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ThatFellaNick

Problems with Group Management

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Hey guys,

I am having this problem where players log in and they are in old groups(like from the day before), not being able to leave said group, and not being able to receive new group invites.

The group management is apart of stock Epoch so im really not sure where to begin

I am wondering if anyone else has heard of this or had this problem.

Thank you guys

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.With adding to the init.sqf i become this error

 

dayz_groupSystem = true; 
dayz_markGroup = 1; 
dayz_ma>
18:54:29   Error position: <= true; 
dayz_markGroup = 1; 
dayz_ma>
18:54:29   Error Missing ;
18:54:29 File mpmissions\DayZ_Epoch_11.Chernarus\init.sqf, line 19

 

my init.sqf

// EPOCH CONFIG VARIABLES START //
#include "\z\addons\dayz_code\configVariables.sqf" // Don't remove this line
dayz_groupSystem = true; // Enable group system
dayz_markGroup = 1; // Players can see their group members on the map 0=never, 1=always, 2=With GPS only
dayz_markSelf = 1; // Players can see their own position on the map 0=never, 1=always, 2=With GPS only
dayz_markBody = 1; // Players can see their corpse position on the map 0=never, 1=always, 2=With GPS only
dayz_requireRadio = false; // Require players to have a radio on their toolbelt to create a group, be in a group and receive invites.

// See the above file for a full list including descriptions and default values
// Uncomment the lines below to change the default loadout
//DefaultMagazines = ["HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"];
//DefaultWeapons = ["Makarov_DZ","ItemFlashlight"];
//DefaultBackpack = "DZ_Patrol_Pack_EP1";
//DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"];
dayz_paraSpawn = false; // Halo spawn
DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
DZE_BuildOnRoads = false; // Allow building on roads
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
DZE_GodModeBase = false; // Make player built base objects indestructible
DZE_requireplot = 1; // Require a plot pole to build  0 = Off, 1 = On
DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
DZE_SafeZonePosArray = [[[6325,7807,0],100],[[4063,11664,0],100],[[11447,11364,0],100],[[1606,7803,0],100],[[12944,12766,0],100],[[12060,12638,0],100]]; // Format is [[[3D POS],RADIUS],[[3D POS],RADIUS]]; Stops loot and zed spawn, salvage and players being killed if their vehicle is destroyed in these zones.
DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
MaxDynamicDebris = 500; // Max number of random road blocks to spawn around the map
MaxVehicleLimit = 300; // Max number of random vehicles to spawn around the map
spawnArea = 1400; // Distance around markers to find a safe spawn position
spawnShoremode = 1; // Random spawn locations  1 = on shores, 0 = inland
EpochUseEvents = false; //Enable event scheduler. Define custom scripts in dayz_server\modules to run on a schedule.
EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
// EPOCH CONFIG VARIABLES END //

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9 hours ago, hyperrepair said:

.With adding to the init.sqf i become this error

 

dayz_groupSystem = true; 
dayz_markGroup = 1; 
dayz_ma>
18:54:29   Error position: <= true; 
dayz_markGroup = 1; 
dayz_ma>
18:54:29   Error Missing ;
18:54:29 File mpmissions\DayZ_Epoch_11.Chernarus\init.sqf, line 19

 

my init.sqf

// EPOCH CONFIG VARIABLES START //
#include "\z\addons\dayz_code\configVariables.sqf" // Don't remove this line
dayz_groupSystem = true; // Enable group system
dayz_markGroup = 1; // Players can see their group members on the map 0=never, 1=always, 2=With GPS only
dayz_markSelf = 1; // Players can see their own position on the map 0=never, 1=always, 2=With GPS only
dayz_markBody = 1; // Players can see their corpse position on the map 0=never, 1=always, 2=With GPS only
dayz_requireRadio = false; // Require players to have a radio on their toolbelt to create a group, be in a group and receive invites.

