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[Release] Epoch Modified & BaseBuilding 1.2 + Useful Plugins


exodon

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at the moment i'm working on some bugfixes and i've updated some files wich had some old code inside... also i'm adding an deconstruction animation loop while the object is beeing deleted from the database... otherwise people where able to duplicate the items very easy... but inbetween this week i try to also add bungles pack and the way how the plugins are activated and such things... i've already talked to bungle... ;)

 

 

**Edit: i think the merge with the bungle pack has to wait a bit more... sorry guys... i'm actually working on recoding the remove function from basebuilding to remove a possible exploit...

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Remove clothing works well other than the fact that a male model is returned when taking clothes from a female.

I have asked Churchie the creator of the script about a fix for this which he has but unfortunately it is reserved for a new mod coming soon and the rest of the world has to wait until then to get access to it.

 

Halo spawns is also being introduced to this new mod as part of the back story and as much as I like it. Its not something that fits into the regular survivor theme for Epoch. However that being said its not hard to add in.

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Updated to Beta 0.2 Release and changed the links to the new github page, just checkout the original post (first post on first page :D  B) )

 

i still need to update the new github page with the known issues / bugs... and also the patch notes are not on the github page yet... only thos the "second post" of this thread are "up to date"!!

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With the new version its working now for me.

 

I found a bug: http://s7.directupload.net/file/d/3332/kzndl9dl_jpg.htm

 

U can take or Load in a Smart, not every car but on smart its working.

 

 

Also had to change my cleanup.sql code to this:

CREATE EVENT `DeleteDead` ON SCHEDULE EVERY 1 HOUR STARTS '2013-05-28 09:12:27' ON COMPLETION PRESERVE ENABLE DO DELETE FROM `Character_DATA` WHERE Alive = 0;

CREATE EVENT `DeleteDestroyedVehicles` ON SCHEDULE EVERY 1 HOUR STARTS '2013-07-23 02:51:53' ON COMPLETION PRESERVE ENABLE DO DELETE FROM `Object_DATA` WHERE Damage = 1;

CREATE EVENT `updateStockDaily` ON SCHEDULE EVERY 1 HOUR STARTS '2013-07-23 02:51:53' ON COMPLETION PRESERVE ENABLE DO UPDATE `Traders_DATA` SET qty=50 WHERE qty<20;
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Here is a great debug monitor
http://opendayz.net/threads/simple-ish-debug-monitor-w-toggling-function-and-animation.12567/

I edited the code to add IP and changed the colors
 

//Credit to nullpo for his original debug and Superlube for the picture
//Modified by Matt L
dayz_spaceInterrupt = {
    private ["_dikCode", "_handled"];
    _dikCode = _this select 1;
    _handled = false;
 
    if (_dikCode == 0x44) then {
        if (debugMonitor) then {
            debugMonitor = false;
            hintSilent "";
        } else {[] spawn fnc_debug;};
    };
    _handled
};
 
