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  On 9/14/2014 at 9:12 PM, poweredbypot said:

 

I get this error on server start in client RPT, just thought you might want to know.

 

  Reveal hidden contents

 

 

Fixed on the master branch now. go to that part in your init and change it to waitUntil{!isNil "adminListLoaded"};

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  On 9/15/2014 at 5:14 AM, NoxSicarius said:

Not sure why. I will look into it

Ah, ran into this problem as well..  .rpt:

"TELEPORT REVERT for player UID#76561198128313003 from [8169.42,9117.14,0.00146484] to [8055.55,9215.31,0.183533], 150 meters, now at [8169.42,9117.14,0.00146484]"

 

Didn't some people have this problem with previous versions as well and it was caused by the build in antihack?

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Just a note, Nox, that some of the buildings you can spawn in with Admin Building feature are too close to the player when placing them down. Too close as in, you're actually inside some of these buildings. Your character also reacts to those buildings even when they're not yet placed down which makes it rather difficult to place some objects down. There weren't many of them, one I believe was the large mosque.

 

Also a quick question here. Is adding new buildable items into the menu as simple as I think it is - just replace the classname with a new one? If that's true, combined with Snap Pro this would be my favorite thing in Epoch yet.

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  On 9/15/2014 at 9:40 AM, Rocu said:

Just a note, Nox, that some of the buildings you can spawn in with Admin Building feature are too close to the player when placing them down. Too close as in, you're actually inside some of these buildings. Your character also reacts to those buildings even when they're not yet placed down which makes it rather difficult to place some objects down. There weren't many of them, one I believe was the large mosque.

 

Also a quick question here. Is adding new buildable items into the menu as simple as I think it is - just replace the classname with a new one? If that's true, combined with Snap Pro this would be my favorite thing in Epoch yet.

 

Known issue (launched myself into the air a few times with it during testing), but it wasn't that big of an issue for a pre-release. That tool is only half done and I hope to have it all set up for 1.9.1 release. I didn't want to hold the tool up for an event sub-tool like this and it worked well enough to send out.

 

To add an epoch build item (please list all the ones I missed or do a pull request on the test branch. I know I at least missed the gun racks):

 

  • Find the menu you want to edit such as BuildablesOther in adminToolsMain
  • ["DISPLAY_NAME_HERE",[],"", -5,[["expression",format[_EXECscript7,"CLASS_NAME_HERE"]]],"1","1"]

To add a pre-made building to the tool:

  • Find the menu you want to modify such as Military Buildings

    ["DISPLAY_NAME_HERE",[],"", -5,[["expression",format[_EXECscript7,"CLASS_NAME_HERE","building"]]],"1","1"]

Notice how the pre-made buildings have the "building" argument. This is how I limit the distance for buildings to make them farther out than that of a normal buildable. The collision issue comes from some buildings being much larger than others. We don't want a small 2x2 hut being 20 meters away just so a larger building works. This means some of the items will need special distances added for them.

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  On 9/15/2014 at 5:41 AM, Nekuan said:

Ah, ran into this problem as well..  .rpt:

"TELEPORT REVERT for player UID#76561198128313003 from [8169.42,9117.14,0.00146484] to [8055.55,9215.31,0.183533], 150 meters, now at [8169.42,9117.14,0.00146484]"

 

Didn't some people have this problem with previous versions as well and it was caused by the build in antihack?

 

Yes, but this is a bit different. This will take a bit more engineering to make it work. This shouldn't be much of an issue when I move it to server side. I have a good 4 or so ides on how to try and fix this.

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  On 9/15/2014 at 1:36 PM, NoxSicarius said:

Yes, but this is a bit different. This will take a bit more engineering to make it work. This shouldn't be much of an issue when I move it to server side. I have a good 4 or so ides on how to try and fix this.

I too am getting 

"TELEPORT REVERT for player UID#76561197994111111 from [6414.34,10911,3.59942] to [8256.29,15479.7,0.250355], 4926 meters, now at [6414.34,10911,3.59942]"

 

this happens whenever I try to teleport a player via your tool or even  my gem trader underground bunker tp

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  On 9/15/2014 at 5:41 AM, Nekuan said:

Ah, ran into this problem as well..  .rpt:

"TELEPORT REVERT for player UID#76561198128313003 from [8169.42,9117.14,0.00146484] to [8055.55,9215.31,0.183533], 150 meters, now at [8169.42,9117.14,0.00146484]"

 

Didn't some people have this problem with previous versions as well and it was caused by the build in antihack?

 

 

  On 9/17/2014 at 1:18 AM, calamity said:

I too am getting 

"TELEPORT REVERT for player UID#76561197994111111 from [6414.34,10911,3.59942] to [8256.29,15479.7,0.250355], 4926 meters, now at [6414.34,10911,3.59942]"

 

this happens whenever I try to teleport a player via your tool or even  my gem trader underground bunker tp

 

I have found the issue and am working on a fix for it. 

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hey Nox, few more client-side RPT errors for you:

 

This one comes after spawning a crate and creates literally thousands of lines like this:

  Reveal hidden contents

 

 

This one I have had for a while but couldn't ID the source because it doesnt give a file reference. I have a brand new test server that only has Rim's newest P4l and your admin tools, and I had always suspected it was your zombie shield but now I'm quite sure thats where its coming from.

