Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by FadDy Ceza
with problem
1. I can not drink the water in the river, do you know how to fix it?
2. I want to save time zone server do you know how to do it?
3. do you know how to fix when eating food and it's delay ?
4. Excuse me. My server can not build campfire. I don't know how to fix it. Can u help me plz.
Thank you.
Sorry i was not home.
1) mmm it's strange cause I can do it... I'll give it a look in the next days.
-----------------------------
2) If you want your server time one, open init.sqf of the MISSION, and edit the line:
Code:
//Standard daytime
setDate [2015, 3, 3, 07, 30];
to
Code:
//Standard daytime
setDate getSystemTime;
-----------------------------
3) No I don't know cause I don't get all the delay you are talking about
-----------------------------
4) To build a campfire, you have to use my DZ folder, and delete modulesDayZ folder inside it.
13-03-15
FadDy Ceza
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by LinkerSplit
Sorry i was not home.
1) mmm it's strange cause I can do it... I'll give it a look in the next days.
-----------------------------
2) If you want your server time one, open init.sqf of the MISSION, and edit the line:
Code:
//Standard daytime
setDate [2015, 3, 3, 07, 30];
to
Code:
//Standard daytime
setDate getSystemTime;
-----------------------------
3) No I don't know cause I don't get all the delay you are talking about
-----------------------------
4) To build a campfire, you have to use my DZ folder, and delete modulesDayZ folder inside it.
ty for you sir *-*
(3) Why when player eating then can't moving?
13-03-15
LinkerSplit
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by FadDy Ceza
ty for you sir *-*
(3) Why when player eating then can't moving?
It seems related to animation. to unblock, just put in your hands a weapon (axe, rifle,baseball bat etc.)
13-03-15
FadDy Ceza
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by LinkerSplit
It seems related to animation. to unblock, just put in your hands a weapon (axe, rifle,baseball bat etc.)
ok sir
can you make more items and weapon to server?
13-03-15
LinkerSplit
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by FadDy Ceza
ok sir
can you make more items and weapon to server?
Man there are already a lot of weapons from ArmA2 I don't think to add new ones.
Items also are the one forom the original game, so we only have to update our server to 0.54 to add new items :)
13-03-15
FadDy Ceza
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by LinkerSplit
Man there are already a lot of weapons from ArmA2 I don't think to add new ones.
Items also are the one forom the original game, so we only have to update our server to 0.54 to add new items :)
oh ok ty sir. i love u ty for fix script
with problem
I already deleted folder modules dayz but why i still can't ignite camp fire?
with
i want init.sqf and time zone completely
do you have this file?
with
you make how to add whitelist system?
becuase player in my server has same CD Key and ID
13-03-15
LennyCole
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Go to your-server\DZ\server\scripts\functions\dbLoadPlayer.sqf and paste this between _createPlayer = { and //check database
//check Duplicate
_cntUID = {(getClientUID (owner _x)) == _uid} count players;
if (_cntUID > 0) then {
[_id] spawnForClient {
_wait = 5;
while {_wait > 0} do {
titleText [format["Duplicate UID... Quit %1",_wait],"BLACK FADED",10e10];
_wait = _wait - 1;
sleep 1;
};
exitGame;
};
};
if (_cntUID > 0) exitWith {diag_log format ["=== CONNECTION fail: UID %1 duplicate {%2}",_uid,_name]};
13-03-15
LinkerSplit
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Man really there are too much things to fix in your server :)
You should open a new thread in the HELP section, I can't fix all the problems you have also because I do a lot of work for mine :)
13-03-15
FadDy Ceza
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Yo i don't like to mix real life with games and work, so please don't feel offended, but I don't give to anybody my facebook. You can find me on teamspeak if you want.
Epidemy.noip.me
password: epidemyts
13-03-15
FadDy Ceza
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by LinkerSplit
Yo i don't like to mix real life with games and work, so please don't feel offended, but I don't give to anybody my facebook. You can find me on teamspeak if you want.
Epidemy.noip.me
password: epidemyts
Your Name in
your name in teamspeak ?
13-03-15
LinkerSplit
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by FadDy Ceza
Your Name in
your name in teamspeak ?
The same, LinkerSplit
14-03-15
teejaykenji
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Hello again, can you pls help me. Sorry but can you explain to me how it's work, i tried to find but nothing find about it.
1) what is it in "exportProxies" 10000?
2) and what is it in "spawnLoot" 30000 and 10000
Thanks a lot :)
16-03-15
Nguyen Kiet
Re: Epidemy Project ITA 0.53 heavly modded - with updater
how to constantly change to nighttime even when the server is running sir ?
16-03-15
LinkerSplit
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by teejaykenji
1) what is it in "exportProxies" 10000?
2) and what is it in "spawnLoot" 30000 and 10000
Thanks a lot :)
ExportProxies Creates binary file with proxy data for further usage by other methods. 10000 is number of exported class objects.
spawnLoot spawns objects using binary proxy data and configuration file. 30000 is quantity of objects to attempt to spawn, 10000 is radius from center position.
Quote:
Originally Posted by Nguyen Kiet
how to constantly change to nighttime even when the server is running sir ?
Either you use getSystemTime in your mission init.sqf, or create a time accellerator script
16-03-15
danisimus
Re: Epidemy Project ITA 0.53 heavly modded - with updater
I have a question, why did you put the machine from Arma2 which the client is dropped? I mean car_sedan, car_hatchback, dutsun, hammer, tractor, Ural. These machines tend to drop the whole client.
16-03-15
LinkerSplit
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by danisimus
I have a question, why did you put the machine from Arma2 which the client is dropped? I mean car_sedan, car_hatchback, dutsun, hammer, tractor, Ural. These machines tend to drop the whole client.
Yo what you mean by "drop"?
We don't experience any crash with these cars. They have been fixed for what it may concern.
We have removed the "datsun" class cars from the spawn car file because they gpot the client crash after killing a zombie (which is something I'm working on to correct)
16-03-15
Rene Matejka
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Hello,
Can i ask how to fix that if someone switch to 3rd person and see character in left site of screen ? Thx for answer
16-03-15
LinkerSplit
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by Rene Matejka
Hello,
Can i ask how to fix that if someone switch to 3rd person and see character in left site of screen ? Thx for answer
You can find your answer in the old pages of this thread
16-03-15
FadDy Ceza
Re: Epidemy Project ITA 0.53 heavly modded - with updater
do you know how to whitelist?
