NoxSicarius Posted September 27, 2014 Author Report Share Posted September 27, 2014 great! I have an idea for a future update. The base copy/paste is a good idea, but i need a base-export-function for the original positions of the components. I think a direct export as sql file would be perfect - including the id's, worldspace, inventory etc. the best way to backup a player's base and restore if needed. I hope you can understand this ^^ You can do this by just using your sql database. You do backup your database every restart right? Link to comment Share on other sites More sharing options...
Albertus Smythe Posted September 27, 2014 Report Share Posted September 27, 2014 Tried the test branch and love the new things however TPtoMe only works if you teleport the other player less than 10m I added a couple of lines to the antihack to report some of the varables used to revert the TP 19:48:32 "TELEPORT REVERT for player UID#76561198101740543 from [11401.9,3661.96,0.00152588] to [11405.8,3673.85,-0.0449829], 13 meters, now at [11401.9,3661.96,0.00152588]" 19:48:32 "Speed 38.9191, Topspeed 10, Distance 9596.59, _Curheight 282.908, _LastHeight 280.816, _TerrainHeight 282.953" 19:48:32 "TELEPORT REVERT for player UID#76561198101740543 from [11401.9,3661.96,0.00152588] to [11405.8,3673.85,0.00128174], 13 meters, now at [11401.9,3661.96,0.00152588]" 19:48:32 "Speed 46.8497, Topspeed 10, Distance 9596.59, _Curheight 282.954, _LastHeight 280.816, _TerrainHeight 282.953" 19:48:46 "TELEPORT REVERT for player UID#76561198101740543 from [11401.9,3661.96,0.00134277] to [11405.1,3672.57,-0.0984497], 11 meters, now at [11401.9,3661.96,0.00134277]" 19:48:46 "Speed 18.8124, Topspeed 10, Distance 9596.59, _Curheight 282.651, _LastHeight 280.816, _TerrainHeight 282.75" 19:48:47 "TELEPORT REVERT for player UID#76561198101740543 from [11401.9,3661.96,0.00134277] to [11405.1,3672.57,0.00119019], 11 meters, now at [11401.9,3661.96,0.00134277]" 19:48:47 "Speed 39.1831, Topspeed 10, Distance 9596.59, _Curheight 282.751, _LastHeight 280.816, _TerrainHeight 282.75" Link to comment Share on other sites More sharing options...
NoxSicarius Posted September 27, 2014 Author Report Share Posted September 27, 2014 Tried the test branch and love the new things however TPtoMe only works if you teleport the other player less than 10m I added a couple of lines to the antihack to report some of the varables used to revert the TP This is using the new init.sqf edits AND adminlist edits right? Link to comment Share on other sites More sharing options...
toron Posted September 27, 2014 Report Share Posted September 27, 2014 You can do this by just using your sql database. You do backup your database every restart right? yes, every restart and temp. backup every 30 min. Link to comment Share on other sites More sharing options...
Albertus Smythe Posted September 27, 2014 Report Share Posted September 27, 2014 This is using the new init.sqf edits AND adminlist edits right? Yes, followed readme to the letter. Deleted & copied Admintools directory, edited init.sqf as per read me, re-entered admin id in adminlist etc. Just been and double checked, all changes as per readme file. Link to comment Share on other sites More sharing options...
NoxSicarius Posted September 27, 2014 Author Report Share Posted September 27, 2014 Yes, followed readme to the letter. Deleted & copied Admintools directory, edited init.sqf as per read me, re-entered admin id in adminlist etc. Did you copy over the battleye filters? The server may flag and disable something so I added it to the filters. Check your rpt for client and let me know any errors with it to see if I can fix the problem. Link to comment Share on other sites More sharing options...
Albertus Smythe Posted September 28, 2014 Report Share Posted September 28, 2014 Did you copy over the battleye filters? The server may flag and disable something so I added it to the filters. Check your rpt for client and let me know any errors with it to see if I can fix the problem. Battleye filters were copied and I've double checked them. It actually looks like the user being TP'd is not being added to tempList May be relevent : My server is running devd's Linix server, having said that all the other Admin Tools are working fine. Link to comment Share on other sites More sharing options...
