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Anything shown in the error reports?

So i also am noticing when I buy a vehicle from the trader it acts the same way as when I spawn a veh.with key cannot access it unless I restart the server.....I am gonna copy a bit of my RTP there is a lot of some thing I have not seen before and do not understand....my Internet is down so I'll have to copy to my phone 

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I logged into server and spawned a veh. go in it blew up and this is the. RPT....

Error in expression <"_playerVehicle") then {
_playerVehicle removeAllEventHandlers "handleDamage";
_>
  Error position: <removeAllEventHandlers "handleDamage";
_>
  Error removealleventhandlers: Type String, expected Object
File mpmissions\__CUR_MP.Chernarus\admintools\tools\AdminMode\GodModeVehicle.sqf, line 54
SetFace error: class CfgFaces.GravesHead_EP1.Face07 not found
Error: Error during SetFace - class CfgFaces.GravesHead_EP1.Face07 not found
SetFace error: class CfgFaces.GravesHead_EP1.Face07 not found
Error: Error during SetFace - class CfgFaces.GravesHead_EP1.Face07 not found

Edited by BearDog
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2nd)

"dayz_maxCurrentZeds: 3/500"
Error in expression <layerUID _player) in SuperAdminList) && broadcastToolUse) then {
useBroadcaster >
  Error position: <broadcastToolUse) then {
useBroadcaster >
  Error Undefined variable in expression: broadcasttooluse
File mpmissions\__CUR_MP.Chernarus\admintools\tools\AdminMode\GodModePlayer.sqf, line 55
Error in expression <PlayerUID player) in SuperAdminList) && broadcastToolUse) then {
useBroadcaster >
  Error position: <broadcastToolUse) then {
useBroadcaster >
  Error Undefined variable in expression: broadcasttooluse
File mpmissions\__CUR_MP.Chernarus\admintools\tools\AdminMode\ESPenhanced.sqf, line 477
Error in expression <PlayerUID player) in SuperAdminList) && broadcastToolUse) then {
useBroadcaster >
  Error position: <broadcastToolUse) then {
useBroadcaster >
  Error Undefined variable in expression: broadcasttooluse
File mpmissions\__CUR_MP.Chernarus\admintools\tools\AdminMode\ESPenhanced.sqf, line 477

Edited by BearDog
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The broadcasttooluse issue isn't actually a problem. The error can be removed if you add this somewhere in config.sqf, doesn't matter where

broadcastToolUse = false;

As for the vehicle god mode issue I don't know why that is showing like that. I don't think that would cause the issue, but we can easily see if it is the mod or not. Comment out the call to the admin tools in the init.sqf by placing // infront of it to disable the mod and then see if the problem still happens. 

// broadcastToolUse = false;
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The broadcasttooluse issue isn't actually a problem. The error can be removed if you add this somewhere in config.sqf, doesn't matter where

broadcastToolUse = false;

As for the vehicle god mode issue I don't know why that is showing like that. I don't think that would cause the issue, but we can easily see if it is the mod or not. Comment out the call to the admin tools in the init.sqf by placing // infront of it to disable the mod and then see if the problem still happens. 

// broadcastToolUse = false;

OK...doindoing that now.

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OK...doindoing that now.

I disabled the mod and ccan not access a newly boubought vehicle...so as far as that issue it's deffinatly  not the admin tools. I guess I'm not exactly sure when that started I know there was no problem before...I added the tow and lift script around the same time frame as the admin tools.  I like to test and play around before adding another script but I can say purchasing vehicles and testing access was not some thing I thought about...only testing the newly added  features. Before the tow and lift was refule and rearm. Really don't see how any of these would affect the unlocking of a new vehicle....all that said I restarted the server and sure enough I have no problem getting into the vehicle.

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I disabled the mod and ccan not access a newly boubought vehicle...so as far as that issue it's deffinatly  not the admin tools. I guess I'm not exactly sure when that started I know there was no problem before...I added the tow and lift script around the same time frame as the admin tools.  I like to test and play around before adding another script but I can say purchasing vehicles and testing access was not some thing I thought about...only testing the newly added  features. Before the tow and lift was refule and rearm. Really don't see how any of these would affect the unlocking of a new vehicle....all that said I restarted the server and sure enough I have no problem getting into the vehicle.