16-03-15
danisimus
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by Rene Matejka
Hello,
Can i ask how to fix that if someone switch to 3rd person and see character in left site of screen ? Thx for answer
Press ENTER
16-03-15
Anonymus
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by danisimus
Press ENTER
i think he means the external camera view that is changed in the epidemy version.
To get back the default 3rd person view:
File: ..\Addons\characters_data.pbo
- Unpack PBO
- Open ..\DZ\characters\Data\config.cpp
- Search/Edit:
Do you know how to implement the armbands? I have:
- Added .p3d to character_proxies.pbo
- Added .p3ds, .rvmat and .paa files to character_tops.pbo and added class in config.cpp
- Added class in config.cpp from ...\dta\bin.pbo
So far i can cut raincoats to get armbands, i can drop them on floor and take them again, but i can't put them on. Nothing happens when i drag them from inventory on my char.
Is the missing function for putting them on Game.exe related? In WinHex i saw that there are 2 armband entries in dayz.exe from my legal version.
Perhaps you or someone else can help.
16-03-15
danisimus
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by Anonymus
i think he means the external camera view that is changed in the epidemy version.
To get back the default 3rd person view:
File: ..\Addons\characters_data.pbo
- Unpack PBO
- Open ..\DZ\characters\Data\config.cpp
- Search/Edit:
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Thank you for your answer LinkerSplit, but now I got this problem although persistence.sqf is still there, never modify anything. This problem is:
3:09:04 Script dz\server\scripts\Epidemy\Persistence.sqf not found (Still using the execVM car.sqf and car2.sqf from danisimus).
P/s: Can I make intro soundtrack when a player connected just like you? Please guide me.
- - - Updated - - -
Quote:
Originally Posted by LennyCole
Go to your-server\DZ\server\scripts\functions\dbLoadPlayer.sqf and paste this between _createPlayer = { and //check database
//check Duplicate
_cntUID = {(getClientUID (owner _x)) == _uid} count players;
if (_cntUID > 0) then {
[_id] spawnForClient {
_wait = 5;
while {_wait > 0} do {
titleText [format["Duplicate UID... Quit %1",_wait],"BLACK FADED",10e10];
_wait = _wait - 1;
sleep 1;
};
exitGame;
};
};
if (_cntUID > 0) exitWith {diag_log format ["=== CONNECTION fail: UID %1 duplicate {%2}",_uid,_name]};
This solution cannot work effectively as players still have same GUID and it is hard to monitor all of them with same GUID, a red notification of Battleeye will always appear on the down left corner of the player's monitor. I think this must be the problem that come from B.E, hope Linker can help us with this, as it is annoying and hard for DarT to show players effectively while GUID still shows the same on each players.
16-03-15
LennyCole
Re: Epidemy Project ITA 0.53 heavly modded - with updater
yes, because battleye didn't work correctly with this server-versions. take a older beserver.dll and use BeRT for administration. it shows playernames without a GUID from battleye. you can write global, kick and ban (only the ip will banned)
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Thx for help
- - - Updated - - -
I dont know ho to edit .pbo files i try it for 3 hours and it dont work. Can you send me pbo characters_data with extCameraPosition[]={0.0,1.0,-3.5}; ?
17-03-15
LinkerSplit
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by Anonymus
----------------------------------------------------------
@ LinkerSplit
Do you know how to implement the armbands? I have:
- Added .p3d to character_proxies.pbo
- Added .p3ds, .rvmat and .paa files to character_tops.pbo and added class in config.cpp
- Added class in config.cpp from ...\dta\bin.pbo
So far i can cut raincoats to get armbands, i can drop them on floor and take them again, but i can't put them on. Nothing happens when i drag them from inventory on my char.
Is the missing function for putting them on Game.exe related? In WinHex i saw that there are 2 armband entries in dayz.exe from my legal version.
Perhaps you or someone else can help.
Yo, no It's not something related to .exe file.
I'll update the game by the end of this week with armbands too and let you know how to do it :)
17-03-15
FadDy Ceza
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by FadDy Ceza
do you know how to whitelist?
help me plz ...................
17-03-15
LennyCole
Re: Epidemy Project ITA 0.53 heavly modded - with updater
create whitelist.txt in your server-folder and paste there the uid from your friends
thats all
17-03-15
FadDy Ceza
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by LennyCole
create whitelist.txt in your server-folder and paste there the uid from your friends
thats all
you help me you make how to or not ?
ty for you
17-03-15
LinkerSplit
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by FadDy Ceza
you help me you make how to or not ?
ty for you
Man, please this thread is not for helping in particular problems...
If you need some help, just post a thread into "HELP" section.
Thank you LennyCole for answering btw
17-03-15
Anonymus
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by LinkerSplit
Yo, no It's not something related to .exe file.
I'll update the game by the end of this week with armbands too and let you know how to do it :)
Perfect!
Since i'm new to arma modding, i thought i would get the armbands work like i have done it with the "new" compass, but i was wrong. I nearly searched all files from my legal version for armband entries, but i can't find the missing one(s).
I'll watch out for your new version.
Edit: Removed my new question.
17-03-15
moonjy1120
Re: Epidemy Project ITA 0.53 heavly modded - with updater
i can't suicide is it not applied in this version?
17-03-15
LinkerSplit
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by moonjy1120
i can't suicide is it not applied in this version?
Still not, but I'm working on a workaround :)
17-03-15
Rene Matejka
Re: Epidemy Project ITA 0.53 heavly modded - with updater
I have some questions.
1) why server spam
15:00:39 BattlEye Server: Update successfully completed. Restarting...15:00:39 BattlEye server updated to version: 198
15:00:39 BattlEye Server: Initialized (v1.198)
2) Can i have on server more loot. Its half then official servers.
3) Theese version dont have air transport ?
4) How can i give someone items, if someone want to buy.
Thx for anweres
17-03-15
LinkerSplit
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by Rene Matejka
I have some questions.
1) why server spam
15:00:39 BattlEye Server: Update successfully completed. Restarting...15:00:39 BattlEye server updated to version: 198
15:00:39 BattlEye Server: Initialized (v1.198)
2) Can i have on server more loot. Its half then official servers.
3) Theese version dont have air transport ?
4) How can i give someone items, if someone want to buy.
Thx for anweres
Guys... a lot of these questions have been answered previously!
About battleEye, try delete dayZ folder from both appdata and documents folder.
No, this version doesn't have script implemented for air transport.
