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And I just found out one of the problems. Filters now consider comments and partial words. That's going to be a nightmare to fix... There was a recent arma update that screwed up a few things. One big problem the ai missions were having was that some of the boxes had their inventories set to 0 spaces.

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1 minute ago, NoxSicarius said:

And I just found out one of the problems. Filters now consider comments and partial words. That's going to be a nightmare to fix... There was a recent arma update that screwed up a few things. One big problem the ai missions were having was that some of the boxes had their inventories set to 0 spaces.

That doesn't sound good, so reinstalling and trying again won't fix it? What if I went to 1.0.5.1 and installed the old Admin Tools?

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18 minutes ago, Falnes said:

That doesn't sound good, so reinstalling and trying again won't fix it? What if I went to 1.0.5.1 and installed the old Admin Tools?

You can still use this one, just go through the errors and set the 5s to a 1s. Are you saying setting that last 259 error at line 261 to a 1 didn't work? If so set line 259 to 1 (instead of 261) and see what happens. The best option is to not set 5s to 1s, but to add exceptions, but both fix the issue and it's still more secure than turning off battleye.

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8 minutes ago, NoxSicarius said:

You can still use this one, just go through the errors and set the 5s to a 1s. Are you saying setting that last 259 error at line 261 to a 1 didn't work? If so set line 259 to 1 (instead of 261) and see what happens. The best option is to not set 5s to 1s, but to add exceptions, but both fix the issue and it's still more secure than turning off battleye.

Still kicks me when I do what you just said. 

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Hello,

i get no error in the RPT but player who aren't admins in the config with their id cant connect. they all get stuck in the missions screen at "reading missions files".

i think maybe its the part:

if (!((getPlayerUID player) in EAT_adminModList)) then
{
call compile preprocessFileLineNumbers "admintools\antihack\antihack.sqf"; // Epoch Antihack with bypass
};

i put in:

if (!isDedicated) then {
if (dayz_antiWallHack != 0) then {
//Enables Map Plug items
execVM "\z\addons\dayz_code\system\mission\chernarus\security\init.sqf";
//Enables Plant lib fixes
// Epoch Admin Tools
if (!((getPlayerUID player) in EAT_adminModList)) then
{
call compile preprocessFileLineNumbers "admintools\antihack\antihack.sqf"; // Epoch Antihack with bypass
};
};

cause there was my antihack statement and in the install readme it says to replace this line.

did i the install it correct?

Greetings and thanks in advanced.

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  • 3 weeks later...
On 2/19/2014 at 10:18 AM, Gregarious said:

Update:

 

Updated Godmode script to be more effective

 

I tested this by tossing a grenade at my feet. All the zombies around me died and I took no damage.

 

Then, I spawned a helicopter, got in it, and did a backflip-nosedive into the ground, blowing it up and a vehicle nearby. I got out of the firey wreck and walked away.

 

I haven't tested this with AI, however, and different AI might need different anti-damage solutions. Let me know if you guys have any additional issues after updating to this.

Where does this go? I don't have  admintools/tools/malplayerGM.sqf

Do I need to make one?

I just installed these tools and my god mode does not work. 

Experiencing death by AI and fall damage.

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Don't use that. That is a three year old solution that has been massively improved upon. You can go to the commit history of the repository and take an earlier version of the file, just don't go back to the dark ages.

 

Has anyone else seen similar problems with god mode? Last time I used the tool I was blowing up zombies with a rocket launcher at my feet. I'll retest tomorrow.

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  • 3 weeks later...
5 minutes ago, Robert261171 said:

no using epoch 1.0.6.1

 

5 minutes ago, Robert261171 said:

no using epoch 1.0.6.1

ok i never use it with 1.6 but gonna try to help you.

the most commond question... you already add your UID in the admin list?

\MPMissions\DayZ_Epoch_11.Chernarus\admintools\config.sqf

/************** Epoch Admin Tools Variables **************/

	//Replace 111111111 with your ID. 
	EAT_superAdminList = [
	"76561198257xxxxxxx", // <juandayz>
	"999999999" // <player name>
	];
	

 

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10 minutes ago, Robert261171 said:

Yes got me UID in the config.sqf,

Im been using it on the epoch 1.0.5.1 without a problem,

only since ive updated to 1.0.6.1 ive been getting problems

ok ,  youre init.sqf looks like this?

