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Does anyone have some time to finish the 1.6 update? The main thing is to finish out the battleyes (annoying tedious). After that it would be great to get the new antihack to play nice with teleport if possible, but battleyes should make it 1.6 compatible for everyone. I work 9-10 hours now so I typically use my extra time for family. I do continue to watch this and the github for pulls. The community is doing a great job of answering questions.

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  On 5/9/2017 at 10:27 PM, NoxSicarius said:

Does anyone have some time to finish the 1.6 update? The main thing is to finish out the battleyes (annoying tedious). After that it would be great to get the new antihack to play nice with teleport if possible, but battleyes should make it 1.6 compatible for everyone. I work 9-10 hours now so I typically use my extra time for family. I do continue to watch this and the github for pulls. The community is doing a great job of answering questions.

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I was working on it last week and I got the battleye filters mostly sorted. I managed to keep most of the categories at 5 - log and kick. There are a few things that are causing a roadblock however. The invisibility mode kicks for remoteexec unless you set it to 1 - log only. The AI spawning does the same thing. For some reason the scripts.txt log gets spammed with attachTo kicks. I can't figure that one out. I have to reinstall it to get a list.

I can teleport around the map, but I am testing on a server on my LAN so I can't test teleporting players around.

I changed some of the wording in the dialogs associated with public variable EAT_PVEH_usageLogger because battleye was kicking for words like "create" and "spawn".

 

I fixed some of the files including permanent vehicle repair and the crate item lists.

The send message to server doesn't work.

also this doesn't prevent createVehicle kicks for admin build: {DayZ_SafeObjects = DayZ_SafeObjects + [_x select 2];}forEach EAT_allBuildingList;

 

I'll plug away at it some more this week. I got distracted with other stuff.

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  On 5/9/2017 at 10:21 PM, NoxSicarius said:

Hey man, you wanna throw that in a commit to the repo? It will log you as a contributor when you do that. It is very weird as to why that fixed it... As for the menu not showing check your rpt log and see if it gives you some insight. 

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The admin menu is showing up after what i did, so i see no need to check the rpt log.

And i also have no idea on why it fixed that.

 

And what do you mean with "Trow that in a commit to the repo?" ?

Greets!

@NoxSicarius

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  On 5/10/2017 at 7:26 AM, EditedSnowHD said:

The admin menu is showing up after what i did, so i see no need to check the rpt log.

And i also have no idea on why it fixed that.

 

And what do you mean with "Trow that in a commit to the repo?" ?

Greets!

@NoxSicarius

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The point of checking the log would be to post it here so I, or someone else, can fix it for the community. Don't worry about the repo thing. If you don't know about it, it is best I deal with it.

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  On 5/10/2017 at 10:31 PM, NoxSicarius said:

The point of checking the log would be to post it here so I, or someone else, can fix it for the community. Don't worry about the repo thing. If you don't know about it, it is best I deal with it.

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Wanne know something akward, every one is talking about server log's and rpt file's. But i dont know where to find them :huh:.

I will happily post them here for you tho @NoxSicarius

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@NoxSicarius I have created a fork and up loaded my changes/ fixes here: https://github.com/worldwidesorrow/Epoch-Admin-Tools

I didn't do a pull request because there are still some issues.

Things I fixed or updated:

1. Updated file PointToRepairPERM.sqf with the new public variable PVDZ_veh_Save. I used coding examples from the service points script updated by @salival. It is working.

2. Corrected the wrong class names in crate spawning. See below

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3. Changed some of the dialogs associated with public variable EAT_PVEH_usageLogger because having words like spawn and enable causes all kinds of misery in publicvariableval.txt.

4. Rebound teleport to F7 because F1 is reserved for earplugs.

5. Updated Battleye filters. I managed to leave everything as a 5 with the exception of waypointcondition.txt and waypointstatement.txt. The ai spawning causes kicks if you leave to 5. The other filter that is causing problems is line 7 of scripts.txt. It is spamming the hell out of the logs. Line 7 uses keyword attachTo and I cannot tell why the messages are being generated. Keyword attachTo is not even being referenced. I uploaded scripts.log to the github so you can see the extent of the problem. I think one of the new/updated files in Epoch like keyboard.sqf might be causing it. Here is a sample of the errors.

  Reveal hidden contents

I don't understand this.

There are some other client side errors in the log file I uploaded but I haven't had time to investigate them yet.

