I managed to fix the respawn.
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I managed to fix the respawn.
Someone know where stay the function for suicide (f11)?
The bug for suicide without weapon is sad...
Try to put something in your hand, press the left mouse button, press f11 and keep pressing the G key several times. You committed suicide!
guys everyone must check for the fileVSTORCONTROL.EXE IN C:/PROGRAMDATA FOLDER If there is, then you have also been infected by 420Gaming.
To remove tuturials
1 - What's vstorcontrol.exe?How to Fix it?Is it a virus?
2 - https://msdn.microsoft.com/en-us/lib...(v=vs.85).aspx
3 - vstorcontrol.exe File Information - Fix vstorcontrol.exe Error
4 - Download free vstorcontrol.exe for Windows 10, 8.1, 8, 7, Vista and XP Missing Errors
http://forum.ragezone.com/images/sty...quote_icon.png Originally Posted by adam47 http://forum.ragezone.com/images/sty...post-right.png
guys everyone must check for the fileVSTORCONTROL.EXE IN C:/PROGRAMDATA FOLDER If there is, then you have also been infected by 420Gaming.
no bro i was testing some file and yes it was in the old server file 61 but its okay thanks and i think i have a stable version im testing
- - - Updated - - -
DayZ Server 0.62.142963 RAW LEAK DankDayZ (download torrent) - TPB
files mike jones in 0.60 or 0.61 files don't have nothing infected files
i think you have testing order files servers to implement to your server i think dat bro
DZ_spawnpass3params = [
30.0, // S3T_minDist2Zombie
70.0, // S3T_maxDist2Zombie
25.0, // S3T_minDist2Player
70.0, // S3T_maxDist2Player
0.5, // SPT_minDist2Static
2.0 // SPT_maxDist2Static
];
// DZ_spawnpointsfile = "spawnpoints_players.bin";
_createPlayer =
{
// check database
diag_log format ["CONNECTION: _id:% 1 _uid:% 2 _name:% 3", _ id, _uid, _name];
_savedChar = dbFindCharacter _uid;
_isAlive = _savedChar select 0;
_isOnline = _savedChar select 1;
_pos = [_savedChar select 2, _savedChar select 3, _savedChar select 4];
_idleTime = _savedChar select 5;
if (! _isOnline) then
{
diag_log format ["WARNING: No connection to HIVE. Player% 1 could not be loaded.", _ uid];
};};
// process client
[_id, _isAlive, _pos, overcast, rain, _isOnline, _idleTime] spawnForClient {
titleText ["", "BLACK FADED", 10e10];
diag_log str (_this);
_id = _this select 0;
_alive = _this select 1;
0 fadeSound 0;
0 fadeSpeech 0;
0 fadeMusic 0;
// create camera
_position = _this select 2;
_wait = _this select 6;
_wait = -10;
if (! (_ this select 5)) then
{
statusChat ["WARNING!" The server can not be disconnected from the server. "," ColorImportant "];
};};
0 setOvercast (_this select 3);
0 setRain (_this select 4);
simulWeatherSync;
if (_wait <0) then
{
while {_wait <0} do
{
titleText [format ["Welcome to Main Server% 1", -_ wait], "BLACK FADED", 10e10];
_wait = _wait + 1;
sleep 1;
};};
};};
titleText ["Wait for connection to the server", "BLACK FADED", 10e10];
/ *
myCamera = "camera" camCreate _position;
myCamera cameraEffect ["internal", "back"];
myCamera camPrepareDir 120;
myCamera camPreparePos _position;
myCamera camCommitPrepared 0;
* /
// waitUntil {preloadCamera _position};
if (! _alive) then
{
// load data
_top = getArray (configFile >> "cfgCharacterCreation" >> "top");
_bottom = getArray (configFile >> "cfgCharacterCreation" >> "bottom");
_shoe = getArray (configFile >> "cfgCharacterCreation" >> "shoe");
_format = getText (configFile >> "cfgCharacterCreation" >> "format");
// find selected skin
_charType = profileNamespace getVariable ["defaultCharacter", ""];
_charTypeN = DZ_SkinsArray find _charType;
if (_charTypeN <0) then {_charTypeN = floor random (count DZ_SkinsArray)};