Spoiler

call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus11.sqf"; 
call compile preprocessFileLineNumbers "admintools\config.sqf"; 
call compile preprocessFileLineNumbers "admintools\variables.sqf"; 
initialized = true;
Spoiler

if (dayz_antiWallHack != 0) then {
        //Enables Map Plug items
        execVM "\z\addons\dayz_code\system\mission\chernarus\security\init.sqf";
        //Enables Plant lib fixes      


// Epoch Admin Tools
[] execVM "admintools\antihack\antihack.sqf";

    };

Spoiler

execFSM "\z\addons\dayz_code\system\player_monitor.fsm";
    //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
    if (DZE_R3F_WEIGHT) then {execVM "\z\addons\dayz_code\external\R3F_Realism\R3F_Realism_Init.sqf";};
    waitUntil {scriptDone progress_monitor};
    cutText ["","BLACK IN", 3];
    3 fadeSound 1;
    3 fadeMusic 1;
    endLoadingScreen;
};


[] execVM "admintools\Activate.sqf"; // Epoch admin tools

And your description.ext

Spoiler

aiKills = 1;
diagRadio = 1;
diagHit = 1;
// Epoch Admin Tools
#include "admintools\dialog.hpp"

 

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your whole sched_safetyVehicle.sqf  looks like:

Spoiler


sched_safetyVehicle = {
	{
	
		if (vehicle _x != _x && !(vehicle _x in dayz_serverObjectMonitor) && !((typeOf vehicle _x) in DZE_safeVehicle) && (vehicle _x getVariable ["EAT_Veh",0] !=1)) then {
			diag_log [ __FILE__, "KILLING A HACKER", name _x, " IN ", typeOf vehicle _x ];
			(vehicle _x) setDamage 1;
			_x setDamage 1;
		};
	} forEach allUnits;

	objNull
};

 

your server_updateObject.sqf

Spoiler

if ((isNil "_object") || {isNull _object}) exitWith {diag_log "server_updateObject.sqf _object null or nil, could not update object"};
// Epoch Admin Tools
if (_object getVariable ["EAT_Veh",0] == 1) exitWith {};

_objectID = _object getVariable ["ObjectID","0"];
_objectUID = _object getVariable ["ObjectUID","0"];

and remember repack the pbo when u finish?

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Tested it again and now got a error in the RPT,

18:00:02 Error in expression <andler {};};


{dayz_allowedObjects = dayz_allowedObjects + [_x select 2];}for>
18:00:02   Error position: <dayz_allowedObjects + [_x select 2];}for>
18:00:02   Error Undefined variable in expression: dayz_allowedobjects
18:00:02 File mpmissions\DayZ_Epoch_24.Napf\admintools\variables.sqf, line 284

dose this mean anything?

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Just now, Robert261171 said:

Tested it again and now got a error in the RPT,

18:00:02 Error in expression <andler {};};


{dayz_allowedObjects = dayz_allowedObjects + [_x select 2];}for>
18:00:02   Error position: <dayz_allowedObjects + [_x select 2];}for>
18:00:02   Error Undefined variable in expression: dayz_allowedobjects
18:00:02 File mpmissions\DayZ_Epoch_24.Napf\admintools\variables.sqf, line 284

dose this mean anything?

let me see

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this line {dayz_allowedObjects = dayz_allowedObjects + [_x select 2];}forEach allBuildingList;

i guess overwrite the default variables.sqf to allow the spawned objects by admins to get saved in db or something like this.

@NoxSicarius this is an error on your update?

but.. i think the new epoch dont use anymore dayz_allowedObjects.  uses DayZ_SafeObjects

so try changing the line by:

{DayZ_SafeObjects = DayZ_SafeObjects + [_x select 2];}forEach allBuildingList;

 

anyway i dont belive that it is your problem @Robert261171

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