Map Port Question

Matijs

Member
I am porting a little map for dayz,
so I got it all working, I think, cause when I log in, I spawn in the middle of the ocean, I think thats because the spawn points are not in the right place.
But then when I abort and connect again, the loading screen is stuck at "Setup completed, please wait" and when I go into the database, at the character data, at my profile uid, I see at the instance line a "-1". Anyone knows how to fix this ?

Thanks in advance.

Matijs
 
What did you do?


I tought I fixed it, but apparently its still not working, when I log into the server, and I get the waiting screen, I added the worldspace in the database myself, then I rejoin and I spawn, but when I die and wanna spawn again, I always need to change the worldspace
 
After I changed the spawn points and debug, I did some changes to my server_playerSetup.sqf and it seems to work now. Try this code, and add in the name of your map on line 183 if it is an island: (I'm using 1.8.0.3)

Code:
private ["_characterID","_playerObj","_playerID","_dummy","_worldspace","_state","_doLoop","_key","_primary","_medical","_stats","_humanity","_randomSpot","_position","_debug","_distance","_fractures","_score","_findSpot","_mkr","_j","_isIsland","_w","_clientID"];
diag_log ("SETUP: attempted with " + str(_this));
 
//diag_log(format["%1 DEBUG %2", __FILE__, _this]);
_characterID = _this select 0;
_playerObj = _this select 1;
_spawnSelection = _this select 3;
_playerID = getPlayerUID _playerObj;
 
#include "\z\addons\dayz_server\compile\server_toggle_debug.hpp"
 
if (isNull _playerObj) exitWith {
    diag_log ("SETUP INIT FAILED: Exiting, player object null: " + str(_playerObj));
};
 
if (_playerID == "") then {
    _playerID = getPlayerUID _playerObj;
};
 
if (_playerID == "") exitWith {
    diag_log ("SETUP INIT FAILED: Exiting, no player ID: " + str(_playerObj));
};
 
private["_dummy"];
_dummy = getPlayerUID _playerObj;
if ( _playerID != _dummy ) then {
    diag_log format["DEBUG: _playerID miscompare with UID! _playerID:%1",_playerID];
    _playerID = _dummy;
};
 
//Variables
_worldspace = [];
 
 
_state = [];
 
//Do Connection Attempt
_doLoop = 0;
while {_doLoop < 5} do {
    _key = format["CHILD:102:%1:",_characterID];
    _primary = _key call server_hiveReadWrite;
    if (count _primary > 0) then {
        if ((_primary select 0) != "ERROR") then {
            _doLoop = 9;
        };
    };
    _doLoop = _doLoop + 1;
};
 
if (isNull _playerObj or !isPlayer _playerObj) exitWith {
    diag_log ("SETUP RESULT: Exiting, player object null: " + str(_playerObj));
};
 
//Wait for HIVE to be free
//diag_log ("SETUP: RESULT: Successful with " + str(_primary));
 
_medical = _primary select 1;
_stats = _primary select 2;
_state = _primary select 3;
_worldspace = _primary select 4;
_humanity = _primary select 5;
 
//Set position
_randomSpot = false;
 
diag_log ("WORLDSPACE: " + str(_worldspace));
 
if (count _worldspace > 0) then {
 
    _position = _worldspace select 1;
    if (count _position < 3) then {
        //prevent debug world!
        _randomSpot = true;
    };
    //_debug = getMarkerpos "respawn_west";
    _distance = _debug distance _position;
    if (_distance < 2000) then {
        _randomSpot = true;
    };
   
    _distance = [0,0,0] distance _position;
    if (_distance < 500) then {
        _randomSpot = true;
    };
 
    //_playerObj setPosATL _position;
} else {
    _randomSpot = true;
};
 
//diag_log ("LOGIN: Location: " + str(_worldspace) + " doRnd?: " + str(_randomSpot));
 
//set medical values
if (count _medical > 0) then {
    _playerObj setVariable["USEC_isDead",(_medical select 0),true];
    _playerObj setVariable["NORRN_unconscious", (_medical select 1), true];
    _playerObj setVariable["USEC_infected",(_medical select 2),true];
    _playerObj setVariable["USEC_injured",(_medical select 3),true];
    _playerObj setVariable["USEC_inPain",(_medical select 4),true];
    _playerObj setVariable["USEC_isCardiac",(_medical select 5),true];
    _playerObj setVariable["USEC_lowBlood",(_medical select 6),true];
    _playerObj setVariable["USEC_BloodQty",(_medical select 7),true];
   