// See the above file for a full list including descriptions and default values
// Uncomment the lines below to change the default loadout
//DefaultMagazines = ["HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"];
//DefaultWeapons = ["Makarov_DZ","ItemFlashlight"];
//DefaultBackpack = "DZ_Patrol_Pack_EP1";
//DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"];
dayz_paraSpawn = false; // Halo spawn
DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
DZE_BuildOnRoads = false; // Allow building on roads
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
DZE_GodModeBase = false; // Make player built base objects indestructible
DZE_requireplot = 1; // Require a plot pole to build  0 = Off, 1 = On
DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
DZE_SafeZonePosArray = [[[6325,7807,0],100],[[4063,11664,0],100],[[11447,11364,0],100],[[1606,7803,0],100],[[12944,12766,0],100],[[12060,12638,0],100]]; // Format is [[[3D POS],RADIUS],[[3D POS],RADIUS]]; Stops loot and zed spawn, salvage and players being killed if their vehicle is destroyed in these zones.
DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
MaxDynamicDebris = 500; // Max number of random road blocks to spawn around the map
MaxVehicleLimit = 300; // Max number of random vehicles to spawn around the map
spawnArea = 1400; // Distance around markers to find a safe spawn position
spawnShoremode = 1; // Random spawn locations  1 = on shores, 0 = inland
EpochUseEvents = false; //Enable event scheduler. Define custom scripts in dayz_server\modules to run on a schedule.
EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
// EPOCH CONFIG VARIABLES END //

This is something you have done, i.e an error on your part, please post your FULL init.sqf to pastebin or similar

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8 hours ago, salival said:

This is something you have done, i.e an error on your part, please post your FULL init.sqf to pastebin or similar

/*    
    For DayZ Epoch
    Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz
*/

//Server settings
dayZ_instance = 11; //Instance ID of this server
dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)

//Game settings
dayz_antihack = 0; // DayZ Antihack / 1 = enabled // 0 = disabled
dayz_REsec = 0; // DayZ RE Security / 1 = enabled // 0 = disabled
dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS)
dayz_infectiousWaterholes = false; //Randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS)
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.

//DayZMod presets
dayz_presets = "Custom"; //"Custom","Classic","Vanilla","Elite"

//Only need to edit if you are running a custom server.
if (dayz_presets == "Custom") then {
    dayz_enableGhosting = false; //Enable disable the ghosting system.
    dayz_ghostTimer = 60; //Sets how long in seconds a player must be disconnected before being able to login again.
    dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
    dayz_spawncarepkgs_clutterCutter = 0; //0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
    dayz_spawnCrashSite_clutterCutter = 0;    // heli crash options 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
    dayz_spawnInfectedSite_clutterCutter = 0; // infected base spawn 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass 
    dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 2 = partical effect, 3 = both
    dayz_OpenTarget_TimerTicks = 60 * 10; //how long can a player be freely attacked for after attacking someone unprovoked
    dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
    dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
    dayz_enableFlies = false; // Enable flies on dead bodies (negatively impacts FPS).
};

//Temp settings
dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies.
dayz_maxGlobalZeds = 500; //Limit the total zeds server wide.
dayz_temperature_override = false; // Set to true to disable all temperature changes.

enableRadio false;
enableSentences false;

// EPOCH CONFIG VARIABLES START //
#include "\z\addons\dayz_code\configVariables.sqf" // Don't remove this line
// See the above file for a full list including descriptions and default values
// Uncomment the lines below to change the default loadout
//DefaultMagazines = ["HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"];
//DefaultWeapons = ["Makarov_DZ","ItemFlashlight"];
//DefaultBackpack = "DZ_Patrol_Pack_EP1";
//DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"];
dayz_paraSpawn = false; // Halo spawn
dayz_groupSystem = true; // Enable group system
dayz_markGroup = 1; // Players can see their group members on the map 0=never, 1=always, 2=With GPS only
dayz_markSelf = 1; // Players can see their own position on the map 0=never, 1=always, 2=With GPS only
dayz_markBody = 1; // Players can see their corpse position on the map 0=never, 1=always, 2=With GPS only
dayz_requireRadio = false; // Require players to have a radio on their toolbelt to create a group, be in a group and receive invites.
DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
DZE_BuildOnRoads = false; // Allow building on roads
DZE_MissionLootTable = true; //Custom Loot Tables
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
DZE_GodModeBase = false; // Make player built base objects indestructible
DZE_requireplot = 1; // Require a plot pole to build  0 = Off, 1 = On
DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
DZE_SafeZonePosArray = [[[6325,7807,0],100],[[4063,11664,0],100],[[11447,11364,0],100],[[1606,7803,0],100],[[12944,12766,0],100],[[12060,12638,0],100]]; // Format is [[[3D POS],RADIUS],[[3D POS],RADIUS]]; Stops loot and zed spawn, salvage and players being killed if their vehicle is destroyed in these zones.
DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
MaxDynamicDebris = 500; // Max number of random road blocks to spawn around the map
MaxVehicleLimit = 300; // Max number of random vehicles to spawn around the map
spawnArea = 1400; // Distance around markers to find a safe spawn position
spawnShoremode = 1; // Random spawn locations  1 = on shores, 0 = inland
EpochUseEvents = false; //Enable event scheduler. Define custom scripts in dayz_server\modules to run on a schedule.
EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
// EPOCH CONFIG VARIABLES END //

