dayZ Street Lights

Thanks axeman. I wouldn't worry about it too much, like I say it appears to only affect one town in particular and I'm using full moon nights anyway, so it's not so much of an issue.
 
Battleye: (script restriction #20 )
Add
Code:
!"#lightpoint createVehicle _location;"
to the line starting with
Code:
5 createVehicle
Should be line number 22.



Which file in the battleye folder does this go in? I saw someone say scripts.txt but I didnt see that file in my battleye folder?
 
It is scripts.txt. The Battleye folder should be in the same place as your config file and hivext.ini. .
 
It is in our test server, also the house lights and illuminated towers :D Just a shame so much else is broken or not working as it should.:(
 
Where do I add the script restriction 'bypass' in 1.7.7 because the scripts.txt looks different to me from the previous version. When I don't add anything in scripts.txt I get Public Variable #0 kick...
 
Can you paste me the relevant sections of either scripts.log or publicvariable.log, the bit that shows you being kicked and 10 or so lines up and down around it, ta.
 
you mean this
Code:
18.06.2013 08:56:51: Stalker (130.204.50.16:2304) a243eb52e0423992abf8bd90d023cdfb - #144 "LampReturn=[];
 
}else{
 
axeLampObjects = [_x,_y,player];
publicVariable "axeLampObjects";
waitUntil {count axeLampReturn > 0};
C"
18.06.2013 08:56:51: Stalker (130.204.50.16:2304) a243eb52e0423992abf8bd90d023cdfb - #153 "ghtAmbient [1, 0.88, 0.73];
_lp setVectorUp [0,0,-1];
player reveal _lp;
 
sleep 0.2;
}else{
 
if(_objLightPoint getVariable ["axe"
18.06.2013 08:56:51: Stalker (130.204.50.16:2304) a243eb52e0423992abf8bd90d023cdfb - #169 "Color [1, 0.88, 0.73];
_lp setLightBrightness 0.04;
_lp setLightAmbient [1, 0.88, 0.73];
_lp setVectorUp [0,0,-1];
player reveal"
18.06.2013 08:56:51: Stalker (130.204.50.16:2304) a243eb52e0423992abf8bd90d023cdfb - #170 "icle _location;
_lp setLightColor [1, 0.88, 0.73];
_lp setLightBrightness 0.04;
_lp setLightAmbient [1, 0.88, 0.73];
_lp setVect"
18.06.2013 08:56:56: Stalker (130.204.50.16:2304) a243eb52e0423992abf8bd90d023cdfb - #144 "LampReturn=[];
 
}else{
 
axeLampObjects = [_x,_y,player];
publicVariable "axeLampObjects";
waitUntil {count axeLampReturn > 0};
C"
18.06.2013 08:56:56: Stalker (130.204.50.16:2304) a243eb52e0423992abf8bd90d023cdfb - #153 "ghtAmbient [1, 0.88, 0.73];
_lp setVectorUp [0,0,-1];
player reveal _lp;
 
sleep 0.2;
}else{
 
if(_objLightPoint getVariable ["axe"
 
Is that publicvariable.log or scripts.log ? Standard procedure is to filter out the files running the lights in the *.txt file by adding
Code:
!"lights\street_lights.sqf" !"lights\fnc_returnLampWS.sqf"
at the end of the line with publicVariable at the start.

I can only find this on line 34(ish) of scripts.txt. Just looked at my publivariable.log and there are a LOT of entries logged. Not much point just logging these and growing them files. Will look at filtering these.

If fnc_returnLampWS.sqf is packaged on the server I suspect this might help (not tested).

Just did a bit of research and found that this is a common error when the client isn't up to date with 1.7.7. Could that be your issue ?
 
Can you paste me the relevant sections of either scripts.log or publicvariable.log, the bit that shows you being kicked and 10 or so lines up and down around it, ta.

The weird thing is I was about to post: hey its working fine glitch in the matrix...as I reinstalled the script and logged in during day time. I restarted and set the time to night and got the public variable kick thing. Odd...

publicvariable.log
18.06.2013 15:43:43: Moe Smiff (96.252.69.205:3240) 6093d55e8bfa941604aaa76798b37110 - #0 "axeLampObjects" = [2,0,<NULL-object>]

scripts.log
18.06.2013 15:43:42: Moe Smiff (96.252.69.205:3240) 6093d55e8bfa941604aaa76798b37110 - #38 "ation select 1, _location select 2];
_lp = "#lightpoint" createVehicle _location;
_lp setLightColor [1, 0.88, 0.73];
_lp setLigh"
18.06.2013 15:43:42: Moe Smiff (96.252.69.205:3240) 6093d55e8bfa941604aaa76798b37110 - #116 "LampReturn=[];