If you need some help, PLEASE USE THE HELP SECTION
17-03-15
Anonymus
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by Rene Matejka
Thx for help
- - - Updated - - -
I dont know ho to edit .pbo files i try it for 3 hours and it dont work. Can you send me pbo characters_data with extCameraPosition[]={0.0,1.0,-3.5}; ?
Here you are. characters_data.pbo with your values.
18-03-15
LinkerSplit
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Im trying to figure out a workaround for locking doors.
Original steam game seems to have it harcoded, cause I can't find scripts or config entries for locking doors either in houses or in lockpick.
So I figured out a workaround.
Problem is that I can access to door selections of a model .p3d, but I can't assign each door a variable cause they are just animated pieces of the main house model, so variable got assigned to the main model, not to the door...
Is anybody whilling to help me?
#EDIT
Actually, I figured out also how to assign a single variable to each door...
stay tuned...
18-03-15
moonjy1120
Re: Epidemy Project ITA 0.53 heavly modded - with updater
We have removed the old updater.
use ArmA3Sync instead
18-03-15
LennyCole
Re: Epidemy Project ITA 0.53 heavly modded - with updater
here is a simple whitelist-system. it is only for servers with a handfull of players, because after a new entry in whitlelist you must restart the server to save the sqf.
1. open the dbLoadPlayer with a editor like notepad++
2. add this line behind DZ_spawnpointsfile: DB_WHITE_LIST = [ ' ' ];
between the ' ' must be the uids from the whitelisted playlers seperated by a comma for example [ '1234567', '987654' ];
3. ad the following lins behind _createPlayer = {
//check whitelist
_wlid = getCliendUID _id;
if (!(_wlid in DB_WHITE_LIST)) exitWith {
[_id] spawnForClient {
titleText ["You're not whitlisted!","BLACK FADED",10e10];
sleep 5;
exitGame;
};
};
4. save the dbLoadPlayer.sqf
5. start your server
your server is now whitelisted
Edit:
is there a moderator who can cut this post and paste that into the threat in the help-section?
19-03-15
moonjy1120
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Guys who have problem with connecting to server, i found that someone who has played dayz have problem with connecting server i dont know why but i think cleaning registry will help
- - - Updated - - -
i have updated my server with arma3sync and when i started my server 23:29:28 Dedicated host created.
23:29:37 BattlEye initialization failed the server says like this do i have to copy the BattleEye folder from your post?
20-03-15
Rene Matejka
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Hi, can i ask if it possible to make premium to dayz server for example if someone guid is in .txt he get different items on spawn. I try some code changed, but it dont work can someone help me ?
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by LennyCole
here is a simple whitelist-system. it is only for servers with a handfull of players, because after a new entry in whitlelist you must restart the server to save the sqf.
1. open the dbLoadPlayer with a editor like notepad++
2. add this line behind DZ_spawnpointsfile: DB_WHITE_LIST = [ ' ' ];
between the ' ' must be the uids from the whitelisted playlers seperated by a comma for example [ '1234567', '987654' ];
3. ad the following lins behind _createPlayer = {
//check whitelist
_wlid = getCliendUID _id;
if (!(_wlid in DB_WHITE_LIST)) exitWith {
[_id] spawnForClient {
titleText ["You're not whitlisted!","BLACK FADED",10e10];
sleep 5;
exitGame;
};
};
4. save the dbLoadPlayer.sqf
5. start your server
your server is now whitelisted
Edit:
is there a moderator who can cut this post and paste that into the threat in the help-section?
Thank you very much
with do you have this file "dbLoadPlayer.sqf" completely?
Re: Epidemy Project ITA 0.53 heavly modded - with updater
ok, thanks for your work ... and sharing the server side but I was expecting to try the tents saving system not a message that said that only works on your server I usually play on local local lan with some mates, say that cause lately it's difficult to find someone to share something decent without donations through, fear of copies maybe!? LOL!
23-03-15
myklord
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Hi LinkSplit thanks for the release .. is there a tutorial in installing and on connecting to the server?
and i got this problem "Bad version server rejected connection" always comes out .. any solution?
23-03-15
LinkerSplit
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by myklord
Hi LinkSplit thanks for the release .. is there a tutorial in installing and on connecting to the server?
and i got this problem "Bad version server rejected connection" always comes out .. any solution?
If you are having "bad version" message when trying to connect to our server it's because you didn't update your game.
You need to run ArmA3Sync, configure it like in THIS VIDEO (follow ALL THE steps), then you will be able to play!
For any other problems, PM me, don't write here :)
23-03-15
poletxe9
Re: Epidemy Project ITA 0.53 heavly modded - with updater
hi and sorry for my noob:?: question but after 10 pages I still doubt, does your server have persistence on tents? cars? loot? or can I manage my own server with persistence? thanks!
25-03-15
danisimus
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Something I can not get the script breakdown of the pistol weaponfired.sqf
25-03-15
LinkerSplit
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by danisimus
Something I can not get the script breakdown of the pistol weaponfired.sqf
Danisimus the script is inherited from file character_data.pbo. Open config.cpp and check for EventHandler!
25-03-15
Baskan Sercan
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Server battleye initialization failed
How ı fix ?
and
Bad version rejected
25-03-15
LinkerSplit
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by Baskan Sercan
Server battleye initialization failed
How ı fix ?
and
Bad version rejected
Delete "DayZ" folder from:
-appdata\local
-documents
Run the ArmA 3 Sync and download updates!
25-03-15
kozelmatyas
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Thanks for the release! Almost everything works fine except the tin cans... If you try to open them without can-opener, they just disappears! And sometimes foods like orange,banana etc.. drinks like Pipsi, Nota cola etc.. doesn't disappear after consume! Any solution for these? Thanks for the help!
25-03-15
LinkerSplit
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by kozelmatyas
Thanks for the release! Almost everything works fine except the tin cans... If you try to open them without can-opener, they just disappears! Any solution for this? Thanks for the help!
Kozelmatyas, if you go through the first pages, I release some updates! That problem was already fixed (don't tell me which page the update should be... :) )
25-03-15
kozelmatyas
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Oh! I thought that Arma sync will fix that... Are you talking about Update 1.0.1?
25-03-15
danisimus
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by LinkerSplit
Danisimus the script is inherited from file character_data.pbo. Open config.cpp and check for EventHandler!
Thanks
25-03-15
LinkerSplit
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by kozelmatyas
Oh! I thought that Arma sync will fix that... Are you talking about Update 1.0.1?
mmm we made a lot of updates. you need to use ArmA 3Sync to download updates.
