Storage box

J4YpL4Y

New Member
Hi Guys

Im running a server with clan bases but im having some problems with my new storage box. Im using RUVehicleBox as the model. I have added it to the deployables list in the database and added them to the instance_deployables in the correct location.

I have commented out the correct part of the cleanup script (check for ammo box)

also added this to the init of the mission.

//modified variables:
dayz_tagDelayWeaponHolders = 2; // prevent any new loot spawn on this building during this delay (minutes)
dayz_maxAnimals = 1;
dayz_maxLocalZombies = 10;
dayz_maxMaxModels = 30;
dayz_tagDelayZombies = 30;
dayz_safeDistPlr = 10; //any loot or z's wont be spawned within this distance
dayz_localswarmSpawned = 1; //how many zombies will spawn in a combat scenario
dayz_maxMaxWeaponHolders = 80; //max loot piles
dayz_maxGlobalZombies = 10;
dayz_maxZeds = 200;
SafeObjects = ["Land_Fire_DZ", "TentStorage", "Wire_cat1", "Sandbag1_DZ", "Hedgehog_DZ", "StashSmall", "StashMedium","RUVehicleBox";

Now here is the problem the boxes work fine when the server starts and item can be added and save to database but after some time the boxes dissapear.

Can anyone help?????? as its doing me in now.
Maybe PLAYER2 can help as i think this is running on his servers
 
Check server_cleanup.fsm and owcleanup.sqf for ammoboxes. There is a thread on it here somewhere.
 
it was this line in the server_cleanup
"_missionObjs = allMissionObjects ""ReammoBox"";" \n
Is now
"_missionObjs = allMissionObjects """";" \n
and all is good
 
I had this
name = "cleanup_objects";
init = /*%FSM<STATEINIT""">*/"//_missionObjs = allMissionObjects ""WeaponHolder"" + allMissionObjects ""WeaponHolderBase"" ;" \n
"_missionObjs = allMissionObjects ""ReammoBox"";" \n
"_qty = count _missionObjs;" \n
"" \n

Changed it to this:
name = "cleanup_objects";
init = /*%FSM<STATEINIT""">*/"//_missionObjs = allMissionObjects ""WeaponHolder"" + allMissionObjects ""WeaponHolderBase"" ;" \n
"_missionObjs = allMissionObjects """";" \n
"_qty = count _missionObjs;" \n
"" \n

didnt work, a bit more down the file was:
"//Check for Ammobox" \n
" {" \n
" if(!(_x isKindOf ""WeaponHolder"")) then {" \n
" diag_log (""CLEANUP: DELETING AN AMMOBOX "" + (typeOf _x));" \n
" deleteVehicle _x;" \n
" };" \n
" } forEach allMissionObjects ""ReammoBox"";" \n
"" \n
"" \n
"//Check for hackers" \n
" {" \n
" if (!(vehicle _x in _safety) && ((typeOf vehicle _x) != ""ParachuteWest"") && (vehicle _x getVariable ["Sarge",0] != 1) ) then {" \n
" diag_log (""CLEANUP: KILLING A HACKER "" + (name _x) + "" "" + str(_x) + "" IN "" + (typeOf vehicle _x));" \n
" (vehicle _x) setDamage 1;" \n
" _x setDamage 1;" \n
" };" \n
" } forEach allUnits;" \n
"" \n
"" \n

changed it to this:

"//Check for Ammobox" \n
"// {" \n
"// if(!(_x isKindOf ""WeaponHolder"")) then {" \n
"// diag_log (""CLEANUP: DELETING AN AMMOBOX "" + (typeOf _x));" \n
"// deleteVehicle _x;" \n
"// };" \n
"// } forEach allMissionObjects ""ReammoBox"";" \n
"//" \n
"//" \n
"//Check for hackers" \n
" {" \n
" if (!(vehicle _x in _safety) && ((typeOf vehicle _x) != ""ParachuteWest"") && (vehicle _x getVariable ["Sarge",0] != 1) ) then {" \n
" diag_log (""CLEANUP: KILLING A HACKER "" + (name _x) + "" "" + str(_x) + "" IN "" + (typeOf vehicle _x));" \n
" (vehicle _x) setDamage 1;" \n
" _x setDamage 1;" \n
" };" \n
" } forEach allUnits;" \n
"" \n
"" \n

