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ben_sherman

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Posts posted by ben_sherman


  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. 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


  3. 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


  4. 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;
    };
    


  5. yes only server is supposed to save the data.

    and to save all the players you just need have handle to the other player units. the player variable is only used in client scripts. so you need to find other way to save all the players in server.

    you could use initPlayerServer.sqf (http://community.bistudio.com/wiki/Event_Scripts) for example to get the players joining the server. store the players in array and you can handle all the players gear with script in the server.

    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


  6. 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!!


  7. it tries to load it from the inidb folder and i dont have a init file cuz idk what init file there needs to be

    and i had that -mod@ inidb or something like that.

    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


  8. i guess you want to make it server side so that the saved data cannot be edited (player can't cheat). But if you are in fact saving it to client side then there's no point making the script server side. so to make it non hackable you should have both the script running in server and as well the database in server and send the publicvariable to the other way around (maybe you don't need public variable if it's all in server).

    (when player logs in read the DB in server , equip the player and when game progresses save player's weapons in server script again to the DB)

    I see, well thats not really what happening, when it stores the data it never save the other players besides mine since I'm hosting it, it's the same if I turn it on dedicated. The problem is the server thinks it's client side and not server side, how can I make it execut it server side? Like what the server thinks it have to do is to save it on the players PC and not on the server aka my PC atm, and since those who join my server well for now my friend he must have @inidb on his PC in order to store the data and when it does it stores the data on his PC and not on the server. Thats the issue I'm having right now.

    EDIT: The lagg problem is solved which was the point of the topic, but if you could help me out with the script executing it server side would be great, thanks for all help!


  9. hi

    you'r using publicVariableServer to send local variable over the network. i think the command wants only global variables.

    so change _saveWeapon to: saveWeapon . then it's a global variable.

    I see, I got one other question, how is it possible to make the this script server side and not client side as it want to store the data on the clients PC and not on the server local machine...?


  10. Hello!

    I've ran in to a issue here which is causing lagg on my mission, anyhow I get this error which I have clearly no clue how to fix any ideas? btw this is all I get in the logs, before I had it in my ini.sqf file but it happens when one of my scripts is executed. Everything works correct in the script besides that once it gets executed it causes massive lag and in order to loose it you have to reconnect and go in again, like that's not a pain in the ass to do that each 2 minutes?

    Haha enough said, any ideas what it could be?

    Error in expression <>
     Error position: <>
     Error Local variable in global space

    Script: (using iniDB)

    while {true} do 
    {	
    sleep 120;
    
    if(playerSide == west) then
    {
    	_saveWeapon = ["Data", getPlayerUID player, "WeaponsWest", weapons player] call iniDB_write;
    	_saveMagazine = ["Data", getPlayerUID player, "MagazinesWest", magazines player] call iniDB_write;
    	publicVariableServer '_saveWeapon';
    	publicVariableServer '_saveMagazine';
    };
    
    player sideChat "DATA SAVED! ";
    };	


  11. 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!!


  12. Hi there,

    So I've been struggling with my WIP mission for so long now to get it to work on my VPS host as it performs better on a dedicated server then if I host it and test it out with a few friends, anyhow a while ago I ran some test missions on the VPS just to see how it performs there and I can say it works really really great, so here comes the part where it doesn't work at all.

    Here are my list of what I've done so far.

    1. Checked all permissions so their 755 or 777.
    2. Ran the install script to set all files and folders in lowercased letters.
    3. Re-write the launch script as it uses mods.
    4. Checked server logs.

    The problem is that it's still now launching the server correct, as when I click continue after I choosed my character I supose to cache the mission, it states "Retrieving Mission File: 1/38560" just en example and then it stops, if you wait long enough you loose connection and go in again and still same problem. After vewing the log files it turns out that the server is restarting itself. I'm pretty much stuck now and I've been going over server guides, other peoples topics simular to mine, I've checked other websites and here for the past 2 hours and still nothing. So now I'm asking for all help I can get.

    I'll be sending all logs, launch script, config and so on, maybe you have a clue what it can be or why it's not working. Thanks to everyone who is looking at this thread and take the time to help me!


    log.txt Sorry was to big so I couldn't post it without uploading it some where. (The text that you have entered is too long (914151 characters). Please shorten it to 50000 characters long.)