Just configure it as in the video and run the synchronizer!
26-03-15
danisimus
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by LinkerSplit
Danisimus the script is inherited from file character_data.pbo. Open config.cpp and check for EventHandler!
Please tell me where to fix the weapon deteriorated even faster???
26-03-15
kozelmatyas
Re: Epidemy Project ITA 0.53 heavly modded - with updater
I've already done that, and everything is up to date except Characters_data.pbo and UI.pbo.. Cans and consumables still buggy...
26-03-15
LinkerSplit
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by danisimus
Please tell me where to fix the weapon deteriorated even faster???
Yo, the script is inside Epidemy folder in DZ.
Here it is:
Code:
//weaponfired.sqf
fn_weaponfired =
{
private["_unit","_inHands"
_unit = _this select 0;
_weapon = _this select 1;
_inHands = itemInHands _unit;
_dam = damage _inHands;
//CHECK IF IT'S A FIRING WEAPONFIRED
if !(_inHands isKindOf "RifleCore") || !(_inHands isKindOf "PistolCore") exitWith {diag_log "";};
diag_log format["WEAPONFIRED IS WORKING_weapon is %1 - %2 - %3",_inHands, _dam, _unit]; _newdam = (sqrt(_dam) + 0.03)^2);
_inHands setDamage _newdam;
if (_dam > 0.95) then
{
[_unit,format["Damn! my %1 is ruined! I need a kit to repair it.","colorImportant"] call fnc_playerMessage;
};
};
You have to work on the red text.
That's the one who deteriorates the gun
- - - Updated - - -
Quote:
Originally Posted by kozelmatyas
I've already done that, and everything is up to date except Characters_data.pbo and UI.pbo.. Cans and consumables still buggy...
For real, they are working in my server which is the exact version I release :D
Just download the client again, and use ArmA 3 Sync to update it. are you sure you are setting up ArmA3Sync correctly?
29-03-15
kozelmatyas
Re: Epidemy Project ITA 0.53 heavly modded - with updater
I set up the ArmA3 Sync like in the video! I've updated everything with it, Cans still disapper if opened without Can opener...Rabbit trap, Fishing also not working... I seen a DZ folder in the posts somewhere which was posted by you, should I try with that? I've found an "event_opencan =" string in your DZ\init.sqf which is not in my init.sqf..
30-03-15
LinkerSplit
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Yeah, as said, you didn't updated your server according with my releases!
If you know how to set up a server, you should know that DZ folder is crucial for scripts, and yes, you must update your init.sqf!
30-03-15
kozelmatyas
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by LinkerSplit
Yeah, as said, you didn't updated your server according with my releases!
If you know how to set up a server, you should know that DZ folder is crucial for scripts, and yes, you must update your init.sqf!
I've updated init.sqf, the consumables are now working very well, thanks! I've also updated all addons and after that, the magazines for new weapons just gone... Any suggestions, please?
30-03-15
LinkerSplit
Re: Epidemy Project ITA 0.53 heavly modded - with updater
not all magazines of all weapons disappear. Only for M107, KSVK, VSS Vintorez and G36SD ammo.
That's something I'm fixing.
31-03-15
kozelmatyas
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by LinkerSplit
not all magazines of all weapons disappear. Only for M107, KSVK, VSS Vintorez and G36SD ammo.
That's something I'm fixing.
Okay, thanks for responding, I'll wait for it!
31-03-15
LinkerSplit
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Also, I'm implementing farming too...
Still I'll not release them to public, only to someone who don't just take my work and implement it in his server but shows also some appreciation cause I spend a lot of time in scripting and modding this game while I should follow stock markets (which is my job)!
Don't just download and use and ask always for help, show also some appreciation!
For more info, contact me privately!
01-04-15
LinkerSplit
Re: Epidemy Project ITA 0.53 heavly modded - with updater
///////////////// NEXT UPDATES:
- FARMING (NOW POSSIBLE, YOU WILL HAVE TO TAKE CARE OF THE PLANTS!)
- WORKING LAND MINES AND BEAR TRAPS (NEED TO BE SET UP, PAY ATTENTION!)
Re: Epidemy Project ITA 0.53 heavly modded - with updater
This looks great.
For experimental purposes of my own i would like to try to get the land mine and bear trap to work.
I see in the config there are some event handlers, i wonder where these functions are located?
01-04-15
LinkerSplit
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by Lucchese
This looks great.
For experimental purposes of my own i would like to try to get the land mine and bear trap to work.
I see in the config there are some event handlers, i wonder where these functions are located?
Functions are usually located in server_data.pbo
01-04-15
vianney21
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Linkersplit I do not understand why you are showing off all those cool features you've managed to implement to the game if you are not willing to share them with us. At the end of the day, all your work has been made possible by people who SHARED their work. I really don't get it.
01-04-15
LinkerSplit
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by vianney21
Linkersplit I do not understand why you are showing off all those cool features you've managed to implement to the game if you are not willing to share them with us. At the end of the day, all your work has been made possible by people who SHARED their work. I really don't get it.
Actually it was possible because one guy once stole a game. I want to remember everybody that "copy-pasting" is not a creation.
As said, I've made a lot of scripts on my own, they can be used in our server if you want, but I'll relese what I think is most easy to do, not the hardest ones cause a lot of people here don't deserve them, always asking for something withour showing appreciation!
01-04-15
vianney21
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by LinkerSplit
Actually it was possible because one guy once stole a game. I want to remember everybody that "copy-pasting" is not a creation.
As said, I've made a lot of scripts on my own, they can be used in our server if you want, but I'll relese what I think is most easy to do, not the hardest ones cause a lot of people here don't deserve them, always asking for something withour showing appreciation!
What about Kortal's work then?
If showing appreciation means sending you money, you've come to the wrong place. What's left? Fame? Most of the people here already think you're just a brat trying to make some cash out of a cracked game. Think different, work for the greater good. Not for yourself.
01-04-15
LinkerSplit
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by vianney21
What about Kortal's work then?
If showing appreciation means sending you money, you've come to the wrong place. What's left? Fame? Most of the people here already think you're just a brat trying to make some cash out of a cracked game. Think different, work for the greater good. Not for yourself.
I think about my own work, that's all.
I'm not here to sell anything, there's the proper section in the ragezone forum.
never seen a poll saying I'm a brat, I just see a lot of my post helping people, AND a post saying that I'm tired of giving ALL my work to people who just take it and use it. Is it immoral? I don't think so.