NoxSicarius Posted September 28, 2014 Author Report Share Posted September 28, 2014 Battleye filters were copied and I've double checked them. It actually looks like the user being TP'd is not being added to tempList May be relevent : My server is running devd's Linix server, having said that all the other Admin Tools are working fine. I found the issue. I made a really stupid mistake in one of the last couple commits. The issue will be fixed in about 5 minutes. All you will need to do is replace your adminlist. Link to comment Share on other sites More sharing options...
Meowzors Posted September 28, 2014 Report Share Posted September 28, 2014 Curious... If I change the time on the server using the tool will anyone that joins after that get the new time I set using the tool or not? Link to comment Share on other sites More sharing options...
SmokeyBR Posted September 28, 2014 Report Share Posted September 28, 2014 v 1.9.1 is it me or god mode not working at all ? also if i enter the vehicle with god mode on, the vehicle will stay with god mode after i leave Link to comment Share on other sites More sharing options...
Meowzors Posted September 28, 2014 Report Share Posted September 28, 2014 just fyi, I just downloaded the test branch and installed from scratch and the admin list is not being called from activate.sqf as i think was intended originally EDIT: I looked at master and activate does indeed have // Load adminlist.sqf [] execVM "admintools\AdminList.sqf"; I'm not to great with github but wanted to make sure u were aware before overwriting master with the test branch Link to comment Share on other sites More sharing options...
NoxSicarius Posted September 28, 2014 Author Report Share Posted September 28, 2014 Curious... If I change the time on the server using the tool will anyone that joins after that get the new time I set using the tool or not? Not sure. I think they will as I call setdate and weather from both server and client to be safe. I don't have someone to test that right now but if you find it does not please let me know. v 1.9.1 is it me or god mode not working at all ? also if i enter the vehicle with god mode on, the vehicle will stay with god mode after i leave I crashed a chopper into my base on my test server to see if I configured wall damage correctly and I didn't die so not sure. The god mode vehicle may be an issue. This was a problem in the past, however I fixed it, testing with satchel charges and 50cal weapons until they started to work. I will have to see if I committed a wrong file, but anyone with this issue please post. just fyi, I just downloaded the test branch and installed from scratch and the admin list is not being called from activate.sqf as i think was intended originally EDIT: I looked at master and activate does indeed have // Load adminlist.sqf [] execVM "admintools\AdminList.sqf"; I'm not to great with github but wanted to make sure u were aware before overwriting master with the test branch This is intentional. People were having issues with things the way they were so I made some modifications. If you read the new readme it places the adminlist at the server load instead to alleviate some of the previous issues. This has seemed to fix all problems related to adminlist and its loading at proper times. Link to comment Share on other sites More sharing options...
SmokeyBR Posted September 28, 2014 Report Share Posted September 28, 2014 I crashed a chopper into my base on my test server to see if I configured wall damage correctly and I didn't die so not sure. The god mode vehicle may be an issue. This was a problem in the past, however I fixed it, testing with satchel charges and 50cal weapons until they started to work. I will have to see if I committed a wrong file, but anyone with this issue please post. ok disregard what i said, your godmode is working fine for the player, the problem was with my new safezones http://pastebin.com/ht7djVGH# took it out to make sure because i put in with admintools, and bam god mode works like a charm. but vehicle will still stay godmoded after leaving it... Link to comment Share on other sites More sharing options...
