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First it is important for you to know this: You have your antihack disabled!

 

I strongly recommend against this as it will allow players to hack in your server. If you know you have it disabled and you don't care, then you do not have to modify it.

 

If you do want your antihack on then follow the steps below:

 

Change this

if (true) then {
AT_all = ["77953158","68942406","122799686"];      
if (not ((getPlayerUID player) in AT_all)) then {
  //[] execVM "\z\addons\dayz_code\system\antihack.sqf";

to this:

[] execVM "admintools\AdminList.sqf";
if (true) then {
AT_all = ["77953158","68942406","122799686"];
if (!((getPlayerUID player) in AdminList) && !((getPlayerUID player) in ModList) && !((getPlayerUID player) in tempList) && !((getPlayerUID player) in AT_all))then { 
[] execVM "\z\addons\dayz_code\system\antihack.sqf";

Thankz alot for this....

 

I had to disable the antihack for some reason either this script (spawned cars blew up) or it was for deploy bike script that killed players that got on  the deployed bike

I gave up on the bike script I had it working then it stopped working again.

 

but I dont need that // out anymore so I should replace as you instructed...

thankz....

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Thankz alot for this....

 

I had to disable the antihack for some reason either this script (spawned cars blew up) or it was for deploy bike script that killed players that got on  the deployed bike

I gave up on the bike script I had it working then it stopped working again.

 

but I dont need that // out anymore so I should replace as you instructed...

thankz....

 

I have a deploy vehicle script I pieced together for my server if you need one. If I still have it at least. I will have to see if I kept it or not, but it was working just fine.

 

 

Is there any reason why I can only spawn one vehicle then I have to relog to spawn another one? When I try to spawn a 2nd one before logging, says its spawning and nothing happens but I get a key.

 

I have not seen this before. Does your rpt say anything?

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Nothing in my RPT at all, all I get is "Starting spawn, stand still to complete spawn." in the middle of my screen, gives me a key and nothing else happens.

 

I believe I fixed it, I was running a higher version of Arma 2 108074, I reinstalled 103718 and it seems to be working.

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would there be a way to TP people back to their last position

 

IE: on our server, we TP people to us or us to them, give them a free safe and then have to TP back to where we/they were

 

like we select and option to "return to sender"

 

dont know if i am explaining this right.

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would there be a way to TP people back to their last position

 

IE: on our server, we TP people to us or us to them, give them a free safe and then have to TP back to where we/they were

 

like we select and option to "return to sender"

 

dont know if i am explaining this right.

 

This should be possible. I might be able to throw one together for you.

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I have tried this once before. Remember when the Flying was causing desync? That was due to my fix of the overburden (because flying overburdened you for whatever reason). It worked, but the desync was pretty bad. I have an idea on how to add it back, but of course I need to extensively test desync considering the last big bug it caused.

 

flying overburdens you cause of the formula the game uses to put you into overburden. it simply sees how fast you are moving horizontaly and verticaly and how faster you are going the less weight you can have on you. if your inventory would be empty it probably wouldnt overburden you.

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flying overburdens you cause of the formula the game uses to put you into overburden. it simply sees how fast you are moving horizontaly and verticaly and how faster you are going the less weight you can have on you. if your inventory would be empty it probably wouldnt overburden you.

 

Yes, I have been through all of the files attempting to find a way to overwrite the variables locally, but it is not possible. The compiling of the files are also not linked to a variable so you can't disable it like you normally would in the code. It seems the only possible way to disable this would be to make a custom version of it like some people do with their self actions, however I would like to refrain from that.

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I have a deploy vehicle script I pieced together for my server if you need one. If I still have it at least. I will have to see if I kept it or not, but it was working just fine.

 

 

 

thankz that worked great and I  took out the // antihack  

I would love a working deploy bike that dont kill player if you could

 

a couple requests for admin tool

1. show plotpoles on esp  (when a plot pole is placed somewhere in a wall and I cant find it in database) give me a better idea coords to look for

2. perm vehicle spawn NO KEY just regular vehicle spawn

 

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for the overburden issue while flying could you add something like this  (maybe in variables.sqf) or init.sqf  

 

just a thought. I have no idea  really

 

if (!((getPlayerUID player) in AdminList) && !((getPlayerUID player) in ModList) && !((player is flying) then { DZE_R3F_WEIGHT = false;

 

player is flying or whatever its actually called

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I might be able to add plot poles to the ESP, I will look into it. 

As for a vehicle with no key I don't really see a need for it. Can you give me a scenario in which this will be needed?