Whatch your language btw, never called you brat or something like that, I don't even know you, so do you.
What, just because I don't want to give my "best work so far", I'm a brat?
This sounds new to me. Am I the only one? Don't think so (do you remember something about MiraJ asking for donation in public? Never seen one of your post in his section - btw MiraJ I don't blame you, I admire you! -
01-04-15
vianney21
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by LinkerSplit
I think about my own work, that's all.
I'm not here to sell anything, there's the proper section in the ragezone forum.
never seen a poll saying I'm a brat, I just see a lot of my post helping people, AND a post saying that I'm tired of giving ALL my work to people who just take it and use it. Is it immoral? I don't think so.
Whatch your language btw, never called you brat or something like that, I don't even know you, so do you.
What, just because I don't want to give my "best work so far", I'm a brat?
This sounds new to me. Am I the only one? Don't think so (do you remember something about MiraJ asking for donation in public? Never seen one of your post in his section - btw MiraJ I don't blame you, I admire you! -
Of course you can be proud about your best work, and not be willing to share is understandable. You could also be humble, and stop bragging that you've managed to do x and y on every thread you can find. I seriously think that you do a great work; I respect that. What some of us don't like is this tendency you have to show off your toys and monetize everything you develop. Hell, 22$ for a fukken base, really? You can understand that it doesn't add up in your favor.
01-04-15
LinkerSplit
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by vianney21
Of course you can be proud about your best work, and not be willing to share is understandable. You could also be humble, and stop bragging that you've managed to do x and y on every thread you can find. I seriously think that you do a great work; I respect that. What some of us don't like is this tendency you have to show off your toys and monetize everything you develop. Hell, 22$ for a fukken base, really? You can understand that it doesn't add up in your favor.
Man don't moralize. We are a team and we once paid for our server, and now we use donations to rent a better one, and to implement new things!
I appreciate that you like my work, but I'm the only one who is making constant updates of both client and server files.
Indeed, I'm about to release new buildings with sounds to doors for example, which is already implenented in our server and it took not too much time to be created!
01-04-15
Lucchese
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Okay, found the player_landmine.sqf and player_beartrap.sqf and copied them into the correct folder.
Still i cant do anything with the landmine nor the beartrap.
I feel so frustrated and confused right now xD
01-04-15
LinkerSplit
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by Lucchese
Okay, found the player_landmine.sqf and player_beartrap.sqf and copied them into the correct folder.
Still i cant do anything with the landmine nor the beartrap.
I feel so frustrated and confused right now xD
Yo man, it's not like that.
Seems that newer original servers changed something in the scripting architecture!
What I can suggest you is that you need to learn more from BIStudio forum too :)
I've changed something in the functions from those files, indeed I've removed those two files and re-made them in one only file, also I changed the local functions (the ones with the _ before the name) to make them global ones (compiled of course) because there was a problem loading them
02-04-15
Lucchese
Re: Epidemy Project ITA 0.53 heavly modded - with updater
For now it seems I'm in over my head with this stuff.
Id like to learn more, but I have no clue where to look on the BIStudio forums.
Could you help this noob and send me your script so I can compare and learn from that?
I find wiki pages way too dry material, I just cant seem to absorb it.
I will not share it nor am I planning on releasing anything so don't worry about me stealing your stuff :)
By the way:
I wanted to try Epidemy but am too experiencing Battleye claiming its not updated and closing the client that was mentioned in the first couple pages of this thread.
I tried replacing the .dll with danismus 0.53 ones, still the same problem.
Something I did notice is the battleye.cfg has the same password as in server.cfg.
Since i edited the server.cfg pass, i tried using the same pass in battleye.cfg but this did not seem to work either.
Quote:
Originally Posted by LennyCole
I Think it is a BattlEye problem.
With the new beclient your client will close and there is a erroe "Be Service do not running"
Delete the beclient.dll in the user_cfg folder und change the beserver.dll on your server with older versions
I do not even have a user_cfg folder?
02-04-15
teejaykenji
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by Lucchese
I do not even have a user_cfg folder?
Try to delete beclient.dll in
C:\Users\USER_NAME\AppData\Local\DayZ\BattlEye
02-04-15
Lucchese
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by teejaykenji
Try to delete beclient.dll in
C:\Users\USER_NAME\AppData\Local\DayZ\BattlEye
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by Lucchese
For now it seems I'm in over my head with this stuff.
Id like to learn more, but I have no clue where to look on the BIStudio forums.
About that error, make sure you did the update correctly (using ArmA3Sync).
Before explaining something interesting and important, I want to remember you some things.
-------------------------
init.sqf: located in DZ\server\scripts (when I talk about init.sqf I'm always referring to that file ok?)
------------------------
FUNCTION: a chunk of code between brackets that must be compiled before been used. If the function is in the init.sqf, you don't need to compile it with a command cause the init.sqf will be compiled itself (with all the function inside them). If you include function in a separate sqf file go to the below example of SCRIPT.
Example of a function:
Code:
EP_linkerIsABrat =
{
CODE HERE;
};
-------------------------
SCRIPT: a file that includes chunks of code that are not included in brackets OR that includes FUNCTIONS (see examples below).
First Example of a script called EP_linkerIsABrat.sqf:
Code:
_obj1 = _this select 0;
_obj2 = _this select 1;
_text = "obj1 is far too distant from obj2";
if ((_obj distance _obj2) > 20) then
{
diag_log format["%1 - distance is %2",_text, (_obj1 distance _obj2)];
};
Second Example of a script called EP_linkerIsABrat.sqf:
Code:
EP_linkerWantsToBeABrat =
{
_obj1 = _this select 0;
_obj2 = _this select 1;
_text = "obj1 is far too distant from obj2";
if ((_obj distance _obj2) > 20) then
{
diag_log format["%1 - distance is %2",_text, (_obj1 distance _obj2)];
};
};
A script, must be either execVM-ed or called/spawned.
If you want to call/spawn this script, you need to compile it first and assign a name/variable to it. HOW?
Put this line in the init.sqf:
As you can see, it's likely 90% the same as the _fnc_pickupTrap function you can find in the player_beartrap.sqf but...
