[Support] ESS

Could you share your list of pistols and pistol ammo, so I can add them to the Overwatch version?

Are you using Epoch code as the base? It should execute using the Epoch version in the release. If not some other script may be conflicting. Check your server and client RPT (C:\Users\YourName\AppData\Local\ArmA 2 OA\arma2oa.RPT) for any script errors.

Sure thing however as a warning it doesn't have all the pistols in Overwatch as I pulled it from our custom loot tables and we didn't add all the pistols to the but anyway

Code:
_hasPistol = false;
_pistols = ["Colt1911","glock17_EP1","M9","M9SD","Makarov","MakarovSD","revolver_EP1","revolver_gold_EP1","UZI_EP1","UZI_SD_EP1","Sa61_EP1","DDOPP_X26","RH_deagle","RH_anac","RH_bull","RH_python","RH_p226","RH_p38","RH_mk22","RH_usp","RH_m1911","RH_m9","RH_muzi","RH_Deaglemzb","RH_anacg","RH_uspsd","RH_mk22sd"];
{if (_x in _pistols) then {_hasPistol = true;};} count (classSelect select 3);
if (_hasPistol) then {{player removeWeapon _x;} count _pistols;};

_hasPistolAmmo = false;
_pistolAmmo = ["15Rnd_9x19_M9","15Rnd_9x19_M9SD","17Rnd_9x19_glock17","20Rnd_B_765x17_Ball","30Rnd_9x19_UZI","30Rnd_9x19_UZI_SD","6Rnd_45ACP","7Rnd_45ACP_1911","8Rnd_9x18_Makarov","8Rnd_9x18_MakarovSD","DDOPP_1Rnd_X26","RH_7Rnd_50_AE","RH_6Rnd_44_Mag","RH_6Rnd_357_Mag","RH_15Rnd_9x19_usp","RH_8Rnd_9x19_P38","RH_8Rnd_9x19_Mk","RH_8Rnd_45cal_m1911","15Rnd_9x19_M9","RH_32Rnd_9x19_Muzi"];
{if (_x in _pistolAmmo) then {_hasPistolAmmo = true;};} count (classSelect select 2);
if (_hasPistolAmmo) then {{player removeMagazines _x;} count _pistolAmmo;};

We are using Epoch as a base, However since posting I have found an error in my method (as i have the files in a different file path) I've since corrected this and will update this next restart to see if it has fixed it.
 
ebay,

Awesome mod bro.

Sop here's my issue: I'm running a Napf OverPoch server. I use the Epoch lines and when I log in im in the debug box, I'm able to select a class, and I'm able to select a spawn point and then able to select halo or ground. When I select Halo I am in the sky just hanging there, not moving down toward the ground at all. I can steer myself and whatnot but I am not falling.

The load outs are all there too.

If I select the ground spawn im ok.

Any ideas?

Here's my init.sqf:

Code:
/*   
    For DayZ Epoch
    Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz
*/
startLoadingScreen ["","RscDisplayLoadCustom"];
cutText ["","BLACK OUT"];
enableSaving [false, false];

//REALLY IMPORTANT VALUES
dayZ_instance =    24;                //The instance
dayzHiveRequest = [];
initialized = false;
dayz_previousID = 0;

//disable greeting menu
player setVariable ["BIS_noCoreConversations", true];
//disable radio messages to be heard and shown in the left lower corner of the screen
enableRadio false;
// May prevent "how are you civillian?" messages from NPC
enableSentences false;

// DayZ Epochconfig
spawnShoremode = 1; // Default = 1 (on shore)
spawnArea= 1500; // Default = 1500
dayz_MapArea = 18000; // Default = 10000
dayz_minpos = -1000;
dayz_maxpos = 26000;

//Epoch Config Variables
call compile preprocessFileLineNumbers "config\epochconfig.sqf";   

// Dayz Epoch Events
EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];


//Load in compiled functions
call compile preprocessFileLineNumbers "init\variables.sqf";                //Initilize the Variables (IMPORTANT: Must happen very early)
call compile preprocessFileLineNumbers "custom\variables.sqf";
progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "init\publicEH.sqf";                //Initilize the publicVariable event handlers
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";    //Functions used by CLIENT for medical
progressLoadingScreen 0.4;
call compile preprocessFileLineNumbers "init\compiles.sqf";                //Compile regular functions
progressLoadingScreen 0.5;
call compile preprocessFileLineNumbers "traders\server_traders.sqf";                //Compile trader configs
progressLoadingScreen 1.0;

"filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";

if (isServer) then {
    //Compile vehicle configs
    call compile preprocessFileLineNumbers "\z\addons\dayz_server\missions\DayZ_Epoch_24.Napf\dynamic_vehicle.sqf";               
    // Add trader citys
    _nil = [] execVM "\z\addons\dayz_server\missions\DayZ_Epoch_24.Napf\mission.sqf";

