aussie battler Posted July 13, 2015 Report Share Posted July 13, 2015 Hi Love the Admin tools, thanks for the great effort in developing it. question 1: I can get Admin Tools functioning perfectly, however 30m Pot Pole can't be placed. When placing it I get an error message "canceled build" and the pole goes back to my backpack. If I reinstall the last version of Admin tools a plot pole can be placed. Does anyone know how to correct this error? question 2: I am correct in understanding that because the tool uses server side scripts & has a built in bypass it is impossible for Admins to be banned by battleye? cheers :) aussie Link to comment Share on other sites More sharing options...
NoxSicarius Posted July 14, 2015 Author Report Share Posted July 14, 2015 Hi Love the Admin tools, thanks for the great effort in developing it. question 1: I can get Admin Tools functioning perfectly, however 30m Pot Pole can't be placed. When placing it I get an error message "canceled build" and the pole goes back to my backpack. If I reinstall the last version of Admin tools a plot pole can be placed. Does anyone know how to correct this error? question 2: I am correct in understanding that because the tool uses server side scripts & has a built in bypass it is impossible for Admins to be banned by battleye? cheers :) aussie Is it only the admin that can't build? It might have to do with my snap detection. You could try replacing line 8 with this: _EXECadminBuild = '["%1",false,true] execVM "admintools\tools\AdminBuild\adminBuild.sqf"'; Admins should not have an issue with battleye or even be bound by the checks. Link to comment Share on other sites More sharing options...
aussie battler Posted July 14, 2015 Report Share Posted July 14, 2015 (edited) Thanks for the quick reply NoxSicarius. The plot pole bug is for all players. Unfortunately replacing the above line in AdminToolsMain line 8 didn't work. I tried replacing the admintools\tools\adminbuild folder files and recoding line 8 in AdminToolsMain with the old versions code & that didn't work either. _EXECadminBuild = '["%1","%2"] execVM "admintools\tools\AdminBuild\adminBuild.sqf"'; The only work around I could think of was to place deploy plot pole in your actions script. I could replace the toolbox with "Plastic_Pole_EP1_DZ" as item required and it spawns a plot pole. Not sure if it would stay on server restart though and it could be a bit complicated for players who want to place a pole. Thanks for letting me know about Battleye. Your admintool works a treat. cheers ausse (I made a deploy pole script in the actions list but the plot pole doesnt save on server restart). Edited July 14, 2015 by aussie battler Link to comment Share on other sites More sharing options...
NoxSicarius Posted July 14, 2015 Author Report Share Posted July 14, 2015 Thanks for the quick reply NoxSicarius. The plot pole bug is for all players. Unfortunately replacing the above line in AdminToolsMain line 8 didn't work. I tried replacing the admintools\tools\adminbuild folder files and recoding line 8 in AdminToolsMain with the old versions code & that didn't work either. _EXECadminBuild = '["%1","%2"] execVM "admintools\tools\AdminBuild\adminBuild.sqf"'; The only work around I could think of was to place deploy plot pole in your actions script. I could replace the toolbox with "Plastic_Pole_EP1_DZ" as item required and it spawns a plot pole. Not sure if it would stay on server restart though and it could be a bit complicated for players who want to place a pole. Thanks for letting me know about Battleye. Your admintool works a treat. cheers ausse (I made a deploy pole script in the actions list but the plot pole doesnt save on server restart). I can't replicate this issue. Something must be interacting with the script somehow. Maybe a variable that is used elsewhere. Link to comment Share on other sites More sharing options...
aussie battler Posted July 15, 2015 Report Share Posted July 15, 2015 Hey NoxSicarius I am using Sheep's Epoch repack & it looks like others are having the same problem. I will turn off mods and turn them on one by one. http://opendayz.net/threads/support-sheeps-epoch-repack.14921/page-181 Here is the help thread if anyone is experiencing the same build error. thanks for your help NoxSicarius. cheers Link to comment Share on other sites More sharing options...
NoxSicarius Posted July 15, 2015 Author Report Share Posted July 15, 2015 Hey NoxSicarius I am using Sheep's Epoch repack & it looks like others are having the same problem. I will turn off mods and turn them on one by one. http://opendayz.net/threads/support-sheeps-epoch-repack.14921/page-181 Here is the help thread if anyone is experiencing the same build error. thanks for your help NoxSicarius. cheers I removed mine, installed a new one, removed the server and used a clean one. Nothing caused this, so my only idea is it has to be a variable collision or something interfering with the script. The issue has only been stated to exist when using that pack. It would most likely be anything that deals with building as well. If you do find what is colliding, let me know and I will find a unique solution to keep it from happening with anything else. Link to comment Share on other sites More sharing options...
