[WORKING] Halo Jump - New/Re-Spawn Only

Anyone have halo spawn working on Epoch 1.0.2.1/103718? Ever since the Epoch update to 1.0.2.1, no matter what install option I use I continue to get :
Code:
Obsolete class Animations defined in bin\config.bin/RscCompass/
Obsolete class Animations defined in bin\config.bin/RscWatch/
3:42:47 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon
3:42:47 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl
3:42:48 Warning Message: Script z\addons\dayz_server\init\server_functions.sqf not found
3:42:49 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
3:42:54 Warning Message: Script z\addons\dayz_server\system\server_monitor.sqf not found
3:42:57 Bad lock radius 144.813
3:42:57 Bad lock radius 86.8879
3:42:57 Bad lock radius 86.8879
3:42:57 Bad lock radius 144.813
3:42:57 Bad lock radius 144.813
3:42:57 Bad lock radius 86.8879
3:44:07 Client: Remote object 2:7 not found
3:44:07 Client: Remote object 2:8 not found
3:44:07 Client: Remote object 2:9 not found
I spawn with black screen until I hit escape then continue and then I can see that I'm spawned in the middle of no where and can't move.
These files that it can't find, server_monitor.sqf and server_functions.sqf, are where they are supposed to be and I been packing and unpacking pbos with PBO Manager in previous versions of epoch with no problems.
I have tried changing the dayz_Totalzedscheck to dayz_animalCheck in the halo script.
I don't have an antihack.sqf line in my player_monitor either.
I have found a server with epoch 1.0.2.1 "The Brewery" that has the halo jump working. I got his PBO from my steam folder tried to study and compare his pbo but He has asians server pack and there is alot going on there. But I tried to load his pbo but the differences must lie in the server.pbo because using his pbo, changing my instance only, won't work.
So it seems this is possible if anyone could clue me in I would be so thankful.
Or If anyone would be kind enough to post A working server.pbo and mission.pbo with just halo spawn would greatly appreciated.
I would paypal you 30 US dollars for a working set of files with just halo spawn, I been working on this soooo long I want to move on to other scripts but I really would like this script to work first and I am really stuck.
I'm using HFB and dayz.st hosting, a solution for either host would be helpful.

Thank you,
Tharo
 
hey guys and girls, i need a little help or suggestion please... i have this mod setup on my dayz server. it works great. I recently opened a new server which is the dayz epoch mod running... i installed the halo spawn as i did with my other server but with the epoch server i just spawn in with a broken leg on the ground.... is there a fix for epoch?? thanks in advanced
 
DayZ Epoch Chernarus

I have been comparing the Standard and Epoch versions of Chernarus ok and i have noticed all the spawn locations and character skins are all the same...

I have had a look at all the files that need to be modified and the only thing that is different is in the server_updateObject.sqf

The file you are asking to be modified looks like this

Code:
if (!_parachuteWest) then {
    if (_objectID == "0" && _uid == "0") then
    {
        _object_position = getPosATL _object;
            diag_log(format["Deleting object %1 with invalid ID at pos [%2,%3,%4]",
            typeOf _object,
            _object_position select 0,
            _object_position select 1,
            _object_position select 2]);
            _isNotOk = true;
    };
};

while the Epoch version of Chernarus looks like this

Code:
if (!_parachuteWest and !(locked _object)) then {
    if (_objectID == "0" && _uid == "0") then
    {
        _object_position = getPosATL _object;
        _isNotOk = true;
    };
};
 
// do not update if buildable and not ok
if (_isNotOk and _isbuildable) exitWith {  };
 
// delete if still not ok
if (_isNotOk) exitWith { deleteVehicle _object; diag_log(format["Deleting object %1 with invalid ID at pos [%2,%3,%4]",typeOf _object,_object_position select 0,_object_position select 1, _object_position select 2]); };
 
 
I have tried commenting out this but it still doesnt work... im sure this is why i cant get it going
 
Does anyone know how to fix the issue of the parachute disappearing. It disappears on players while in flight.
 
