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ben_sherman

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About ben_sherman

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  1. Got to say this is an amazing script, great work man and really thanks! If I might suggest something or if some one know how to help me out that would be making the task status pending on the side, like I'm currently making a two sided mission where tasks will be generated for both sides but I only want to say success on one side and fail on the other side depending on who finish the task first ^^ But yea I'd highly recommend adding some way to make it sideable. Cheers other wise, great work!
  2. ben_sherman

    Server mod sync issues

    Thanks man, really helped me out there. Got it all to work with their fix would never even found that myself. -Cheers man!
  3. ben_sherman

    Server mod sync issues

    Bump, I can seriusly not be the only one that has this problem...
  4. ben_sherman

    Vehicle animate issues

    Bump, I can seriusly not be the only one that has this problem...
  5. Hello! So I've recently made a topic about a animation issue for a mod that I'm working on, my main problem is that the animated lightbar phase isn't sync for some weird reason. I had this mod working late 2014 and during that time everything was perfect and just some more changes and it would've been done, but due to my school I had to drop the project until later. Now when I picked it back up it's no longer synced on the test server. The lightbar itself works perfect client wise, even if I exit the vehicle the lights keeps animating for me until the other player (Who it's not animating for) steps in to the driver seat and at the point it animates out and then stops in the middle of the animation state. Now I wonder is this a server issue or is it a miss configuration in the modification itself, none or less is there any parts on the server that I'm missing such as I dunno like a function that disables the modification animation state to be global, modules or something. I'm not a great server scripter nor am I a great modification creater either but none or less it's a start and it's my first model. Any ideas what the issue can be, if it's caused by the server or the mod itself, if there is something that disables the script to be sent from the mod globally over to the server or what's happening. Original Thread: http://forums.bistudio.com/showthread.php?192307-Vehicle-animate-issues -Sincerely, Ben Sherman
  6. Hello Bohemia, so I've got this weird problem, last time I was on ArmA 3 was at the end of last year and some one the mods I still have that worked fine back then is no longer working properly. Like the light bar I created for this tow truck I made. I've tired to figure it out for ages now but I can't seem to find anyone that had or have the same problem as I do or anything. My problem is that the lightbar is only animating for the client that is in the vehicle itself and not gobally which causes massive issues. Now I have no idea how to fix it or anything but I've tried to figure it out, would be amazing if some one could help me out here so that I can continue working on all my other mods that I'm creating. config.cpp class LightMode { displayName="Lightbar On"; position="drivewheel"; radius=10; condition="driver this == player && (this animationPhase 'anim_lightbar' != 0.1)"; statement="this animate ['anim_lightbar', 0.1], this animate ['anim_directional', 0.2]"; onlyForplayer=1; }; Sincerely, Ben Sherman
  7. Hey I have a question guys as this tutorial is awesome, but some how even though I flip the polygons side I cant see through it as he can on the video. It just displays the texture on the other side as well. Any ideas how to fix it?