aussie battler Posted July 16, 2015 Report Share Posted July 16, 2015 I removed mine, installed a new one, removed the server and used a clean one. Nothing caused this, so my only idea is it has to be a variable collision or something interfering with the script. The issue has only been stated to exist when using that pack. It would most likely be anything that deals with building as well. If you do find what is colliding, let me know and I will find a unique solution to keep it from happening with anything else. Thanks for going out of your way. From what I can work out the bug has not got anything to do with your tools. I uninstalled admin tools and the problem was still there. I returned the antihack line back to [] execVM "\z\addons\dayz_code\system\antihack.sqf"; and disable battleye. Also deleted the line in description.ext. If it in a buildings script would the call have to come from the init.sqf file? Here is my init.sqf (all mods are disabled in a script control file so the call can't begin with "call compile preprocessFileLineNumbers "scripts\") /* For DayZ Epoch Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz */ //Recruit Survivors DBGroupsStarted = false; DBMaxSurvivors = 5; // change this to the number of survivors you want, the more you add the lower your server and client FPS startLoadingScreen ["","RscDisplayLoadCustom"]; cutText ["","BLACK OUT"]; enableSaving [false, false]; //Load Configs call compile preprocessFileLineNumbers "scriptcontrol.sqf"; //Load Markers [] execVM "scripts\custommarkers.sqf"; //REALLY IMPORTANT VALUES dayZ_instance = 11; //The instance dayzHiveRequest = []; initialized = false; dayz_previousID = 0; //disable greeting menu player setVariable ["BIS_noCoreConversations", true]; //disable radio messages to be heard and shown in the left lower corner of the screen enableRadio false; // May prevent "how are you civillian?" messages from NPC enableSentences false; // DayZ Epoch config spawnShoremode = 0; spawnArea= 1500; // Default = 1500 setTerrainGrid 25; //Grass (Hi)12.5 or 25(Med/standard) or 50(Low/off) MaxVehicleLimit = 300; // Default = 50 MaxDynamicDebris = 500; // Default = 100 dayz_MapArea = 14000; // Default = 10000 dayz_maxLocalZombies = 8; // Default = 30 dayz_fullMoonNights = true; dayz_spawnselection = 0; dayz_paraSpawn = false; dayz_poleSafeArea = 50; //zombie free plot poles dayz_minpos = -1; dayz_maxpos = 16000; dayz_sellDistance_vehicle = 10; dayz_sellDistance_boat = 30; dayz_sellDistance_air = 40; dayz_maxAnimals = 5; // Default: 8 dayz_tameDogs = true; DynamicVehicleDamageLow = 0; // Default: 0 DynamicVehicleDamageHigh = 100; // Default: 100 DZE_BuildOnRoads = true; // Default: False DZE_requireplot = 1; DZE_teleport = [14000,14000,14000,14000,14000]; DZE_StaticConstructionCount = 1; DZE_FriendlySaving = true; DZE_TRADER_SPAWNMODE = false; DZE_DeathMsgGlobal = true; DZE_DeathMsgTitleText = true; DZE_DeathMsgSide = true; DZE_BackpackGuard = false; //Default = true, true to enable, false to disable - wipes backpack on combat/ALT+F4 logging DZE_ForceNameTagsOff = false; DZE_R3F_WEIGHT = false; //use weight system DZE_PlotPole = [100,115]; DZE_BuildingLimit = 400;//how many items can a player build DZE_PlayerZed = false; // should players have chance of becoming a ZOMBIE when they respawn after death DZE_LootSpawnTimer = 10;// in minutes DZE_MissionLootTable = true; //Custom Loot Tables DZE_ConfigTrader = true;//Config based traders DZE_selfTransfuse = true; //Self blood bag DZE_selfTransfuse_Values = [ 6000, //Blood amount 10, // Chance of Infection 300 //Cooldown Timer ]; DZE_noRotate = []; //Objects that cannot be rotated. Ex: DZE_noRotate = ["VaultStorageLocked"] DZE_curPitch = 45; //Starting rotation angle. Only 1, 5, 45, or 90. //Door Mangement AllowManualCode = true;// 2 reason| 1: Allows breaking codes (if 2nd config = false and code = 3 digits) | 2: Friends can access access not owned doors until owner gets on. HarderPenalty = true;// Cen's Penalty: Flashes screen white. And kicks player to lobby if failed more then (random number between 4 and 14) times. DZE_DoorsLocked = ["Land_DZE_GarageWoodDoorLocked","Land_DZE_LargeWoodDoorLocked","Land_DZE_WoodDoorLocked","CinderWallDoorLocked_DZ","CinderWallDoorSmallLocked_DZ"]; //EVR Blow out ns_blowout = true; ns_blowout_dayz = true; ns_blow_delaymod = 0.74; //blowout delay ns_blow_itemapsi = "NVGoggles"; //ItemAPSI replacement ns_blow_playerdamage = 4000; // damage players without