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kludge

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About kludge

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  1. :wacko: :wacko: :wacko: 2016/04/05, 23:06:37 Error in expression <') WHERE p.playerUID = '%1'",_playerUID,sru_pdb_mission_fk]; _sql_res2 = call co> 2016/04/05, 23:06:37 Error position: <sru_pdb_mission_fk]; _sql_res2 = call co> 2016/04/05, 23:06:37 Error Undefined variable in expression: sru_pdb_mission_fk 2016/04/05, 23:06:37 File sru_pdb\functions\fn_Server_getUnit.sqf, line 10 2016/04/05, 23:06:37 Error in expression <') WHERE p.playerUID = '%1'",_playerUID,sru_pdb_mission_fk]); sleep 5; [ [[_Pla> 2016/04/05, 23:06:37 Error position: <sru_pdb_mission_fk]); sleep 5; [ [[_Pla> 2016/04/05, 23:06:37 Error Undefined variable in expression: sru_pdb_mission_fk 2016/04/05, 23:06:37 File sru_pdb\functions\fn_Server_getUnit.sqf, line 11 2016/04/05, 23:06:47 Attempt to override final function - nss_ac_fnc_execute 2016/04/05, 23:06:47 "NSS_AC_Log: (User, 76561198076820649) entered the game with the NSS Admin Console" 2016/04/05, 23:13:09 Client: Remote object 3:0 not found 2016/04/05, 23:13:31 Unaccessible 2016/04/05, 23:13:31 found in (80,40). 2016/04/05, 23:13:35 Error in expression <') WHERE p.playerUID = '%1'",_playerUID,sru_pdb_mission_fk]; _sql_res2 = call co> 2016/04/05, 23:13:35 Error position: <sru_pdb_mission_fk]; _sql_res2 = call co> 2016/04/05, 23:13:35 Error Undefined variable in expression: sru_pdb_mission_fk 2016/04/05, 23:13:35 File sru_pdb\functions\fn_Server_getUnit.sqf, line 10
  2. I tried so save all that dressed on the players, i.e. weapons, modules, weapons, uniforms, shops, the backpack, in the backpack, items in the uniform, headwear, gadgets. Wrote in initSrever.sqf the code above, installed OO on a PDW source. The entry in the DB is, that is, a DB file with the right information, go out from the server data in place, I go to the server data is overwritten on a clean player, but not read from the database that is saved the user is not loaded from the database ((((.
  3. call compilefinal preprocessFileLineNumbers "oo_pdw.sqf"; _pdw = ["new", "inidbi"] call OO_PDW; "loadPlayers" call _pdw; "loadGroups" call _pdw; _refreshTime = 30; // в Ñекундах while {true} do { sleep _refreshTime; "savePlayers" call _pdw; "saveGroups" call _pdw; systemChat "Сохранение..."; }; no work read player ...
  4. code34, It was impossible to write in post what is OO PDW - oriented object Persistent Data World for example, why the fuck am I already three days swearing here try to reinvent the wheel...