I finally got rid of the errors for not being able to exe server system files. I use vilayer and they pack the server and mission pbo for you. Still don't now why I can't pack it correctly I was using pbo manager 1.4. packing with pboprefix etc.. Now that I actually got it to execute with vilayer, I have another problem. I now spawn in in the sky and halo for about 2 sec then I'm instantly on the ground usually dead or a broken leg/ bleeding. Any help would be appreciated.

My report log:

Code:
6:34:11 "HIVE: Spawning # of Vehicles: 0"
16:34:11 "HIVE: Spawning # of Debris: 500"
16:34:11 "CLEANUP: INITIALIZING CLEANUP SCRIPT"
16:34:11 "EPOCH EVENTS INIT"
16:34:12 "DEBUG: Too many at [6907.1,2400.41]"
16:34:14 "DEBUG: Too many at [6433.8,2716.1]"
16:34:28 "SETUP: attempted with ["11",B 1-1-B:1 (Tharo) REMOTE,"38072902"]"
16:34:28 "SETUP: RESULT: Successful with ["PASS",[],[0,0,0,0],[],[],2500,11]"
16:34:28 "LOGIN: Location: [] doRnd?: true"
16:34:28 "LOGIN PUBLISHING: B 1-1-B:1 (Tharo) REMOTE Type: Survivor2_DZ"
16:34:28 "DW_DEBUG: (isnil _characterID): false"
16:34:28 "HIVE: WRITE: "CHILD:201:11:[343,[-18709.7,0.00167847]]:[[],[]]:["",[[],[]],[[],[]]]:[false,false,false,false,false,false,false,12000,[],[0,0],0,[0,0]]:false:false:0:0:0:0:["","amovpercmstpslowwrfldnon",100]:0:0:"Survivor2_DZ":0:" / 11"
16:34:38 bin\config.bin/CfgMovesZombie/States/AmovPercMrunSnonWnonDfr.InterpolateTo: item count not multiple of 2 (is 17)
16:34:38  bin\config.bin/CfgMovesZombie/States/AmovPercMrunSnonWnonDfr.InterpolateTo: Bad move
16:34:38 bin\config.bin/CfgMovesZombie/States/AmovPpneMrunSnonWnonDl.InterpolateTo: item count not multiple of 2 (is 9)
16:34:38  bin\config.bin/CfgMovesZombie/States/AmovPpneMrunSnonWnonDl.InterpolateTo: Bad move
16:34:38 bin\config.bin/CfgMovesZombie/States/AmovPpneMrunSnonWnonDb.InterpolateTo: item count not multiple of 2 (is 9)
16:34:38  bin\config.bin/CfgMovesZombie/States/AmovPpneMrunSnonWnonDb.InterpolateTo: Bad move
16:34:38 bin\config.bin/CfgMovesZombie/States/AmovPpneMrunSnonWnonDbr.InterpolateTo: item count not multiple of 2 (is 9)
16:34:38  bin\config.bin/CfgMovesZombie/States/AmovPpneMrunSnonWnonDbr.InterpolateTo: Bad move
16:34:38 bin\config.bin/CfgMovesZombie/States/AmovPpneMrunSnonWnonDfr.InterpolateTo: item count not multiple of 2 (is 11)
16:34:38  bin\config.bin/CfgMovesZombie/States/AmovPpneMrunSnonWnonDfr.InterpolateTo: Bad move
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDnon_medicEnd
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDnon_medic0S
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDnon_medic0
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDnon_medic1
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDnon_medic2
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDnon_medic3
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDr_medic3
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDr_medic4
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDr_medic5
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDnon_medic4
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDnon_medic5
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDr_medic0S
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDr_medic0
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDr_medic1
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDr_medic2
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.InterpolateTo: Bad move AinvPknlMstpSnonWnonDnon_medic0S
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.InterpolateTo: Bad move AinvPknlMstpSnonWnonDr_medic0S
16:34:55 "DW_DEBUG: (isnil _characterID): false"
16:34:55 "ERROR: server_playerSync: Cannot Sync Player Tharo [11]. Position in debug! [-18697.6,25815.3,0.00115967]"
16:34:55 "DW_DEBUG: (isnil _characterID): false"
16:34:55 "ERROR: server_playerSync: Cannot Sync Player Tharo [11]. Position in debug! [-18697.6,25815.3,0.00115967]"

hive log:

Code:
2013-09-22 17:47:23 HiveExt: [Information] Method: 101 Params: 38072902:11:Tharo:
2013-09-22 17:47:23 HiveExt: [Information] Result: ["PASS",false,"12",[],[["ItemFlashlight"],["ItemBandage","ItemPainkiller"]],["DZ_Patrol_Pack_EP1",[],[]],[0,21,21],"Survivor2_DZ",0.96]
2013-09-22 17:47:23 HiveExt: [Information] Method: 307 Params:
2013-09-22 17:47:23 HiveExt: [Information] Result: ["PASS",[2013,9,22,17,47]]
2013-09-22 17:47:23 HiveExt: [Information] Method: 102 Params: 12:
2013-09-22 17:47:23 HiveExt: [Information] Result: ["PASS",[],[0,0,0,0],[],[],2500,11]
2013-09-22 17:47:26 HiveExt: [Information] Method: 101 Params: 38072902:11:Error:No vehicle:
2013-09-22 17:47:26 HiveExt: [Information] Changed name of player 38072902 from 'Tharo' to 'Error'
2013-09-22 17:47:26 HiveExt: [Information] Result: ["PASS",false,"12",[],


Mission code (I set up the file structure like the OP said even though there is no reference to antihack.sqf anywhere in it):

Code:
//Run the player monitor
    _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
    _playerMonitor =    [] execFSM "fixes\player_monitor.fsm";
    _void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
 
    //Lights
    //[17,6,true,false,true,true,72,242,600,10,[0.698, 0.556, 0.419],"Generator_DZ",208,"",0.5] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
};
//#include "\z\addons\dayz_code\system\REsec.sqf"
 
MC_BIS_halo_spawn = compile preprocessFileLineNumbers "fixes\haloInit.sqf";
private["_mkr"];
_mkr = "spawn" + str(round(random 4));
if (!isDedicated) then {
    [] spawn {
        waitUntil { !isNil ("dayz_animalCheck") and
!(player getVariable ["humanity",0] > 5000 and
typeOf player == "Survivor2_DZ") and
!(player getVariable ["humanity",0] < -2000 and
(typeOf player == "Survivor2_DZ" or
typeOf player == "SurvivorW2_DZ") ) and
!(player getVariable ["humanity",0] > 0 and
(typeOf player == "Bandit1_DZ" or
typeOf player == "BanditW1_DZ") )
};
 
        if (dayzPlayerLogin2 select 2) then
        {
            _pos = position player;
            _mkr setMarkerPos [_pos select 0, _pos select 1];
            player spawn MC_BIS_halo_spawn;
        };
    };
};

My server_playersetup:

Code:
dayzPlayerLogin2 = [_worldspace,_state,_randomSpot];
_clientID = owner _playerObj;
_clientID publicVariableClient "dayzPlayerLogin2";

Server_cleanup.fsm:

Code:
 class vehicle_cleanup
    {
      name = "vehicle_cleanup";
      init = /*%FSM<STATEINIT""">*/"_safety = dayz_serverObjectMonitor;" \n
      "" \n
  //    "Check for hackers" \n
      "// {" \n
      "//    if(vehicle _x != _x && !(vehicle _x in _safety) && (typeOf vehicle _x) != ""ParachuteWest"") then {" \n
      "//      diag_log (""CLEANUP: KILLING A HACKER "" + (name _x) + "" "" + str(_x) + "" IN "" + (typeOf vehicle _x));" \n
      "//          (vehicle _x) setDamage 1;" \n
      "//          _x setDamage 1;" \n
      "//    };" \n
      "// } forEach allUnits;" \n
      "" \n
      "dayz_serverObjectMonitor = _safety;"/*%FSM</STATEINIT""">*/;

haloinit:

Code:
// Change " 1000 " to whatever height you want your players to spawn!
 
if (!isDedicated) then {
    [player, 2000] execVM "fixes\fn_HALO.sqf";
};

I'm not using battleye atm.