ns_blow_itemapsi can get per blowout ns_blow_emp = false; //Elevator ElevatorScript = true; ELE_MaxRange = 100; // maximum range the elevator can travel / stop points can be built (in meter) ELE_Speed = 5; // speed of the elevator (meters per second) ELE_StopWaitTime = 0; // disable the wait time if you call the elevator ELE_RequiredBuildTools = ["ItemToolbox", "ItemCrowbar"]; // required tools for building an elevator and elevator stop ELE_RequiredBuildItems = [["PartGeneric",4], "PartEngine", "ItemGenerator", "ItemJerrycan"]; // required items to build an elevator ELE_RequiredBuildStopItems = [["PartGeneric",4]]; // required items to build an elevator stop ELE_StopClass = "MetalFloor_Preview_DZ"; EpochEvents = [ ["any","any","any","any",30,"crash_spawner"], ["any","any","any","any",0,"crash_spawner"], ["any","any","any","any",25,"crash_spawner"], ["any","any","any","any",15,"supply_drop"], ["any","any","any","any",50,"supply_drop"], ["any","any","any","any",10,"Military"], ["any","any","any","any",25,"Treasure"], ["any","any","any","any",40,"Supplyitems"], ["any","any","any","any",55,"Construction"] ]; //snow snowchance = 5; //5% chance to snow on server start/restart //Load in compiled functions call compile preprocessFileLineNumbers "fixes\variables.sqf"; progressLoadingScreen 0.2; call compile preprocessFileLineNumbers "fixes\publicEH.sqf"; //Initilize the publicVariable event handlers progressLoadingScreen 0.3; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; //Functions used by CLIENT for medical progressLoadingScreen 0.4; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functions progressLoadingScreen 0.5; call compile preprocessFileLineNumbers "fixes\compiles.sqf"; progressLoadingScreen 0.6; call compile preprocessFileLineNumbers "scripts\Buildables\Crafting_Compiles.sqf"; progressLoadingScreen 0.7; call compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configs progressLoadingScreen 0.8; call compile preprocessFileLineNumbers "logistic\init.sqf"; progressLoadingScreen 0.9; progressLoadingScreen 1.0; "filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic"; if (isServer) then { call compile preprocessFileLineNumbers "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\dynamic_vehicle.sqf"; //Compile vehicle configs // Add trader citys _nil = [] execVM "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\mission.sqf"; _serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf"; }; endLoadingScreen; // Work around for loadscreen freeze if (!isDedicated) then { //Conduct map operations 0 fadeSound 0; waitUntil {!isNil "dayz_loadScreenMsg"}; dayz_loadScreenMsg = (localize "STR_AUTHENTICATING"); //Run the player monitor if (IntroMusicScript) then { _id = player addEventHandler ["Respawn", {_id = [] spawn player_death; _nul = [] execVM "scripts\intromusic\intromusic.sqf";}]; }else{ _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; }; _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf"; [] execVM "\z\addons\dayz_code\system\antihack.sqf"; //Lights if (LightScript) then{ [false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; }; _nil = execVM "scripts\VASP\VASP_init.sqf"; //Right Click Actions call compile preprocessFileLineNumbers "scripts\click_actions\init.sqf"; //Safezone if (SafezoneScripts) then { //Community Safezones execVM "scripts\CAGN\initiate.sqf"; }; //DZGM if (DZGMScript) then { execVM "scripts\dzgm\init.sqf"; }; if (TradeFromVehicleScript) then { [] execVM "scripts\TradeFromVehicle Version 2.0\setup\init.sqf"; }; if (ElevatorScript) then{ ["elevator"] execVM "scripts\elevator\elevator_init.sqf"; }; //DZAI Client if (DZAIClientScript) then{ _nul = [] execVM "DZAI_Client\dzai_initclient.sqf"; }; //Service Points if (ServicePointScript) then{ execVM "scripts\service_point\service_point.sqf"; }; //Debug Monitor if(DebugMonitorScript)then{ debugMonitor = true;//default on if (!isDedicated) then { waitUntil {!isNil "PVDZE_plr_LoginRecord"}; execVM "scripts\DebugMonitor\debug_monitor.sqf"; }; }; if (JAEMScript) then { _nil = [] execVM "scripts\JAEM\EvacChopper_init.sqf"; }; if(KillMessageScript)then{ execVM "scripts\CustomKillMessage\kill_msg.sqf"; }; }; //needs to be commented out for kill messages //#include "\z\addons\dayz_code\system\REsec.sqf"; //Bus Route if (BusRouteScript)then{ if (isServer) then { [true] execVM "scripts\busroute\init_bus.sqf"; }; if (!isDedicated) then { [] execVM "scripts\busroute\player_axeBus.sqf"; }; }; //Start Dynamic Weather