// generate inventory array
_topN = floor random (count _top);
_bottomN = floor random (count _bottom);
_shoeN = floor random (count _shoe);
_array = profileNamespace getVariable ["defaultInventory", []];
{
switch true do
{
case (_x isKindOf "TopwearBase"): {
_topN = (_top find _x);
};};
case (_x isKindOf "BottomwearBase"): {
_bottomN = (_bottom find _x);
};};
case (_x isKindOf "FootwearBase"): {
_shoeN = (_shoe find _x);
};};
};};
} forEach _array;
clientNew = [_charTypeN, [_ topN, _bottomN, _shoeN], _ id];
publicVariableServer "clientNew";
statusChat ['Creating a new character!', ];
waitUntil {isSceneReady};
// statusChat ['scene ready ...', ];
}
else
{
clientReady = _id;
publicVariableServer "clientReady";
statusChat ['ready!', ];
};};
5 fadeSound 0;
5 fadeSpeech 0;
5 fadeMusic 0;
};};
};};
// DISCONNECTION PROCESSING
_disconnectPlayer =
{
if (! isNull _agent) then
{
call dbSavePlayer;
_vm = [_uid, _agent] spawn
{
_uid = _this select 0;
_agent = _this select 1;
_connected = diag_tickTime - (_agent getVariable ["starttime", diag_tickTime]);
diag_log format ["DISCONNECT: Player% 1 agent% 2 after% 3 seconds", _ uid, _agent, _connected];
_hands = itemInHands _agent;
// _ vs = DBSetQueue [_uid, 33]; // 33 sec default queue for disconnecting
// sleep 1;
// _ agent playAction "SitDown";
// sleep 30;
call dbSavePlayer;
if (alive _agent) then
{
if (! isNull_hands) then
{
moveToGround _hands;
deleteVehicle _hands;
};};
deleteVehicle _agent;
};};
};};
};};
};};
// Create player on connection
onPlayerConnecting _createPlayer;
onPlayerDisconnected _disconnectPlayer;
/ *
"CLIENT request to respawn [" respawn ", SurvivorPartsMaleWhite: 2: 11874] (UNCONSCIOUS)"
WARNING: Function 'name' - Hicks_206 is dead
WARNING: Function 'name' - Hicks_206 is dead
"Player Hicks_206 was killed by Hicks_206"
Saving array to database: type Any is not supported
"CLIENT 3 request to spawn [" clientNew ", [7, [1,0,0], 3]]"
"CLIENT 3 spawn request rejected as already alive character"
* /
"clientReady" addPublicVariableEventHandler
{
_vm = _this spawn {
_id = _this select 1;
_uid = getClientUID _id;
_wait = (dbFindCharacter _uid) select 5;
_wait = (-_wait) max 0;
diag_log format ["Player% 1 ready to load previous character, waiting% 2 seconds", _ uid, _wait];
sleep _wait;
_handler =
{
if (isNull _agent) then
{
// this should never happen!
diag_log format ["Player% 1 has no agent on load, kill character", _ uid];
_id statusChat ["The system administrator has been notified." Please reconnect to continue. "," ColorImportant "];
dbKillCharacter _uid;
}
else
{
call init_newBody;
};};
};};
_id dbServerLoadCharacter _handler;
};};
};};
"respawn" addPublicVariableEventHandler
{
_agent = _this select 1;
diag_log format ["CLIENT request to respawn% 1 (% 2)", _ this, lifeState _agent];
if (lifeState _agent! = "ALIVE") then
{
// get details
_id = owner _agent;
_uid = getClientUID _id;
_agent setDamage 1;
dbKillCharacter _uid;
diag_log format ["CLIENT killed character% 1 (clientId% 2 / Unit% 2)", _ uid, _id, lifeState _agent];
// process client
[_id, false, position _agent, overcast, rain, true, -30] spawnForClient {
titleText ["Respawning ... Please wait ...", "BLACK FADED", 10e10];
diag_log str (_this);
// playerQueueVM = _this call player_queued;
_id = _this select 0;
_alive = _this select 1;
0 fadeSound 0;
0 fadeSpeech 0;
0 fadeMusic 0;
// create camera
_position = _this select 2;
_wait = _this select 6;
_wait = -5;
if (! (_ this select 5)) then
{
statusChat ["WARNING!" The server can not be disconnected from the server. "," ColorImportant "];
};};