I have gone over the tow script reinstalled watched the video over following it step by step right before I did the same with admintool I tried every thing I could think of before thinking I may have to take someones  time and bend their ear about this  a bit....any time I've had trouble before it was a simple mistake that I was able to catch or was able to creep the threads and fine someone with the same issue....this is the first time I've not been able to figure things out "on my own"

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Here is a list of Mods/scripts I have running on the server...(In the order I added them to the best I can remember)

Epoch 1.0.5.1,

Overwatch v0.2.5

1) AutoRefuel-master,

2) Safe-Zones-Master, 

3) Custom-Debug-Monitor,

4) Epoch-Admin-Tools-master,

5) Custom-Loadouts-master,

6) R3F-Tow-Lift-master,

7) DZAI, (Using for land and air patrols)

8) WAI-master, (using missions only)

9) SnapPro,

10) walkamungstthedead.

I would like to figure out what I did to make it so I have to restart the server to access a newly bought vehicle or one spawned w/key. Also  figure out why when i build bike/mozzie or spawn temp vehicles they blow up on entry...lol... it's kind driving me crazy because I've always been able to sort things out (with a bit of time and  reserch)until now...and the thought of starting over from scratch is discouraging to say the least...lol. You know more than I do about this stuff. I thought with a list of scripts there maybe you'll see one that could course trouble in this area .

 

Edited by BearDog
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Here is a list of Mods/scripts I have running on the server...(In the order I added them to the best I can remember)

Epoch 1.0.5.1,

Overwatch v0.2.5

1) AutoRefuel-master,

2) Safe-Zones-Master, 

3) Custom-Debug-Monitor,

4) Epoch-Admin-Tools-master,

5) Custom-Loadouts-master,

6) R3F-Tow-Lift-master,

7) DZAI, (Using for land and air patrols)

8) WAI-master, (using missions only)

9) SnapPro,

10) walkamungstthedead.

I would like to figure out what I did to make it so I have to restart the server to access a newly bought vehicle or one spawned w/key. Also  figure out why when i build bike/mozzie or spawn temp vehicles they blow up on entry...lol... it's kind driving me crazy because I've always been able to sort things out (with a bit of time and  reserch)until now...and the thought of starting over from scratch is discouraging to say the least...lol. You know more than I do about this stuff. I thought with a list of scripts there maybe you'll see one that could course trouble in this area .

 

The tow script is most likely the issue as it has parts that deal with locked vehicles. Try disabling it and see if that helps. If you want to get rid of any admin tool errors you can use the test branch. It has a number of bug fixes. The normal tools should work just fine, but the test has all the newest fixes and additions, I don't usually upload unless it is working for the most part.

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OK...doindoing that now.

this may be a silly question to you, but I want to be sure...when you said a that line of text to the config.sqf... you did mean in the admintools/config.sqf right and if so anywhere before diag_log("Admin Tools: config.sqf loaded"); right?....hopefully thays is right cause thats how i took it and what i did...also I'm going to disable tow and lift next as suggested...that's right I do remember some test in there having to do with locked vehicles and such.

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I've been disabling scripts one by one...have a lot of bought vehicles kicking around now...lol...so far admin tools and tow and lift but still can't access with out a server restart. Hummm....I really though in installing tow was going to be the ticket... I reversed the install so every thing should have been the way it was before... I'm going to start searching the threads of some of the other mods to see is anyone had vehicles issues....I was here first because I thought it was the admintools....I wonder if what ever is causing my can't access new vehicle issue is what is causing the spawned vehiclesup with abmin toll to explode. When I still had the tools installed when I would buy a vehicle and could not get in before restart I would use the point to unlock zand I would blowup just like the spawned temp would.