    _serverMonitor =     [] execVM "\z\addons\dayz_code\system\server_monitor.sqf";
};

if (!isDedicated) then {
    //Conduct map operations
    0 fadeSound 0;
    waitUntil {!isNil "dayz_loadScreenMsg"};
    dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
   
    //Run the player monitor
    _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
    _playerMonitor =     [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";
    execVM "service_point\service_point.sqf";

};

//Start Dynamic Weather
execVM "\z\addons\dayz_code\external\DynamicWeatherEffects.sqf";


#include "\z\addons\dayz_code\system\BIS_Effects\init.sqf"

//Mod Config
execVM  "config\modconfig.sqf";
   
[] execVM "custom_monitor.sqf";

espawn = compile preprocessFileLineNumbers "spawn\spawn.sqf";
waitUntil {!isNil "dayzPlayerLogin"};
waitUntil {count dayzPlayerLogin > 0};
if ((!isDedicated) && (dayzPlayerLogin select 4)) then {call espawn;};

Thanks in advance.

zkirby
 
So I am pretty decent at scripting but when it comes to checking logs I don't have a clue where to look lol I do have the newest Infistar AH though hmmmm.

It's just weird though because everything looks great and I'm just floating in the sky with all the normal Halo sounds and in the halo position. I can even press W to fly faster it works but I don't lose any altitude.

zkirby
 
Hi ebay.unning 10
I am getting this from RPT.
-Obsolete class Animations defined in bin\config.bin/RscCompass/
-Obsolete class Animations defined in bin\config.bin/RscWatch/
-ErrorMessage: File mpmissions\__cur_mp.napf\spawn\defines.hpp, line 31: .RscButton: Member already defined.

I am running 103718? Any ideas?
Cheers in advance
 
Ebay,
So the Claas RscButton and Class BOX are the same in another defines.hpp I have so I can delete the ones in your defines.hpp correct?

The Class RscFrame however is different where my current one is:
class RscFrame
{
type = 0;
idc = -1;
style = 64;
shadow = 2;
colorBackground[] = {0,0,0,0};
colorText[] = {1,1,1,1};
font = "Zeppelin32";
sizeEx = 0.02;
text = "";
};

Compared to yours:

class RscFrame
{
type = CT_STATICe;
idc = -1;
style = ST_FRAMEe;
shadow = 2;
colorBackground[] = {1,1,1,1};
colorText[] = {1,1,1,0.9};
font = "Bitstream";
sizeEx = 0.03;
text = "";
};
 
Sure thing however as a warning it doesn't have all the pistols in Overwatch as I pulled it from our custom loot tables and we didn't add all the pistols to the but anyway

Code:
_hasPistol = false;
_pistols = ["Colt1911","glock17_EP1","M9","M9SD","Makarov","MakarovSD","revolver_EP1","revolver_gold_EP1","UZI_EP1","UZI_SD_EP1","Sa61_EP1","DDOPP_X26","RH_deagle","RH_anac","RH_bull","RH_python","RH_p226","RH_p38","RH_mk22","RH_usp","RH_m1911","RH_m9","RH_muzi","RH_Deaglemzb","RH_anacg","RH_uspsd","RH_mk22sd"];
{if (_x in _pistols) then {_hasPistol = true;};} count (classSelect select 3);
if (_hasPistol) then {{player removeWeapon _x;} count _pistols;};

_hasPistolAmmo = false;
_pistolAmmo = ["15Rnd_9x19_M9","15Rnd_9x19_M9SD","17Rnd_9x19_glock17","20Rnd_B_765x17_Ball","30Rnd_9x19_UZI","30Rnd_9x19_UZI_SD","6Rnd_45ACP","7Rnd_45ACP_1911","8Rnd_9x18_Makarov","8Rnd_9x18_MakarovSD","DDOPP_1Rnd_X26","RH_7Rnd_50_AE","RH_6Rnd_44_Mag","RH_6Rnd_357_Mag","RH_15Rnd_9x19_usp","RH_8Rnd_9x19_P38","RH_8Rnd_9x19_Mk","RH_8Rnd_45cal_m1911","15Rnd_9x19_M9","RH_32Rnd_9x19_Muzi"];
{if (_x in _pistolAmmo) then {_hasPistolAmmo = true;};} count (classSelect select 2);
if (_hasPistolAmmo) then {{player removeMagazines _x;} count _pistolAmmo;};

We are using Epoch as a base, However since posting I have found an error in my method (as i have the files in a different file path) I've since corrected this and will update this next restart to see if it has fixed it.