execVM "\z\addons\dayz_code\external\DynamicWeatherEffects.sqf"; if(SnowScript)then{ if (isServer) then { if((random 100) < snowchance)then{ [] execVM "scripts\Weather\SnowStorm.sqf";//FPS HIT }; }; }; if(WindDustScript)then{ execVM "scripts\Weather\WindDust.sqf"; //FPS HIT }; if(GroundFogScript)then{ execVM "scripts\Weather\ground_fog.sqf"; //FPS HIT }; #include "\z\addons\dayz_code\system\BIS_Effects\init.sqf"; endLoadingScreen; // Work around for loadscreen freeze //EVR Blow out if(EVRScript)then{ if (isServer) then { _bul = [ns_blow_emp] execVM "scripts\blowout\module\blowout_server.sqf"; }; if (!isDedicated) then { _bul = [] execVM "scripts\blowout\module\blowout_client.sqf"; }; }; if (isServer) then{ if(RobBankScript)then{ execVM "scripts\rob\bank_building.sqf"; }; }; if(HarvestHempScript)then{ if (isServer) then { //Hemp execVM "scripts\HarvestHemp\randomweedfarm.sqf"; }; }; //DayZ Watermark if(WaterMarkScript)then{ if (!isNil "server_name") then { [] spawn { waitUntil {(!isNull Player) and (alive Player) and (player == player)}; waituntil {!(isNull (findDisplay 46))}; 5 cutRsc ["wm_disp","PLAIN"]; ((uiNamespace getVariable "wm_disp") displayCtrl 1) ctrlSetText server_name; }; }; }; if(logoWatermark)then{ _piclogo = "pictures\logo.paa"; [ '<img align=''left'' size=''1.0'' shadow=''0'' image='+(str(_piclogo))+' />', safeZoneX+0.027, safeZoneY+safeZoneH-0.1, 99999, 0, 0, 3090 ] spawn bis_fnc_dynamicText; }; if(RecruitSurvivorsScript)then{ if (isServer) then { DBPV_SrvrUnits = []; publicVariable "DBPV_SrvrUnits"; DBCurSurvivors = 0; publicVariable "DBCurSurvivors"; DBSGroups = false; publicVariable "DBSGroups"; DBUpdClient = false; publicVariable "DBUpdClient"; }; [] execVM "scripts\dbgroups\init.sqf"; if (!isDedicated) then { [] execVM "scripts\dbgroups\scripts\scp_srvractions.sqf"; [] execVM "scripts\dbgroups\scripts\scp_adjustrating.sqf"; DBUpdClient = true; // update survivor variables publicVariable "DBUpdClient"; }; }; if(FastropeScript)then{ _fast_roping = [] execVM "scripts\Fastrope\BTC_fast_roping_init.sqf"; }; if(RegenBloodScript)then{ //Regen Blood execVM "scripts\RegenBlood\regenblood.sqf"; }; if(ServerWelcomeCreditsScript)then{ //Welcome Credits execVM "scripts\ServerWelcomeCredits.sqf"; }; if(ZombieTruckScript)then{ //Zombie Truck call compile preprocessFileLineNumbers "scripts\zombietruck\init.sqf"; }; if(WalkAmongstDeadScript)then{ call compile preprocessFileLineNumbers "scripts\walkamongstthedead\config.sqf"; }; if(HeroPerkScript)then{ //hero spawn herospawn = compile preprocessFileLineNumbers "scripts\HeroPerks\heroperk.sqf"; }; //ESS espawn = compile preprocessFileLineNumbers "scripts\spawn\spawn.sqf"; waitUntil {!isNil "PVDZE_plr_LoginRecord"}; if (!isDedicated && (dayzPlayerLogin2 select 2)) then { [] spawn espawn; if(HeroPerkScript)then{ player spawn herospawn; }; }; []execVM "scripts\gambling\slotmachine\slots.sqf"; []execVM "scripts\gambling\guessinggame\guess.sqf"; if(WeaponModScript)then{ call compile preprocessFileLineNumbers "scripts\wmod\init.sqf"; }; //Base jump if(BaseJumpScript)then{ call compile preprocessFileLineNumbers "scripts\baseJump\init.sqf"; }; If(ZombieFreeBaseScript)then{ [] execVM "scripts\safebases\base_SafeArea.sqf"; }; if(noVoicesidescript)then{ call compile preprocessFileLineNumbers "scripts\noVoice.sqf"; }; ///////////////////// STREET LIGHTS + BUILDING LIGHTS + TOWER LIGHTS ///////////////////// if (isServer) then { axe_server_lampObjs = compile preprocessFileLineNumbers "scripts\LIGHTS\fnc_returnLampWS.sqf"; "axeLampObjects" addPublicVariableEventHandler {_id = (_this select 1) spawn axe_server_lampObjs}; }; if (!isDedicated) then { //StreetLights [] execVM "scripts\LIGHTS\street_lights.sqf"; }; if (!isDedicated) then { [] execVM "scripts\LIGHTS\change_streetlights.sqf"; }; if (!isDedicated) then { //TowerLights [] execVM "scripts\LIGHTS\tower_lights.sqf"; }; If you don't have time for this I completely understand, I have also asked for help at the Sheep Epoch Pack's support page (http://opendayz.net/threads/support-sheeps-epoch-repack.14921/page-182). cheers aussie Link to comment Share on other sites More sharing options...
aussie battler Posted July 17, 2015 Report Share Posted July 17, 2015 Hey NoxSicarius, Looks like Sheeps Epoch pack conflict with admin tool 1.10 (cant build bug) is solved by downloading a fresh install of the pack. Thanks for your time and effort. cheers aussie Link to comment Share on other sites More sharing options...