I took that function, removed from that file, created a new file (called EP_trapsandmines.sqf) and modified it like the way you can see. then, in the init.sqf I added the string to pre-compile this new script file. (see explanation section first)
To call that function, I simply used
Code:
[_user,_obj] call EPfn_PickUpTrap;
where _user is the player (_user is not a magic variable like _this/_x/_forEachIndex), it's simply a variable with a simple name, I could call it _linker)
_obj is the trap (same as above)
If you open the addon gear_traps.pbo, and open the config, you will notice userActions where there are defined the scripts (both as condition and as statement): you need to modify those strings also according to the new functions (indeed in the config I'm not spawning anymore player_beartrap, but a particular function I've extrapolated.
For example, to activate the trap now I use
Code:
[_owner, this] spawn EPfn_ActivateTrap;
Where EPfn_activatetrap is very similar to the _fnc_activatetrap you can find in the script!
Hope this helped a bit, don't make me explain also how to make a script, there a plently of example showing the mechanics on BIStudio. Just go to the section (ArmA/ArmA2/ArmA3 editing -> scripting) :D
Here I've grouped some interesting links to help you:
Also, this is for people who are always complaining about the fact I only make spoilers!
I also like to help people who DESERVE help!
02-04-15
teejaykenji
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by Lucchese
Working solution!
Thank you very much :D
No problem. Just note that game making copy of beclient.dll in that folder. When you changing beclient.dll in your client folder, then you should delete it in AppData again.
to LinkerSplit Hello again, i found that Gorka Helmet with new textures doesn't have shock resistance. And visors already attached.
Spoiler:
Code:
class GorkaHelmet_svoboda: HeadgearBase {
scope=2;
absorbency=0;
heatIsolation=1;
displayName="Svoboda Gorka E Military Helmet";
descriptionShort="Military Svoboda helmet of local Gorka military unit. Designed to protect both head and face.";
model="\DZ\characters\headgear\Maska_g.p3d";
itemSize[]={2,2};
repairableWith=0;
class Damage
{
tex[]={};
mat[]=
{
"DZ\characters\headgear\data\maska_black.rvmat",
"DZ\characters\headgear\data\maska_black_damage.rvmat",
"DZ\characters\headgear\data\maska_black_destruct.rvmat"
};
};
class ClothingTypes
{
male="\DZ\characters\headgear\Maska.p3d";
female="\DZ\characters\headgear\Maska.p3d";
};
hiddenSelections[]=
{
"camoGround",
"camoMale",
"camoFemale"
};
hiddenSelectionsTextures[]=
{
"\DZ\characters\headgear\data\maska_SVOBODA_co.paa",
"\DZ\characters\headgear\data\maska_SVOBODA_co.paa",
"\DZ\characters\headgear\data\maska_SVOBODA_co.paa"
};
class DamageArmor
{
ballistic=0.80000001;
bleed=0.80000001;
};
};
to others people I just changed little bit, now Gorka_visor is not attached and possible to attach. New Gorka helmets has same stats with Gorka original.
Spoiler:
Code:
class GorkaHelmet : HeadgearBase { scope = public;
absorbency = 0;
heatIsolation = 1;
displayName = "Gorka E Military Helmet";
descriptionShort = "Military helmet of local Gorka military unit. Designed to protect both head and face.";
model = "\DZ\characters\headgear\Maska_g.p3d";
itemSize[] = {2, 2};
repairableWith = 0;
class GorkaHelmet_Black : GorkaHelmet {
displayName = "Black Gorka E Military Helmet";
hiddenSelectionsTextures[] = {"\DZ\characters\headgear\data\maska_black_co.paa", "\DZ\characters\headgear\data\maska_black_co.paa", "\DZ\characters\headgear\data\maska_black_co.paa"};
};
class GorkaHelmet_svoboda: GorkaHelmet {
displayName="Svoboda GOrka Military Helmet";
hiddenSelectionsTextures[]=
{
"\DZ\characters\headgear\data\maska_SVOBODA_co.paa",
"\DZ\characters\headgear\data\maska_SVOBODA_co.paa",
"\DZ\characters\headgear\data\maska_SVOBODA_co.paa"
};
};
class ESF_Helmet: GorkaHelmet {
displayName="ESF Gorka E Military Helmet";
hiddenSelectionsTextures[]=
{
"\DZ\characters\headgear\data\ESF_Maska.paa",
"\DZ\characters\headgear\data\ESF_Maska.paa",
"\DZ\characters\headgear\data\ESF_Maska.paa"
};
};
class DesertCamo_Helmet: GorkaHelmet {
displayName="Desert Gorka E Military Helmet";
hiddenSelectionsTextures[]=
{
"\DZ\characters\headgear\data\DesertCamo_Maska.paa",
"\DZ\characters\headgear\data\DesertCamo_Maska.paa",
"\DZ\characters\headgear\data\DesertCamo_Maska.paa"
};
};
class ForestCamo_Helmet: GorkaHelmet {
displayName="Forest Gorka Military Helmet";
hiddenSelectionsTextures[]=
{
"\DZ\characters\headgear\data\ForestCamo_Maska.paa",
"\DZ\characters\headgear\data\ForestCamo_Maska.paa",
"\DZ\characters\headgear\data\ForestCamo_Maska.paa"
};
};
class WinterCamo_Helmet: GorkaHelmet {
displayName="Winter Gorka Military Helmet";
hiddenSelectionsTextures[]=
{
"\DZ\characters\headgear\data\WinterCamo_Maska.paa",
"\DZ\characters\headgear\data\WinterCamo_Maska.paa",
"\DZ\characters\headgear\data\WinterCamo_Maska.paa"
};
};
class SWAT_Helmet: GorkaHelmet {
displayName="SWAT Gorka Military Helmet";
hiddenSelectionsTextures[]=
{
"\DZ\characters\headgear\data\SWAT_Maska.paa",
"\DZ\characters\headgear\data\SWAT_Maska.paa",
"\DZ\characters\headgear\data\SWAT_Maska.paa"
};
};
class GorkaHelmet_complete : HeadgearBase {
scope = public;
absorbency = 0;
heatIsolation = 1;
displayName = "Gorka Military Helmet with visor";
descriptionShort = "Military helmet of local Gorka military unit. Designed to protect both head and face.";
model = "\DZ\characters\headgear\Maska_complete_g.p3d";
itemSize[] = {2, 2};
attachments[] = {"Glass"};
itemsCargoSize[] = {0, 0};
repairableWith = 0;
class GorkaHelmet_complete_Green : GorkaHelmet_complete {};
class GorkaHelmet_complete_Black : GorkaHelmet_complete {
displayName="Black Gorka E Military Helmet with visor";
hiddenSelectionsTextures[] = {"\DZ\characters\headgear\data\maska_black_co.paa", "\DZ\characters\headgear\data\maska_black_co.paa", "\DZ\characters\headgear\data\maska_black_co.paa"};
};
class GorkaHelmet_svoboda_complete : GorkaHelmet_complete {
displayName="Svoboda Gorka E Military Helmet with visor";