  8. I got most of the examples out from google some where as I googled for a saving system using iniDB. Re-wrote alot of it, and cleaned it up to make it look better. From my point of view I cant figure it out as if the client is not executing the script it wont save their data but if it executes it server side then it doesn't know what data to save or am I incorrect? if I use "if (!isServer) exitWith {};" then the script never gets executed for players besides me as I'm hosting the server. I'm willing to pay if someone gets it to work thats how far It's gone right now. In my ini.sqf if(isServer) then { _initServer = execVM "init\InitServer.sqf"; [] execVM "loadclient.sqf"; [] execVM "saveVars.sqf"; }; if(isServer) then { call compile preProcessFile "\iniDB\init.sqf"; }; if(!isDedicated) then { _initClient = execVM "init\InitClient.sqf"; //Executes the load data execVM "Scripts\saveToServer.sqf"; //Some functions not in use right now as I never figure it out. execVM "Scripts\saveLoop.sqf"; //Saving the data which is the one I have problems with. execVM "Scripts\loadStats.sqf"; //Using functions to spawn wepons and after the data is loaded to the player. }; loadData.sqf (I've tried without if (local server) statement as well gives the same issues) call broadcast is like calling it to the server, tried with and without same issue sleep 5; titletext["Stat Save\nConnecting to Database", "PLAIN DOWN"]; sleep 2; titletext["Stat Save\nLoading Stats (0%)", "PLAIN DOWN"]; sleep 2; titletext["Stat Save\nLoading Stats (24%)", "PLAIN DOWN"]; //=========================================================ALL DATA========================================================= (format ['if (local server) then {moneyAccount = ["Data", getPlayerUID player, "moneyAccount", "NUMBER"] call iniDB_read;};']) call broadcast; publicVariableServer 'moneyAccount'; if(playerSide == west) then { sleep 1; titletext["Stat Save\nLoading Stats (35%)", "PLAIN DOWN"]; //=========================================================COP DATA========================================================= (format ['if (local server) then {WeaponsPlayerWest = ["Data", getPlayerUID player, "WeaponsPlayerWest", "ARRAY"] call iniDB_read;};']) call broadcast; (format ['if (local server) then {MagazinesPlayerWest = ["Data", getPlayerUID player, "MagazinesPlayerWest", "ARRAY"] call iniDB_read;};']) call broadcast; (format ['if (local server) then {LicensesWest = ["Data", getPlayerUID player, "LicensesWest", "ARRAY"] call iniDB_read;};']) call broadcast; (format ['if (local server) then {InventoryWest = ["Data", getPlayerUID player, "InventoryWest", "ARRAY"] call iniDB_read;};']) call broadcast; (format ['if (local server) then {savedVehCop = ["Data", getPlayerUID player, "savedVehCop", "ARRAY"] call iniDB_read;};']) call broadcast; (format ['if (local server) then {savedAirCop = ["Data", getPlayerUID player, "savedAirCop", "ARRAY"] call iniDB_read;};']) call broadcast; (format ['if (local server) then {savedBoatCop = ["Data", getPlayerUID player, "savedBoatCop", "ARRAY"] call iniDB_read;};']) call broadcast; }; if(playerSide == civilian) then { sleep 2; titletext["Stat Save\nLoading Stats (52%)", "PLAIN DOWN"]; //=========================================================CIV DATA========================================================= (format ['if (local server) then {WeaponsPlayerCiv = ["Data", getPlayerUID player, "WeaponsPlayerCiv", "ARRAY"] call iniDB_read;};']) call broadcast; (format ['if (local server) then {MagazinesPlayerCiv = ["Data", getPlayerUID player, "MagazinesPlayerCiv", "ARRAY"] call iniDB_read;};']) call broadcast; (format ['if (local server) then {LicensesCiv = ["Data", getPlayerUID player, "LicensesCiv", "ARRAY"] call iniDB_read;};']) call broadcast; (format ['if (local server) then {InventoryCiv = ["Data", getPlayerUID player, "InventoryCiv", "ARRAY"] call iniDB_read;};']) call broadcast; (format ['if (local server) then {savedVehCiv = ["Data", getPlayerUID player, "savedVehCiv", "ARRAY"] call iniDB_read;};']) call broadcast; (format ['if (local server) then {savedAirCiv = ["Data", getPlayerUID player, "savedAirCiv", "ARRAY"] call iniDB_read;};']) call broadcast; (format ['if (local server) then {savedBoatCiv = ["Data", getPlayerUID player, "savedBoatCiv", "ARRAY"] call iniDB_read;};']) call broadcast; }; if(playerSide == resistance) then { sleep 2; titletext["Stat Save\nLoading Stats (63%)", "PLAIN DOWN"]; //=========================================================RES DATA========================================================= (format ['if (local server) then {WeaponsPlayerRes = ["Data", getPlayerUID player, "WeaponsPlayerRes", "ARRAY"] call iniDB_read;};']) call broadcast; (format ['if (local server) then {MagazinesPlayerRes = ["Data", getPlayerUID player, "MagazinesPlayerRes", "ARRAY"] call iniDB_read;};']) call broadcast; (format ['if (local server) then {LicensesRes = ["Data", getPlayerUID player, "LicensesRes", "ARRAY"] call iniDB_read;};']) call broadcast; (format ['if (local server) then {InventoryRes = ["Data", getPlayerUID player, "InventoryRes", "ARRAY"] call iniDB_read;};']) call broadcast; (format ['if (local server) then {savedVehRes = ["Data", getPlayerUID player, "savedVehRes", "ARRAY"] call iniDB_read;};']) call broadcast; }; sleep 2; titletext["Stat Save\nLoading Stats (71%)", "PLAIN DOWN"]; //=========================================================ALL DATA========================================================= if(isNil "_moneyAccount") then { } else {[getPlayerUID player, "moneyAccount", moneyAccount] spawn loadFromDBClient;}; if(playerSide == west) then { sleep 1; titletext["Stat Save\nLoading Stats (73%)", "PLAIN DOWN"]; //=========================================================COP DATA========================================================= if(isNil "WeaponsPlayerWest") then { } else {[getPlayerUID player, "WeaponsPlayerWest", WeaponsPlayerWest] spawn loadFromDBClient;}; if(isNil "MagazinesPlayerWest") then { } else {[getPlayerUID player, "MagazinesPlayerWest", MagazinesPlayerWest] spawn loadFromDBClient;}; if(isNil "LicensesWest") then { } else {[getPlayerUID player, "LicensesWest", LicensesWest] spawn loadFromDBClient;}; if(isNil "InventoryWest") then { } else {[getPlayerUID player, "InventoryWest", InventoryWest] spawn loadFromDBClient;}; if(isNil "savedVehCop") then { } else {[getPlayerUID player, "savedVehCop", savedVehCop] spawn loadFromDBClient;}; if(isNil "savedAirCop") then { } else {[getPlayerUID player, "savedAirCop", savedAirCop] spawn loadFromDBClient;}; if(isNil "savedBoatCop") then { } else {[getPlayerUID player, "savedBoatCop", savedBoatCop] spawn loadFromDBClient;}; }; if(playerSide == civilian) then { sleep 2; titletext["Stat Save\nLoading Stats (81%)", "PLAIN DOWN"]; //=========================================================CIV DATA========================================================= if(isNil "WeaponsPlayerCiv") then { } else {[getPlayerUID player, "WeaponsPlayerCiv", WeaponsPlayerCiv] spawn loadFromDBClient;}; if(isNil "MagazinesPlayerCiv") then { } else {[getPlayerUID player, "MagazinesPlayerCiv", MagazinesPlayerCiv] spawn loadFromDBClient;}; if(isNil "LicensesCiv") then { } else {[getPlayerUID player, "LicensesCiv", LicensesCiv] spawn loadFromDBClient;}; if(isNil "InventoryCiv") then { } else {[getPlayerUID player, "InventoryCiv", InventoryCiv] spawn loadFromDBClient;}; if(isNil "savedVehCiv") then { } else {[getPlayerUID player, "savedVehCiv", savedVehCiv] spawn loadFromDBClient;}; if(isNil "savedAirCiv") then { } else {[getPlayerUID player, "savedAirCiv", savedAirCiv] spawn loadFromDBClient;}; if(isNil "savedBoatCiv") then { } else {[getPlayerUID player, "savedBoatCiv", savedBoatCiv] spawn loadFromDBClient;}; }; if(playerSide == resistance) then { sleep 2; titletext["Stat Save\nLoading Stats (92%)", "PLAIN DOWN"]; //=========================================================RES DATA========================================================= if(isNil "WeaponsPlayerRes") then { } else {[getPlayerUID player, "WeaponsPlayerRes", WeaponsPlayerRes] spawn loadFromDBClient;}; if(isNil "MagazinesPlayerRes") then { } else {[getPlayerUID player, "MagazinesPlayerRes", MagazinesPlayerRes] spawn loadFromDBClient;}; if(isNil "LicensesRes") then { } else {[getPlayerUID player, "LicensesRes", LicensesRes] spawn loadFromDBClient;}; if(isNil "InventoryRes") then { } else {[getPlayerUID player, "InventoryRes", InventoryRes] spawn loadFromDBClient;}; if(isNil "savedVehRes") then { } else {[getPlayerUID player, "savedVehRes", savedVehRes] spawn loadFromDBClient;}; }; sleep 2; titletext["Stat Save\nLoading Stats (100%)", "PLAIN DOWN"]; sleep 1; titletext["Welcome\nEnjoy your stay!", "PLAIN DOWN"]; saveLoop.sqf (Same issue here tried with same statement from above gives the same issue doesn't matter if it's iniDB_write or iniDB_load) call broadcast is like calling it to the server, tried with and without same issue while {true} do { sleep 120; (format ['["Data", getPlayerUID player, "moneyAccount", Kontostand] call iniDB_write;']) call broadcast; _pistol = primaryWeapon player; if(isNil "_pistol") then {_pistol = "";}; _rifle = secondaryWeapon player; if(isNil "_rifle") then {_rifle = "";}; if(playerSide == west) then { (format ['["Data", getPlayerUID player, "WeaponsPlayerWest", (weapons player) + [_pistol] + [_rifle]] call iniDB_write;']) call broadcast; (format ['["Data", getPlayerUID player, "MagazinesPlayerWest", magazines player] call iniDB_write;']) call broadcast; (format ['["Data", getPlayerUID player, "LicensesWest", INV_LizenzOwner] call iniDB_write;']) call broadcast; (format ['["Data", getPlayerUID player, "InventoryWest", INV_InventarArray] call iniDB_write;']) call broadcast; (format ['["Data", getPlayerUID player, "savedVehCop", INV_SavedVehCop] call iniDB_write;']) call broadcast; (format ['["Data", getPlayerUID player, "savedAirCop", INV_SavedAirCop] call iniDB_write;']) call broadcast; (format ['["Data", getPlayerUID player, "savedBoatCop", INV_SavedBoatCop] call iniDB_write;']) call broadcast; }; if(playerSide == resistance) then { (format ['["Data", getPlayerUID player, "WeaponsPlayerRes", (weapons player) + [_pistol] + [_rifle]] call iniDB_write;']) call broadcast; (format ['["Data", getPlayerUID player, "MagazinesPlayerRes", magazines player] call iniDB_write;']) call broadcast; (format ['["Data", getPlayerUID player, "LicensesRes", INV_LizenzOwner] call iniDB_write;']) call broadcast; (format ['["Data", getPlayerUID player, "InventoryRes", INV_InventarArray] call iniDB_write;']) call broadcast; (format ['["Data", getPlayerUID player, "savedVehRes", INV_SavedVehRes] call iniDB_write;']) call broadcast; }; if(playerSide == civilian) then { (format ['["Data", getPlayerUID player, "WeaponsPlayerCiv", (weapons player) + [_pistol] + [_rifle]] call iniDB_write;']) call broadcast; (format ['["Data", getPlayerUID player, "MagazinesPlayerCiv", magazines player] call iniDB_write;']) call broadcast; (format ['["Data", getPlayerUID player, "LicensesCiv", INV_LizenzOwner] call iniDB_write;']) call broadcast; (format ['["Data", getPlayerUID player, "InventoryCiv", INV_InventarArray] call iniDB_write;']) call broadcast; (format ['["Data", getPlayerUID player, "savedVehCiv", INV_SavedVehCiv] call iniDB_write;']) call broadcast; (format ['["Data", getPlayerUID player, "savedAirCiv", INV_SavedAirCiv] call iniDB_write;']) call broadcast; (format ['["Data", getPlayerUID player, "savedBoatCiv", INV_SavedBoatCiv] call iniDB_write;']) call broadcast; }; player sideChat " DATA SAVED! "; }; loadStats.sqf (Working like a charm, has some few functions which is not useful as I never figured them out) _loadFromDBClient = " _array = _this; _uid = _array select 0; if((getPlayerUID player) != _uid) exitWith {}; _varName = _array select 1; _varValue = _array select 2; if(isNil '_varValue') exitWith {}; if(_varName == 'moneyAccount') then {Kontostand = _varValue;}; if(playerSide == west) then { if(_varName == 'WeaponsPlayerWest') then {{player addWeapon _x} forEach _varValue;}; if(_varName == 'MagazinesPlayerWest') then {{player addMagazine _x} forEach _varValue;}; if(_varName == 'LicensesWest') then {INV_LizenzOwner = _varValue;}; if(_varName == 