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Hey Nox, 

 

Long time fan of your admin tools. Just a thought for your next release, would you be able to add a car finder?

 

Scenario : Player has forgotten where their vehicle is, but they still have the key. Admin takes the key, puts it in his toolbelt (maybe), right click it and TP to car.

 

Or something? :)

 

Other than that, nice work on your latest release. Zombie spawner is a winner! :)

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Im sorry to bother, I was wondering if any one could point me in the right direction.

 

I have installed and updated my admin tools, and in game the admin tool show up in the action menu, but when i select them it doesn't open the admin menu.

 

I cant find anything in my rpt logs, so i was wondering if anyone could point me in the right direction.

 

As stated by others there is a good chance an edit was made somewhere (accidental or not) that is causing an issue. Try replacing admintoolsmain with a new download of it.

 

 

Hey Nox, 

 

Long time fan of your admin tools. Just a thought for your next release, would you be able to add a car finder?

 

Scenario : Player has forgotten where their vehicle is, but they still have the key. Admin takes the key, puts it in his toolbelt (maybe), right click it and TP to car.

 

Or something? :)

 

Other than that, nice work on your latest release. Zombie spawner is a winner! :)

 

Vehicle Locator... just make this script accessible by admins only and ur all set :)

 

 

Requested the rights to add this to the tool and the creator has given permission to do so. This will make its way into the 1.9.2 release.

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I have designed a few crates for players but everytime I spawn one only I can see it? Any ideas please?

 

<spoiler> 

private ["_LocalOrGlobal","_spawnCrate","_crateName","_pos","_classname","_dir","_selectDelay"];
_LocalOrGlobal = _this select 0;
 
// Name of this crate
_crateName = "Small Crate";
 
// Crate type. Possibilities: MedBox0, FoodBox0, BAF_BasicWeapons, USSpecialWeaponsBox, USSpecialWeapons_EP1, USVehicleBox, RUSpecialWeaponsBox, RUVehicleBox, etc.
_classname = "USOrdnanceBox";
 
// Tool use logger
if(logMajorTool) then {
usageLogger = format["%1 %2 -- has spawned a %3 %4",name player,getPlayerUID player,_LocalOrGlobal,_crateName];
[] spawn {publicVariable "usageLogger";};
};
// Tool use broadcaster
if(!((getPlayerUID player) in SuperAdminList) && broadcastToolUse) then {
useBroadcaster = format["%1 -- has spawned a %2 %3",name player,_LocalOrGlobal,_crateName];
[] spawn {publicVariableServer "useBroadcaster";};
};
 
// Location of player and crate
_dir = getdir player;
_pos = getposATL player;
_pos = [(_pos select 0)+1*sin(_dir),(_pos select 1)+1*cos(_dir), (_pos select 2)];
 
if(_LocalOrGlobal == "global") then {
_spawnCrate = _classname createVehicleLocal _pos;
} else {
_spawnCrate = createVehicle [_classname, _pos, [], 0, "CAN_COLLIDE"];
};
 
_spawnCrate setDir _dir;
_spawnCrate setposATL _pos;
 
// Remove default items/weapons from current crate before adding custom gear
clearWeaponCargoGlobal _spawnCrate;
clearMagazineCargoGlobal _spawnCrate;
clearBackpackCargoGlobal _spawnCrate;
 
// Add weapon-slot items to crate
// Syntax: _spawnCrate addWeaponCargoGlobal ["ITEM", number-of-items];
_spawnCrate addWeaponCargoGlobal ["ItemMatchbox_DZE", 2];
_spawnCrate addWeaponCargoGlobal ["ItemEtool", 2];
_spawnCrate addWeaponCargoGlobal ["ItemCrowbar", 2];
_spawnCrate addWeaponCargoGlobal ["ItemHatchet_DZE", 2];
_spawnCrate addWeaponCargoGlobal ["ItemToolbox", 2];
 
