecuency.sqf ,
_box setVariable ["permaLoot",1,true];
must be
_box setVariable ["permaLoot",true];

and, there are also two old classnames
"ItemHatchet_DZE","ItemMatchbox_DZE"
in  _tools .

 

 

  On 3/8/2015 at 8:23 PM, ebayShopper said:

Looks like this is returning a number:

_keep = _x getVariable["permaLoot", false];

It should always return a boolean. That means one of your custom scripts is most likely using the permaLoot variable incorrectly. When you setVariable it the value should always be either true or false i.e.:

_object setVariable ["permaLoot",true];

One of your scripts is probably doing something like this by mistake:

_object setVariable ["permaLoot",1];

Now when it does getVariable on that object it will error because it is expecting a boolean but got a number. The easiest way to find the error would be to search your mission and server pbo for "permaLoot" and see if any of your scripts are setting it to a number.

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  • 2 weeks later...

There is still an huge issue in those files. Here's the fix for not being able to build herohospital:

In the files upherohospital.sqf, uplargehouse.sqf and upmiddlehouse.sqf replace the "cinder_wall_kit" with "full_cinder_wall_kit". That should fix the issue.
If you replaced all item names (should be like 6).

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  On 4/20/2017 at 6:26 PM, DAmNRelentless said:

There is still an huge issue in those files. Here's the fix for not being able to build herohospital:

In the files upherohospital.sqf, uplargehouse.sqf and upmiddlehouse.sqf replace the "cinder_wall_kit" with "full_cinder_wall_kit". That should fix the issue.
If you replaced all item names (should be like 6).

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Nice spot

also you can use half_cinder_wall_kit   to do it with a 1/3 of cinder wall.

or more realistic

_hasitem = [["itemTent",2],[ItemCanvas,2], "ItemPole"] call player_checkItems;

_removed = [["ItemTent",2],[ItemCanvas,2], "ItemPole"] call player_removeItems;

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  On 4/30/2017 at 11:28 AM, Kimarik said:

Hello. Is it possible to convert the "Smalhouse" into a garage, because I have problems to implement Alchemy Buildings.

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I think the better way is use the deployanything mod to do it.... 

but yes you will need change id for the small house by the garage in upsmallhouse.sqf.

this line

_classname =  "MAP_deutshe_mini";  //change the id by the garage id.

now in this line change by the garage id again

_nearRestr = count nearestObjects [_playerPos, ["MAP_deutshe_mini","MAP_Mil_Mil_Guardhouse","MAP_bouda2_vnitrek"], 45] > 0;

2-In variables sqf.

this line: (change the line in red by your garage id)

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3- open workshopmenu.hpp  and find this block

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  • 4 weeks later...

I havnt been able to fully test this, but does the electric fence work on AIs? I;ve noticed ais can walk through bases. sometimes. Adding the electric fence would eliminate that if it works lol

Just curious

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  On 5/23/2017 at 6:13 PM, theduke said:

I havnt been able to fully test this, but does the electric fence work on AIs? I;ve noticed ais can walk through bases. sometimes. Adding the electric fence would eliminate that if it works lol

Just curious

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only players and zeds,,but is possible electrify ai i guess... maybe if u change

 _findZeds = _pos2 nearEntities ["zZombie_Base", fence_area];

by

_findZeds = _pos2 nearEntities ["AllVehicles", fence_area];

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  • 2 months later...

I've started using this mod on my server, but come across a few issues, these being BE issues and getting kicks left right and center. Ive added the BE filters that are mentioned earlier in this topic but am getting quite a few kicks which are to do with "CloseDisplay". What is basically happening when you go into "Manage Workshop" if you click a selection you will get a few kicks, the main one being a script restriction 8. It seems to be two in particular that are affected CloseDisplay 7000 and CloseDisplay 7002, instead of making a filter for each individual kick that occurs I have added the following 2 lines to line 8 of my script filter (it may be a different line for other servers though but very unlikely). Anyway look for the line that is your "5 CloseDisplay" and add the following filters to the end:

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Im doing it this way so that its a "wildcard" filter. So that any possible kicks that occur containing these lines will be filtered and you wont get kicked for them.