    _playerObj setVariable["unconsciousTime",(_medical select 10),true];
   
//    if (_playerID in dayz_disco) then {
//        _playerObj setVariable["NORRN_unconscious",true, true];
//        _playerObj setVariable["unconsciousTime",300,true];
//    } else {
//        _playerObj setVariable["unconsciousTime",(_medical select 10),true];
//    };
   
    //Add bleeding Wounds
    {
        _playerObj setVariable["hit_"+_x,true, true];
    } forEach (_medical select 8);
   
    //Add fractures
    _fractures = (_medical select 9);
    _playerObj setVariable ["hit_legs",(_fractures select 0),true];
    _playerObj setVariable ["hit_hands",(_fractures select 1),true];
   
    if (count _medical > 11) then {
        //Additional medical stats
        _playerObj setVariable ["messing",(_medical select 11),true];
    };
   
} else {
    //Reset bleedings wounds
    call fnc_usec_resetWoundPoints;
    //Reset Fractures
    _playerObj setVariable ["hit_legs",0,true];
    _playerObj setVariable ["hit_hands",0,true];
    _playerObj setVariable ["USEC_injured",false,true];
    _playerObj setVariable ["USEC_inPain",false,true];
    _playerObj setVariable ["messing",[0,0],true];
};
   
if (count _stats > 0) then {
    //register stats
    _playerObj setVariable["zombieKills",(_stats select 0),true];
    _playerObj setVariable["headShots",(_stats select 1),true];
    _playerObj setVariable["humanKills",(_stats select 2),true];
    _playerObj setVariable["banditKills",(_stats select 3),true];
    _playerObj addScore (_stats select 1);
   
    //Save Score
    _score = score _playerObj;
    _playerObj addScore ((_stats select 0) - _score);
   
    //record for Server JIP checks
    _playerObj setVariable["zombieKills_CHK",(_stats select 0)];
    _playerObj setVariable["headShots_CHK",(_stats select 1)];
    //_playerObj setVariable["humanKills_CHK",(_stats select 2)]; // not used???
    //_playerObj setVariable["banditKills_CHK",(_stats select 3)]; // not used????
    if (count _stats > 4) then {
        if (!(_stats select 3)) then {
            _playerObj setVariable["selectSex",true,true];
        };
    } else {
        _playerObj setVariable["selectSex",true,true];
    };
} else {
    //Save initial loadout
    //register stats
    _playerObj setVariable["zombieKills",0,true];
    _playerObj setVariable["humanKills",0,true];
    _playerObj setVariable["banditKills",0,true];
    _playerObj setVariable["headShots",0,true];
   
    //record for Server JIP checks
    _playerObj setVariable["zombieKills_CHK",0];
    //_playerObj setVariable["humanKills_CHK",0,true]; // not used??
    //_playerObj setVariable["banditKills_CHK",0,true]; // not used????
    _playerObj setVariable["headShots_CHK",0];
};
 
if (_randomSpot) then {
    private["_counter","_position","_isNear","_isZero","_mkr","_IslandMap"];
    if (!isDedicated) then {
        endLoadingScreen;
    };
    if (worldName in ["dzhg", "panthera2", "Sara", "Utes", "Dingor", "namalsk", "isladuala", "Tavi", "dayznogova","japahto"]) then { _IslandMap = true; } else { _IslandMap = false; };
 
    //spawn into random
    _findSpot = true;
    _mkr = [];
    _position = [0,0,0];
    for [{_j=0},{_j<=100 AND _findSpot},{_j=_j+1}] do {
        if (_spawnSelection == 9) then {
        // random spawn location selected, lets get the marker and spawn in somewhere
            if (dayz_spawnselection == 1) then { _position = getMarkerPos ("spawn" + str(floor(random 6))); } else { _position = getMarkerPos ("spawn" + str(floor(random 5))); };
                //diag_log format["Marker selected from one is: %1",_position];
        } else {
            // spawn is not random, lets spawn in our location that was selected
            _position = getMarkerPos ("spawn" + str(_spawnSelection));
            //diag_log format["Marker selected from two is: %1",_position];
        };
        //_position = ([_mkr,0,1400,10,0,2,1] call BIS_fnc_findSafePos);
        /*diag_log format["Position is: %1",_position];
        if ((count _position >= 2) // !bad returned position
            AND {(_position distance _mkr < 1400)}) then { // !ouside the disk
            _position set [2, 0];
            diag_log format["Outside of disc: %1",_position];
            if (((ATLtoASL _position) select 2 > 2.5) //! player's feet too wet
            AND {({alive _x} count (_position nearEntities ["Man",150]) == 0)}) then { // !too close from other players/zombies
                _pos = +(_position);
                _isIsland = false;        //Can be set to true during the Check
                // we check over a 809-meter cross line, with an effective interlaced step of 5 meters
                for [{_w = 0}, {_w != 809}, {_w = ((_w + 17) % 811)}] do {
                    //if (_w < 17) then { diag_log format[ "%1 loop starts with _w=%2", __FILE__, _w]; };
                    _pos = [((_pos select 0) - _w),((_pos select 1) + _w),(_pos select 2)];
                    if((surfaceisWater _pos) and (!_IslandMap)) exitWith {
                        _isIsland = true;
                    };
                };
                if (!_isIsland) then {_findSpot = false};
            };
        };
        //diag_log format["%1: pos:%2 _findSpot:%3", __FILE__, _position, _findSpot];
    };
    if ((_findSpot) and (!_IslandMap)) exitWith {
        diag_log format["%1: Error, failed to find a suitable spawn spot for player. area:%2",__FILE__, _mkr];
    */
    };
 
