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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?

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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"
 

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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. 

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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.

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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.

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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

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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.

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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...

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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.

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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.

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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.

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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.

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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.

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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

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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.

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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:.

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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

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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.

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