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  On 5/17/2017 at 3:45 PM, harcosgoogle said:

@JasonTM

You version not worked God mode. 

Why?

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The update that I posted is not a 100% fix. There are still issues as I mentioned in the post. I have pulled keyboard.sqf and added the stuff for admin tools but that still does not solve the issues in scripts.txt getting spammed for attachTo violations. The god mode was working when I was testing it, though. What script were you running when you got the Battleye kick? The last time I tested there were no kicks.

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I fixed some of the exceptions in scripts.txt where I did not escape some double quotes. But honestly, every time I "fix" something, something else breaks. I'm going to walk away from this one. I'll leave my files if someone else wants to take a look. I started working on modifying keyboard.sqf but I've lost interest.

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Having an issue after installing admin tools test branch in 1.0.6.1
This is what happens when  I try to join the server, it puts me in a 'waiting for server to authenticate' until I get script restriction #43

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  • 2 weeks later...

I dug back into this because I want to see this work. My github is updated with the following.

Updates

1. Battleye filters issue resolved and working 100%. All keywords in scripts.txt set to 5 - log and kick. Thanks to @salival for noticing I had some unescaped double quotes in scripts.txt.

2. Updated suicide.sqf to use function player_death.

3. keyboard.sqf implemented. FunctionKeys.sqf and NumberKeys.sqf disabled because they are no longer needed.

 Keybinds

F1 - Earplugs
F2 - Teleport player to admin
F3 - Teleport to player
F4 - Admin/Moderator mode options
F5 - Groups
F6 - Cancel spectate
F7 - Teleport to location on the map
F8 - Enhanced ESP options
DELETE - Delete object

This needs more work , but is functional for now.

4. Install instructions updated in README.md. This will definitely need to be updated for 1.0.6.2.

 

Issues Remaining

1. Cannot send server messages. I looked over the files and tried some different things but nothing worked.

2. Create vehicle Battleye kicks for spawning temp vehicles and buildings. The EAT_Veh and DayZ_SafeObjects solutions in place do not work. Bike and Mozzie added as exceptions in Battleye so players don't get kicked. There are options here which I will try later this week.

 

This is coming along slowly but surely. I would appreciate if @NoxSicarius would chime in and take a look over the files in my github. I don't really want to do a pull request when there are still issues.

 

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  • 2 weeks later...

Hey nox, just to point out a few issues remaining with the 1061 update if you are not already aware. Temp vehicles trigger the "Killed a Hacker" even with the fix in there, you cant teleport players too you, triggers an error tho, will send you logs so you can see. Also, still hoping for a fix for the "All Weapons/Items" crate overflow fix! <- overpoch specific error there.

Also! Godmode gets glitched after exiting trader cities with protection turned on. After leaving cities that you entered with god mode on, youll recieve the message stating god mode is off and it rubs off on AT Godmode. Zombies cant hurt you, but they will chase you down and attack, hunger and thirst also drain again.

EDIT: Just saw that you put out a fork @JasonTM, have you addressed these issues? and does anyone know if nox is coming back? Happy to test for errors, ill probably check your version out later tonight. Should really get back to playing soldeir tho....

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  On 6/6/2017 at 6:22 PM, ViktorReznov said:

Hey nox, just to point out a few issues remaining with the 1061 update if you are not already aware. Temp vehicles trigger the "Killed a Hacker" even with the fix in there, you cant teleport players too you, triggers an error tho, will send you logs so you can see. Also, still hoping for a fix for the "All Weapons/Items" crate overflow fix! <- overpoch specific error there.

Also! Godmode gets glitched after exiting trader cities with protection turned on. After leaving cities that you entered with god mode on, youll recieve the message stating god mode is off and it rubs off on AT Godmode. Zombies cant hurt you, but they will chase you down and attack, hunger and thirst also drain again.

EDIT: Just saw that you put out a fork @JasonTM, have you addressed these issues? and does anyone know if nox is coming back? Happy to test for errors, ill probably check your version out later tonight. Should really get back to playing soldeir tho....

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I am just finishing doing a video tutorial series on custom Namalsk Night Stalker servers but I will get back to working on updates this week.

You can post errors here in this thread and I will look at them. The Overpoch crate overflow error can probably only be fixed by using the PMC_SUV as it has way more gun slots than the weapon crates. IIRC, Overpoch has over 500 guns which will never fit in any weapon crate.