    server_console.log

    08.11.2013, 15:48:23 BattlEye Server: Initialized (v1.177)
    08.11.2013, 15:48:23 Host identity created.
    08.11.2013, 15:48:32 Dave uses modified data file
    08.11.2013, 15:48:32 BattlEye Server: Player #0 Dave (***************) connected
    08.11.2013, 15:48:32 Player Dave connecting.
    08.11.2013, 15:48:32 Mission Everest RPG v1.1.3 read from bank.
    08.11.2013, 15:48:32 Mission Everest RPG v1.1.3 read from bank.
    08.11.2013, 15:48:32 Mission Everest RPG v1.1.3 read from bank.
    08.11.2013, 15:48:33 Mission Everest RPG v1.1.3 read from bank.
    08.11.2013, 15:48:33 Mission Everest RPG v1.1.3 read from bank.
    08.11.2013, 15:48:33 Mission Everest RPG v1.1.3 read from bank.
    08.11.2013, 15:48:34 Mission Everest RPG v1.1.3 read from bank.
    08.11.2013, 15:48:34 Mission Everest RPG v1.1.3 read from bank.
    08.11.2013, 15:48:34 Player Dave connected (id=***********).
    08.11.2013, 15:48:34 Mission Everest RPG v1.1.3 read from bank.
    08.11.2013, 15:48:34 Mission Everest RPG v1.1.3 read from bank.
    08.11.2013, 15:48:35 BattlEye Server: Player #0 Dave - GUID: ****************************** (unverified)
    08.11.2013, 15:48:35 Mission Everest RPG v1.1.3 read from bank.
    08.11.2013, 15:48:35 BattlEye Server: Verified GUID (******************************) of player #0 Dave
    08.11.2013, 15:48:35 Mission Everest RPG v1.1.3 read from bank.
    08.11.2013, 15:48:35 Mission Everest RPG v1.1.3 read from bank.
    08.11.2013, 15:48:35 Ben Sherman uses modified data file
    08.11.2013, 15:48:35 BattlEye Server: Player #1 Ben Sherman (***************) connected
    08.11.2013, 15:48:35 Player Ben Sherman connecting.
    08.11.2013, 15:48:35 Mission Everest RPG v1.1.3 read from bank.
    08.11.2013, 15:48:36 Mission Everest RPG v1.1.3 read from bank.
    08.11.2013, 15:48:36 Mission Everest RPG v1.1.3 read from bank.
    08.11.2013, 15:48:36 Mission Everest RPG v1.1.3 read from bank.
    08.11.2013, 15:48:37 Mission Everest RPG v1.1.3 read from bank.
    08.11.2013, 15:48:37 Mission Everest RPG v1.1.3 read from bank.
    08.11.2013, 15:48:37 Player Ben Sherman connected (id=************).
    08.11.2013, 15:48:37 Mission Everest RPG v1.1.3 read from bank.
    08.11.2013, 15:48:37 Mission Everest RPG v1.1.3 read from bank.
    08.11.2013, 15:48:38 BattlEye Server: Player #1 Ben Sherman - GUID: ****************************** (unverified)
    08.11.2013, 15:48:38 Mission Everest RPG v1.1.3 read from bank.
    08.11.2013, 15:48:38 BattlEye Server: Verified GUID (******************************) of player #1 Ben Sherman
    08.11.2013, 15:48:38 Mission Everest RPG v1.1.3 read from bank.
    08.11.2013, 15:48:38 Mission Everest RPG v1.1.3 read from bank.
    08.11.2013, 15:48:38 Mission Everest RPG v1.1.3 read from bank.
    08.11.2013, 15:48:39 Mission Everest RPG v1.1.3 read from bank.
    08.11.2013, 15:48:39 Mission Everest RPG v1.1.3 read from bank.
    08.11.2013, 15:48:39 Mission Everest RPG v1.1.3 read from bank.
    08.11.2013, 15:48:40 Mission Everest RPG v1.1.3 read from bank.
    08.11.2013, 15:48:40 Mission Everest RPG v1.1.3 read from bank.
    08.11.2013, 15:48:40 Mission Everest RPG v1.1.3 read from bank.
    08.11.2013, 15:48:40 Mission Everest RPG v1.1.3 read from bank.
    08.11.2013, 15:48:41 Mission Everest RPG v1.1.3 read from bank.
    08.11.2013, 15:48:41 Mission Everest RPG v1.1.3 read from bank.
    08.11.2013, 15:48:41 Mission Everest RPG v1.1.3 read from bank.
    08.11.2013, 15:48:41 Mission Everest RPG v1.1.3 read from bank.
    08.11.2013, 15:48:42 Mission Everest RPG v1.1.3 read from bank.
    08.11.2013, 15:48:42 Mission Everest RPG v1.1.3 read from bank.
    08.11.2013, 15:48:42 Mission Everest RPG v1.1.3 read from bank.
    08.11.2013, 15:48:43 Mission Everest RPG v1.1.3 read from bank.
    08.11.2013, 15:48:43 Mission Everest RPG v1.1.3 read from bank.
    08.11.2013, 15:48:43 Mission Everest RPG v1.1.3 read from bank.
    08.11.2013, 15:48:43 Mission Everest RPG v1.1.3 read from bank.
    08.11.2013, 15:48:44 Mission Everest RPG v1.1.3 read from bank.
    08.11.2013, 15:48:44 Mission Everest RPG v1.1.3 read from bank.