 

 

Ok so this is just the script. It spawns the bike by using the admin tools vehicle spawn. (You don't have to be an admin to use it)

 

Readd your old bike script and simply replace the sqf with the code below

 

private ["_mags","_canDo","_onLadder","_finished","_finishedTime","_posplr","_dirplr","_object"];

_mags = magazines player;
_onLadder =	(getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
_canDo = (!r_drag_sqf and !r_player_unconscious and !_onLadder);

if("PartGeneric" in _mags && "PartGeneric" in _mags && "PartWheel" in _mags && "PartWheel" in _mags) then {
hasBikeItem = true;
} else { 
hasBikeItem = false;
cutText ["\n\n2x scrap metal and 2x wheels required to build bike", "PLAIN DOWN"];
};
if(hasBikeItem && _canDo) then {

if (dayz_combat == 1) then {
    cutText ["You are in Combat and cannot build a bike.", "PLAIN DOWN"];
};
if (hasBikeItem && _canDo && (dayz_combat !=1)) then {
	player removeMagazine "PartGeneric";
	player removeMagazine "PartGeneric";
	player removeMagazine "PartWheel";
	player removeMagazine "PartWheel";

	player playActionNow "Medic";
	[player,"repair",0,false,10] call dayz_zombieSpeak;
	[player,10,true,(getPosATL player)] spawn player_alertZombies;

	r_interrupt = false;
	r_doLoop = true;

	_finished = false;
	_finishedTime = diag_tickTime+10;

	while {r_doLoop} do {
		if (diag_tickTime >= _finishedTime) then {
			r_doLoop = false;
			_finished = true;
		};
		if (r_interrupt) then {
			r_doLoop = false;
		};
		sleep 0.1;
	};

	if (_finished) then {

	_vehtospawn = "Old_bike_TK_CIV_EP1"
	[_vehtospawn] execVM "admintools\tools\addtempvehicle.sqf";

		cutText ["You have built a bike!", "PLAIN DOWN"];
		sleep 10;
		cutText ["Warning: Spawned bikes DO NOT SAVE after server restart!", "PLAIN DOWN"];
	} else {
		r_interrupt = false;
		player switchMove "";
		player playActionNow "stop";
		player addMagazine "PartGeneric";
		player addMagazine "PartGeneric";
		player addMagazine "PartWheel";
		player addMagazine "PartWheel";
		cutText ["\n\nCanceled building a bike!", "PLAIN DOWN"];
	};
};
};

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for the overburden issue while flying could you add something like this 

 

if (!((getPlayerUID player) in AdminList) && !((getPlayerUID player) in ModList) && !((player is flying) then { DZE_R3F_WEIGHT = false;

 

player is flying or whatever its actually called

 

First off you are setting the weight off for anyone that is NOT an admin, mod, or flying, you want to flip that around.

 

Second thanks for that variable. I couldn't find a global variable like that.

 

Actually found that it doesn't work by setting it from a script, however if you want to turn it off in your server you can use this in your init:

if (((getPlayerUID player) in AdminList) || ((getPlayerUID player) in ModList)) then {DZE_R3F_WEIGHT = false};

This only removes it for admins. I wanted to only allow this in admin mode because there would be no need for this as a normal player. I have been trying to make the tools in a way that you are still able to play as a normal player until someone needs help. That is the main point of these tools.

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Does anyone else have a glitched out overburden timer? My edits may not be working because of this. I thought it was caused by god mode stuff, but it is happening without admin tools installed.

all of our admins have a problem with being overburdened, we do not get a timer at all, and either have to relog, or we have to spawn in a car and then edge ever closer to it with TP so that we can get in it.

this is the only way we can get out of OB state

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Facepalm.... Please READ and FOLLOW the whole of the README before posting bugs and please post bugs on Github instead 

 

Thanks

Don't facepalm, I must have missed a single post.. woopty freaking doo.

 

AND this is after the most recent update, it worked fine before.

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all of our admins have a problem with being overburdened, we do not get a timer at all, and either have to relog, or we have to spawn in a car and then edge ever closer to it with TP so that we can get in it.

this is the only way we can get out of OB state

 

I had this issue when using god mode and I did my usual server cleanup (installing a new new server entirely) so that I could be sure no false bugs show up for me (had this issue a few times before) and I still get this problem. Apparently it is a known issue. The no timer at all is due to god mode the glitched out unconscious is due to the game itself. I had this happen on a normal server too.

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I've tried to install the admin tools on a clean server, but I'm getting the "Waiting for server to start authentication" message before it times out on login, I followed the install to the letter

 

Use these files on the clean server and see if it works. If not then you did not configure your server correct

https://www.dropbox.com/sh/vjqkabisrg9vmq2/M85nb_O1oZ

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hi Nox

 

tried your branch of the tool today and found a few problems, main problem is that the scroll menu does not appear. something you have changed in the activate.sqf stops it from working. (i changed the tracker to true so i could continue testing).

 

using the F keys to teleport don't work all the time, 50% of the time they do work tho, sometimes it takes multiple logins to fix.  this happens to me on the current official build too. in fact its always happened to me since you implemented F keys for teleporting.

 

remove all gear throws up a "removegear not found" error.

 

and adding weapon AS50 throws up a magazine error. (might throw up the error for other weapons but i only tried once) think i had a full inventory if that makes a difference?

 

Thanks Again!

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hi Nox

 

tried your branch of the tool today and found a few problems, main problem is that the scroll menu does not appear. something you have changed in the activate.sqf stops it from working. (i changed the tracker to true so i could continue testing).

 

using the F keys to teleport don't work all the time, 50% of the time they do work tho, sometimes it takes multiple logins to fix.  this happens to me on the current official build too. in fact its always happened to me since you implemented F keys for teleporting.

 

remove all gear throws up a "removegear not found" error.

 

and adding weapon AS50 throws up a magazine error. (might throw up the error for other weapons but i only tried once) think i had a full inventory if that makes a difference?

 

Thanks Again!

 

+1 on the F key situation

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