// Add magazine-slot items to crate
// Syntax: _spawnCrate addMagazineCargoGlobal ["ITEM", number-of-items];
_spawnCrate addMagazineCargoGlobal ["30m_plot_kit", 1];
_spawnCrate addMagazineCargoGlobal ["cinder_door_kit", 1];
_spawnCrate addMagazineCargoGlobal ["cinder_garage_kit", 2];
_spawnCrate addMagazineCargoGlobal ["MortarBucket", 8];
_spawnCrate addMagazineCargoGlobal ["cinder_wall_kit", 8];
_spawnCrate addMagazineCargoGlobal ["ItemBriefcase100oz", 2];
_spawnCrate addMagazineCargoGlobal ["ItemTentOld", 2];
_spawnCrate addMagazineCargoGlobal ["CinderBlocks", 28];
_spawnCrate addMagazineCargoGlobal ["ItemComboLock", 2];
_spawnCrate addMagazineCargoGlobal ["ItemFireBarrel_Kit", 1];
_spawnCrate addMagazineCargoGlobal ["ItemWoodFloor", 4];
_spawnCrate addMagazineCargoGlobal ["ItemWoodFloorHalf", 6];
_spawnCrate addMagazineCargoGlobal ["ItemWoodFloorQuarter", 8];
_spawnCrate addMagazineCargoGlobal ["forest_large_net_kit", 1];
_spawnCrate addMagazineCargoGlobal ["ItemWoodWallDoorLg", 1];
_spawnCrate addMagazineCargoGlobal ["ItemWoodWallWindowLg", 2];
_spawnCrate addMagazineCargoGlobal ["ItemWoodWallLg", 4];
_spawnCrate addMagazineCargoGlobal ["ItemLockbox", 1];
_spawnCrate addMagazineCargoGlobal ["metal_floor_kit", 6];
_spawnCrate addMagazineCargoGlobal ["metal_panel_kit", 6];
_spawnCrate addMagazineCargoGlobal ["ItemVault", 1];
_spawnCrate addMagazineCargoGlobal ["ItemSandbag", 25];
_spawnCrate addMagazineCargoGlobal ["storage_shed_kit", 2];
_spawnCrate addMagazineCargoGlobal ["bulk_PartGeneric", 1];
_spawnCrate addMagazineCargoGlobal ["bulk_FoodbaconCookedFull", 1];
_spawnCrate addMagazineCargoGlobal ["bulk_ItemTankTrap", 1];
_spawnCrate addMagazineCargoGlobal ["bulk_ItemSodaCokeFull", 1];
_spawnCrate addMagazineCargoGlobal ["ItemWoodWallGarageDoor", 2];
_spawnCrate addMagazineCargoGlobal ["ItemWoodLadder", 4];
_spawnCrate addMagazineCargoGlobal ["ItemWoodStairsSupport", 4];
_spawnCrate addMagazineCargoGlobal ["workbench_kit", 1];
 
// Add only 1 backpack. The rest will fall out onto the ground. Do not use LargeGunBag here, the box will not hold it.
// _spawnCrate addBackpackCargoGlobal ["DZ_Backpack_EP1", 1];
 
// Send text to spawner only
titleText [format[_crateName + " spawned!"],"PLAIN DOWN"]; titleFadeOut 4;
 
selectDelay=0;
// Run delaymenu
delaymenu = 
[
["",true],
["Select delay", [-1], "", -5, [["expression", ""]], "1", "0"],
["", [-1], "", -5, [["expression", ""]], "1", "0"],
["30 seconds", [], "", -5, [["expression", "selectDelay=30;"]], "1", "1"],
["1 min", [], "", -5, [["expression", "selectDelay=60;"]], "1", "1"],
["3 min", [], "", -5, [["expression", "selectDelay=180;"]], "1", "1"],
["5 min", [], "", -5, [["expression", "selectDelay=300;"]], "1", "1"],
["10 min", [], "", -5, [["expression", "selectDelay=600;"]], "1", "1"],
["30 min", [], "", -5, [["expression", "selectDelay=1800;"]], "1", "1"],
["", [-1], "", -5, [["expression", ""]], "1", "0"],
["No timer", [], "", -5, [["expression", "selectDelay=0;"]], "1", "1"],
["", [-1], "", -5, [["expression", ""]], "1", "0"]
];
showCommandingMenu "#USER:delaymenu";
 
WaitUntil{commandingMenu == ""};
_selectDelay = selectDelay;
 
if(selectDelay != 0) then {
titleText [format[_crateName + " will disappear in %1 seconds.",selectDelay],"PLAIN DOWN"]; titleFadeOut 4;
sleep _selectDelay;
// Delete crate after selectDelay seconds
deletevehicle _spawnCrate;
titleText [format[_crateName + " disappeared."],"PLAIN DOWN"]; titleFadeOut 4;
} else {
titleText [format[_crateName + " has no timer. Shoot it to destroy."],"PLAIN DOWN"]; titleFadeOut 4;
};

</spoiler>

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Worked out what the issue was.

 

Global means only the spawner can see the crate.

Local means everyone can see it.

 

Other way =)

 

You should increase, tanktraps, metal, food and water =)

So they can upgrade there doors and not die doing it =)

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I added some buildings in the admintoolsmain.sqf file so I could add barracks and other lootable buildings on my server. I can build them with the tools no problem but when the server restarts the new buildings vanish. Is there another file that needs the new buildings added to it?

 

Example:

MilitaryBuildings =
[
["",true],
	["Barracks",[],"", -5,[["expression",format[_EXECscript7,"Land_Mil_Barracks_i","building"]]],"1","1"],
	["Depot",[],"", -5,[["expression",format[_EXECscript7,"WarfareBDepot","building"]]],"1","1"],
	["Camp Tent USMC",[],"", -5,[["expression",format[_EXECscript7,"CampEast_EP1","building"]]],"1","1"],
	["Tent Hospital",[],"", -5,[["expression",format[_EXECscript7,"MASH_EP1","building"]]],"1","1"],
	["Field Hospital",[],"", -5,[["expression",format[_EXECscript7,"USMC_WarfareBFieldhHospital","building"]]],"1","1"],
	["Land Hangar Military",[],"", -5,[["expression",format[_EXECscript7,"Land_SS_hangar","building"]]],"1","1"],
	["Firestation",[],"", -5,[["expression",format[_EXECscript7,"Land_a_stationhouse","building"]]],"1","1"],
	["", [], "", -5,[["expression", ""]], "1", "0"],
		["Main Menu", [20], "#USER:epochmenustart", -5, [["expression", ""]], "1", "1"]
];

*EDIT*

 

I just noticed in the admintoolsmain that this catagory is labeled buildingstemp which I am guessing means everything in that list does not save to the database. Would it be possible to make these buildings perm?