Right I've fixed my problem god dam semi colons !!!!!

:) Jonas
 
Hi, love this script. using it on my overpoch server, players are really loving it too

Just wondering if there is any way that you may know of, that would allow me to set a variable in the SQL database which will determine donor level,

rather than adding each UID to the variables.sqf in the mission file,
(and subsequently forcing each player to re-download a the mission file everytime we add a player to the list)

What I have in mind would be adding a column to the player_data table called level, and assigning each player a value between 0 and 3.
0 would correspond to nothing
1 would correspond to donorClassLvl1
2 would correspond to donorClassLvl2
3 would correspond to donorClassLvl3
and so forth..

Would this even be possible?
Or at the very least, is it possible to move the list of playerIDs serverside, so the players don't need to download the new mission file?

Thanks in advance for any help you may be able to give.
 
Easy fix is to rename my resources. Find all instances of "RscButton", "BOX" and "RscFrame" in the \spawn\ folder and replace with a new name. I just updated the OP files and added "e" to the end of each one in the release to avoid conflicts with other mods that use these resource names.



I consolidated all the donor lists, loadouts, etc. to variables.sqf, so if someone wanted they could pull these lists from the database. I stopped short of integrating database requests, because I do not have the MySQL knowledge to accomplish that.

You can put these lists in the server pbo instead if you want. In server_functions.sqf find this:
Code:
dayz_recordLogin = {
   private["_key"];
   _key = format["CHILD:103:%1:%2:%3:",_this select 0,_this select 1,_this select 2];
   _key call server_hiveWrite;
};

Copy and paste the lists from variables.sqf right underneath that. Then below the variables you will need to broadcast each one with publicvariable:
Code:
publicVariable "donorListBase";
publicVariable "donorListBases";
publicVariable "donorListClass";
publicVariable "donorListClasses";
publicVariable "DefaultMagazines";
publicVariable "DefaultWeapons";
publicVariable "DefaultBackpack";
publicVariable "donorClassLvl1";
publicVariable "donorClassLvl2";
publicVariable "donorClassLvl3";
publicVariable "presetClasses";

The benefit of doing this is smaller mission file size if you have very large lists. The network usage is the same though, the data is just being sent over the network with publicvariable instead of downloaded in the mission. It doesn't solve the problem of needing to repack the pbo and restart every time you add a new donor either. For that you would need to pull the lists from the database.

EDIT: I just changed the OP directions to use this method instead for better privacy and smaller mission. Also, if someone wants to help get this pulling from database it should be easier to do now. All the variables are already server side. Anyone with MySQL knowledge that wants to contribute to add this feature feel free on github:
https://github.com/ebaydayz/ESS

Ebay, you're the best.
Now that I understand (kinda) how to use publicvariables I can move a couple more things from other scripts server side.
Just looking this update over while i'm at work.
I can't wait to get home from work and tinker with it.

I'm not very good with sql either, I know enough to get by. But thats it.
I've had a few half baked ideas while sitting here pretending to do actual work. I'll play around tonight. If I can manage to get something working using the database I'll post here and let you know how it's done (but considering my lack of sql knowledge. i'm expecting to fail miserably)
 
ebay,

Maybe this is the issue with my server:

It's an Overpoch server and I do not have this line from Step 8:

Code:
"    if(vehicle _x != _x && !(vehicle _x in _safety) && (typeOf vehicle _x) != ""ParachuteWest"") then {" \n

and I do not know where to find the createvehicle.txt to add the line in step 8 :(

zkirby
 
open your server_Cleanup.fsm
search for
Code:
class group_cleanup
Replace this:
Code:
    class group_cleanup
    {
      name = "group_cleanup";
      init = /*%FSM<STATEINIT""">*/"[] spawn server_checkHackers;" \n
       "[] spawn server_cleanupGroups;"/*%FSM</STATEINIT""">*/;
      precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
      class Links
      {
        /*%FSM<LINK "true">*/
        class true
        {
          priority = 0.000000;
          to="general_cleanup";
          precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
          condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
          action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
        };
        /*%FSM</LINK>*/
      };
    };

With this:
Code:
    class group_cleanup
    {
      name = "group_cleanup";
      init = /*%FSM<STATEINIT""">*/"[] spawn server_cleanupGroups;"/*%FSM</STATEINIT""">*/;
      precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
      class Links
      {
        /*%FSM<LINK "true">*/
        class true
        {
          priority = 0.000000;
          to="general_cleanup";
          precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
          condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
          action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
        };
        /*%FSM</LINK>*/
      };
    };

Its just disable the hacker check:
Code:
[] spawn server_checkHackers;

Maybe there is smarter solution, but i think it should be enough for now ^^
 
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