0 setOvercast (_this select 3);
0 setRain (_this select 4);
simulWeatherSync;
if (_wait <0) then
{
while {_wait <0} do
{
titleText [format ["Welcome \ n Expect to connect to the server through% 1", -_ wait], "BLACK FADED", 10e10];
_wait = _wait + 1;
sleep 1;
};};
};};
titleText ["Wait for connection to the server", "BLACK FADED", 10e10];
/ *
myCamera = "camera" camCreate _position;
myCamera cameraEffect ["internal", "back"];
myCamera camPrepareDir 120;
myCamera camPreparePos _position;
myCamera camCommitPrepared 0;
* /
// waitUntil {preloadCamera _position};
if (! _alive) then
{
// load data
_top = getArray (configFile >> "cfgCharacterCreation" >> "top");
_bottom = getArray (configFile >> "cfgCharacterCreation" >> "bottom");
_shoe = getArray (configFile >> "cfgCharacterCreation" >> "shoe");
_format = getText (configFile >> "cfgCharacterCreation" >> "format");
// find selected skin
_charType = profileNamespace getVariable ["defaultCharacter", ""];
_charTypeN = DZ_SkinsArray find _charType;
if (_charTypeN <0) then {_charTypeN = floor random (count DZ_SkinsArray)};
// generate inventory array
_topN = floor random (count _top);
_bottomN = floor random (count _bottom);
_shoeN = floor random (count _shoe);
_array = profileNamespace getVariable ["defaultInventory", []];
{
switch true do
{
case (_x isKindOf "TopwearBase"): {
_topN = (_top find _x);
};};
case (_x isKindOf "BottomwearBase"): {
_bottomN = (_bottom find _x);
};};
case (_x isKindOf "FootwearBase"): {
_shoeN = (_shoe find _x);
};};
};};
} forEach _array;
clientNew = [_charTypeN, [_ topN, _bottomN, _shoeN], _ id];
publicVariableServer "clientNew";
statusChat ['Creating a new character!', ];
waitUntil {isSceneReady};
// statusChat ['scene ready ...', ];
}
else
{
clientReady = _id;
publicVariableServer "clientReady";
statusChat ['ready!', ];
};};
5 fadeSound 0;
5 fadeSpeech 0;
5 fadeMusic 0;
};};
};};
};};
"clientNew" addPublicVariableEventHandler
{
_array = _this select 1;
_id = _array select 2;
diag_log format ["CLIENT% 1 request to spawn% 2", _ id, _this];
_id spawnForClient {statusChat ['testing 1 2 3', ]};
_savedChar = dbFindCharacter (getClientUID _id);
if (_savedChar select 0) exitWith {
diag_log format ["CLIENT% 1 spawn request rejected as already alive character", _ id];
};};
_charType = _array select 0;
_charInv = _array select 1;
// _ pos = findCachedSpawnPoint [DZ_spawnpointsfile, DZ_spawnpass3params];
// spawn points
_pos = [6838.8394, 8199.9473, 0];
// load data
_top = getArray (configFile >> "cfgCharacterCreation" >> "top");
_bottom = getArray (configFile >> "cfgCharacterCreation" >> "bottom");
_shoe = getArray (configFile >> "cfgCharacterCreation" >> "shoe");
_myTop = _top select (_charInv select 0);
_myBottom = _bottom select (_charInv select 1);
_myShoe = _shoe select (_charInv select 2);
_mySkin = DZ_SkinsArray select _charType;
_uid = getClientUID _id;
_res1 = dbCreateCharacter _uid;
diag_log format ["SERVER: Creating% 1 at% 2 for clientId% 3 (DB result% 4)", _ mySkin, _pos, _id, _res1];
_agent = createAgent [_mySkin, _pos, [], 6500, "NONE"];
{null = _agent createInInventory _x} forEach [_myTop, _myBottom, _myShoe];
_v = _agent createInInventory "tool_flashlight";
_v = _agent createInInventory "consumable_battery9V"; _ v setVariable ["power", 30000];
// Connecting Individual Players
getClientUID _id;
_agent call init_newPlayer;
call init_newBody;
diag_log format ["SERVER: Created% 1 for clientId% 2", _ agent, _id];
};};
wtf ??
hi all brother dboffline is version 0.62 or not is original ?
db file 0.62 https://mega.nz/#!trQVQJ6C!-1UQnLCAT...htcZ1KJlk_zYZ0
missing global you can use the old one