NoxSicarius Posted July 17, 2015 Author Report Share Posted July 17, 2015 Hey NoxSicarius, Looks like Sheeps Epoch pack conflict with admin tool 1.10 (cant build bug) is solved by downloading a fresh install of the pack. Thanks for your time and effort. cheers aussie Is there information on what it was? I prefer to remove conflicts within the tool to make it as usable as possible. Link to comment Share on other sites More sharing options...
aussie battler Posted July 19, 2015 Report Share Posted July 19, 2015 Is there information on what it was? I prefer to remove conflicts within the tool to make it as usable as possible. No extra information unfortunately. I will install Admin tools on a fresh Sheep Epoch Pack and take note of what I add to it. Will let you know if I find a conflict. cheers aussie ok redownload as a few users have had this issue, i just used a clean 0.15 and can build fine... FallingSheep, Thursday at 6:27 PM Link to comment Share on other sites More sharing options...
aussie battler Posted July 20, 2015 Report Share Posted July 20, 2015 MikeTheMike found the answer to not being able to build with latest admin tools. Turns out they added WG_adminBuild = ["9999999"]; to the init (replacing 9999999 with the admin uid). MikeTheMike Well-Known Member Hey @FallingSheep Thanks for the reply - I fixed the issue with cancel building for me - Just added: WG_adminBuild = ^^^ And then added the admin UIDs. It seems that not having this declared in the init.sqf file causes the 'canceled building' error Seems VERY strange I know, but honestly, try adding: WG_adminBuild = ["9999999"]; to the init.sqf file It worked for me with your latest Cash Me Up Scripts Sheep moved the code to his script control menu adding: //Admin Build WG_adminBuild = [ "999999999", // <player name> "999999999" // <player name> ]; And he has removed these lines from admintools/config.sqf //ADMIN IDS!! //Replace 111111111 with your ID. SuperAdminList = [ "111111111", // <player name> "999999999" // <player name> ]; AdminList = [ "999999999", // <player name> "999999999" // <player name> ]; ModList = [ "999999999", // <player name> "999999999" // <player name> ]; //Admin Build WG_adminBuild = [ "999999999", // <player name> "999999999" // <player name> ]; :) good to get this sorted @Noxsicarius cheers aussie Link to comment Share on other sites More sharing options...
Lone Wolf AU Posted July 25, 2015 Report Share Posted July 25, 2015 Hi Guys, thanks for all your hard work and expertise. I am unfortunately a NOOB and am having a lot of issues trying to get my server working properly. Anyone out there feel like helping me or teaching me and my other admin a thing or 2? Happy to contribute to your retirement funds lol. Also getting this error when trying to shoot rockets, rpg's craft items etc. has been kicked by BattlEye: CreateVehicle Restriction #49 I am also using sheeps 0.16 napf pack. Thanks in advance for your help. Cheers :) Link to comment Share on other sites More sharing options...
NoxSicarius Posted July 25, 2015 Author Report Share Posted July 25, 2015 Hi Guys, thanks for all your hard work and expertise. I am unfortunately a NOOB and am having a lot of issues trying to get my server working properly. Anyone out there feel like helping me or teaching me and my other admin a thing or 2? Happy to contribute to your retirement funds lol. Also getting this error when trying to shoot rockets, rpg's craft items etc. has been kicked by BattlEye: CreateVehicle Restriction #49 I am also using sheeps 0.16 napf pack. Thanks in advance for your help. Cheers :) You should always contact the people responsible for the problem. This is for a pack, so it isn't really something to mention to individual mod creators unless it is known to be an issue within that particular mod. On line 51 of that battleye filter you can set the 5 to a 1 and it should fix the issue. If this is a public server, these items are disabled to help stop hackers from infinite launching around the map. If it is a closed personal server, you could simply delete the filters. Link to comment Share on other sites More sharing options...
charliekelly Posted July 26, 2015 Report Share Posted July 26, 2015 Never had any problems with this Admin Tools release, truly brilliant - very easy to modify as well I've found, so many thanks for not making the code any more complex than it needed to be! One small question you may have some insight into - I added an option to the Admin Tools to manually spawn an animated heli crash (debug purposes mostly) but they always crash in the same place, is this something to do with how the script is called from the Admin Tools? Maybe always calling it from the Admin Tools means the same randomPos is always generated? I'm not asking for a fix, obviously you have no idea what my code is, but I was hoping you might know if this is likely to be an issue within crash_spawner or a global issue relating to calling the script from the Admin Tools. Thanks again man, wonderful release. Never used any other tools actually, never need to edit: The place they always crash is Novy Sobor btw, so kind of middle of the map, seems to me there could be a 'i dont know where to crash it so into the middle it goes' going on? NoxSicarius 1 Link to comment Share on other sites More sharing options...