    server.cfg

    // GLOBAL SETTINGS
    hostname = "Ben Sherman";			// The name of the server that shall be displayed in the public server list
    password = "";						// Password for joining, eg connecting to the server
    passwordAdmin = "Ben Sherman";					// Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz'
    //reportingIP = "armedass.master.gamespy.com";		// For ArmA1 publicly list your server on GameSpy. Leave empty for private servers
    //reportingIP = "arma2pc.master.gamespy.com";		// For ArmA2 publicly list your server on GameSpy. Leave empty for private servers
    reportingIP = "arma2oapc.master.gamespy.com";		// For Arma2: Operation Arrowhead
    logFile = "server_console.log";				// Tells ArmA-server where the logfile should go and what it should be called
    
    
    // WELCOME MESSAGE ("message of the day")
    // It can be several lines, separated by comma
    // Empty messages "" will not be displayed at all but are only for increasing the interval
    motd[] = {
    " "
    };
    motdInterval = 5;					// Time interval (in seconds) between each message
    
    
    // JOINING RULES
    checkfiles[] = {};					// Outdated.
    maxPlayers = 64;					// Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player.
    kickDuplicate = 1;					// Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing.
    verifySignatures = 0;					// Verifies .pbos against .bisign files. Valid values 0 (disabled), 1 (prefer v2 sigs but accept v1 too) and 2 (only v2 sigs are allowed). 
    equalModRequired = 0;					// Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server.
    //requiredBuild = 12345					// Require clients joining to have at least build 12345 of game, preventing obsolete clients to connect
    
    
    // VOTING
    voteMissionPlayers = 1;					// Tells the server how many people must connect so that it displays the mission selection screen.
    voteThreshold = 0.33;					// 33% or more players need to vote for something, for example an admin or a new map, to become effective
    
    
    // INGAME SETTINGS
    disableVoN = 0;						// If set to 1, Voice over Net will not be available
    vonCodecQuality = 21;					// since 1.62.95417 supports range 1-20 //since 1.63.x will supports range 1-30 //8kHz is 0-10, 16kHz is 11-20, 32kHz is 21-30
    persistent = 1;						// If 1, missions still run on even after the last player disconnected.
    timeStampFormat = "short";				// Set the timestamp format used on each report line in server-side RPT file. Possible values are "none" (default),"short","full".
    BattlEye = 1;                                           // Server to use BattlEye system
    
    
    // SCRIPTING ISSUES
    onUserConnected = "";					//
    onUserDisconnected = "";				//
    doubleIdDetected = "";					//
    //regularCheck = "{}";                  //  Server checks files from time to time by hashing them and comparing the hash to the hash values of the clients. Causes heavy I/O, uncomment to disable feature - READ WARNING ABOVE - makes cheating possible!
    
    
    // SIGNATURE VERIFICATION
    onUnsignedData = "kick (_this select 0)";		// unsigned data detected
    onHackedData = "ban (_this select 0)";			// tampering of the signature detected
    onDifferentData = "";					// data with a valid signature, but different version than the one present on server detected
    
    
    // MISSIONS CYCLE (see below)
    class Missions {
    class everest_rpg
    {
    	template="everest-rpg-v1.emita";// omit the .pbo suffix
    	difficulty="regular";// difficulty: recruit, regular, veteran or mercenary (see CfgDifficulties in the main game config)
    };
    };

    linux launch file "arma2oaserver"

    #!/bin/bash
    #
    # armaserver: ArmA 2 Linux Dedicated Server Control Script
    #  (c) 2010 BIStudio
    #  ArmA 2 binary version must be 1.04 or later
    #
    
    #=======================================================================
    #========               CONFIGURATION PARAMETERS                ========
    #======== MUST BE EDITED MANUALLY TO FIT YOUR SYSTEM PARAMETERS ========
    #=======================================================================
    ARMA_DIR=/home/arma2oa/bin
    CONFIG=server.cfg
    PORT=2302
    PIDFILE=${ARMA_DIR}/${PORT}.pid
    RUNFILE=${ARMA_DIR}/${PORT}.run
    LOGFILE=${ARMA_DIR}/log.${PORT}.txt
    SERVER=${ARMA_DIR}/server
    OTHERPARAMS="-exThreads=1 -cpucount=2"
    EXP="arma2;expansion;ca;"
    MODS="@cba;@cba_a2;@cba_oa;@erp"
    #=======================================================================
    ulimit -c 1000000
    
