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The once aboce you has 1.7.1 in this name, that is the reason why yours is not like his.
care to elaborate?
Is just from the original sql import, from the github, once i added vehicles it crashed the server with a hive/db type error. I checked the object_spawns table, which was importing to object_data, and the fields inventory snd hitpoints didn't exist, which made the fields in object_data a null value, which crashed my server.
Fixed it so the fields were present and the server fired up.
In short, hive/db errors may be fixed by ensuring the database has all the fields required and, where possible, set the relevant default values.. A default value of [] for inventory is always ok in dayZ (also works for medical, state, backpack and inventory in reality db)..
So, if the game adds something to the DB without specifying abother field, it is assuming there is a default value, calling that field later will crash the code if error capture isn't in place to deal with Null values (in the DB) as they have made sure the DB has the default values set..
diag_log ("Zakrivaem Dom: "+ str(_key));
if (str(_inventoryEnd) != "[[[],[]],[[],[]],[[],[]]]") then {
diag_log ("Zakrivaem Dom: Inventory OK");
_key call server_hiveWrite;
};
Liked your post until you said you used DaRT >.<
3:58:00 "Animals deleted = 0(Rabbits 0), Animals alive=0"
3:58:00 "At=[]"
3:58:00 "Animals deleted = 0(Rabbits 0), Animals alive=0"
3:58:00 "At=[]"
3:58:00 "Animals deleted = 0(Rabbits 0), Animals alive=0"
3:58:00 "At=[]"
3:58:01 "Animals deleted = 0(Rabbits 0), Animals alive=0"
3:58:01 "At=[]"
3:58:01 "Animals deleted = 0(Rabbits 0), Animals alive=0"
3:58:01 "At=[]"
3:58:02 "Animals deleted = 0(Rabbits 0), Animals alive=0"
Code:3:58:00 "Animals deleted = 0(Rabbits 0), Animals alive=0" 3:58:00 "At=[]" 3:58:00 "Animals deleted = 0(Rabbits 0), Animals alive=0" 3:58:00 "At=[]" 3:58:00 "Animals deleted = 0(Rabbits 0), Animals alive=0" 3:58:00 "At=[]" 3:58:01 "Animals deleted = 0(Rabbits 0), Animals alive=0" 3:58:01 "At=[]" 3:58:01 "Animals deleted = 0(Rabbits 0), Animals alive=0" 3:58:01 "At=[]" 3:58:02 "Animals deleted = 0(Rabbits 0), Animals alive=0"
The above is flooding my hiveext
Just keeps going over and over. No actual server issues, just think something may not be working totally right in regard to animals.
"//diag_log format [""Animals deleted = %1(Rabbits %3), Animals alive=%2"", _delQtyAnimal, (count allMissionObjects ""Animal""),_delQtyAnimalR];" \n
I changed only
toCode:if(_timeOut == 600) then { Origins_connect = true; }; //60sec
and WorksCode:if(_timeOut == 100) then { Origins_connect = true; }; //10sec
I looked and line 44 already had that commented out, Is there anything else i can try so people don't get kicked on refuel.
I found the code of the kick,Code:if (isserver) then { _snd = createSoundSource ["Sound_Fire", getpos _v," 06.06.2013 19:30:11: Austin (xxxxxxxxxx) %%%%%%%%%%%% - #43 "005; if (_cfcust >= 1.0) then { _cfcust = 1.0; }; _target setFuel _cfcust; }; titleFadeOut 1; ib_refueling_in_progress = fal"
Several have the 'fix' of houses, but no one posted it.
I was testing the following code by several days and (for now) It's working 100%
In dayz_server\compile\verbb_pas_a.sqf
After:
Add:Code:diag_log ("Zakrivaem Dom: "+ str(_key));
It's a dirty code, but works XDCode:if (str(_inventoryEnd) != "[[[],[]],[[],[]],[[],[]]]") then { diag_log ("Zakrivaem Dom: Inventory OK"); _key call server_hiveWrite; };
anyone else confirmed this is working? a bit cleaner than my fix.
If you see my reply a few posts below that
I use this as my rcon program. The layout is 100x better than darts and does a far better job.
http://forums.bistudio.com/showthre...nformation&s=fbc9667d6f313da48fc646d481960b68
Im trying it out right now, i will be back in this thread in 2 days and come with a conclution.
I'm testing it, but is a bit buggy... the no auto-reconnect (when server crashes) is a little annoying. And multiple "Get Bans" crash completely the software.
Check it again, i made an 'edit' XD I forgot to replace one line of code.
DEBUG
FPS : 3.22516
_countAllObjM: 7268
Players: 26
_zombies:137
_zombiesA:131
_loot:5827
_lootL:5088
_dayz_zombiesLocal:0
_dead:96
_numDeadL:87
Animal=55"
Open player_spawn_2.sqf
Comment out :
Code:/* //reset position _randomSpot = true; _tempPos = getPosATL player; _distance = _debug distance _tempPos; if (_distance < 150) then { _randomSpot = false; }; _distance = [0,0,0] distance _tempPos; if (_distance < 100) then { _randomSpot = false; }; _distance = _mylastPos distance _tempPos; if (_distance > 400) then { _randomSpot = false; }; if (_randomSpot) then { _mylastPos = _tempPos; }; dayz_mylastPos = _mylastPos; dayz_areaAffect = _size; */