Albertus Smythe Posted September 28, 2014 Report Share Posted September 28, 2014 I think you may have more than one typo... // load server public variables if(isDedicated) then { "usageLogger" addPublicVariableEventHandler { "EATadminLogger" callExtension (_this select 1); }; "useBroadcaster" addPublicVariableEventHandler { toClient = (_this select 1); // TYPO? {(owner _x) publicVariableClient "EAT_toClient";} forEach entities "CAManBase"; }; "EAT_baseExporter" addPublicVariableEventHandler { "EATbaseExporter" callExtension (_this select 1); // TYPO? }; "EAT_teleportFixServer" addPublicVariableEventHandler{ teleportFixClient = (_this select 1); // TYPO? {(owner _x) publicVariableClient "EAT_teleportFixClient";} forEach entities "CAManBase"; }; "EAT_SetDateServer" addPublicVariableEventHandler { EAT_setDateClient = (_this select 1); setDate EAT_setDateClient; {(owner _x) publicVariableClient "EAT_setDateClient";} forEach entities "CAManBase"; }; "EAT_SetOvercastServer" addPublicVariableEventHandler { EAT_setOvercastClient = (_this select 1); 5 setOvercast EAT_setOvercastClient; {(owner _x) publicVariableClient "EAT_setOvercastClient";} forEach entities "CAManBase"; }; "EAT_SetFogServer" addPublicVariableEventHandler { EAT_setFogClient = (_this select 1); 5 setFog EAT_setOvercastClient; {(owner _x) publicVariableClient "EAT_setFogClient";} forEach entities "CAManBase"; };}; TPtoMo still doesn't work until I changed teleportFixClient to EAT_teleportFixClient. I've marked above those that seem to me to be typos. I also confirm God mod stays with a vehicle until admin logs out, even 3 satchel charges anly managed to fling the car 20m with no damage. Link to comment Share on other sites More sharing options...
toron Posted September 28, 2014 Report Share Posted September 28, 2014 Another issue: Point to Delete (Temp) is not temp ^^ Link to comment Share on other sites More sharing options...
NoxSicarius Posted September 28, 2014 Author Report Share Posted September 28, 2014 ok disregard what i said, your godmode is working fine for the player, the problem was with my new safezones http://pastebin.com/ht7djVGH# took it out to make sure because i put in with admintools, and bam god mode works like a charm. but vehicle will still stay godmoded after leaving it... Try this out: https://github.com/noxsicarius/Epoch-Admin-Tools/blob/TestBranch/admintools/tools/AdminMode/GodModeVehicle.sqf Let me know if that works. I have a fix that I know will work, but I want to see if I can just keep the variable private. I think you may have more than one typo... // load server public variables if(isDedicated) then { "usageLogger" addPublicVariableEventHandler { "EATadminLogger" callExtension (_this select 1); }; "useBroadcaster" addPublicVariableEventHandler { toClient = (_this select 1); // TYPO? {(owner _x) publicVariableClient "EAT_toClient";} forEach entities "CAManBase"; }; "EAT_baseExporter" addPublicVariableEventHandler { "EATbaseExporter" callExtension (_this select 1); // TYPO? }; "EAT_teleportFixServer" addPublicVariableEventHandler{ teleportFixClient = (_this select 1); // TYPO? {(owner _x) publicVariableClient "EAT_teleportFixClient";} forEach entities "CAManBase"; }; "EAT_SetDateServer" addPublicVariableEventHandler { EAT_setDateClient = (_this select 1); setDate EAT_setDateClient; {(owner _x) publicVariableClient "EAT_setDateClient";} forEach entities "CAManBase"; }; "EAT_SetOvercastServer" addPublicVariableEventHandler { EAT_setOvercastClient = (_this select 1); 5 setOvercast EAT_setOvercastClient; {(owner _x) publicVariableClient "EAT_setOvercastClient";} forEach entities "CAManBase"; }; "EAT_SetFogServer" addPublicVariableEventHandler { EAT_setFogClient = (_this select 1); 5 setFog EAT_setOvercastClient; {(owner _x) publicVariableClient "EAT_setFogClient";} forEach entities "CAManBase"; }; }; TPtoMo still doesn't work until I changed teleportFixClient to EAT_teleportFixClient. I've marked above those that seem to me to be typos. I also confirm God mod stays with a vehicle until admin logs out, even 3 satchel charges anly managed to fling the car 20m with no damage. Two of those are typos and I found another elsewhere. I went over it a few times and it should all be fine in that file now. Try this out: https://github.com/noxsicarius/Epoch-Admin-Tools/blob/TestBranch/admintools/tools/AdminMode/GodModeVehicle.sqf Let me know if that works. I have a fix that I know will work, but I want to see if I can just keep the variable private. Link to comment Share on other sites More sharing options...
NoxSicarius Posted September 28, 2014 Author Report Share Posted September 28, 2014 Another issue: Point to Delete (Temp) is not temp ^^ I will see what is going on. This is a new development probably brought on by epoch 1.0.5.1 as I don't remember modifying that code. The same issue happened with the permanent repair. After update to 1.0.5.1 the code for it in the game changed, making the tool not work properly. Link to comment Share on other sites More sharing options...