NoxSicarius Posted July 26, 2015 Author Report Share Posted July 26, 2015 Never had any problems with this Admin Tools release, truly brilliant - very easy to modify as well I've found, so many thanks for not making the code any more complex than it needed to be! One small question you may have some insight into - I added an option to the Admin Tools to manually spawn an animated heli crash (debug purposes mostly) but they always crash in the same place, is this something to do with how the script is called from the Admin Tools? Maybe always calling it from the Admin Tools means the same randomPos is always generated? I'm not asking for a fix, obviously you have no idea what my code is, but I was hoping you might know if this is likely to be an issue within crash_spawner or a global issue relating to calling the script from the Admin Tools. Thanks again man, wonderful release. Never used any other tools actually, never need to edit: The place they always crash is Novy Sobor btw, so kind of middle of the map, seems to me there could be a 'i dont know where to crash it so into the middle it goes' going on? Could be three things. The first is simply that the randomizer isn't in the script that you call, but in another file that is called from within the script you are using. This could mean the randomizer is never actually triggered so it uses the same thing. Could also mean it is defaulting due to no proper coordinates given. The last would be the randomizer is created through a loop system, which basically means if that loop isn't constantly ran, the number won't really randomize. I don't have the code so I can't tell you which it is. Random numbers aren't actually random either. They are based on something. For example, basing it on the script time would cause it to always be the same when run once at a time, but when looped, the number would be different. There are ways to change that or use a built in randomizer function like this language has though. I would guess it is simply that the script isn't getting the right coordinates or being passed the right values due to the way it is being called. It wasn't made to be called that way, so you would have to make some changes. charliekelly 1 Link to comment Share on other sites More sharing options...
Munkeskov Posted July 30, 2015 Report Share Posted July 30, 2015 I really love this, great job :-) i was trying to add a WAI mission spawner, so that i can spawn the mission i want, but i cant get it to work. I see the menu in game, but when clicked on, nothing happens. i looked at the AdminToolsMain, and added this: _EXECwai = 'player execVM "\z\addons\dayz_server\WAI\missions\hero\%1"'; I added this in main menu: epochmenustart = epochmenustart + [["WAI mission >>", [], "#USER:WAIMenu", -5, [["expression", ""]], "1", "1"]]; I added tis as a menu: WAIMenu = [ ["",true], ["bandit base",[],"", -5,[["expression", format[_EXECwai,"bandit_base.sqf"]]], "1", "1"], ["", [], "", -5,[["expression", ""]], "1", "0"], ["Main Menu", [20], "#USER:epochmenustart", -5, [["expression", ""]], "1", "1"] ]; My guess is that it is the expression that is wrong, anybody would be able to help? Link to comment Share on other sites More sharing options...
NoxSicarius Posted July 31, 2015 Author Report Share Posted July 31, 2015 I really love this, great job :-) i was trying to add a WAI mission spawner, so that i can spawn the mission i want, but i cant get it to work. I see the menu in game, but when clicked on, nothing happens. i looked at the AdminToolsMain, and added this: _EXECwai = 'player execVM "\z\addons\dayz_server\WAI\missions\hero\%1"'; I added this in main menu: epochmenustart = epochmenustart + [["WAI mission >>", [], "#USER:WAIMenu", -5, [["expression", ""]], "1", "1"]]; I added tis as a menu: WAIMenu = [ ["",true], ["bandit base",[],"", -5,[["expression", format[_EXECwai,"bandit_base.sqf"]]], "1", "1"], ["", [], "", -5,[["expression", ""]], "1", "0"], ["Main Menu", [20], "#USER:epochmenustart", -5, [["expression", ""]], "1", "1"] ]; My guess is that it is the expression that is wrong, anybody would be able to help? I'm not sure if they can be called like that. What does the error log say? Link to comment Share on other sites More sharing options...
Munkeskov Posted July 31, 2015 Report Share Posted July 31, 2015 I'm not sure if they can be called like that. What does the error log say? I dont see any errors in my .rpt file, is there any other file to look for errors? Is there any way to call the files from the dayz_server.pbo file? Link to comment Share on other sites More sharing options...
NoxSicarius Posted July 31, 2015 Author Report Share Posted July 31, 2015 I dont see any errors in my .rpt file, is there any other file to look for errors? Is there any way to call the files from the dayz_server.pbo file? This will most likely be in the client report, not the server one. Should be in the local appdata Link to comment Share on other sites More sharing options...