You know I was just thinking the vehicle I'm buying is one that I added to the traders! Holy crap! That could be it! I need to try one that is native to the mod! (I think that could be significant)

Edited by BearDog
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I've been disabling scripts one by one...have a lot of bought vehicles kicking around now...lol...so far admin tools and tow and lift but still can't access with out a server restart. Hummm....I really though in installing tow was going to be the ticket... I reversed the install so every thing should have been the way it was before... I'm going to start searching the threads of some of the other mods to see is anyone had vehicles issues....I was here first because I thought it was the admintools....I wonder if what ever is causing my can't access new vehicle issue is what is causing the spawned vehiclesup with abmin toll to explode. When I still had the tools installed when I would buy a vehicle and could not get in before restart I would use the point to unlock zand I would blowup just like the spawned temp would.

You know I was just thinking the vehicle I'm buying is one that I added to the traders! Holy crap! That could be it! I need to try one that is native to the mod! (I think that could be significant)

that wasn't it...lol

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this may be a silly question to you, but I want to be sure...when you said a that line of text to the config.sqf... you did mean in the admintools/config.sqf right and if so anywhere before diag_log("Admin Tools: config.sqf loaded"); right?....hopefully thays is right cause thats how i took it and what i did...also I'm going to disable tow and lift next as suggested...that's right I do remember some test in there having to do with locked vehicles and such.

Yes. As I stated before though, if you don't want to deal with things like that, these issues are fixed in the test branch.

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I've been disabling scripts one by one...have a lot of bought vehicles kicking around now...lol...so far admin tools and tow and lift but still can't access with out a server restart. Hummm....I really though in installing tow was going to be the ticket... I reversed the install so every thing should have been the way it was before... I'm going to start searching the threads of some of the other mods to see is anyone had vehicles issues....I was here first because I thought it was the admintools....I wonder if what ever is causing my can't access new vehicle issue is what is causing the spawned vehiclesup with abmin toll to explode. When I still had the tools installed when I would buy a vehicle and could not get in before restart I would use the point to unlock zand I would blowup just like the spawned temp would.

You know I was just thinking the vehicle I'm buying is one that I added to the traders! Holy crap! That could be it! I need to try one that is native to the mod! (I think that could be significant)

Were they working before adding mods? It almost seems like a write issue to the database now

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Were they working before adding mods? It almost seems like a write issue to the database now

yea...there was no problem at first. Right now when I point to make new key it tells me, "veh.class name" has Id 0 - no key possible.  If I point to unlock and get in kaboom...lol or I can restart the server and no problem....strange, right!  I think tou maybe right. I have most mods deactivated now and its no different. I'm almost ready to start from scratch.

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yea...there was no problem at first. Right now when I point to make new key it tells me, "veh.class name" has Id 0 - no key possible.  If I point to unlock and get in kaboom...lol or I can restart the server and no problem....strange, right!  I think tou maybe right. I have most mods deactivated now and its no different. I'm almost ready to start from scratch.

Try deleting and recreating the database.

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Well I wanted to once again thank you for you time. I was looking through my game backups hard drive and found that when I first installed arma2 and the first Days Mod I had made a backup before I updated and installed Epoch. So I got that working on my database and installed Epoch and Overwatch (with no scripts) was able to but vehicles and access them. Now I've added the admintools and every thing seems to be working awesome! Temp vehicles no explosions....lol...I've added most all the scripts so far testing my trouble points in between each addition. I only have a couple scripts lest to add...Walk amumst the daead, Wait and DZAI. I'm thinking somewhere along the line I messed something up and so far have not made the same mistake. 

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Well I wanted to once again thank you for you time. I was looking through my game backups hard drive and found that when I first installed arma2 and the first Days Mod I had made a backup before I updated and installed Epoch. So I got that working on my database and installed Epoch and Overwatch (with no scripts) was able to but vehicles and access them. Now I've added the admintools and every thing seems to be working awesome! Temp vehicles no explosions....lol...I've added most all the scripts so far testing my trouble points in between each addition. I only have a couple scripts lest to add...Walk amumst the daead, Wait and DZAI. I'm thinking somewhere along the line I messed something up and so far have not made the same mistake. 