}else{

axeLampObjects = [_x,_y,player];
publicVariable "axeLampObjects";
waitUntil {count axeLampReturn > 0};
C"
18.06.2013 15:43:42: Moe Smiff (96.252.69.205:3240) 6093d55e8bfa941604aaa76798b37110 - #125 "ghtAmbient [1, 0.88, 0.73];
_lp setVectorUp [0,0,-1];
player reveal _lp;

sleep 0.2;
}else{

if(_objLightPoint getVariable ["axe"
18.06.2013 15:43:42: Moe Smiff (96.252.69.205:3240) 6093d55e8bfa941604aaa76798b37110 - #141 "Color [1, 0.88, 0.73];
_lp setLightBrightness 0.04;
_lp setLightAmbient [1, 0.88, 0.73];
_lp setVectorUp [0,0,-1];
player reveal"
18.06.2013 15:43:42: Moe Smiff (96.252.69.205:3240) 6093d55e8bfa941604aaa76798b37110 - #142 "icle _location;
_lp setLightColor [1, 0.88, 0.73];
_lp setLightBrightness 0.04;
_lp setLightAmbient [1, 0.88, 0.73];
_lp setVect"
 
Just did a bit of research and found that this is a common error when the client isn't up to date with 1.7.7. Could that be your issue ?

I think I'm up to date. All I need to have done is update to 1.7.7 via dayz commander right?

It was working fine the other day with 1.7.7. Weird...

With the new BE filters for 1.7.7 I noticed the createVehicle now has a 1 instead of a 5. Not sure if that has anything to do with anything.
 
CreateVehicle is used to create the light points. I will try and get my local server updated n give it a test. What are you building the server with, Reality ? That is where the scripts.txt will be coming from.
 
sry for late response the thing is that i am also updated on 1.7.7... about the createVehicle as mentioned above now there is 1 before createVehicle instead of 5.....
Code:
1 createVehicle !createVehicleLocal !"_bolt = createVehicle [\"WoodenArrowF\", _endPos, [], 0, \"CAN_COLLIDE\"];\n_bolt se" !"spawn player_alertZombies;" !="createVehicleLocal"  !"_item = createVehicle [\"WeaponHolder\", _iPos, [], _radius, \"CAN_COLLIDE\"];"  !"_item = createVehicle [\"WeaponHolder\", position player, [], 0.0, \"CAN_COLLIDE\"]"
1 createVehicleLocal !"_source = \"#particlesource\" createVehicleLocal getpos (_this select 0);" !"_object = _type createVehicleLocal [_position select 0,_position select
so where i have to edit the files so to bypass the lights sript??

should i edit on this section??
Code:
  1 publicVariable !"publicVariableServer" !"addPublicVariableEventHandler" !"publicVariable \"BIS_" !"publicVariable \"PVDZ_" !"publicVariable \"dayzDiscoRem\";" !"publicVariable \"dayzHideBody\";" !"publicVariable \"dayzHitV\";" !"publicVariable \"dayzHumanity\";" !"publicVariable \"dayzLogin\";" !"publicVariable \"dayzLogin2\";" !"publicVariable \"dayzLoginRecord\";" !"publicVariable \"dayzPlayerSave\";" !"publicVariable \"dayzPublishObj\"" !"publicVariable \"dayzRoadFlare\";" !"publicVariable \"dayzSetFuel\";" !"publicVariable \"dayzUpdateVehicle\";" !"publicVariable \"remExFP\";" !"publicVariable \"usecBandage\";" !"publicVariable \"usecBleed\";" !"publicVariable \"usecEpi\";" !"publicVariable \"usecMorphine\";" !"publicVariable \"usecPainK\";"
1 reload !"\"reload\"" !"I should probably reload it" !"preloadCamera" !"dayz_preloadFinished" !"PRELOAD_" !"player_reloadMag" !"BIS_CPP_Muzzle_ForceReload"  !"dayz_clientPreload"  !"dayz_clientPreload and !(isNull _agent)"  !"entPreload } do {"  !"reload player;"  !"dayz_clientPreload = true;"
1 removeAllEventHandlers !"_this removeAllEventHandlers \"HandleDamage\";"
 
CreateVehicle is used to create the light points. I will try and get my local server updated n give it a test. What are you building the server with, Reality ? That is where the scripts.txt will be coming from.

Bliss via dayz.st

Also using Filezilla.
 
working for me on 1.7.7 no changement but many bug in the map isla duala, point of light in the desert and road .
 
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