  5. Bitch doesn't work !!!! :angry: Nearly the same variations at 1.4 with syntax writes but not reads. v.1 while {true} do { sleep 5; systemChat "Сохранение..."; _x = player; _databasename = getPlayerUID _x; _inidbi = ["new", _databasename] call OO_INIDBI; //============ Load Stats //PLAYER playerPos = ["read", ["playerData", "location", "ARRAY"]] call _inidbi; playerHealth = ["read", ["playerData", "health", "SCALAR"]] call _inidbi; playerOxygen = ["read", ["playerData", "oxygen", "SCALAR"]] call _inidbi; //INVENTORY playerBackpack = ["read", ["playerData", "backpack", "STRING"]] call _inidbi; playerBackpackGear = ["read", ["playerData", "backpackGear", "ARRAY"]] call _inidbi; playerVest = ["read", ["playerData", "vest", "STRING"]] call _inidbi; playerVestGear = ["read", ["playerData", "vestGear", "ARRAY"]] call _inidbi; playerUniform = ["read", ["playerData", "uniform", "STRING"]] call _inidbi; playerUniformGear = ["read", ["playerData", "uniformGear", "ARRAY"]]call _inidbi; playerGadgets = ["read", ["playerData", "gadgets", "ARRAY"]] call _inidbi; playerHeadgear = ["read", ["playerData", "headgear", "STRING"]] call _inidbi; playerGoggles = ["read", ["playerData", "goggles", "STRING"]] call _inidbi; playerWep = ["read", ["playerData", "weapons", "ARRAY"]] call _inidbi; playerPrimWepAttach = ["read", ["playerData", "primWeaponAttachments", "ARRAY"]] call _inidbi; playerSecWepAttach = ["read", ["playerData", "secWeaponAttachments", "ARRAY"]] call _inidbi; playerMagazines = ["read", ["playerData", "magazines", "ARRAY"]] call _inidbi; //============ Save Stats //PLAYER ["write", ["playerData", "name", name _x]] call _inidbi; ["write", ["playerData", "location", position _x]] call _inidbi; ["write", ["playerData", "oxygen", getOxygenRemaining _x]] call _inidbi; ["write", ["playerData", "health", damage _x]] call _inidbi; //INVENTORY ["write", ["playerData", "weapons", weapons _x]] call _inidbi; ["write", ["playerData", "primWeaponAttachments", primaryWeaponItems _x]] call _inidbi; ["write", ["playerData", "secWeaponAttachments", secondaryWeaponItems _x]] call _inidbi; ["write", ["playerData", "magazines", magazinesAmmoFull _x]] call _inidbi; ["write", ["playerData", "backpack", backpack _x]] call _inidbi; ["write", ["playerData", "backpackGear", backpackItems _x]] call _inidbi; ["write", ["playerData", "vest", vest _x]] call _inidbi; ["write", ["playerData", "vestGear", vestItems _x]] call _inidbi; ["write", ["playerData", "uniform", uniform _x]] call _inidbi; ["write", ["playerData", "uniformGear", uniformItems _x]] call _inidbi; ["write", ["playerData", "gadgets", assignedItems _x]] call _inidbi; ["write", ["playerData", "headgear", headgear _x]] call _inidbi; ["write", ["playerData", "goggles", goggles _x]] call _inidbi; }; //===================================================================================================================== 2016/03/20, 18:51:36 "IniDBI: write failed data is empty" 2016/03/20, 18:51:36 "IniDBI: write failed data is empty" 2016/03/20, 18:51:36 "IniDBI: write failed data is empty" 2016/03/20, 18:51:36 "IniDBI: write failed data is empty" 2016/03/20, 18:51:36 "IniDBI: write failed data is empty" 2016/03/20, 18:51:36 "IniDBI: write failed data is empty" v.2 while {true} do { sleep 5; systemChat "Сохранение..."; _inidbi = ["new", "PlayersData"] call OO_INIDBI; _playerData = getPlayerUID player; //============ Load Stats //PLAYER playerPos = ["read", [_playerData, "location", "ARRAY"]] call _inidbi; playerHealth = ["read", [_playerData, "health", "SCALAR"]] call _inidbi; playerOxygen = ["read", [_playerData, "oxygen", "SCALAR"]] call _inidbi; //INVENTORY playerBackpack = ["read", [_playerData, "backpack", "STRING"]] call _inidbi; playerBackpackGear = ["read", [_playerData, "backpackGear", "ARRAY"]] call _inidbi; playerVest = ["read", [_playerData, "vest", "STRING"]] call _inidbi; playerVestGear = ["read", [_playerData, "vestGear", "ARRAY"]] call _inidbi; playerUniform = ["read", [_playerData, "uniform", "STRING"]] call _inidbi; playerUniformGear = ["read", [_playerData, "uniformGear", "ARRAY"]]call _inidbi; playerGadgets = ["read", [_playerData, "gadgets", "ARRAY"]] call _inidbi; playerHeadgear = ["read", [_playerData, "headgear", "STRING"]] call _inidbi; playerGoggles = ["read", [_playerData, "goggles", "STRING"]] call _inidbi; playerWep = ["read", [_playerData, "weapons", "ARRAY"]] call _inidbi; playerPrimWepAttach = ["read", [_playerData, "primWeaponAttachments", "ARRAY"]] call _inidbi; playerSecWepAttach = ["read", [_playerData, "secWeaponAttachments", "ARRAY"]] call _inidbi; playerMagazines = ["read", [_playerData, "magazines", "ARRAY"]] call _inidbi; //============ Save Stats //PLAYER ["write", [_playerData, "name", name player]] call _inidbi; ["write", [_playerData, "location", position player]] call _inidbi; ["write", [_playerData, "oxygen", getOxygenRemaining player]] call _inidbi; ["write", [_playerData, "health", damage player]] call _inidbi; //INVENTORY ["write", [_playerData, "weapons", weapons player]] call _inidbi; ["write", [_playerData, "primWeaponAttachments", primaryWeaponItems player]] call _inidbi; ["write", [_playerData, "secWeaponAttachments", secondaryWeaponItems player]] call _inidbi; ["write", [_playerData, "magazines", magazinesAmmoFull player]] call _inidbi; ["write", [_playerData, "backpack", backpack player]] call _inidbi; ["write", [_playerData, "backpackGear", backpackItems player]] call _inidbi; ["write", [_playerData, "vest", vest player]] call _inidbi; ["write", [_playerData, "vestGear", vestItems player]] call _inidbi; ["write", [_playerData, "uniform", uniform player]] call _inidbi; ["write", [_playerData, "uniformGear", uniformItems player]] call _inidbi; ["write", [_playerData, "gadgets", assignedItems player]] call _inidbi; ["write", [_playerData, "headgear", headgear player]] call _inidbi; ["write", [_playerData, "goggles", goggles player]] call _inidbi; }; //===================================================================================================================== 2016/03/20, 19:02:39 "IniDBI: write failed data is empty" 2016/03/20, 19:02:39 "IniDBI: write failed data is empty" 2016/03/20, 19:02:39 "IniDBI: write failed data is empty" 2016/03/20, 19:02:39 "IniDBI: write failed data is empty" 2016/03/20, 19:02:39 "IniDBI: write failed data is empty" 2016/03/20, 19:02:39 "IniDBI: write failed data is empty"
  6. InitServer.sqf call compile preProcessFile "\inidbi\init.sqf"; call compile preProcessFile "Arma3functions.sqf"; call compile preProcessFile "IniDB\LoadPlayer.sqf"; DeleteItemPlayer.sqf removeAllWeapons Player; removeAllItems Player; removeAllAssignedItems Player; removeUniform Player; removeVest Player; removeBackpack Player; removeHeadgear Player; removeGoggles Player; [Player] call abc_LoadplayerPosServer; LoadPlayer.sqf abc_LoadplayerPos = { private ["_loadpos"]; _loadpos = _this select 0; _Profile = format["%1", getPlayerUID _loadpos]; //============ Load Stats execVM "IniDB\DeleteItemPlayer.sqf"; //PLAYER playerPos = [_profile, "playerData", "location", "ARRAY"] call iniDB_read; playerHealth = [_profile, "playerData", "health", "SCALAR"] call iniDB_read; playerOxygen = [_profile, "playerData", "oxygen", "SCALAR"] call iniDB_read; //INVENTORY playerBackpack = [_profile, "playerData", "backpack", "STRING"] call iniDB_read; playerBackpackGear = [_profile, "playerData", "backpackGear", "ARRAY"] call iniDB_read; playerVest = [_profile, "playerData", "vest", "STRING"] call iniDB_read; playerVestGear = [_profile, "playerData", "vestGear", "ARRAY"] call iniDB_read; playerUniform = [_profile, "playerData", "uniform", "STRING"] call iniDB_read; playerUniformGear = [_profile, "playerData", "uniformGear", "ARRAY"] call iniDB_read; playerGadgets = [_profile, "playerData", "gadgets", "ARRAY"] call iniDB_read; playerHeadgear = [_profile, "playerData", "headgear", "STRING"] call iniDB_read; playerGoggles = [_profile, "playerData", "goggles", "STRING"] call iniDB_read; playerWep = [_profile, "playerData", "weapons", "ARRAY"] call iniDB_read; playerPrimWepAttach = [_profile, "playerData", "primWeaponAttachments", "ARRAY"] call iniDB_read; playerSecWepAttach = [_profile, "playerData", "secWeaponAttachments", "ARRAY"] call iniDB_read; playerMagazines = [_profile, "playerData", "magazines", "ARRAY"] call iniDB_read; systemChat "Чтение ÑохранениÑ..."; }; if(isServer) then { [] execVM "IniDB\SavePlayer.sqf";}; SavePlayer.sqf if(isServer) then { while{true} do { { if(isPlayer _x) then { sleep 5; //============ Save Stats _Profile = format["%1", getPlayerUID _x]; //PLAYER [_profile, "playerData", "name", name _x] call iniDB_write; [_profile, "playerData", "location", position _x] call iniDB_write; [_profile, "playerData", "oxygen", getOxygenRemaining _x] call iniDB_write; [_profile, "playerData", "health", damage _x] call iniDB_write; //INVENTORY [_profile, "playerData", "weapons", weapons _x] call iniDB_write; [_profile, "playerData", "primWeaponAttachments", primaryWeaponItems _x] call iniDB_write; [_profile, "playerData", "secWeaponAttachments", secondaryWeaponItems _x] call iniDB_write; [_profile, "playerData", "magazines", magazinesAmmoFull _x] call iniDB_write; [_profile, "playerData", "backpack", backpack _x] call iniDB_write; [_profile, "playerData", "backpackGear", backpackItems _x] call iniDB_write; [_profile, "playerData", "vest", vest _x] call iniDB_write; [_profile, "playerData", "vestGear", vestItems _x] call iniDB_write; [_profile, "playerData", "uniform", uniform _x] call iniDB_write; [_profile, "playerData", "uniformGear", uniformItems _x] call iniDB_write; [_profile, "playerData", "gadgets", assignedItems _x] call iniDB_write; [_profile, "playerData", "headgear", headgear _x] call iniDB_write; [_profile, "playerData", "goggles", goggles _x] call iniDB_write; systemChat "Сохранение..."; }; } forEach allUnits; } }; Arma3functions.sqf // Do not edit this file! // This file may only be edited by Engima's ASCOM Editor! // // <ASCOM version="1"> // <Prefix>abc_</Prefix> // <Functions> // <Function Name="LoadplayerPos" Params="loadpos" Ret="false" A="false" C="false" S="true" O="false" OC="false" P="false" /> // <Function Name="LoadPlayerWeapon" Params="weapon" Ret="false" A="false" C="false" S="true" O="false" OC="false" P="false" /> // </Functions> // </ASCOM> ASCOM_ClientID = 0; ASCOM_CallID = 0; ASCOM_LastCallID = 0; ASCOM_LockCallID = 0; "abc_LoadplayerPosEventArgs" addPublicVariableEventHandler { private ["_array"]; _array = _this select 1; _array spawn { if ((_this select 0 == "A") || (_this select 0 == "C" && !isDedicated)) then { (_this select 1) call abc_LoadplayerPos; }; if (_this select 0 == "S" && isServer) then { (_this select 1) call abc_LoadplayerPos; }; }; }; abc_LoadplayerPosServer = { if (isNil "_this") then { _this = []; }; if (isServer) then { _this call abc_LoadplayerPos; } else { abc_LoadplayerPosEventArgs = ["S", _this]; publicVariable "abc_LoadplayerPosEventArgs"; abc_LoadplayerPosEventArgs = []; }; }; "abc_LoadPlayerWeaponEventArgs" addPublicVariableEventHandler { private ["_array"]; _array = _this select 1; _array spawn { if ((_this select 0 == "A") || (_this select 0 == "C" && !isDedicated)) then { (_this select 1) call abc_LoadPlayerWeapon; }; if (_this select 0 == "S" && isServer) then { (_this select 1) call abc_LoadPlayerWeapon; }; }; }; abc_LoadPlayerWeaponServer = { if (isNil "_this") then { _this = []; }; if (isServer) then { _this call abc_LoadPlayerWeapon; } else { abc_LoadPlayerWeaponEventArgs = ["S", _this]; publicVariable "abc_LoadPlayerWeaponEventArgs"; abc_LoadPlayerWeaponEventArgs = []; }; }; if (isServer) then { "ASCOM_AskForClientID" addPublicVariableEventHandler { private ["_unit"]; _unit = _this select 1; ASCOM_AskForClientID = []; ASCOM_LastCallID = ASCOM_LastCallID + 1; ASCOM_ClientIDResponse = [_unit, ASCOM_LastCallID]; publicVariable "ASCOM_ClientIDResponse"; }; ASCOM_ServerInitialized = true; publicVariable "ASCOM_ServerInitialized"; ASCOM_Initialized = true; } else { "ASCOM_ClientIDResponse" addPublicVariableEventHandler { private ["_array"]; _array = _this select 1; ASCOM_ClientIDResponse = []; if (player == (_array select 0)) then { ASCOM_ClientID = _array select 1; ASCOM_Initialized = true; }; }; waitUntil {!isNull player}; ASCOM_AskForClientID = player; publicVariable "ASCOM_AskForClientID"; }; The entry goes on, but no reading, after the release of the remains of the corpse? :(
  7. Look, I understand half of what you know and what you where to save it ))). Well, tell me then three lines to keep the weapons modules,to keep the night vision device and to save the items on the belt?
  8. das attorney, There is a system from Zooloo75 why are there beings at all written, without drums, on normal SQF and source code is simple and clear, it's just a nuance that client-side. Why the fuck not here to do the same? Why are there all through the ass? I put the version 1.4 it writes, but not reads and after remains your corpse, I killed dancing with a tambourine with her for a few weeks now with this pain. What prevents putting it init.sqf basic functionality reading save to those whom I have enumerated, the author of that inclination to masochism?
  9. Nothing to help - not to give silly advice, I already looked there, generally features a leg break.
  10. If at least that worked in this version I would have published or publish nothing, there has been a mistake, and not asked, and generally stupid to give some base curve syntax, and to tell the rest of the guys write themselves .
  11. I don't know how the modules installed on the weapon, the zhe magazines installed in the weapon, the night vision device, items on the belt, map, radio, compass and so on. :angry:
  12. code34, Please post the source code or the ready base, which is the month trying to write base on the basis of your creation nothing happens. :huh: Required entry - reading: - The player's position. - health and tiredness. - Uniform player. - The player's backpack. - Vest of the player. - Headdress of the player. - Player points. - Binoculars, rangefinder player or laser pointer. - The weapon of the player. - Mounted on the weapon bipod, optics, flashlight or laser pointer, shops and so on. - Night vision device player. - Fit on the belt,map, watch, compass, GPS and so on. - Items in your backpack, uniform and vest. - The latest position of all vehicles on the map. For earlier thanks I'm tired of trying, it was possible to spread such a default database included with the addon, not everyone understands the logic and operation of this creation. Especially without knowledge of English and limited manual without any specific examples for each simple case. :( :( :(
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