Albertus Smythe Posted September 28, 2014 Report Share Posted September 28, 2014 Try this out: https://github.com/noxsicarius/Epoch-Admin-Tools/blob/TestBranch/admintools/tools/AdminMode/GodModeVehicle.sqf Let me know if that works. I have a fix that I know will work, but I want to see if I can just keep the variable private. Two of those are typos and I found another elsewhere. I went over it a few times and it should all be fine in that file now. Try this out: https://github.com/noxsicarius/Epoch-Admin-Tools/blob/TestBranch/admintools/tools/AdminMode/GodModeVehicle.sqf Let me know if that works. I have a fix that I know will work, but I want to see if I can just keep the variable private. Typos!! ... They bite your butt every time, mind you I'd looked through that code a number of times trying to work out what was going on and never spotted anything until after you did. EDIT Confirmed TPtoMe works as expected, thanks. Getting no Vehicle god mode at all, crashing the vehicle causes damage. Link to comment Share on other sites More sharing options...
Albertus Smythe Posted September 28, 2014 Report Share Posted September 28, 2014 Getting no Vehicle god mode at all, crashing the vehicle causes damage. Hmm something odd here I took the variable declaration private["_playerVehicle"]; out of the file and vehicle god mode was still unavailable. Then I copied back the original file and VGod mode even after leaving the vehicle came back, as you'd expect. So I just copied the line private["_playerVehicle"]; into the old file and VGod mode came back and turned off when leaving the vehicle as it should. I must have introduced my own typo, anyway all seems good using the private variable. Link to comment Share on other sites More sharing options...
SmokeyBR Posted September 28, 2014 Report Share Posted September 28, 2014 Try this out: https://github.com/noxsicarius/Epoch-Admin-Tools/blob/TestBranch/admintools/tools/AdminMode/GodModeVehicle.sqf Let me know if that works. I have a fix that I know will work, but I want to see if I can just keep the variable private. now working fine for me also, ive just tested getting in and out of vehicle with car god mode and crashing, all good Link to comment Share on other sites More sharing options...
NoxSicarius Posted September 29, 2014 Author Report Share Posted September 29, 2014 now working fine for me also, ive just tested getting in and out of vehicle with car god mode and crashing, all good Sweet. I prefer private over global when at all possible. Link to comment Share on other sites More sharing options...
NoxSicarius Posted September 29, 2014 Author Report Share Posted September 29, 2014 Has anyone tested changing the time/weather and having someone join? I know the they work normally, but does it work if someone joins after changing it? I would say the most effective way would be to make it midnight with no moon and have someone join AFTER having done so and see if they join into darkness or not. Link to comment Share on other sites More sharing options...
AlbertusSmythe Posted September 29, 2014 Report Share Posted September 29, 2014 Has anyone tested changing the time/weather and having someone join? I know the they work normally, but does it work if someone joins after changing it? I would say the most effective way would be to make it midnight with no moon and have someone join AFTER having done so and see if they join into darkness or not. I'll test this tonight, I've got two PCs to play with and the server's in the rack so it's relatively easy to test changes. Mind you it scared the crap out of a couple of my players when I tested changing the time to midnight no moon the other day :lol:. Link to comment Share on other sites More sharing options...
Meowzors Posted September 29, 2014 Report Share Posted September 29, 2014 It seems to be jip compatible. I actually used this idea and put it server side to put a whole day in a four hour restart. So much nicer than those fast time scripts. Darkness comes exactly when I want it to now. Great job man. It does take a second when u first join to get synced to the exact time tho Link to comment Share on other sites More sharing options...
Albertus Smythe Posted September 29, 2014 Report Share Posted September 29, 2014 Has anyone tested changing the time/weather and having someone join? I know the they work normally, but does it work if someone joins after changing it? I would say the most effective way would be to make it midnight with no moon and have someone join AFTER having done so and see if they join into darkness or not. Confirmed OK, user joining after time change or weather change does log in with the same time/weather as set by admin. Link to comment Share on other sites More sharing options...
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