 

  Reveal hidden contents

 

and

  Reveal hidden contents

 

and finally

  Reveal hidden contents

 

I apologize if none of these are your fault and I'm just wantonly incriminating you! :D

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  On 9/17/2014 at 3:31 AM, poweredbypot said:

hey Nox, few more client-side RPT errors for you:

 

This one comes after spawning a crate and creates literally thousands of lines like this:

  Reveal hidden contents

 

 

This one I have had for a while but couldn't ID the source because it doesnt give a file reference. I have a brand new test server that only has Rim's newest P4l and your admin tools, and I had always suspected it was your zombie shield but now I'm quite sure thats where its coming from.

 

  Reveal hidden contents

 

and

  Reveal hidden contents

 

and finally

  Reveal hidden contents

 

I apologize if none of these are your fault and I'm just wantonly incriminating you! :D

 

Is that from a local crate, global crate, or both?

As for those three undefined variables they do not come from the tool. I don't use the variable agent. Check your tool to be sure you are using the latest version (not 1.9 TEST, just 1.9) I used the agent variable a good month ago for about two hours and decided to scrap the code and redo it. This looks like it may come from anything that interacts with a zombie such as a zombie shield in safe zones or plot pole areas.

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  On 9/15/2014 at 5:41 AM, Nekuan said:

Ah, ran into this problem as well..  .rpt:

"TELEPORT REVERT for player UID#76561198128313003 from [8169.42,9117.14,0.00146484] to [8055.55,9215.31,0.183533], 150 meters, now at [8169.42,9117.14,0.00146484]"

 

Didn't some people have this problem with previous versions as well and it was caused by the build in antihack?

A way i found around this until nox can fix is to get into a car and both tp while inside. Seems to work ok

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  On 9/17/2014 at 7:18 AM, NoxSicarius said:

Is that from a local crate, global crate, or both?

As for those three undefined variables they do not come from the tool. I don't use the variable agent. Check your tool to be sure you are using the latest version (not 1.9 TEST, just 1.9) I used the agent variable a good month ago for about two hours and decided to scrap the code and redo it. This looks like it may come from anything that interacts with a zombie such as a zombie shield in safe zones or plot pole areas.

 

Good spot man, I never thought to check but it is local crates only. The all items crate created about 6K lines of the same error so maybe something related to its contents?

And you were right about the undefined variable error, its from P4L and since mine is broken right now that's probably why I'm seeing it. Sorry I blamed you!! :wub:

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  On 9/18/2014 at 12:53 AM, BuddyRole said:

Go into your createvehicle.txt in your BattlEye folder and delete the line that should look something like this...

 

5 "Land_"

 

 

  On 9/18/2014 at 12:52 AM, Nekuan said:

Yea you have to add the create-vehicle filters for the building part yourself

 

Thanks, I removed the line as a quick fix while waiting for a reply, but if that's the answer I'll leave it out.

 

Cheers all

 

For your information I'm running a Linux Server and this Admin Tools Kit seems to be most excellent, even without the DLLs.

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  On 9/18/2014 at 6:02 AM, NoxSicarius said:

Can someone test the test branch for me? The only thing that needs testing is if you can teleport a player to you now. I am relatively sure I fixed it, but can't test it right now.

 

Must redo the init edits.

https://github.com/noxsicarius/Epoch-Admin-Tools/tree/TestBranch

 

Sorry man I haven't launched a public server and don't have any minions to test it on.

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  On 9/18/2014 at 11:24 AM, AlbertusSmythe said:

Thanks, I removed the line as a quick fix while waiting for a reply, but if that's the answer I'll leave it out.

 

Cheers all

 

For your information I'm running a Linux Server and this Admin Tools Kit seems to be most excellent, even without the DLLs.

Yea sorry I'm not really using that feature so I haven't made the filters.. But maybe I will when i get bored :D If so, I'll send them your way

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  On 9/18/2014 at 6:02 AM, NoxSicarius said:

Can someone test the test branch for me? The only thing that needs testing is if you can teleport a player to you now. I am relatively sure I fixed it, but can't test it right now.

 

Must redo the init edits.

https://github.com/noxsicarius/Epoch-Admin-Tools/tree/TestBranch

tested still not working :(

 

is the templist required now ??

 

it does work when I comment out the antihack lines in init.sqf

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my  init

 

waitUntil{!isNil "adminListLoaded"};
 if ( !((getPlayerUID player) in AdminList) && !((getPlayerUID player) in ModList) && !((getPlayerUID player) in tempList)) then 
 {
   [] execVM "\z\addons\dayz_code\system\antihack.sqf"; // Epoch Antihack
 };

I also replaced with your updated files

TpToPlayer.sqf

AdminList.sqf

TpToPlayer.sqf

 

still only works if I disable the antihack

 

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Hey nox, this one I promise really is from of your zombie shield :wub: .

 

  Reveal hidden contents

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  On 9/19/2014 at 8:38 PM, calamity said:

 

my  init

 

waitUntil{!isNil "adminListLoaded"};
 if ( !((getPlayerUID player) in AdminList) && !((getPlayerUID player) in ModList) && !((getPlayerUID player) in tempList)) then 
 {
   [] execVM "\z\addons\dayz_code\system\antihack.sqf"; // Epoch Antihack
 };

I also replaced with your updated files

TpToPlayer.sqf

AdminList.sqf

TpToPlayer.sqf

 

still only works if I disable the antihack

 

 

 

This is wrong. Use what is in the readme for test branch:

waitUntil{!isNil "adminListLoaded"};
if ( !((getPlayerUID player) in AdminList) && !((getPlayerUID player) in ModList)) then 
{
  [] execVM "admintools\antihack\antihack.sqf"; // Epoch Antihack with bypass
};

Be sure to get all of the new files

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