I tried playing around with the playersync file but it didnt help.
Any ideas as to why I only halo for 2 sec then fall instantly from 2000m to my death would be great.
 
I paid someone to do this for me but people spawn invisble. Is this a bug someone has had also? if so, how do you fix it?
 
I have spent the last 20 hours trying to figure this out and have been unable to make the mod work with out killing every one when they pull the rip cord.
Here is a link to my server and mission files.
http://dayz.awolgamers.com/other/dayz/epoch.rar

Edit: Forgot to add that i currently have the mod disabled in my mission file so people can play the game.
 
anyone know a fix?

Code:
20:40:42 Error in expression <} forEach allGroups;
sleep 60;
};
}; 
 
};
 
 
MC_BIS_halo = compile preprocessFil>
20:40:42  Error position: <};
 
 
MC_BIS_halo = compile preprocessFil>
20:40:42  Error Missing {
20:40:42 File mpmissions\__cur_mp.chernarus\init.sqf, line 173
20:40:42 Error in expression <} forEach allGroups;
sleep 60;
};
}; 
 
};
 
 
MC_BIS_halo = compile preprocessFil>
20:40:42  Error position: <};
 
 
MC_BIS_halo = compile preprocessFil>
20:40:42  Error Missing {
20:40:42 File mpmissions\__cur_mp.chernarus\init.sqf, line 173
20:40:42 Error in expression <} forEach allGroups;
sleep 60;
};
}; 
 
};
 
 
MC_BIS_halo = compile preprocessFil>
20:40:42  Error position: <};
 
 
MC_BIS_halo = compile preprocessFil>
20:40:42  Error Missing {
20:40:42 File mpmissions\__cur_mp.chernarus\init.sqf, line 173
20:40:42 Error in expression <} forEach allGroups;
sleep 60;
};
}; 
 
};
 
 
MC_BIS_halo = compile preprocessFil>
20:40:42  Error position: <};
 
 
MC_BIS_halo = compile preprocessFil>
20:40:42  Error Missing {
20:40:42 File mpmissions\__cur_mp.chernarus\init.sqf, line 173
20:40:42 Error in expression <} forEach allGroups;
sleep 60;
};
}; 
 
};
 
 
MC_BIS_halo = compile preprocessFil>
20:40:42  Error position: <};
 
 
MC_BIS_halo = compile preprocessFil>
20:40:42  Error Missing {
20:40:42 File mpmissions\__cur_mp.chernarus\init.sqf, line 173
20:40:42 Error in expression <} forEach allGroups;
sleep 60;
};
}; 
 
};
 
 
MC_BIS_halo = compile preprocessFil>
20:40:42  Error position: <};
 
 
MC_BIS_halo = compile preprocessFil>
20:40:42  Error Missing {
20:40:42 File mpmissions\__cur_mp.chernarus\init.sqf, line 173
20:40:42 Error in expression <} forEach allGroups;
sleep 60;
};
}; 
 
};
 
 
MC_BIS_halo = compile preprocessFil>
20:40:42  Error position: <};
 
 
MC_BIS_halo = compile preprocessFil>
20:40:42  Error Missing {
20:40:42 File mpmissions\__cur_mp.chernarus\init.sqf, line 173
20:40:42 Error in expression <} forEach allGroups;
sleep 60;
};
}; 
 
};
 
 
MC_BIS_halo = compile preprocessFil>
20:40:42  Error position: <};
 
 
MC_BIS_halo = compile preprocessFil>
20:40:42  Error Missing {
20:40:42 File mpmissions\__cur_mp.chernarus\init.sqf, line 173
 
I finally got rid of the errors for not being able to exe server system files. I use vilayer and they pack the server and mission pbo for you. Still don't now why I can't pack it correctly I was using pbo manager 1.4. packing with pboprefix etc.. Now that I actually got it to execute with vilayer, I have another problem. I now spawn in in the sky and halo for about 2 sec then I'm instantly on the ground usually dead or a broken leg/ bleeding. Any help would be appreciated.