Brophy Posted August 12, 2015 Report Share Posted August 12, 2015 Hi Nox, Just wondering if you can help, I've noticed my admin menu isn't working ingame, so I have referred to the RPT file. I am seeing this error: 20:44:00 Error in expression <uperAdminList = [ "76561197971867447", ]; AdminList = [ "76561197971867447", ]> 20:44:00 Error position: <]; AdminList = [ "76561197971867447", ]> 20:44:00 Error Missing [ 20:44:00 File mpmissions\DayZ_Epoch_24.Napf\admintools\config.sqf, line 7 20:44:00 Error in expression <uperAdminList = [ "76561197971867447", ]; AdminList = [ "76561197971867447", ]> 20:44:00 Error position: <]; AdminList = [ "76561197971867447", ]> 20:44:00 Error Missing [ 20:44:00 File mpmissions\DayZ_Epoch_24.Napf\admintools\config.sqf, line 7 20:44:00 "Admin Tools: variables.sqf loaded" 20:44:00 Error in expression <admintools\variables.sqf" AdminList = AdminList + SuperAdminList; AdminAndMod> 20:44:00 Error position: <AdminList + SuperAdminList; AdminAndMod> 20:44:00 Error Undefined variable in expression: adminlist 20:44:00 File mpmissions\DayZ_Epoch_24.Napf\admintools\variables.sqf, line 3 Please find a copy of my config.sqf below, can you see any issues which are standing out? Sorry for being a pest! /************** Epoch Admin Tools Variables **************/ //Replace 111111111 with your ID. SuperAdminList = [ "76561197971867447", // <player name> ]; AdminList = [ "76561197971867447", // <player name> ]; ModList = [ "76561197971867447", // <player name> ]; /* Enable/Disable weather/time change menu. Important: This may cause server to always revert to mid-day on restart. */ enableWeatherTimeChanger = false; /* Log admin tool usage by your admins? This creates a log in your server\EpochAdminToolLogs\toolUsageLog.txt REQUIRES: EATadminLogger.dll */ //A major tool is a strong tool with high possibility for exploiting logMajorTool = true; //A minor tool is a weak tool with low possibility for exploiting logMinorTool = false; /************** Action Menu Variables **************/ /* Give players an actions menu? (dance, deploy bike/mozzie, flip car) Default: true */ ActionMenuPlayers = true; /* Give admins the same action menu above? (not really needed unless you are a playing admin) Default: false */ ActionMenuAdmins = false; /****** Bike variables ******/ //Allow player to build a bike? AllowBuildBike = true; // This option requires players to have a toolbox to build a bike (consumes the toolbox) RequireToolBoxBike = true; // This option requires players to have the parts for building a bike (consumes the parts) // Required parts: two wheels, one scrap metal RequirePartsBike = true; // This option dictates if players are allowed to repack a bike to get their items back AllowPackBike = true; /****** Mozzie variables ******/ //Allow player to build a Mozzie? AllowBuildMozzie = true; // This option requires players to have a toolbox to build a Mozzie (consumes the toolbox) RequireToolBoxMozzie = true; // This option requires players to have the parts for building a Mozzie (consumes the parts) // Required parts: main rotor, two scrap, one engine, one jerry can (full) RequirePartsMozzie = true; // This option dictates if players are allowed to repack a mozzie to get their items back AllowPackMozzie = true; /****** Misc ******/ // Allow players to flip their vehicles rightside up AllowFlipVehicle = true; // Allow players to commit suicide AllowSuicide = true; // Allow players to use the movement menu (dance) AllowMovementMenu = true; /* Allow players to open a help ticket with the admins. The help queue can be viewed via the admin menu. The player can NOT spam the admins. */ AllowContactAdmin = true; /* Stops spamming of the contact admin. If it is enabled and a user contacts an admin the given number of times they will get a white screen for blindTime seconds and the contact feature will be disabled */ enableAntiSpam = true; antiSpamLimit = 15; // default 15 contacts blindTime = 30; // default 30 seconds diag_log("Admin Tools: config.sqf loaded"); Link to comment Share on other sites More sharing options...
NoxSicarius Posted August 12, 2015 Author Report Share Posted August 12, 2015 Hi Nox, Just wondering if you can help, I've noticed my admin menu isn't working ingame, so I have referred to the RPT file. I am seeing this error: 20:44:00 Error in expression <uperAdminList = [ "76561197971867447", ]; AdminList = [ "76561197971867447", ]> 20:44:00 Error position: <]; AdminList = [ "76561197971867447", ]> 20:44:00 Error Missing [ 20:44:00 File mpmissions\DayZ_Epoch_24.Napf\admintools\config.sqf, line 7 20:44:00 Error in expression <uperAdminList = [ "76561197971867447", ]; AdminList = [ "76561197971867447", ]> 20:44:00 Error position: <]; AdminList = [ "76561197971867447", ]> 20:44:00 Error Missing [ 20:44:00 File mpmissions\DayZ_Epoch_24.Napf\admintools\config.sqf, line 7 20:44:00 "Admin Tools: variables.sqf loaded" 20:44:00 Error in expression <admintools\variables.sqf" AdminList = AdminList + SuperAdminList; AdminAndMod> 20:44:00 Error position: <AdminList + SuperAdminList; AdminAndMod> 20:44:00 Error Undefined variable in expression: adminlist 20:44:00 File mpmissions\DayZ_Epoch_24.Napf\admintools\variables.sqf, line 3 Please find a copy of my config.sqf below, can you see any issues which are standing out? Sorry for being a pest! /************** Epoch Admin Tools Variables **************/ //Replace 111111111 with your ID. SuperAdminList = [ "76561197971867447", // <player name> ]; AdminList = [ "76561197971867447", // <player name> ]; ModList = [ "76561197971867447", // <player name> ]; /* Enable/Disable