I now have all mods/scripts installed with the exception of tow and lift.(just have not got to that one as of yet.) I'm still not sure where I when wrong before. I'm glad every thing is working the way it's supposed to, but honestly it's kinds driving me crazy not knowing. 

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  • 1 month later...

Hello!

 

First of all, I want to thank u for this awesome mod! It helps a lot, since it is known that logged in ArmA2 Epoch Admins can be hacked.

 

But, I have a few bugs to report:

 

1. If you're in Admin mode [F4] and choose to speed up vehicles, there's only a speedup if you press 'w' while driving forward in a vehicle. The 'q' or 'e' keys are operating normally (braking the special speed of the other two), and backwards is totally normal (slow). I'd expect that especially the 'e' key would boost up eg. a SUV more than 'w'. Anyway, they're still faster than any other, what's good. The only thing that's missing is a blue light and a siren. XD

 

2. Using 'Transform' menu from admin menu and change form eg. into a goat will wipe all your inventory. That's not really a problem as long as you're admin since you can gain back any loot, but I'd expect to keep it. If there's no possibility or it's too complicated then I'd suggest to implement a warning into the menu, since it is not accessable for non-admins (and not configurable, what would be funny). :)

 

3. In Admin Build Menu GUI, there's an entry called "Roads", but when I open it, that shows me "<null> - <null> (<null>)".


 

 

 

Is it normal that if you're in admin mode and shoot a M203 HE grenade, the zombies follow you? They don't attack, but they're bothering. I know that there's a bug in EPOCH let the zomibes follow the source of a M203 HE rather than the destination.


 

Lastly, is there a possibilty to administrate server functions such like shutdown/reboot?


 

 

 

 

 

Keep up the great work, and merry christmas to all of the ArmA2 EPOCH community!

-van Grunz

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On 12/24/2015 at 4:59 PM, vangrunz said:

Hello!

 

First of all, I want to thank u for this awesome mod! It helps a lot, since it is known that logged in ArmA2 Epoch Admins can be hacked.

 

But, I have a few bugs to report:

 

1. If you're in Admin mode [F4] and choose to speed up vehicles, there's only a speedup if you press 'w' while driving forward in a vehicle. The 'q' or 'e' keys are operating normally (braking the special speed of the other two), and backwards is totally normal (slow). I'd expect that especially the 'e' key would boost up eg. a SUV more than 'w'. Anyway, they're still faster than any other, what's good. The only thing that's missing is a blue light and a siren. XD

 

2. Using 'Transform' menu from admin menu and change form eg. into a goat will wipe all your inventory. That's not really a problem as long as you're admin since you can gain back any loot, but I'd expect to keep it. If there's no possibility or it's too complicated then I'd suggest to implement a warning into the menu, since it is not accessable for non-admins (and not configurable, what would be funny). :)

 

3. In Admin Build Menu GUI, there's an entry called "Roads", but when I open it, that shows me "<null> - <null> (<null>)".


 

 

 

Is it normal that if you're in admin mode and shoot a M203 HE grenade, the zombies follow you? They don't attack, but they're bothering. I know that there's a bug in EPOCH let the zomibes follow the source of a M203 HE rather than the destination.


 

Lastly, is there a possibilty to administrate server functions such like shutdown/reboot?


 

 

 

 

 

Keep up the great work, and merry christmas to all of the ArmA2 EPOCH community!

-van Grunz

These aren't bugs.

The speed feature is meant to only work with W. There seemed no reason to use it for any other button. Do you think those buttons should have this feature?

Transforming to animals deletes all items regardless of what I do. I might be able to save all the items to a database, but I dropped that idea because if you transform twice, you empty the variables. A warning can only be displayed as a confirmation menu or a after the transform has happened. So either we make the process to transform longer or we alert people after it is too late.

The building system is still in development. I have to manually add every item or the menu gets populated by duplicates and worthless items. There will be a lot more items in it for version 2.0

As for the zombie thing, that is normal. They even do that if you shoot a normal weapon. Simply turn on a short ranged zombie shield for like 5 meters to fix this.