My report log:

Code:
6:34:11 "HIVE: Spawning # of Vehicles: 0"
16:34:11 "HIVE: Spawning # of Debris: 500"
16:34:11 "CLEANUP: INITIALIZING CLEANUP SCRIPT"
16:34:11 "EPOCH EVENTS INIT"
16:34:12 "DEBUG: Too many at [6907.1,2400.41]"
16:34:14 "DEBUG: Too many at [6433.8,2716.1]"
16:34:28 "SETUP: attempted with ["11",B 1-1-B:1 (Tharo) REMOTE,"38072902"]"
16:34:28 "SETUP: RESULT: Successful with ["PASS",[],[0,0,0,0],[],[],2500,11]"
16:34:28 "LOGIN: Location: [] doRnd?: true"
16:34:28 "LOGIN PUBLISHING: B 1-1-B:1 (Tharo) REMOTE Type: Survivor2_DZ"
16:34:28 "DW_DEBUG: (isnil _characterID): false"
16:34:28 "HIVE: WRITE: "CHILD:201:11:[343,[-18709.7,0.00167847]]:[[],[]]:["",[[],[]],[[],[]]]:[false,false,false,false,false,false,false,12000,[],[0,0],0,[0,0]]:false:false:0:0:0:0:["","amovpercmstpslowwrfldnon",100]:0:0:"Survivor2_DZ":0:" / 11"
16:34:38 bin\config.bin/CfgMovesZombie/States/AmovPercMrunSnonWnonDfr.InterpolateTo: item count not multiple of 2 (is 17)
16:34:38  bin\config.bin/CfgMovesZombie/States/AmovPercMrunSnonWnonDfr.InterpolateTo: Bad move
16:34:38 bin\config.bin/CfgMovesZombie/States/AmovPpneMrunSnonWnonDl.InterpolateTo: item count not multiple of 2 (is 9)
16:34:38  bin\config.bin/CfgMovesZombie/States/AmovPpneMrunSnonWnonDl.InterpolateTo: Bad move
16:34:38 bin\config.bin/CfgMovesZombie/States/AmovPpneMrunSnonWnonDb.InterpolateTo: item count not multiple of 2 (is 9)
16:34:38  bin\config.bin/CfgMovesZombie/States/AmovPpneMrunSnonWnonDb.InterpolateTo: Bad move
16:34:38 bin\config.bin/CfgMovesZombie/States/AmovPpneMrunSnonWnonDbr.InterpolateTo: item count not multiple of 2 (is 9)
16:34:38  bin\config.bin/CfgMovesZombie/States/AmovPpneMrunSnonWnonDbr.InterpolateTo: Bad move
16:34:38 bin\config.bin/CfgMovesZombie/States/AmovPpneMrunSnonWnonDfr.InterpolateTo: item count not multiple of 2 (is 11)
16:34:38  bin\config.bin/CfgMovesZombie/States/AmovPpneMrunSnonWnonDfr.InterpolateTo: Bad move
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDnon_medicEnd
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDnon_medic0S
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDnon_medic0
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDnon_medic1
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDnon_medic2
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDnon_medic3
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDr_medic3
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDr_medic4
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDr_medic5
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDnon_medic4
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDnon_medic5
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDr_medic0S
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDr_medic0
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDr_medic1
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDr_medic2
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.InterpolateTo: Bad move AinvPknlMstpSnonWnonDnon_medic0S
16:34:38  bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.InterpolateTo: Bad move AinvPknlMstpSnonWnonDr_medic0S
16:34:55 "DW_DEBUG: (isnil _characterID): false"
16:34:55 "ERROR: server_playerSync: Cannot Sync Player Tharo [11]. Position in debug! [-18697.6,25815.3,0.00115967]"
16:34:55 "DW_DEBUG: (isnil _characterID): false"
16:34:55 "ERROR: server_playerSync: Cannot Sync Player Tharo [11]. Position in debug! [-18697.6,25815.3,0.00115967]"

hive log:

Code:
2013-09-22 17:47:23 HiveExt: [Information] Method: 101 Params: 38072902:11:Tharo:
2013-09-22 17:47:23 HiveExt: [Information] Result: ["PASS",false,"12",[],[["ItemFlashlight"],["ItemBandage","ItemPainkiller"]],["DZ_Patrol_Pack_EP1",[],[]],[0,21,21],"Survivor2_DZ",0.96]
2013-09-22 17:47:23 HiveExt: [Information] Method: 307 Params:
2013-09-22 17:47:23 HiveExt: [Information] Result: ["PASS",[2013,9,22,17,47]]
2013-09-22 17:47:23 HiveExt: [Information] Method: 102 Params: 12:
2013-09-22 17:47:23 HiveExt: [Information] Result: ["PASS",[],[0,0,0,0],[],[],2500,11]
2013-09-22 17:47:26 HiveExt: [Information] Method: 101 Params: 38072902:11:Error:No vehicle:
2013-09-22 17:47:26 HiveExt: [Information] Changed name of player 38072902 from 'Tharo' to 'Error'
2013-09-22 17:47:26 HiveExt: [Information] Result: ["PASS",false,"12",[],


Mission code (I set up the file structure like the OP said even though there is no reference to antihack.sqf anywhere in it):

Code:
//Run the player monitor
    _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
    _playerMonitor =    [] execFSM "fixes\player_monitor.fsm";
    _void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
 
    //Lights
    //[17,6,true,false,true,true,72,242,600,10,[0.698, 0.556, 0.419],"Generator_DZ",208,"",0.5] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
};
//#include "\z\addons\dayz_code\system\REsec.sqf"
 
MC_BIS_halo_spawn = compile preprocessFileLineNumbers "fixes\haloInit.sqf";
private["_mkr"];
_mkr = "spawn" + str(round(random 4));
if (!isDedicated) then {
    [] spawn {
        waitUntil { !isNil ("dayz_animalCheck") and
!(player getVariable ["humanity",0] > 5000 and
typeOf player == "Survivor2_DZ") and
!(player getVariable ["humanity",0] < -2000 and
(typeOf player == "Survivor2_DZ" or
typeOf player == "SurvivorW2_DZ") ) and
!(player getVariable ["humanity",0] > 0 and
(typeOf player == "Bandit1_DZ" or
typeOf player == "BanditW1_DZ") )
};
 
        if (dayzPlayerLogin2 select 2) then
        {
            _pos = position player;
            _mkr setMarkerPos [_pos select 0, _pos select 1];
            player spawn MC_BIS_halo_spawn;
        };
    };
};

My server_playersetup:

Code:
dayzPlayerLogin2 = [_worldspace,_state,_randomSpot];
_clientID = owner _playerObj;
_clientID publicVariableClient "dayzPlayerLogin2";

Server_cleanup.fsm:

Code:
 class vehicle_cleanup
    {
      name = "vehicle_cleanup";
      init = /*%FSM<STATEINIT""">*/"_safety = dayz_serverObjectMonitor;" \n
      "" \n
  //    "Check for hackers" \n
      "// {" \n
      "//    if(vehicle _x != _x && !(vehicle _x in _safety) && (typeOf vehicle _x) != ""ParachuteWest"") then {" \n
      "//      diag_log (""CLEANUP: KILLING A HACKER "" + (name _x) + "" "" + str(_x) + "" IN "" + (typeOf vehicle _x));" \n
      "//          (vehicle _x) setDamage 1;" \n
      "//          _x setDamage 1;" \n
      "//    };" \n
      "// } forEach allUnits;" \n
      "" \n
      "dayz_serverObjectMonitor = _safety;"/*%FSM</STATEINIT""">*/;

haloinit:

Code:
// Change " 1000 " to whatever height you want your players to spawn!
 
if (!isDedicated) then {
    [player, 2000] execVM "fixes\fn_HALO.sqf";
};

I'm not using battleye atm.