fnc_debug = {
    debugMonitor = true;
    while {debugMonitor} do
    {
        _kills =        player getVariable["zombieKills",0];
        _killsH =        player getVariable["humanKills",0];
        _killsB =        player getVariable["banditKills",0];
        _humanity =        player getVariable["humanity",0];
        _headShots =    player getVariable["headShots",0];
        _zombies =              count entities "zZombie_Base";
        _zombiesA =    {alive _x} count entities "zZombie_Base";
        _banditCount = {(isPlayer _x) && ((_x getVariable ["humanity",0]) < 0)} count playableUnits;
        _heroCount  = {(isPlayer _x) && ((_x getVariable ["humanity",0]) >= 5000)} count playableUnits;
        _pic = (gettext (configFile >> 'CfgVehicles' >> (typeof vehicle player) >> 'picture'));
            if (player == vehicle player) then
            {
                _pic = (gettext (configFile >> 'cfgWeapons' >> (currentWeapon player) >> 'picture'));
            }
                else
            {
                _pic = (gettext (configFile >> 'CfgVehicles' >> (typeof vehicle player) >> 'picture'));
            };
        hintSilent parseText format ["
        <t size='1'font='Bitstream'align='center' color='#00FF00' >%1</t><br/>
        <t size='1'font='Bitstream'align='left' color='#EE0000' >Blood Left:</t><t size='1' font='Bitstream'align='right' color='#EE0000' >%2</t><br/>
        <t size='1'font='Bitstream'align='left' color='#EEC900' >Humanity:</t><t size='1'font='Bitstream'align='right' color='#EEC900' >%3</t><br/>
        <t size='1'font='Bitstream'align='left' color='#EEC900' >Noobs Killed:</t><t size='1'font='Bitstream'align='right' color='#EEC900' >%4</t><br/>
        <t size='1'font='Bitstream'align='left' color='#EEC900' >Assholes Killed:</t><t size='1'font='Bitstream'align='right' color='#EEC900' >%5</t><br/>
        <t size='1'font='Bitstream'align='left' color='#EEC900' >Zombitches Killed:</t><t size='1'font='Bitstream'align='right' color='#EEC900' >%6</t><br/>
        <t size='1'font='Bitstream'align='left' color='#EEC900' >Dome Shots:</t><t size='1'font='Bitstream'align='right' color='#EEC900' >%7</t><br/>
        <t size='1' font='Bitstream' align='left' color='#EEC900' >Zombitches (alive/total): </t><t size='1' font='Bitstream' align='right' color='#EEC900' >%9/%8</t><br/>
        <t size='1'font='Bitstream'align='left' color='#104E8B' >Current Asshole Count:</t><t size='1'font='Bitstream'align='right' color='#FF0000' >%11</t><br/>
        <t size='1'font='Bitstream'align='left' color='#104E8B' >Current NiceGuy Count:</t><t size='1'font='Bitstream'align='right' color='#00FF00' >%12</t><br/>
        <t size='1' font='Bitstream' align='left' color='#104E8B' >FPS: </t><t size='1' font='Bitstream' align='right' color='#104E8B' >%10</t><br/>
        <img size='3' image='%13'/><br/>
        <t size='1'font='Bitstream'align='left' color='#FF00FF' >Press F10 to toggle! </t><br/>
        <t size='1'font='Bitstream'align='left' color='#00FFFF' >dayzfallendead.cu.cc </t><br/>
		<t size='1'font='Bitstream'align='left' color='#00FF00' >IP:192.31.185.209:3357 </t><br/>
 
        ",dayz_playerName,r_player_blood,round _humanity,_killsH,_killsB,_kills,_headShots,count entities "zZombie_Base",{alive _x} count entities "zZombie_Base",diag_fps,_banditCount,_heroCount,_pic];
    sleep 1;
    };
};
 
[] spawn fnc_debug;


 

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@ Gamewalker:  ok i fixed the cleanupactions.sql... should work for everyone now... (as long as u have the sql event-sheduler set to "on"... when it is set to "off" the cleanup actions wont work... in this case just contact your host and ask to turn it on) and the smart... well... its not a bug... its a feature ^^ dude its a SMART  :lol: i've added it to the vehicles u could take and load in.... also the gyro copters and the mozzie have this feature...  :D

 

@ B6 Media: i'm gonna try the debug monitor... and about the pbo... so u just had to unpack and repack again? or did u repacked it from the reposity folders? (i've repacked it now... should work with the downloadable pbo) would be cool if u could test the new file if it still is broken or not... just take a look the the reposity... i've already updated the file...

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hmmmm well i cant get it working for some reason..

 

i get too the screen where you hit continue and recieve the mission file but mission file is stuck at 0kb/0kb.

 

cant get my head around this ive uploaded it twice now and after changing the sql databases i cant get my old packs working either.. :/

 

edit:   get stuck at 22kb / 1650kb. then loose connection after a whilee

 

2cnd edit: Ok this is weird, it seems like the server is restarting every 2 minute or so. what can cause this? im hosting from dayz.st. but it seems like it because the dayz commander keeps getting 10k ping every 1 minute.,

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wow... thats weird... but i've heard it a lot that servers from dayz.st causing often problems.... did u downloaded the pbo's from github or did u packed them yourself with the folder from github? cause others already had these problems too since i switched to github... maybe i better use a rar wich i host on my website for the downloadable pack... github only for changing code...

 

i'm gonna test the files wich are available for download, and then i test my local files, cause the locals were working...

 

i'll keep u up to date ;)

 

 

**Update: should work now... i had some wrong settings in my github gui ^^ it changed the line endings of all files when i uploaded them... should now be fixed... reuploaded all files...

 

 

ok checked now everything twice... i reuploaded the files to github, tested the files, and its working... when it is still not working for anybody then i create a new rar file and link it in the op for server wich having problems... but it also could be because of dayz.st 

 

i've used a clean arma 2 operation arrowhead server installation with epoch 1.0.1.5 mod and my the files i have released... and i used the existing database from my public server, only object i have deleted...