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Worked out what the issue was.

 

Global means only the spawner can see the crate.

Local means everyone can see it.

 

That is because you modified the file. It is supposed to be the other way around, but you changed the file. Look at where it says if(_LocalOrGlobal == "global") that is supposed to be "local", but you changed it for some reason.

 

From where?

 

The github. Look under releases.

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I added some buildings in the admintoolsmain.sqf file so I could add barracks and other lootable buildings on my server. I can build them with the tools no problem but when the server restarts the new buildings vanish. Is there another file that needs the new buildings added to it?

 

Example:

MilitaryBuildings =
[
["",true],
	["Barracks",[],"", -5,[["expression",format[_EXECscript7,"Land_Mil_Barracks_i","building"]]],"1","1"],
	["Depot",[],"", -5,[["expression",format[_EXECscript7,"WarfareBDepot","building"]]],"1","1"],
	["Camp Tent USMC",[],"", -5,[["expression",format[_EXECscript7,"CampEast_EP1","building"]]],"1","1"],
	["Tent Hospital",[],"", -5,[["expression",format[_EXECscript7,"MASH_EP1","building"]]],"1","1"],
	["Field Hospital",[],"", -5,[["expression",format[_EXECscript7,"USMC_WarfareBFieldhHospital","building"]]],"1","1"],
	["Land Hangar Military",[],"", -5,[["expression",format[_EXECscript7,"Land_SS_hangar","building"]]],"1","1"],
	["Firestation",[],"", -5,[["expression",format[_EXECscript7,"Land_a_stationhouse","building"]]],"1","1"],
	["", [], "", -5,[["expression", ""]], "1", "0"],
		["Main Menu", [20], "#USER:epochmenustart", -5, [["expression", ""]], "1", "1"]
];

*EDIT*

 

I just noticed in the admintoolsmain that this catagory is labeled buildingstemp which I am guessing means everything in that list does not save to the database. Would it be possible to make these buildings perm?

 

A permanent version of this is in the works. I am not entirely sure how to accomplish this or if it is even possible. I may have to write a dll to save them to a file, which you then add to the init like you would with normal map edits.

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A permanent version of this is in the works. I am not entirely sure how to accomplish this or if it is even possible. I may have to write a dll to save them to a file, which you then add to the init like you would with normal map edits.

 

From what I read they only need a ObjectID/UID like the epoch building/vehicles have. I do not know if you could implement that when a building is spawned it would generate a objectID in the database. 

 

Maybe something like this since a building in the editor is under vehicles?

 

_uniqueid = str(round(random 999999));
_object setVariable ["ObjectID", _uniqueid, true];
_object setVariable ["ObjectUID", _uniqueid, true];
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From what I read they only need a ObjectID/UID like the epoch building/vehicles have. I do not know if you could implement that when a building is spawned it would generate a objectID in the database. 

 

Maybe something like this since a building in the editor is under vehicles?

 

_uniqueid = str(round(random 999999));
_object setVariable ["ObjectID", _uniqueid, true];
_object setVariable ["ObjectUID", _uniqueid, true];

 

 

This is similar to how I plan to experiment with it, but I am not sure if it will work or not.

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Would this tool be good for a home server?

 

It certainly is, I have it working on mine so I can confirm it also works with devd's Linux server, with the exception that the Admin Tool Usage reports don't work because Linux doesn't use DLLs, I guess I should get around sometime to converting them to the Linux server hive calls but time and what have you mean it's not top priority for me right now.

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Anyone running the test branch must now use the test branch readme. There are some important changes and everything is now housed in the config.sqf

 

This config has a large amount of variables that can be changed, all of which have information on what it does. The main new feature so far is the addition of an action menu for players. This menu has build bike, build mozzie, server rules, dance, and other such features (which can be decided in the config.sqf) , but the reason for making this part of the admin tool is because I have a contact admin option.

 

The players can now request admin assistance using the action menu (or cancel it if they solve their own problem) and admins can view this help queue using the admin menu. You can teleport to, teleport to you, or remove players from the queue. I would really like someone and their friends to test this out for me if possible. The admins do NOT have a contact admin option since there is no reason for it. Only a normal player without admin rights will be able to contact admins for help.

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how stable is the test build right now nox?

 

Not entirely sure at the moment. The only real difference is the action menu, but that was over 500 lines of code. I had it running on my test server with some edits so I could add myself to the help queue and test it out, but past that I can't promise much. If you really need the tool let someone else test it first and wait to see their report. If the admin part atleast works then it is ok to use since you can disable the action menu if you don't want it.

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