weather/time change menu. Important: This may cause server to always revert to mid-day on restart. */ enableWeatherTimeChanger = false; /* Log admin tool usage by your admins? This creates a log in your server\EpochAdminToolLogs\toolUsageLog.txt REQUIRES: EATadminLogger.dll */ //A major tool is a strong tool with high possibility for exploiting logMajorTool = true; //A minor tool is a weak tool with low possibility for exploiting logMinorTool = false; /************** Action Menu Variables **************/ /* Give players an actions menu? (dance, deploy bike/mozzie, flip car) Default: true */ ActionMenuPlayers = true; /* Give admins the same action menu above? (not really needed unless you are a playing admin) Default: false */ ActionMenuAdmins = false; /****** Bike variables ******/ //Allow player to build a bike? AllowBuildBike = true; // This option requires players to have a toolbox to build a bike (consumes the toolbox) RequireToolBoxBike = true; // This option requires players to have the parts for building a bike (consumes the parts) // Required parts: two wheels, one scrap metal RequirePartsBike = true; // This option dictates if players are allowed to repack a bike to get their items back AllowPackBike = true; /****** Mozzie variables ******/ //Allow player to build a Mozzie? AllowBuildMozzie = true; // This option requires players to have a toolbox to build a Mozzie (consumes the toolbox) RequireToolBoxMozzie = true; // This option requires players to have the parts for building a Mozzie (consumes the parts) // Required parts: main rotor, two scrap, one engine, one jerry can (full) RequirePartsMozzie = true; // This option dictates if players are allowed to repack a mozzie to get their items back AllowPackMozzie = true; /****** Misc ******/ // Allow players to flip their vehicles rightside up AllowFlipVehicle = true; // Allow players to commit suicide AllowSuicide = true; // Allow players to use the movement menu (dance) AllowMovementMenu = true; /* Allow players to open a help ticket with the admins. The help queue can be viewed via the admin menu. The player can NOT spam the admins. */ AllowContactAdmin = true; /* Stops spamming of the contact admin. If it is enabled and a user contacts an admin the given number of times they will get a white screen for blindTime seconds and the contact feature will be disabled */ enableAntiSpam = true; antiSpamLimit = 15; // default 15 contacts blindTime = 30; // default 30 seconds diag_log("Admin Tools: config.sqf loaded"); Replace this int he config: //Replace 111111111 with your ID. SuperAdminList = [ "76561197971867447", // <player name> ]; AdminList = [ "76561197971867447", // <player name> ]; ModList = [ "76561197971867447", // <player name> ]; with this: //Replace 111111111 with your ID. SuperAdminList = [ "76561197971867447" // <player name> ]; AdminList = [ ]; ModList = [ ]; Link to comment Share on other sites More sharing options...
Brophy Posted August 13, 2015 Report Share Posted August 13, 2015 Cheers! It's all working! Link to comment Share on other sites More sharing options...
TheMadmanAndre Posted August 18, 2015 Report Share Posted August 18, 2015 So, not sure if this has been answered/solved yet, but searching the thread didn't turn up anything so I'm asking. Basically the problem I'm having is a mildly annoying one - When trying to use the NPC Traders I keep getting the Base Manager Menu. So Istead of buying something from a Trader I instead get the Test Base filling the screen, with the Admin Tools thinking I'm wanting to build something. when I'm not. I can still view the items in the Trader Menus and sell what's in my inventory, but the Buy button results in the aforementioned. Although having a base in the Middle of Trader City Stary is somewhat amusing, I'd like to still use the traders for immersion's sake. Link to comment Share on other sites More sharing options...
NoxSicarius Posted August 18, 2015 Author Report Share Posted August 18, 2015 So, not sure if this has been answered/solved yet, but searching the thread didn't turn up anything so I'm asking. Basically the problem I'm having is a mildly annoying one - When trying to use the NPC Traders I keep getting the Base Manager Menu. So Istead of buying something from a Trader I instead get the Test Base filling the screen, with the Admin Tools thinking I'm wanting to build something. when I'm not. I can still view the items in the Trader Menus and sell what's in my inventory, but the Buy button results in the aforementioned. Although having a base in the Middle of Trader City Stary is somewhat amusing, I'd like to still use the traders for immersion's sake. I haven't heard of this particular problem. Not entirely sure what is going on. Could be a naming issue for the menu maybe Link to comment Share on other sites More sharing options...
TheMadmanAndre Posted August 18, 2015 Report Share Posted August 18, 2015 I haven't heard of this particular problem. Not entirely sure what is going on. Could be a naming issue for the menu maybe Oh wow, my problem has stumped/amazed the Creator. xD It seems that the Build Menu is interfering somehow with the Trader Menu - they both use the same dialog window. If there's something I can provide that can help, I'll gladly present. Logfile, screenshots, what need be. Edit: I fixed it. Somehow I skipped a step during the installation. Specifically Step 8 of the install, involving the Antihack Bypass. I's working perfectly now. Link to comment Share on other sites More sharing options...
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