[HELP] How do I respawn destroyed vehicles with the database?!?

DangerRuss

OpenDayZ Rockstar!
I need to know how to manually RESPAWN, not spawn new, vehicles which are in my database and destroyed! I Can't find help for this ANYWHERE. Vilayer changed their control panel up and their tools are now incompatible with my style database. I am literally running out of vehicles on my server because I have no way to create vehicles after they have been destroyed. How do I do this? Is there a query or script I need to run? Is there a BEC scheduler event? I am running overwatch, NOT overpoch, and therefore my database does not have tables such as object_DATA , but instead has tables like instance_vehicle. Any help would be awesome thanks!
 
Depends on if it's reality hive or pwnz0rs.

Should be a database stored procedure to run like pMain(1) to respawn vehicles.
 
Depends on if it's reality hive or pwnz0rs.

Should be a database stored procedure to run like pMain(1) to respawn vehicles.
pretty sure it's reality. Vilayer did/changed something. They used to allow a scheduled task to run, which would create vehicles at set times. They disabled that, and changed it to some kind of vehicle management tool, but it's incompatible with reality.. tries to write to object_DATA table, which Im pretty sure is bliss.

Ive had this ticket in with them for 2 weeks. Took them 6 days to even respond. Then they placate me with false promises "It'll be fixed in 48 hours." "Just putting the final touches on it" etc.

I took it to their facebook page to see if that would get their attention. They removed all of my comments, and blocked me from posting more. Haha Time for a new host I guess. That'll probably resolve my issues.

I have this under PMain in my database
Code:
BEGIN
    DECLARE sInstance VARCHAR(8) DEFAULT i;



    DECLARE iVehSpawnMax INT DEFAULT 1000;


    DECLARE iTimeoutMax                 INT DEFAULT 250;  
    DECLARE iTimeout                         INT DEFAULT 0;      
    DECLARE iNumVehExisting         INT DEFAULT 0;      
    DECLARE iNumClassExisting     INT DEFAULT 0;      
    DECLARE i INT DEFAULT 1;

CALL pvCleanup(8178);
   
        SELECT COUNT(*)               
            INTO iNumVehExisting
            FROM Object_DATA
            WHERE Instance = sInstance
            AND Classname != '-'                      
            AND Classname != 'Hedgehog_DZ'          
            AND Classname != 'Wire_cat1'              
            AND Classname != 'Sandbag1_DZ'          
            AND Classname != 'BearTrap_DZ'          
            AND Classname != 'TentStorage';      
        WHILE (iNumVehExisting < iVehSpawnMax) DO      
          
            SELECT Classname, Chance, MaxNum, Damage
                INTO @rsClassname, @rsChance, @rsMaxNum, @rsDamage
                FROM object_classes ORDER BY RAND() LIMIT 1;

          
            SELECT COUNT(*)
                INTO iNumClassExisting
                FROM Object_DATA
                WHERE Instance = sInstance
                AND Classname = @rsClassname;
            IF (iNumClassExisting < @rsMaxNum) THEN

                IF (rndspawn(@rschance) = 1) THEN
                    INSERT INTO Object_DATA (ObjectUID, Instance, Classname, Damage, CharacterID, Worldspace, Inventory, Hitpoints, Fuel, Datestamp)
                        SELECT ObjectUID, sInstance, Classname, 0.1, '0', Worldspace, Inventory, Hitpoints, 0.9, SYSDATE()
                            FROM object_spawns
                            WHERE Classname = @rsClassname
                                AND NOT ObjectUID IN (select objectuid from Object_DATA where instance = sInstance)
                            ORDER BY RAND()
                            LIMIT 0, 1;
                    SELECT COUNT(*)
                        INTO iNumVehExisting
                        FROM Object_DATA
                        WHERE Instance = sInstance
                            AND Classname != '-'                      
                            AND Classname != 'Hedgehog_DZ'          
                            AND Classname != 'Wire_cat1'              
                            AND Classname != 'Sandbag1_DZ'          
                            AND Classname != 'BearTrap_DZ'          
                            AND Classname != 'TentStorage';      

                  
                    SELECT COUNT(*)
                        INTO iNumClassExisting
                        FROM Object_DATA
                        WHERE Instance = sInstance
                        AND Classname = @rsClassname;
                END IF;
            END IF;   

            SET iTimeout = iTimeout + 1;
            IF (iTimeout >= iTimeoutMax) THEN
                SET iNumVehExisting = iVehSpawnMax;
            END IF;
        END WHILE;
    SET i = i + 1;
END
but when I run the routine I get a little dialogue box that says Parameter "i" (INT) and has a text bar below it where Im supposed to type something and hit ok. No idea what to do here.

Reading it further, its trying to do this under object_DATA which isn't in my database. Which is the source of the problem and what Ive been waiting on them to fix for weeks. Can you help me modify this so it works on reality?
 
when you get that prompt type in 1 and run the routine.
what about it trying to effect a table that doesn't exist in my database? I don't have an object_DATA table in my database.

Pressing 1 and running the routine produces this error

SQL Error (1146): Table 'overwatch.object_data' doesn't exist

Could you please help me rewrite the routine? I think it's going to effect more than one table.. instance_deployable for the tents and tank traps and stuff.. as for the vehicles Im not sure if it should be instance_vehicle or world_vehicle or v_Vehicle... etc
 
you running 1.8.1 or epoch?
running overwatch 0.2.5 which I believe is the same as vanilla 1.8.0.3?
Here's a list of my tables
Code:
cust_loadout

cust_loadout_profile

deployable

instance

instance_deployable

instance_vehicle

log_code

log_entry

migration_schema_log

migration_schema_version

pMain <-- doesn't work tries to effect object_data

poBarbedWire <-- doesn't work tries to effect object_data

poCamonet <-- doesn't work tries to effect object_data

potent <-- doesn't work tries to effect object_data

proc_loglogin

proc_loglogout

profile

survivor

vehicle

v_deployable

v_player

v_vehicle

world

world_vehicle
The "po" are basically cleanups for old deployables. I can live without those.. I desperately need the Pmain to work though because I have almost no vehicles left on my server haha
 
aaannd I now realize that select count doesn't do shit and that's not what Im looking for. the problem is with vilayer and I don't know that there is anything I can do without their help, or switching hosts I guess.
 
running overwatch 0.2.5 which I believe is the same as vanilla 1.8.0.3?
Here's a list of my tables
Code:
cust_loadout

cust_loadout_profile

deployable

instance

instance_deployable

instance_vehicle

log_code

log_entry

migration_schema_log

migration_schema_version

pMain <-- doesn't work tries to effect object_data

poBarbedWire <-- doesn't work tries to effect object_data

poCamonet <-- doesn't work tries to effect object_data

potent <-- doesn't work tries to effect object_data

proc_loglogin

proc_loglogout

profile

survivor

vehicle

v_deployable

v_player

v_vehicle

world

world_vehicle
The "po" are basically cleanups for old deployables. I can live without those.. I desperately need the Pmain to work though because I have almost no vehicles left on my server haha

@DangerRuss

That database structure looks like Reality Hive to me.. If that is the case pMain routine will do nothing for you. If I remember correctly you have to use the included pearl scripts in Reality hive to do database maintenance/vehicle respawning. Look for the files with a .pl extension. Hope this helps.
 
I forgot about those perl scripts!
I don't know how to use strawberry perl... Not savvy enough I guess.
Am I correct in my thinking that I am using a reality database? Or am I using bliss? I thought Bliss was object_data, player_data. I thought reality was world_vehicle, instance, instance_vehicle, etc. Do I have it backwards?
 
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