I tried playing around with the playersync file but it didnt help.
Any ideas as to why I only halo for 2 sec then fall instantly from 2000m to my death would be great.



2. dayz_server.pbo>>compile>>server_updateObject.sqf

Change to (Comment Out):
Code:
/*
if (!_parachuteWest) then {
if (_objectID == "0" && _uid == "0") then
{
_object_position = getPosATL _object;
diag_log(format["Deleting object %1 with invalid ID at pos [%2,%3,%4]",
typeOf _object,
_object_position select 0,
_object_position select 1,
_object_position select 2]);
_isNotOk = true;
};
};
*/
+ its antoihack from dayz_code blocking you... try to finde where its called and comment it out
 
I will die soon i think... i need help...
Setting it up for overwatch 0.2.5 the one on 1.8.0.3... my
init.sqf
Code:
...somecode...
//[] execVM "\z\addons\dayz_code\system\antihack.sqf";
.....somecode....
if (dayz_REsec == 1) then {
// #include "\z\addons\dayz_code\system\REsec.sqf"
};
...somecode.....
//halo
MC_BIS_halo_spawn = compile preprocessFileLineNumbers 
"fixes\haloInit.sqf";
private["_mkr"];
_mkr = "spawn" + str(round(random 4));
if (!isDedicated) then {
    [] spawn {
        waitUntil { !isNil ("dayz_animalCheck") and
!(player getVariable ["humanity",0] > 5000 and
typeOf player == "Survivor2_DZ") and
!(player getVariable ["humanity",0] < -2000 and
(typeOf player == "Survivor2_DZ" or
typeOf player == "SurvivorW2_DZ") ) and
!(player getVariable ["humanity",0] > 0 and
(typeOf player == "Bandit1_DZ" or
typeOf player == "BanditW1_DZ") )
};
        if (PVCDZ_plr_Login2 select 2) then
        {
            _pos = position player;
            _mkr setMarkerPos [_pos select 0, _pos select 
1];
            player spawn MC_BIS_halo_spawn;
        };
    };
};
Next in server_playerSetup.sqf
Code:
PVCDZ_plr_Login2 = [_worldspace,_state,_randomSpot];
server_updateObject.sqf
Code:
/*
if (!_parachuteWest) then {
    if (_objectID == "0" && _uid == "0") then
    {
        _object_position = getPosATL _object;
            diag_log(format["Deleting object %1 with invalid ID at pos [%2,%3,%4]",
            typeOf _object,
            _object_position select 0,
            _object_position select 1,
            _object_position select 2]);
            _isNotOk = true;
    };
};
*/
server_cleanup.fsm
Code:
"Check for hackers" \n
      "// {" \n
      "//    if(vehicle _x != _x && !(vehicle _x in _safety) && (typeOf vehicle _x) != ""ParachuteWest"") then {" \n
      "//      diag_log (""CLEANUP: KILLING A HACKER "" + (name _x) + "" "" + str(_x) + "" IN "" + (typeOf vehicle _x));" \n
      "//          (vehicle _x) setDamage 1;" \n
      "//          _x setDamage 1;" \n
      "//    };" \n
      "// } forEach allUnits;" \n
Am going crazy here...
 
I installed halo jump on my server with Epoch 1.o.2.5 and its working but if players land on the ground they can "Open Chute" in scroll menu and fly 3 meters every 10 sek .. Where can I edit this bug?
 
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