    case "$1" in
    
    
       start)
    if [ -f ${RUNFILE} ]; then
        $0 stop
    fi
    echo "Starting ArmA 2 server..."
    # file to mark we want server running...	
    echo "go" >${RUNFILE}
    # launch the background watchdog process to run the server
    nohup </dev/null >/dev/null $0 watchdog &
    ;;
    
       stop)
    echo "Stopping ArmA 2 server..."
    if [ -f ${RUNFILE} ]; then
    # ask watcher process to exit by deleting its runfile...
        rm -f ${RUNFILE}
    fi
    # and terminate ArmA 2 server process
    if [ -f ${PIDFILE} ]; then
        kill -TERM $(< ${PIDFILE})
        if [ -f ${PIDFILE} ]; then
    	rm -f ${PIDFILE}
        fi
    fi
    ;;
    
    
       status)
    if [ -f ${RUNFILE} ]; then
        echo "Server should be running..."
    else
        echo "Server should not be running..."
    fi
    if [ -f ${PIDFILE} ]; then
        PID=$(< ${PIDFILE})
        echo "PID file exists (PID=${PID})..."
        if [ -f /proc/${PID}/cmdline ]; then
    	echo "Server process seems to be running..."
        fi
    fi
    ;;
    
    
       check)
    echo -n "ArmA 2 directory: ${ARMA_DIR} "
    if [ -d ${ARMA_DIR} ]; then
        echo "OK"
    else
        echo "MISSING!"
    fi
    
    echo -n "Server executable: ${SERVER} "
    if [ -x ${SERVER} ]; then
        echo "OK"
    else
        echo "ERROR!"
    fi
    
    echo "Port number: ${PORT}"
    
    echo -n "Config file: ${CONFIG} "
    if [ -f ${CONFIG} ]; then
        echo "OK"
    else
        echo "MISSING!"
    fi
    
    echo "PID file: ${PIDFILE}"
    echo "RUN file: ${RUNFILE}"
    
    ;;
    
       restart)
    $0 stop
    $0 start
           ;;
    
       watchdog)
    # this is a background watchdog process. Do not start directly
    while [ -f ${RUNFILE} ]; do
    # launch the server...
        cd ${ARMA_DIR}
        echo >>${LOGFILE} "WATCHDOG ($$): [$(date)] Starting server (port ${PORT})..."
    	${SERVER} >>${LOGFILE} 2>&1 -server -config=${CONFIG} -port=${PORT} -pid=${PIDFILE} "-mod=${EXP}${MODS}" ${OTHERPARAMS}
        if [ -f ${RUNFILE} ]; then
    	echo >>${LOGFILE} "WATCHDOG ($$): [$(date)] Server died, waiting to restart..."
    	sleep 5s
        else
    	echo >>${LOGFILE} "WATCHDOG ($$): [$(date)] Server shutdown intentional, watchdog terminating"
        fi
    done    
    ;;
       *)
    echo "$0 (start|stop|restart|status|check)"
    ;;
    esac
    


  13. Okey, this is what I've got in my description.ext

    #include "gcam\gcam_component.hpp"
    respawn = "BASE";
    respawndelay = 5;
    onLoadMission= "Everest Community";
    OnLoadIntro = "Welcome to Everest Community";
    OnLoadIntroTime = False;
    OnLoadMissionTime = False;
    disabledAI = true;
    disableChannels[]={0,2,6};
    enableItemsDropping = 0;
    Briefing = 1;
    
    class Header
    {
    gameType = COOP;            //DM, Team, Coop, ...
    minPlayers = 1;             //min # of players the mission supports
    maxPlayers = 100;            //Max # of players the mission supports
    };
    

    Edit: Fixed the problem I think, since channel 6 what disabled.

    Thanks alot!


  14. Hey agen everyone,

    So I've been trying to add or create a gate system, by adding a objects & then removing it in game.

    I'm working on my keys in game, but I've got the keys to add the object but not to remove it. I've been searching around in the web for a all help with adding and removing objects but I do not find a good answer.

    I've tried a few examples allready but still not getting it to become removed. So I thought maybe some one here could help me out or give me a great example of this.


    About connect message, my mod I think have removed my connect message so no one can see when anyone connects to the server.

    I just wonder is there any way to get it back or make a custom one, anything to be able to see if some one is joining the server.

    Regards,

    Ben


  15. Hey there,

    I've trying to create a lock and unlock script triggered by pressing a key. So far I've got it to lock the vehicle but not unlocking them.

    I can't really find the issue here but if anyone could help me I would be pleased.

    _vcls = nearestobjects [getpos player, ["LandVehicle", "Air", "ship"], 7];
    _vcl = _vcls select 0;
    
    if(_vcl lock true) then {
    _vcl setvehiclelock "DEFAULT";
    _handled=true;
    } else {
    _vcl setvehiclelock "LOCKED";
    _handled=true;
    };

    Thanks for all help!

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