    _worldspace = [0,_position];
};
 
//Record player for management
dayz_players set [count dayz_players,_playerObj];
 
//record player pos locally for server checking
_playerObj setVariable["characterID",_characterID,true];
_playerObj setVariable["humanity",_humanity,true];
_playerObj setVariable["humanity_CHK",_humanity];
//_playerObj setVariable["worldspace",_worldspace,true];
//_playerObj setVariable["state",_state,true];
_playerObj setVariable["lastPos",getPosATL _playerObj];
 
PVCDZ_plr_Login2 = [_worldspace,_state];
_clientID = owner _playerObj;
_clientID publicVariableClient "PVCDZ_plr_Login2";
 
//record time started
_playerObj setVariable ["lastTime",time];
//_playerObj setVariable ["model_CHK",typeOf _playerObj];
 
#ifdef LOGIN_DEBUG
diag_log format["LOGIN PUBLISHING: UID#%1 CID#%2 %3 as %4 should spawn at %5", getPlayerUID _playerObj, _characterID, _playerObj call fa_plr2str, typeOf _playerObj, (_worldspace select 1) call fa_coor2str];
#endif
 
PVDZ_plr_Login1 = null;
PVDZ_plr_Login2 = null;
 
//Save Login
 
G
After I changed the spawn points and debug, I did some changes to my server_playerSetup.sqf and it seems to work now. Try this code, and add in the name of your map on line 183 if it is an island: (I'm using 1.8.0.3)

Code:
private ["_characterID","_playerObj","_playerID","_dummy","_worldspace","_state","_doLoop","_key","_primary","_medical","_stats","_humanity","_randomSpot","_position","_debug","_distance","_fractures","_score","_findSpot","_mkr","_j","_isIsland","_w","_clientID"];
diag_log ("SETUP: attempted with " + str(_this));
 
//diag_log(format["%1 DEBUG %2", __FILE__, _this]);
_characterID = _this select 0;
_playerObj = _this select 1;
_spawnSelection = _this select 3;
_playerID = getPlayerUID _playerObj;
 
#include "\z\addons\dayz_server\compile\server_toggle_debug.hpp"
 
if (isNull _playerObj) exitWith {
    diag_log ("SETUP INIT FAILED: Exiting, player object null: " + str(_playerObj));
};
 
if (_playerID == "") then {
    _playerID = getPlayerUID _playerObj;
};
 
if (_playerID == "") exitWith {
    diag_log ("SETUP INIT FAILED: Exiting, no player ID: " + str(_playerObj));
};
 
private["_dummy"];
_dummy = getPlayerUID _playerObj;
if ( _playerID != _dummy ) then {
    diag_log format["DEBUG: _playerID miscompare with UID! _playerID:%1",_playerID];
    _playerID = _dummy;
};
 
//Variables
_worldspace = [];
 
 
_state = [];
 
//Do Connection Attempt
_doLoop = 0;
while {_doLoop < 5} do {
    _key = format["CHILD:102:%1:",_characterID];
    _primary = _key call server_hiveReadWrite;
    if (count _primary > 0) then {
        if ((_primary select 0) != "ERROR") then {
            _doLoop = 9;
        };
    };
    _doLoop = _doLoop + 1;
};
 
if (isNull _playerObj or !isPlayer _playerObj) exitWith {
    diag_log ("SETUP RESULT: Exiting, player object null: " + str(_playerObj));
};
 