diag_log 'dayz_preloadFinished reset';
dayz_preloadFinished=nil;
onPreloadStarted "diag_log [diag_tickTime,'onPreloadStarted']; dayz_preloadFinished = false;";
onPreloadFinished "diag_log [diag_tickTime,'onPreloadFinished']; dayz_preloadFinished = true;";
with uiNameSpace do {RscDMSLoad=nil;}; // autologon at next logon

if (!isDedicated) then {
    enableSaving [false, false];    startLoadingScreen ["","RscDisplayLoadCustom"];
    progressLoadingScreen 0;
    dayz_loadScreenMsg = localize 'str_login_missionFile';
    progress_monitor = [] execVM "\z\addons\dayz_code\system\progress_monitor.sqf";
    0 cutText ['','BLACK',0];
    0 fadeSound 0;
    0 fadeMusic 0;
};

initialized = false;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf";
call compile preprocessFileLineNumbers "dayz_code\init\variables.sqf";
progressLoadingScreen 0.05;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf";
progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "addons\bike\init.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
call compile preprocessFileLineNumbers "dayz_code\init\compiles.sqf";
progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "scripts\traders\server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus11.sqf"; //Add trader city objects locally on every machine early
initialized = true;

setTerrainGrid 25;
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";

if (isServer) then {
    if (dayz_POIs && (toLower worldName == "chernarus")) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
    call compile preprocessFileLineNumbers "\z\addons\dayz_server\system\dynamic_vehicle.sqf";
    call compile preprocessFileLineNumbers "\z\addons\dayz_server\system\server_monitor.sqf";
    execVM "\z\addons\dayz_server\traders\chernarus11.sqf"; //Add trader agents
    if (Z_singleCurrency && {Z_globalBanking && Z_globalBankingTraders}) then {execVM "\z\addons\dayz_server\bankTraders\init.sqf";}; // Add global banking agents
    //Get the server to setup what waterholes are going to be infected and then broadcast to everyone.
    if (dayz_infectiousWaterholes && (toLower worldName == "chernarus")) then {execVM "\z\addons\dayz_code\system\mission\chernarus\infectiousWaterholes\init.sqf";};
    
    // Lootable objects from CfgTownGeneratorDefault.hpp
    if (dayz_townGenerator) then { execVM "\z\addons\dayz_code\system\mission\chernarus\MainLootableObjects.sqf"; };
};

if (!isDedicated) then {
    if (toLower worldName == "chernarus") then {
        execVM "\z\addons\dayz_code\system\mission\chernarus\hideGlitchObjects.sqf";
    };
    
    //Enables Plant lib fixes
    execVM "\z\addons\dayz_code\system\antihack.sqf";
    
    if (dayz_townGenerator) then { execVM "\z\addons\dayz_code\compile\client_plantSpawner.sqf"; };
    call compile preprocessFileLineNumbers "spawn\init.sqf";
    execFSM "\z\addons\dayz_code\system\player_monitor.fsm";
    //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
    if (DZE_R3F_WEIGHT) then {execVM "\z\addons\dayz_code\external\R3F_Realism\R3F_Realism_Init.sqf";};
    call compile preprocessFileLineNumbers "scripts\zsc\zscInit.sqf";
    [] execVM "scripts\zsc\playerHud.sqf";
    [] execVM "dayz_code\compile\remote_message.sqf";
    waitUntil {scriptDone progress_monitor};
    cutText ["","BLACK IN", 3];
    3 fadeSound 1;
    3 fadeMusic 1;
    endLoadingScreen;
};

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Hi, remove this from your init.sqf.

DZE_MissionLootTable = true; //Custom Loot Tables from your init. 

It is not needed and it seems to have an error. Custom loot tables will be managed from the decription.ext

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