hiddenSelectionsTextures[]=
{
"\DZ\characters\headgear\data\maska_SVOBODA_co.paa",
"\DZ\characters\headgear\data\maska_SVOBODA_co.paa",
"\DZ\characters\headgear\data\maska_SVOBODA_co.paa"
};
};
class ESF_Helmet_complete : GorkaHelmet_complete {
displayName="ESF Gorka E Military Helmet with visor";
hiddenSelectionsTextures[]=
{
"\DZ\characters\headgear\data\ESF_Maska.paa",
"\DZ\characters\headgear\data\ESF_Maska.paa",
"\DZ\characters\headgear\data\ESF_Maska.paa"
};
};
class DesertCamo_Helmet_complete : GorkaHelmet_complete {
displayName="Black Gorka E Military Helmet with visor";
hiddenSelectionsTextures[]=
{
"\DZ\characters\headgear\data\DesertCamo_Maska.paa",
"\DZ\characters\headgear\data\DesertCamo_Maska.paa",
"\DZ\characters\headgear\data\DesertCamo_Maska.paa"
};
};
class ForestCamo_Helmet_complete : GorkaHelmet_complete {
displayName="Forest Gorka E Military Helmet with visor";
hiddenSelectionsTextures[]=
{
"\DZ\characters\headgear\data\ForestCamo_Maska.paa",
"\DZ\characters\headgear\data\ForestCamo_Maska.paa",
"\DZ\characters\headgear\data\ForestCamo_Maska.paa"
};
};
class WinterCamo_Helmet_complete : GorkaHelmet_complete {
displayName="Winter Gorka E Military Helmet with visor";
hiddenSelectionsTextures[]=
{
"\DZ\characters\headgear\data\WinterCamo_Maska.paa",
"\DZ\characters\headgear\data\WinterCamo_Maska.paa",
"\DZ\characters\headgear\data\WinterCamo_Maska.paa"
};
};
class SWAT_Helmet_complete : GorkaHelmet_complete {
displayName="SWAT Gorka E Military Helmet with visor";
hiddenSelectionsTextures[]=
{
"\DZ\characters\headgear\data\SWAT_Maska.paa",
"\DZ\characters\headgear\data\SWAT_Maska.paa",
"\DZ\characters\headgear\data\SWAT_Maska.paa"
};
};
Sorry i don't have skills for coding :) but it's work.
I found models of crafted clothes, but pivots is wrong, like Crafted_Hat is between my legs (looks funny), any idea how to fix pivots?
I'm not using your server for public, becouse in my country internet traffic is problem and expensive. We have to play only inside country.
Anyway thank you LinkerSplit and to your team, you made best. I hope that you will share with us (as soon as possible:) ) that cool stuff :). Waiting for farming and tents :)
PS: Sorry for my english.
02-04-15
LinkerSplit
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Yo man thank you for your attention and your improvements!
The reason you have problems with crafted_hat is that Bohemia created a new model character .p3d.
Try to use characters_data model of survivor to see if it will work.
02-04-15
Lucchese
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by LinkerSplit
About that error, make sure you did the update correctly (using ArmA3Sync).
Before explaining something interesting and important, I want to remember you some things.
-------------------------
init.sqf: located in DZ\server\scripts (when I talk about init.sqf I'm always referring to that file ok?)
------------------------
FUNCTION: a chunk of code between brackets that must be compiled before been used. If the function is in the init.sqf, you don't need to compile it with a command cause the init.sqf will be compiled itself (with all the function inside them). If you include function in a separate sqf file go to the below example of SCRIPT.
Example of a function:
Code:
EP_linkerIsABrat =
{
CODE HERE;
};
-------------------------
SCRIPT: a file that includes chunks of code that are not included in brackets OR that includes FUNCTIONS (see examples below).
First Example of a script called EP_linkerIsABrat.sqf:
Code:
_obj1 = _this select 0;
_obj2 = _this select 1;
_text = "obj1 is far too distant from obj2";
if ((_obj distance _obj2) > 20) then
{
diag_log format["%1 - distance is %2",_text, (_obj1 distance _obj2)];
};
Second Example of a script called EP_linkerIsABrat.sqf:
Code:
EP_linkerWantsToBeABrat =
{
_obj1 = _this select 0;
_obj2 = _this select 1;
_text = "obj1 is far too distant from obj2";
if ((_obj distance _obj2) > 20) then
{
diag_log format["%1 - distance is %2",_text, (_obj1 distance _obj2)];
};
};
A script, must be either execVM-ed or called/spawned.
If you want to call/spawn this script, you need to compile it first and assign a name/variable to it. HOW?
Put this line in the init.sqf:
As you can see, it's likely 90% the same as the _fnc_pickupTrap function you can find in the player_beartrap.sqf but...
I took that function, removed from that file, created a new file (called EP_trapsandmines.sqf) and modified it like the way you can see. then, in the init.sqf I added the string to pre-compile this new script file. (see explanation section first)
To call that function, I simply used
Code:
[_user,_obj] call EPfn_PickUpTrap;
where _user is the player (_user is not a magic variable like _this/_x/_forEachIndex), it's simply a variable with a simple name, I could call it _linker)
_obj is the trap (same as above)
If you open the addon gear_traps.pbo, and open the config, you will notice userActions where there are defined the scripts (both as condition and as statement): you need to modify those strings also according to the new functions (indeed in the config I'm not spawning anymore player_beartrap, but a particular function I've extrapolated.
For example, to activate the trap now I use
Code:
[_owner, this] spawn EPfn_ActivateTrap;
Where EPfn_activatetrap is very similar to the _fnc_activatetrap you can find in the script!
Hope this helped a bit, don't make me explain also how to make a script, there a plently of example showing the mechanics on BIStudio. Just go to the section (ArmA/ArmA2/ArmA3 editing -> scripting) :D
Here I've grouped some interesting links to help you:
Also, this is for people who are always complaining about the fact I only make spoilers!
I also like to help people who DESERVE help!
I understand this (a little :P)
Now for my trial and error learning sessions xD
I did not do the arma3 update process, silly me.
Its updating now, so i guess all should be fine.
Except for one thing, i see in the loading screen that you have cars and tents being loaded/saved.
