Hmmm ok, then it's likely it's already miscalculated the objects UID and can't match it in the DB to delete the object. To confirm this, what you can do is in codeCheck.sqf, just under the PVDZ_obj_Delete = [_objectID, _objectUID];
Add this line
diag_log format ["_ObjectUID is %1",_objectUID]...
Ok, give this file a try. I've only changed where it sets the UID and commented out the other sections lower down where it set it again. Setting it again was very likely the cause of the problem as it totally undid what the tent fix was already meant to be doing.
Not that bit, the bit just after where you set the code variable and classname variable. That section you just posted is where these variables are originally set. You can see that it first checks (part of the tent fix) to see if the item has an owner, if it returns as 0 (no owner) then it sets...
I still say the problem is in your server_monitor.sqf.
That file doesn't set the ID as 0, it reads the ID from the file that launches it and _this select 0 means the first item in the array the file is passing is to be assigned as ID.
With the tent fix, we don't set an objectID for any items...
I was taling to BipolarBear about the tent fix. Your issue is that the server and client build lists don't match. :p
Sorry man, it's really hard to tell what a variable should be without seeing the entire file to see what they define as what. I know that some versions use _type as the...
That's likely your problem then. The server build list is in dayz_server\init\server_functions.sqf
It's near the bottom of the file, you can simply copy paste the section from '_buildList = [' right down to it's closing brace '];'
I'd guess that you don't have the 'tent fix' installed on your server. Even though it's called a tent fix, it fixes the problem for all deployable items where they can't be updated or deleted after a restart.
Hmm that's strange. Though it seems to know what it's actually created as the "Spawned:" log is using the correct classname. What's the actual in game issue?
If you add items to the build list, you also need to add them to the 'deployable' table in your DB or it doesn't know what to save it as.
No worries man. :)
I believe dead bodies are removed after 20 minutes (that may vary depending on map and version). If you look in server_cleanup.fsm, there should be something which may look like this
if (diag_tickTime - _deathTime > 1200) then {
You should just be able to adjust that 1200...
Not sure where you got effects.sqf, but no. You need to have a custom compiles (you may already have one in your mission file). Either the full compiles, in which case find the line for player_spawnCheck.sqf and edit the path. Or if you have a compiles.sqf that you just add the required lines...
You can't set the objectUID as the objectID, that will cause some pretty big problems.
Since we can't actually read the UID from the DB we have to recalculate it each startup (this is what lead to the breakdown of the original code system for base building, and why tents and other items...
From the instructions in the OP, follow them to get a copy of 'player_spawnCheck.sqf' into your mission file. Then you want to find the section near the bottom that looks something like this.
if (_currentWeaponHolders < _maxWeaponHolders) then {
//Baisc loot checks...
I'll have a look tomorrow and get back to you on that. Should just need to change it to _entity yes, but I can't recall off the top of my head if anything else needed changed.
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