I was waiting for Nox to look over the files in my github, but I am concerned now because it has been a month since his last post.

I will push on regardless. I would like to see this project updated and working for 1.0.6.1.

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  On 6/10/2017 at 3:45 PM, JasonTM said:

I am just finishing doing a video tutorial series on custom Namalsk Night Stalker servers but I will get back to working on updates this week.

You can post errors here in this thread and I will look at them. The Overpoch crate overflow error can probably only be fixed by using the PMC_SUV as it has way more gun slots than the weapon crates. IIRC, Overpoch has over 500 guns which will never fit in any weapon crate.

I was waiting for Nox to look over the files in my github, but I am concerned now because it has been a month since his last post.

I will push on regardless. I would like to see this project updated and working for 1.0.6.1.

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I actually solved my crate error with this

{
	if(_x != "MeleeBaseBallBat") then{
		_spawnCrate addWeaponCargoGlobal [_x, 1];
	};
} forEach weapons_list;

{
	if(_x != "AngelCookies") then{
		_spawnCrate addMagazineCargoGlobal [_x, 5];
	};

Those were originally 5 and 20 so maybe set a toggle for if Overpoch is installed or leave it as is, to be completely honest, no idea why you would want more than 1 of anyweapon besides from putting it into a backpack and selling it.

Killed a hacker fix is working, i had a syntax error so disregard. I will test your fork and see what I find, happy to help where I can.

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nice. any way to get just the action menu working with  infistar? ive added the all of the "#USER:"s to the allowed commandmenus, but whenever a player clicks it, it closes the menu right away.

 

/*  ALLOWED CMDMenus "_cMenu" are only used if you have "_BCM = false;" which I would not recommend.  */
_cMenu =
[
    "","RscMainMenu","RscMoveHigh","#WATCH","#WATCH0",
    "RscWatchDir","RscDisplayClassSelecter","RscDisplayGenderSelect",
    "RscDisplaySpawnSelecter","RscWatchMoreDir","#GETIN","RscStatus",
    "RscCombatMode","RscFormations","RscTeam","RscSelectTeam","RscReply",
    "RscCallSupport","#ACTION","#CUSTOM_RADIO","RscRadio","RscGroupRootMenu",
    "BTC_Hud","PlotManagement","DoorManagement","Entercode","#USER:_keyMenu",
    "#USER:ActionMenu","#USER:ActionsMenu","#USER:DropMenu","#USER:FogMenu",
    "#USER:VehicleDropMenu","#USER:CrateDropMenu","#USER:Fogmenu2","#USER:DamiSpawn"
];
 

this does not affect my account, i can use it just fine as admin. no errors in RPT or anything

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  • 2 weeks later...

My github is updated with the following.

Added a server-side temp vehicle spawning function with admin UID check.

Server compiled PVEH added to pass information from client to server.

Updated Battleye file publicvariable.txt with PVEH exception.

Updated Battleye file scripts.txt with exceptions for find vehicle function and added logging for keyword "exec".

Exceptions made to keyword "exec" to prevent spamming of the log file (fresh install of Epoch 1.0.6.1 with admin tools).

Install instructions updated.

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  • 3 weeks later...

My github has been updated with the following.

I fixed/updated files PointtoLock.sqf and PointtoUnlock.sqf so they don't delete gear in safes and lockboxes.

I updated scripts.txt in the Battleye filters. I noticed kicks for setVehicleAmmo when deploying a mozzie.

I disabled the transform menu in ActionsMenu.sqf because the gear check in player_switchModel.sqf in 1.0.6 prevents you from transforming into an animal skin.

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  • 2 months later...
  On 9/24/2017 at 8:50 AM, Brutus said:

Hi JasonTM;

I'm trying to add admin tools but the menu doesnt show up. (epoch 1.0.6.1)

I'm on gtx and cannot upload dll stuff. Is it the problem?

Anyway to get the tools working?

 

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I actually stopped working on these tools because I found that Ebay's testkit was a better option for basic admin tools. I just customize his tools. The install is easier as well. Here is the download.

https://github.com/ebayShopper/TestKit

 

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  • 2 weeks later...

hi, i got the problem that the scoul menu is not showing up. i did install everything right .. pretty shure on that (no errors in rpt), set up my uid in super admin & admin bacause i though superadmin might not be working, the rpt says it loaded up both files.. anyone can help me on that ? baught infistar but this tool seems to fit more to my needs

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