Though the script files that should process these requests are not in my dz/Epidemy folder
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by Lucchese
I understand this (a little :P)
Now for my trial and error learning sessions xD
I did not do the arma3 update process, silly me.
Its updating now, so i guess all should be fine.
Except for one thing, i see in the loading screen that you have cars and tents being loaded/saved.
Though the script files that should process these requests are not in my dz/Epidemy folder
Yes, because as said in old posts, we didn't release saving system for tents and cars
02-04-15
Lucchese
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by LinkerSplit
Yes, because as said in old posts, we didn't release saving system for tents and cars
Sorry, must have overlooked that :)
Too bad for me :P
- - - Updated - - -
By the way, sorry for asking so much but i found another problem.
I do not like the clog.sqf file telling me to wait 15 seconds to exit.
I tried commenting out the execvm lines in credits and also renamed the clog.sqf file to clog_backup.sqf.bak.
Still i get the countdown, what am i missing?
02-04-15
teejaykenji
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by Lucchese
Sorry, must have overlooked that :)
Too bad for me :P
- - - Updated - - -
By the way, sorry for asking so much but i found another problem.
I do not like the clog.sqf file telling me to wait 15 seconds to exit.
I tried commenting out the execvm lines in credits and also renamed the clog.sqf file to clog_backup.sqf.bak.
Still i get the countdown, what am i missing?
I don't know how it's works on LinkerSplit's server, but on another, when you will of that function, then will possible to duplicate equipment. e.g.: you disconnect from server and after again connect, you will have your clon near by you with same equipment, after killing him you can loot his equpment.
to LinkerSlit 1.) Before i have problem with sawing mosin and izh shotgun, i opened gears_tools.pbo and found that there is config.bin and config.cpp, i unpacked it, then deleted config.bin and repacked it, now it's works. I don't know actually that problem was in it, but anyway. :)
2.) I looked in server_data.pbo and found that {CZ75, 0.028} and {1911, 0.02} without "". I don't know this is problem for spawning or not.
02-04-15
LinkerSplit
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by teejaykenji
to LinkerSlit 1.) Before i have problem with sawing mosin and izh shotgun, i opened gears_tools.pbo and found that there is config.bin and config.cpp, i unpacked it, then deleted config.bin and repacked it, now it's works. I don't know actually that problem was in it, but anyway. :)
2.) I looked in server_data.pbo and found that {CZ75, 0.028} and {1911, 0.02} without "". I don't know this is problem for spawning or not.
Hi man, no I don't5 think it will be a problem, because they were from the original files od dayz standaone :)
Btw, for the cheat you were telling me about, you can't edit a pbo and enter in our server, cause you have to have the exact match of bytes and checksum. If not, you will not be able to join our server.
So suppose somebody modify a pbo, he cant add anything (even two //) and repack it. he will not be able to join
02-04-15
teejaykenji
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by LinkerSplit
Hi man, no I don't5 think it will be a problem, because they were from the original files od dayz standaone :)
Btw, for the cheat you were telling me about, you can't edit a pbo and enter in our server, cause you have to have the exact match of bytes and checksum. If not, you will not be able to join our server.
So suppose somebody modify a pbo, he cant add anything (even two //) and repack it. he will not be able to join
Try it on your server, HEX editor don't modify files on your client folder. It's injecting in RAM, without touching files and changing md5. I just sent to you solutution, i tested it, but i don't know what's will be in the future :) I forgot to translate, will send instruction to you.
03-04-15
Lucchese
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Okay, I feel like an idiot but here goes:
I had to format my entire computer and just finished installing Epidemy again.
Weird thing is, I suddenly can't seem to get the save system to work.
The RPT shows me this:
Code:
2015/04/03, 18:01:14 "Processing 1 saves for players..."
2015/04/03, 18:01:14 Saving array to database: type Any is not supported
2015/04/03, 18:01:14 Saving array to database: type Any is not supported
2015/04/03, 18:01:14 XXX GetResponse http://localhost/dayzservlet53/lud0/save/?uid=76561197960931169&id=000000
2015/04/03, 18:01:14 XXX finished in 0 result 500
04-04-15
Lucchese
Re: Epidemy Project ITA 0.53 heavly modded - with updater
I forgot to enable mod_rewrite in httpd.conf and so I enabled it, but I still get the error 500.
Obviously I did something wrong, but I have no clue to what it might be :(
05-04-15
iPhoneK1LLA
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Always great releases! Does anyone have a tutorial on how to use ARMA3SYNC as an updater so users don't have to download a new client each time there's an update?
05-04-15
Lucchese
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by iPhoneK1LLA
Always great releases! Does anyone have a tutorial on how to use ARMA3SYNC as an updater so users don't have to download a new client each time there's an update?
Quote:
Originally Posted by LinkerSplit
Constantly new updates on our server, you can update your client by installing and running the new launcher (if you still have ArmA 3 Sync, then follow this video: HOW TO UPDATE GAME WITH ARMA 3 SYNC)
Is that what you mean?
05-04-15
iPhoneK1LLA
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by Lucchese
Is that what you mean?
Unfortunately not, what I mean is how I can setup ARMA3SYNC to do the same thing with my server when I release new content :P
05-04-15
Lucchese
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Oh I see. Sorry, I can't help you with that because I simply don't know :)
05-04-15
iPhoneK1LLA
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by Lucchese
Oh I see. Sorry, I can't help you with that because I simply don't know :)
It's all good dude :)
06-04-15
Lucchese
Re: Epidemy Project ITA 0.53 heavly modded - with updater
About my save system not working:
Turns out enabling mod rewrite in the httpd.conf and restarting the wamp server was not enough.
I had to reboot my computer for the changes to settle (why I didn't try that immediatly, I dont know :P).
So, what DayZ is concerned, I'm back in buisness ^^
06-04-15
iPhoneK1LLA
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by Lucchese
About my save system not working:
Turns out enabling mod rewrite in the httpd.conf and restarting the wamp server was not enough.
I had to reboot my computer for the changes to settle (why I didn't try that immediatly, I dont know :P).
So, what DayZ is concerned, I'm back in buisness ^^
Nice dude!
Do you have a website? :)
06-04-15
Lucchese
Re: Epidemy Project ITA 0.53 heavly modded - with updater
Quote:
Originally Posted by iPhoneK1LLA
Nice dude!
Do you have a website? :)
Nope, my server isnt public (yet?) either.
If there is a demand for it, i will think about making it public :)