didnt work either...
could that be a problem with battleeye?
cuz the boxes stay for kind of 5min and then get deleted
 
in owcleanup is:
//Server Cleanup
_missionObjs = allMissionObjects "ReammoBox";
_qty = count _missionObjs;
{
if ((local _x) or (_qty > 750)) then {
_keep = _x getVariable ["permaLoot",false];
_nearby = {isPlayer _x} count (_x nearEntities [["CAManBase"], 100]);
if ( (!_keep) && (_nearby==0) ) then {
deleteVehicle _x;
_x = nil;
};
};
} forEach _missionObjs;
};

changed to
//Server Cleanup
_missionObjs = allMissionObjects "";
_qty = count _missionObjs;
{
if ((local _x) or (_qty > 750)) then {
_keep = _x getVariable ["permaLoot",false];
_nearby = {isPlayer _x} count (_x nearEntities [["CAManBase"], 100]);
if ( (!_keep) && (_nearby==0) ) then {
deleteVehicle _x;
_x = nil;
};
};
} forEach _missionObjs;
};

this will fuck up the entire server,
after these 5min where normally the ammoboxes get deletet, will get everything deletet now, buildings, vehicles, and you spawn in debug as new player
 
OK...So if we remove all the contradictions from here and the other posts about this issue...who ACTUALLY knows the RIGHT\WORKING way for this (without 20 different people all arguing about who did what or who did this and it supposedly works for them)?

So...Who has the RIGHT answer?
 
server_cleanup.fsm isn't used by OW so it would be something in the ow_cleanup that is deleting it.
 
server_cleanup.fsm isn't used by OW so it would be something in the ow_cleanup that is deleting it.
Whoa...interesting. So the server_cleanup.FSM is useless...completely deleting it hurts nothing? I ask because I run OW.

Wait...I digress...server_cleanup is used by OW....

This line: " if(vehicle _x != _x && !(vehicle _x in _safety) && (typeOf vehicle _x) != ""ParachuteWest"" && ((vehicle _x getVariable [""Mission"",0] != 1) && (vehicle _x getVariable [""DZAI"",0] != 1))) then {" \n
...is used in //Checking for Hackers block of code, used for DZAI Heli Patrols.....

Trying to put a nail in this coffin so there is one known, working, non-disputable way of getting the Ammo boxes to NOT de-spawn on Overwatch.
 
This is not true. By default OW does NOT use the typical server_cleanup.fsm.

Look in server_monitor.sqf, line 470-472:

Code:
 //if (isDedicated) then {
        //_id = [] execFSM "\z\addons\dayz_server\system\server_cleanup.fsm";
        //};
 
Weird....I've never uncommented mine and it looks like this...lines 451-477

Line #451 - createCenter civilian;
if (isDedicated) then {
endLoadingScreen;
};

if (isDedicated) then {
_id = [] execFSM "\z\addons\dayz_server\system\server_cleanup.fsm";
};

call compile preprocessFileLineNumbers "\z\addons\dayz_server\DZAI\init\dzai_initserver.sqf";
allowConnection = true;

// [_guaranteedLoot, _randomizedLoot, spawnOnStart, _frequency, _variance, _spawnChance, _spawnMarker, _spawnRadius, _spawnFire, _fadeFire]
[3, 4, 3, (30 * 60), (15 * 60), 0.99, 'center', 4000, true, false] spawn server_spawnCrashSite;

//Spawn camps
// quantity, marker, radius, min distance between 2 camps
//Server_InfectedCamps = [3, "center", 4500, 2000] call fn_bases;
//dayzInfectedCamps = Server_InfectedCamps;
//publicVariable "dayzInfectedCamps";

// antiwallhack
call compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\fa_antiwallhack.sqf";

sm_done = true;
publicVariable "sm_done";
Line #477 - };

I find this strange....

Tower Lights\House\Street
Animated Heli Crashes
DZAI Bandit AI v1.6
Chernarus Mission System

I don't recall any of these asking for me to uncomment the server_cleanup.fsm in the server_monitor.sqf.

Anyhow, getting off subject here...

So if I comment it out on my end, and edit the owcleanup....but I can't because the DZAI Heli Patrols depend on the server_cleanup.fsm....FML...:mad:
 
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