'InventoryWest') then {INV_InventarArray = _varValue;}; if(_varName == 'savedVehCop') then {INV_SavedVehCop = _varValue;}; if(_varName == 'savedAirCop') then {INV_SavedAirCop = _varValue;}; if(_varName == 'savedBoatCop') then {INV_SavedBoatCop = _varValue;}; }; if(playerSide == civilian) then { if(_varName == 'WeaponsPlayerCiv') then {{player addWeapon _x} forEach _varValue;}; if(_varName == 'MagazinesPlayerCiv') then {{player addMagazine _x} forEach _varValue;}; if(_varName == 'LicensesCiv') then {INV_LizenzOwner = _varValue;}; if(_varName == 'InventoryCiv') then {INV_InventarArray = _varValue;}; if(_varName == 'savedVehCiv') then {INV_SavedVehCiv = _varValue;}; if(_varName == 'savedAirCiv') then {INV_SavedAirCiv = _varValue;}; if(_varName == 'savedBoatCiv') then {INV_SavedBoatCiv = _varValue;}; }; if(playerSide == resistance) then { if(_varName == 'WeaponsPlayerRes') then {{player addWeapon _x} forEach _varValue;}; if(_varName == 'MagazinesPlayerRes') then {{player addMagazine _x} forEach _varValue;}; if(_varName == 'LicensesRes') then {INV_LizenzOwner = _varValue;}; if(_varName == 'InventoryRes') then {INV_InventarArray = _varValue;}; if(_varName == 'savedVehRes') then {INV_SavedVehRes = _varValue;}; }; "; loadFromDBClient = compile _loadFromDBClient; _sendToServer = " accountToServerLoad = _this; publicVariableServer 'accountToServerLoad'; "; sendToServer = compile _sendToServer; "accountToClient" addPublicVariableEventHandler { (_this select 1) spawn loadFromDBClient; };
  9. Well isn't that script only for ArmA III? Anyhow the thing that annys me as hell is this here that the rest of the players gets Error in expression <erUID player, "WeaponsWest", weapons player] call iniDB_write; ["Data", getPlayerUID p> Error position: <iniDB_write; ["Data", getPlayerUID p> Error Undefined variable in expression: inidb_write File mpmissions__CUR_MP.cherarusScriptssaveData.sqf, line 5 Like it's so annying that I just wanna kill my PC or something it's driving me nuts. I've even checked an other catched server using kinda same system we're both are executing the scripts the exact same ways and his is working perfect. Thats what bugging me :S
  10. So I have a very larg problem here, Everything works fine on my side, BUT if a player joins my server it wont load any files or write them as it gives them error to the code, I've tried to fix this a few times now but nothing I do helps it. I've dubble checked the ini file, my saving saves writes without any problem, it wont write or load for other players besides me.... Any ideas? Error in expression <erUID player, "Account", cash] call iniDB_write; ["Data", getPlayerUID p> Error position: <iniDB_write; ["Data", getPlayerUID p> Error Undefined variable in expression: inidb_write File mpmissions\__CUR_MP.cherarus\Scripts\saveData.sqf, line 5 Seriusly? How hard can it be to answer me why it is only saving for me and not? A fix would be awesome before I kill my PC or something, it's driving me crazy it's been 48 hours now of same stupied error. I'll pay you if thats the case! Someone please tell me what is wrong and how I can fix it!!
  11. Working like a charm for me but it's not executing the script for other players besides me as I'm the host. Tried it on dedicated same there. So it's never getting executed and saving other players data.
  12. Nah, it shouldn't effect in game, the "Mission Everest RPG v1.1.3 read from bank." is the mission title not the file name itself so that shouldn't effect it still haven't figured this out yet but thanks though!
  13. I see that your using a host, do you know what OS it's using? Linux, windows etc?
  14. Okey, well the init.sqf file your asking about is loaded from @inidb/addons/iniDB.pbo it's inside that mod folder which is for server side only, check so you have those files and make sure your @inidb is loaded correct
  15. You got @inidb activated in your -mod parameter? or expantions? If not you must activate it. Also post the codes where it's loading the inidb init.sqf file from.
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