//Wait for HIVE to be free
//diag_log ("SETUP: RESULT: Successful with " + str(_primary));
 
_medical = _primary select 1;
_stats = _primary select 2;
_state = _primary select 3;
_worldspace = _primary select 4;
_humanity = _primary select 5;
 
//Set position
_randomSpot = false;
 
diag_log ("WORLDSPACE: " + str(_worldspace));
 
if (count _worldspace > 0) then {
 
    _position = _worldspace select 1;
    if (count _position < 3) then {
        //prevent debug world!
        _randomSpot = true;
    };
    //_debug = getMarkerpos "respawn_west";
    _distance = _debug distance _position;
    if (_distance < 2000) then {
        _randomSpot = true;
    };
 
    _distance = [0,0,0] distance _position;
    if (_distance < 500) then {
        _randomSpot = true;
    };
 
    //_playerObj setPosATL _position;
} else {
    _randomSpot = true;
};
 
//diag_log ("LOGIN: Location: " + str(_worldspace) + " doRnd?: " + str(_randomSpot));
 
//set medical values
if (count _medical > 0) then {
    _playerObj setVariable["USEC_isDead",(_medical select 0),true];
    _playerObj setVariable["NORRN_unconscious", (_medical select 1), true];
    _playerObj setVariable["USEC_infected",(_medical select 2),true];
    _playerObj setVariable["USEC_injured",(_medical select 3),true];
    _playerObj setVariable["USEC_inPain",(_medical select 4),true];
    _playerObj setVariable["USEC_isCardiac",(_medical select 5),true];
    _playerObj setVariable["USEC_lowBlood",(_medical select 6),true];
    _playerObj setVariable["USEC_BloodQty",(_medical select 7),true];
 
    _playerObj setVariable["unconsciousTime",(_medical select 10),true];
 
//    if (_playerID in dayz_disco) then {
//        _playerObj setVariable["NORRN_unconscious",true, true];
//        _playerObj setVariable["unconsciousTime",300,true];
//    } else {
//        _playerObj setVariable["unconsciousTime",(_medical select 10),true];
//    };
 
    //Add bleeding Wounds
    {
        _playerObj setVariable["hit_"+_x,true, true];
    } forEach (_medical select 8);
 
    //Add fractures
    _fractures = (_medical select 9);
    _playerObj setVariable ["hit_legs",(_fractures select 0),true];
    _playerObj setVariable ["hit_hands",(_fractures select 1),true];
 
    if (count _medical > 11) then {
        //Additional medical stats
        _playerObj setVariable ["messing",(_medical select 11),true];
    };
 
} else {
    //Reset bleedings wounds
    call fnc_usec_resetWoundPoints;
    //Reset Fractures
    _playerObj setVariable ["hit_legs",0,true];
    _playerObj setVariable ["hit_hands",0,true];
    _playerObj setVariable ["USEC_injured",false,true];
    _playerObj setVariable ["USEC_inPain",false,true];
    _playerObj setVariable ["messing",[0,0],true];
};
 
if (count _stats > 0) then {
    //register stats
    _playerObj setVariable["zombieKills",(_stats select 0),true];
    _playerObj setVariable["headShots",(_stats select 1),true];
    _playerObj setVariable["humanKills",(_stats select 2),true];
    _playerObj setVariable["banditKills",(_stats select 3),true];
    _playerObj addScore (_stats select 1);
 
    //Save Score
    _score = score _playerObj;
    _playerObj addScore ((_stats select 0) - _score);
 
    //record for Server JIP checks
    _playerObj setVariable["zombieKills_CHK",(_stats select 0)];
    _playerObj setVariable["headShots_CHK",(_stats select 1)];
    //_playerObj setVariable["humanKills_CHK",(_stats select 2)]; // not used???
    //_playerObj setVariable["banditKills_CHK",(_stats select 3)]; // not used????
    if (count _stats > 4) then {
        if (!(_stats select 3)) then {
            _playerObj setVariable["selectSex",true,true];
        };
    } else {
        _playerObj setVariable["selectSex",true,true];
    };
} else {
    //Save initial loadout
    //register stats
    _playerObj setVariable["zombieKills",0,true];
    _playerObj setVariable["humanKills",0,true];
    _playerObj setVariable["banditKills",0,true];
    _playerObj setVariable["headShots",0,true];
 