Also I have noticed a problem when trying to construct building items, it may not be to do with this mod but am going to ask anyway. When I attempt to build a wall or floor at present using materials in my inventory, i get a message saying that I have to be within 3 meters of a workshop. This occurs even though im standing right next to it. Would anyone know why this is happening?

 

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  • 8 months later...
  On 7/30/2018 at 3:54 PM, JakeQue said:

@juandayz

The server seems to delete the deployables like CCTV cameras and staticss on restart, any ideas? I've followed ALL steps.

 

Also, players can purchase statics and it doesn't remove the items from their inventory. 

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because it's for 1.0.6.1. The server don't save the object spawned by scripts for 1.0.6.1.
you need to edit somewhere of something in workshop*.rar to adpt new format.

I think you can see some logs in *.rpt (though it's not the format of common errors, instead, it appears in the style of a log)

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  On 7/31/2018 at 12:35 PM, Schalldampfer said:

because it's for 1.0.6.1. The server don't save the object spawned by scripts for 1.0.6.1.
you need to edit somewhere of something in workshop*.rar to adpt new format.

I think you can see some logs in *.rpt (though it's not the format of common errors, instead, it appears in the style of a log)

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I thought as much, unfortunately, the server rpt throws me no errors :(

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  On 7/31/2018 at 1:45 PM, JakeQue said:

I thought as much, unfortunately, the server rpt throws me no errors :(

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it's throwing the error like "Server_PublishObj error: Wrong parameter format". (and it's not helping us so much)

 

I found a hint for fix:

  On 1/17/2018 at 11:21 PM, ebayShopper said:

Object publish, delete and kill requests to the server need to include AuthKey now. You can see the new formats:

https://github.com/EpochModTeam/DayZ-Epoch/commit/42e0047

https://github.com/EpochModTeam/DayZ-Epoch/commit/eefcdf2

Old:

PVDZ_obj_Destroy = [_objectID,_objectUID,player];

New:

PVDZ_obj_Destroy = [_objectID,_objectUID,player,_object,dayz_authKey];

 

So you need to update any third party scripts that use those variables.

Server_(PublishObj|PublishVeh|SwapObj|UpdateObject), PVDZ_obj_(Destroy|Publish), PVDZ_veh_Save, PVDZE_obj_Swap, PVDZE_veh_(Publish2|Upgrade) or server_deleteObj

https://github.com/EpochModTeam/DayZ-Epoch/blob/master/CHANGE LOG 1.0.6.2.txt#L14

 

If you send the parameters in the wrong order then you will get errors like the one you posted. Also make sure server_deleteObj is updated to server_deleteObjDirect if used directly on the server.

 

Most third party scripts have already been updated for 1.0.6.2 with these changes, so make sure you are using the newest versions.

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Right guys, for updating this to 1.0.6.2 you need to replace 3 files. This will fix objects placed remaining after restart, and will fix removing the items from player when purchasing static weapons.

statics.sqf

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useful.sqf
 

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cctv\craft.sqf

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  On 12/9/2016 at 8:41 PM, juandayz said:

THIS IS OPTIONAL. IF U WANNA REMOVE AMMO FROM MOUNTED WEAPONS AFTER SERVER RESTART

A-open server_functions.sqf find:

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B-OPEN THIS 3 FILES AND MAKE THE SAME CHANGES FOR EACH ONE.

server_monitor.sqf // server_publishVehicle2.sqf // server_publishVehicle3.sqf

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C-Now create "fnc_wra.sqf" and drop  into  ....\@DayZ_Epoch_Server\addons\dayz_server\compile\

Done. You can repack your dayz_server.pbo.

fnc_wra.sqf

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D-In your \MPMissions\DayZ_Epoch_11.Chernarus\custom\workshop\sqfs\

make the same change for this two files:
updshkm.sqf // upm2.sqf

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This most definitely does not work. 
 

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Yeah, that is not necessary. Doing that will add a shitload of time to your server startup. The only file you have to modify is server_monitor.sqf.

Find this line:

https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_server/system/server_monitor.sqf#L280

Add this above it:

// Remove ammo from static weapons on restart
if (_object isKindOf "StaticWeapon") then {
	_object setVehicleAmmo 0;
};

 

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