And the people asked GreyWolf if there could be a new and improved zombie bait, and GreyWolf said let there be a new and improved zombie bait, and there was a new and improved zombie bait, and the new and improved zombie bait was good, and GreyWolf thanked KungFuCharlie.
Sweet, ya I had a feeling something else was removing them. Will edit and upload tonight. I figure even without cleaning up whatever this cleans up, 6hr reboots should keep it running.
Update: So far working fine, crates are all there, will report back once I have it running a few days.
Oh dear. Well the publicvariable.txt will only be kicking, by not being there it won't make a server crash. I got my streetlights working as of this morning, will keep an eye on server overloading and crashing though.
You have to add them to the deployable anyway. Since the update, it appears that the crates get removed in two ways:
First they are not in the safeObjects
Secondly the cleanup fsm file removes them
You will need to add to safeObjects, and stop the cleanup from cleaning them up. The rest...
I was having issues with that with another script I was using, so I just removed it. I mean, you always open yourself up to a few things when u remove a filter, but it is give and take, so I just got rid of it. I would assume you are running some sort of custom anti hax anyway.
Using crates with 1.7.7.1
Alright, working crates that respawn on reboots, and that allow you to save content, regardless of reboots. This is a copy/paste job of tid bits of work done by people in this forum, and on other forums. I personally made no code changes, I am just a noob, but I have...
I thought I had it, but then I missed adding the classnames into the safeObjects, triple checked, ready to upload, but now server is filling up... will have to get back with results later. It certainly looks like it has potential!
Same as hardcoding the map I guess. When I tested that earlier the server would auto spawn items in those crates, and you could not use them to store things in (erased on reboot). Are you using yours for custom storage, or no?
Updating the server_player_Sync.sqf and server_updateNearbyObjects.sqf is only required to make them usable, it has nothing to do with making them spawn. First we need to get them to spawn, then we can add them to those files to use them. I am at the same point you are, I can't get them to...
AmmoBoxSmall is the type of the crate the other guy was referring to. If you can get it to spawn, I am sure you could use it the same way we have been using the other crate types. Iirc there were two files in the server pbo where you had to add the type of crate to the same line as Tents...
Crates don't seem to be spawning at all, I have tried various types and all empty, just won't spawn anymore with 1.7.7 :(
http://opendayz.net/threads/deployable-ammo-crates-and-1-7-7.11197/
I have a ton of crates too on my server, none of them work, regardless of content. I have some empty, some full, some with weapons, some with med supplies. They show up in the database, but not on map. I have attempted changing their class name too, most were ordnance box, or weapons crate, or...
Works like a charm, thanks for all the work!
Quick question, i whitelisted the function bis_fnc_halo_action in my antihax and it works, however there is a small difference. When I play as admin (whitelisted on anti hax) I can control the chute, when I play as non admin I have no control over...
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