    //record for Server JIP checks
    _playerObj setVariable["zombieKills_CHK",0];
    //_playerObj setVariable["humanKills_CHK",0,true]; // not used??
    //_playerObj setVariable["banditKills_CHK",0,true]; // not used????
    _playerObj setVariable["headShots_CHK",0];
};
 
if (_randomSpot) then {
    private["_counter","_position","_isNear","_isZero","_mkr","_IslandMap"];
    if (!isDedicated) then {
        endLoadingScreen;
    };
    if (worldName in ["dzhg", "panthera2", "Sara", "Utes", "Dingor", "namalsk", "isladuala", "Tavi", "dayznogova","japahto"]) then { _IslandMap = true; } else { _IslandMap = false; };
 
    //spawn into random
    _findSpot = true;
    _mkr = [];
    _position = [0,0,0];
    for [{_j=0},{_j<=100 AND _findSpot},{_j=_j+1}] do {
        if (_spawnSelection == 9) then {
        // random spawn location selected, lets get the marker and spawn in somewhere
            if (dayz_spawnselection == 1) then { _position = getMarkerPos ("spawn" + str(floor(random 6))); } else { _position = getMarkerPos ("spawn" + str(floor(random 5))); };
                //diag_log format["Marker selected from one is: %1",_position];
        } else {
            // spawn is not random, lets spawn in our location that was selected
            _position = getMarkerPos ("spawn" + str(_spawnSelection));
            //diag_log format["Marker selected from two is: %1",_position];
        };
        //_position = ([_mkr,0,1400,10,0,2,1] call BIS_fnc_findSafePos);
        /*diag_log format["Position is: %1",_position];
        if ((count _position >= 2) // !bad returned position
            AND {(_position distance _mkr < 1400)}) then { // !ouside the disk
            _position set [2, 0];
            diag_log format["Outside of disc: %1",_position];
            if (((ATLtoASL _position) select 2 > 2.5) //! player's feet too wet
            AND {({alive _x} count (_position nearEntities ["Man",150]) == 0)}) then { // !too close from other players/zombies
                _pos = +(_position);
                _isIsland = false;        //Can be set to true during the Check
                // we check over a 809-meter cross line, with an effective interlaced step of 5 meters
                for [{_w = 0}, {_w != 809}, {_w = ((_w + 17) % 811)}] do {
                    //if (_w < 17) then { diag_log format[ "%1 loop starts with _w=%2", __FILE__, _w]; };
                    _pos = [((_pos select 0) - _w),((_pos select 1) + _w),(_pos select 2)];
                    if((surfaceisWater _pos) and (!_IslandMap)) exitWith {
                        _isIsland = true;
                    };
                };
                if (!_isIsland) then {_findSpot = false};
            };
        };
        //diag_log format["%1: pos:%2 _findSpot:%3", __FILE__, _position, _findSpot];
    };
    if ((_findSpot) and (!_IslandMap)) exitWith {
        diag_log format["%1: Error, failed to find a suitable spawn spot for player. area:%2",__FILE__, _mkr];
    */
    };
 
    _worldspace = [0,_position];
};
 
//Record player for management
dayz_players set [count dayz_players,_playerObj];
 
//record player pos locally for server checking
_playerObj setVariable["characterID",_characterID,true];
_playerObj setVariable["humanity",_humanity,true];
_playerObj setVariable["humanity_CHK",_humanity];
//_playerObj setVariable["worldspace",_worldspace,true];
//_playerObj setVariable["state",_state,true];
_playerObj setVariable["lastPos",getPosATL _playerObj];
 
PVCDZ_plr_Login2 = [_worldspace,_state];
_clientID = owner _playerObj;
_clientID publicVariableClient "PVCDZ_plr_Login2";
 
//record time started
_playerObj setVariable ["lastTime",time];
//_playerObj setVariable ["model_CHK",typeOf _playerObj];
 
#ifdef LOGIN_DEBUG
diag_log format["LOGIN PUBLISHING: UID#%1 CID#%2 %3 as %4 should spawn at %5", getPlayerUID _playerObj, _characterID, _playerObj call fa_plr2str, typeOf _playerObj, (_worldspace select 1) call fa_coor2str];
#endif
 
PVDZ_plr_Login1 = null;
PVDZ_plr_Login2 = null;
 
//Save Login

Gonna check that out now.
 
Now, ive got another problem now: I join: I get server responded, creating character <- Message I get, the loading bar is empty and its not doing anything, when I rejoin, In the database, at the worldspace, I get a number with a "e-xxxx" behind it, and I spawn in the water.
You know whats wrong ?
 
Oh man, I don't know.. I had to change the location for all 100 entries in mission file to the same place as respawn_west. Did you do that too?
 
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