Sounds like a problem with your server_monitor. Assuming you can build objects and remove them within the same restart, and they are both added and removed from the database.
If removal isn't working after a server restart something in server_monitor must be causing the problem, quite possibly...
Actually tents and stashes don't use objectuid in 1.8, they use it when they are first built, however after the next restart _idkey is used which is the id column from the database (and can never change). I believe there might be a duping problem with removing tents which have just been built...
Wow this just gets better and better
If you have a GUID for this idiot please let me know it Zeehond
Edit: nm EPM DB already has him
1f97ab46d636e5ecdcc3821a556017e8
Have you tried disabling only the actions check? If it's constantly removing an action which isn't on the whitelist only for it to be added again in game I've seen similar issues to the one you describe.
I'm confused. Why do you need a script to make noises out their headphones if you have it turned off on your server? I think you are talking about voice in sidechat, OP is talking about typing in sidechat.
Player_chop wood is a client side file from dayzcode.pbo you have to override its definition in the mission file or other clients wouldn't have the modified code and would still use the unmodified one.
Copy it somewhere in the mission folder and if you don't have compiles.sqf in there from...
Dayzmod 1.8 basically already has the code there for you, its just that the line to damage the trees is commented out.
player_chopWood.sqf
After this line
if (_proceed) then {
Add this:
if("" == typeOf _tree) then {
_tree setDamage 1;
}...
Yeah was an interesting bug to track down, now I look back on it the reports of it happening started coming in right after I added this mod. But I'm always changing stuff and there were never any log entries client or server side when it happened.
edit: Looks like I spoke to soon, even with the...
You will need to update fa_hiveMaintenance.sqf too, otherwise the server still thinks there's stuff on the roads. Which results in randomly disappearing vehicles when the server sees one it thinks is inside an object which is actually not there for clients.
Look for the .hpp file containing the definition of each class in the client pbos. E.g in dayz_code\Configs\CfgCrafting\Items\Mats\equip_crate.hpp
picture = "\z\addons\dayz_communityassets\pictures\equip_crate.paa";
Yeah it's actually pretty easy. If you run DayZAdmin I shared how to do it with them recently and they added a feature to show the information in dayzadmin.
You just need to add a database trigger and a new table, take a look in the sql directory of dayzadmin to see how I do it. I still need to...
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