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2 minutes ago, NoxSicarius said:

The speed feature is meant to only work with W. There seemed no reason to use it for any other button. Do you think those buttons should have this feature?

Transforming to animals deletes all items regardless of what I do. I might be able to save all the items to a database, but I dropped that idea because if you transform twice, you empty the variables. A warning can only be displayed as a confirmation menu or a after the transform has happened. So either we make the process to transform longer or we alert people after it is too late.

The building system is still in development. I have to manually add every item or the menu gets populated by duplicates and worthless items. There will be a lot more items in it for version 2.0

As for the zombie thing, that is normal. They even do that if you shoot a normal weapon. Simply turn on a short ranged zombie shield for like 5 meters to fix this.

Thanks for reply, and merry christmas. :)

Speed feature:

I'd expected an overall boost of 'x%' for all speed-related functions, including driving backwards. But it's not necessary as long as one function (the main function) provides it. It's just non-intuitive like it is. Calling the menu something like "Vehicle Normal Speed Boost" would be more matching.

Transform:

I thought about a warning message within transform menu, eg. instead of "Transform Animal >>" it should be like "Transform Animal (wipes all inventory!) >>" or a submenu "Wipes Inventory -> continue?". Additionally, can we make "Transform Animal" available for all players/configurable? Since it's found in Action Menu, I think it should be available for all players if Action menu is enabled. Does a transformed rabbit give raw rabbit meat if shot? :D

 

There's a v2.0 planned? Wow.

 

Zombie aggro:

Shooting a normal weapon sure attracts zombies, but firing M203 HE grenades (and only these -- other M203 like smoke or flare are NOT affected) have the same effect, even though a M203 HE has a much higher sound when it explodes than the grenade launch (and, other M203 have exactly this launch sound, too, so it is weird). But, I don't think this is a problem of Admin Tool but DayZ/EPOCH. But I'm not sure if ArmA2 EPOCH is currently maintained since ArmA3 exists, so I don't know if bug reporting like this makes sense.

Admin Tool is something I don't want to miss. Setting up a server with Mods is much easier with it.

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On 12/26/2015 at 7:54 PM, vangrunz said:

 

Thanks for reply, and merry christmas. :)

Speed feature:

I'd expected an overall boost of 'x%' for all speed-related functions, including driving backwards. But it's not necessary as long as one function (the main function) provides it. It's just non-intuitive like it is. Calling the menu something like "Vehicle Normal Speed Boost" would be more matching.

Transform:

I thought about a warning message within transform menu, eg. instead of "Transform Animal >>" it should be like "Transform Animal (wipes all inventory!) >>" or a submenu "Wipes Inventory -> continue?". Additionally, can we make "Transform Animal" available for all players/configurable? Since it's found in Action Menu, I think it should be available for all players if Action menu is enabled. Does a transformed rabbit give raw rabbit meat if shot? :D

 

There's a v2.0 planned? Wow.

 

Zombie aggro:

Shooting a normal weapon sure attracts zombies, but firing M203 HE grenades (and only these -- other M203 like smoke or flare are NOT affected) have the same effect, even though a M203 HE has a much higher sound when it explodes than the grenade launch (and, other M203 have exactly this launch sound, too, so it is weird). But, I don't think this is a problem of Admin Tool but DayZ/EPOCH. But I'm not sure if ArmA2 EPOCH is currently maintained since ArmA3 exists, so I don't know if bug reporting like this makes sense.

Admin Tool is something I don't want to miss. Setting up a server with Mods is much easier with it.

Replace this line in the action menu file

if(AllowMovementMenu) then {ActionMenu = ActionMenu + [["Movement Menu >>",[],"#USER:MovementMenu", -5,[["expression",""]],"1","1"]];};

with this one

ActionMenu = ActionMenu + [["Fun Menu >>", [], "#USER:FunMenu", -5, [["expression", ""]], "1", "1"]];

The reason players are not given this option normally is because they don't have the administrative powers to regain their items.

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