 

 

***Update 2: Updated to 0.2.1 Beta... fixed a critical bug in the remove function and on infopanels....

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@exodon   Its definetly dayz.st's fault. its not the first time everything gets fucked cuss of them dont bother thinking about this problem more ive cancelled my sub too them :)

 

edit: im joining your taviana server:) sick of editing files :P

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taviana? ^^ takistan :P

 

and again a hot fix to the 0.2.1 beta ^^ info panels were still bugged... :/ now 100% checked this twice and more xD now its working!

 

 

***Edit: now after more then one hour of testing i can say: this is working...

had some guys wich had problems but those where because of their server or database or other "bugs" wich had nothing to do with the modpack... it writes everything to databse... even without deployable table, u can edit the code from panels as often as u want, all changes will be stored to database and no duplicates will be created... and also the object remove function is working how it should... it first removes the object ingame, then from database, and then the player get his refund... (original bugged was first refund, then database delete, then ingame) if anybody still encounters some critical bugs wich are not already in the "Known Bugs" session, pls pls post them here... ^^ and well maybe someone can take a look to the github repo, i need some help with the camo nettings and also with the tower remove... camo nets i dont have any clue.... towers i know its because they have ladders, and always when u target a point wich would activate the remove function u get the "climb" function instead... :-/ i need a way to add both but remove only when the player is the owner... ^^

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I've just installed this modpack to a fresh epoch install with an existing database. Two things I have noticed so far , I had a safe in a Wood Shack and it disappeared after installing the mod, I checked the object_data and it still existed, so i moved it to my location then restarted the server and it was there, something wierd, not a big deal. The second thing i come across is when I select "View the Vehicle Content" i get an error "Resource R3F_LOG_dlg_contenu_vehicule not found" , i googled it quickly and didn't see much on it, i downloaded the R3F mod just to see if I can find something quickly about it but nothing.

 

Back to testing in my development server.

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first of all, thank you exodon for you're time and work on this!

 

i'm working on two epoch servers of friends of mine and had a hard time as i'm not familiar to arma and epoch...

jet i'm a quite experienced coder and it's quite easy to get into the epoch code besides it being a bit chaotic lol

 

exo i would offer you some help in implementing and bug testing! just pm me!

 

 

and to jail an addition i would really like to see Sarge and DayZMissions to be added here ;)

https://github.com/lazyink/DayZ-Missions

https://github.com/Swiss-Sarge/SAR_AI-1.5.0

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Have this pack running on my server its great but we cant get the info pads to work.admins can open and close the gates but players who built it cant delete or open them i have your recent pack is this a common problem or have i done something wrong?

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As you stated if there's anything we would like you too add to this pack hail out, so here's my hail:

 

If you could get this basebuilding pack implemented with bungles custom server pack so you can still change the loading screen and edit different things as we could with his poack that would definetly be awesome.

 

but i assume when you are done with the standalone building pack we can implement it ourself. :)

great work guys :)

To Change the loading screen you need to

1. change your pictures format to .paa

2.change the name of your picutre you want for your loading screen to loadingscreen

3.replace the old one in dayz_mission\custom folder

 

best way to change it to paa format is to download bistudio texview 2 ill put a link below

http://community.bistudio.com/wiki/TexView_2

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i try to merge all mods from bungles pack to this one... and also the way how u can customize it... only thing is, i think i wont add the admin menu... cause those plugins always open your servers to hackers... they can use the admin mod without being admin... its possible to do that... i had it running on my server and hat some hackers in this time... but there wasnt any hacker since i removed it again...

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donny... did u used the latest files? 0.2.1 ? i fixed the issue with the panels in that version

Yes as soon as you uploaded it i edited what i need to like our custom building and added the admin tool back on the server could it be them?

 

panels work but only by admins who have the uid in the improvement files in day_code folder.

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check following file in the mission pbo..... dayz_code/external/keypad/fny_key/codeCompare.sqf

 

compare it to the last commit on github... ^^ get sure that it is exactly the same... cause few minutes after the 0.2.1 release i've uploaded some hotfixes... those hotfixes made the panels accepting the valid codes again...

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check following file in the mission pbo..... dayz_code/external/keypad/fny_key/codeCompare.sqf

 

compare it to the last commit on github... ^^ get sure that it is exactly the same... cause few minutes after the 0.2.1 release i've uploaded some hotfixes... those hotfixes made the panels accepting the valid codes again...

ill take a look now.

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