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Found 3 results

  1. hello, I want to use iniDB. iniDB_write is working: _setplayerdate = [_datenbaseplayer, "GENERAL", "TIME", "00.00.2018"] call iniDB_write; _setplayeruid = [_datenbaseplayer, "GENERAL", "UID", _playeruid] call iniDB_write; _setplayername = [_datenbaseplayer, "GENERAL", "NAME", _playername] call iniDB_write; _setplayerpos = [_datenbaseplayer, "GENERAL", "POS", _playerpos] call iniDB_write; _setplayerloadout = [_datenbaseplayer, "GENERAL", "LOADOUT", _playerloadout] call iniDB_write; database: [GENERAL] TIME="00.00.2018" // Real Time, Coming soon, if arma can do it... UID="76561198063570550" NAME="*****" POS="[36361.5,12291.6,0.00143909]" LOADOUT="[[],[],[],["U_C_man_sport_2_F",[["FirstAidKit",1],["Chemlight_red",1,1],["Chemlight_blue",1,1],["SmokeShellRed",1,1],["SmokeShellYellow",1,1]]],[],[],"","",["Binocular","","","",[],[],""],["ItemMap","ItemGPS","ItemRadio","ItemCompass","Itemwatch","NVGoggles"]]" Reading is not working: _loadplayerpos = [_datenbaseplayer, "GENERAL", "UID", "STRING"] call iniDB_read; hint format ["%1",_loadplayerpos]; output: "any" I googled a lot and everyone has iniDB_read like me. Can anyone give me a hint? Unfortunately, I do not know what I'm doing wrong. Thank you very much
  2. Hello guys. I bought Arma 2 shortly, and decided to create a dedicated server. A friend of mine told me the TADST program because it is very practical and quick to configure the server. I created a Wasteland server, but it looks like it is not saving the data, as I entered I started playing, after a while I clicked Abort, and when I went back in to play, I noticed that in the background screen, the Soldier died, and I came back again with a new life. My friend also tested it, it entered the server, and then exited the server. When he entered again he was without the items. I was looking into this and saw that a DataBase server is needed to save the progress of the server, but I noticed there is a mod called iniDB that causes the server's progress to be saved and loaded at any time without needing a Database server . But I do not know how to configure this mod. If anyone can help me with this matter of saving the progress of my server, I will be very grateful! If there are other solutions I also accept! The most important thing for me is that I can save the progress of the server because it is very annoying to play and then lose all progress. Thank you! PS: Sorry for my English, I'm Brazilian ^^
  3. Hey guys, i think i m doin a little mistake in my addon creation. The addon i try to create is called inidb. I know that there is a downloadable release but its library (inidb.dll) is for windows only. I downloaded the library linux sources from git hub (https://github.com/newtondev/inidb-linux) and compiled them to the needed inidb.so file for my virtual linux server. The unpacked addon is part of that download and consists of a config.cpp file and a init.sqf. config.cpp: class CfgPatches { class iniDBI { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; init = "call compile preprocessFileLineNumbers '\inidb\init.sqf'"; }; }; Those 2 files are the content of the folder inidb which i packed with cpbo to inidb.pbo My folder structure at server is as described at git hub: @inidb (folder) db (folder) inidb.so (file) addons (folder) inidb.pbo (file) Im starting my server with the option: -mod=@inidb Generaly my dedicated linux server is able to handle mods. I have other mods (not self created) which are running fine. In my mission which should use the addon i ve the following init.sqf file: init.sqf if(isServer) then { call compile preProcessFile "\inidb\init.sqf"; }; The log file at server produces the following line: Warning Message: Script inidb\init.sqf not found I think there are 2 things which could cause this message and i need your help to get a clue whats goin wrong. It could be that i did a mistake with the path to the addons init.sqf file. The other thing could be that the addon is not loaded by the server for some reason, but i dont know. I googled that problem fo a week and i tried other pathes as described above and i tried to autostart the script by setting up a module in config.cpp and in my mission. But nothing helped, i cant get it working. Edit: Ok, 24 hours r gone since i posted this, 50 views and no little answer. I think i m doin something wrong with that thread. For that reason i try to simplify it to some questions: How defines an addon the path to its scripts? Is it defined by the folder which was packed with cpbo? What does that $PREFIX$ file do i read about? Do i need those file in my case and which content would be correct? The script file in the addons pbo-file should be called from a script in my mission with call compile preProcessFile "\inidb\init.sqf"; what is to do that this works? Are there any reasons which could cause a server to not load an addon? Guys ur help would be very appreciated cause i m stuck with the creation of my mission and cant do a little step forward until the problem with that addon is solved. ********************************************************** code container for WIP: if (!isServer) exitWith {true}; /* Author: Sarogahtyp Title: SSSS - Sarogahtyps Simple Server Statistics Description: Arguments: number - refresh time in seconds Return value: boolean - true if script has been finished */ _admin_check = []; _admin_obj = objNull; while {true} do { // wait for a logged in admin waitUntil { sleep (20 + random 20); _admin_check = (allPlayers - entities "HeadlessClient_F") select {(admin owner _x) != 0}; (count _admin_check > 0) }; _admin_obj = admin_check select 0; //throw infos as long as admin is logged in while {(admin owner _admin_obj) != 0} do { // collect server infos _s_fps = str diag_fps; // frames per second _s_just_players = allPlayers - entities "HeadlessClient_F"; // all player objects _s_plyr_num = count _just_players; // number of players _s_just_HCs = entities "HeadlessClient_F"; // all HC objects _s_HC_num = count _just_HCs; // number of headless clients _s_a_grp_num = {local (leader _x) and alive (leader _x)} count allGroups; // all groups where alive units in _s_e_grp_num = { (count units _x) == 0 } count allGroups; // empty groups _s_d_grp_num = { ({!alive _x}count units _x) > 0 }count allGroups; //groups where only deads in _s_unit_num = {local _x} count allUnits; // living units _s_vec_num = {local _x} count (vehicles - entities "WeaponHolderSimulated"); // living vecs _s_wh_num = {local _x} count (entities "WeaponHolderSimulated") //weapons on ground _s_al_ent_num = {local _x} count entities [[], [], true, true]; // alive entities _s_de_ent_num = {local _x} count entities [[], ["Logic"], true]; //dead entities except logic //collect HC infos //request not available info from HCs remotely if (_s_HC_num >0) then { for "_i" from 0 to (_s_HC_num - 1) do { _str = format ["Saro_HC_report_%1", _i]; missionNamespace setVariable [_str, []]; [_str] remoteExecCall ["Saro_fnc_report_stats_to_server", (_s_just_HCs select _i)]; }; //wait until all HCs responded with desired info waitUntil { sleep (0.1 + random 0.1); _sum = 0; for "_i" from 0 to (_s_HC_num - 1) do { _str = format ["Saro_HC_report_%1", _i]; if (count (missionNamespace getVariable _str) > 0) then { _sum = _sum + 1; }; (_sum == _s_HC_num) }; }; }; sleep (15 + random 15); }; // info while end }; // endless while (end) /* Author: Sarogahtyp Title: SSSS - Sarogahtyps Simple Server Statistics Function Name: Saro_fnc_report_stats_to_server; Description: function used via remote execution by server to recieve some statistical infos Arguments: String - name of global variable which should returned to server by publicVariableServer Return value: true */ params ["_ret_string"]; _tmp_info_array = []; _tmp_info_array pushBack diag_fps; missionNamespace setVariable [_ret_string, _tmp_info_array]; publicVariableServer _ret_string;
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