[SUPPORT] - Sheeps Epoch Repack

Hey bud, I just wanna say great job on the pack!! Everything is running smooth and nice, the only thing that isn't working for some reason is the building, like Eirngood was trying to say earlier, whenever anyone including me as an admin tries to build, the second you hit the spacebar to build it says "cancelled build". would you happen to know why it is doing this and how to fix it?

fill in the below so i/we can help you easier

HOW TO REPORT BUGS/ERRORS
Ok guys if you want to get some help please post using the below template as it will help us help you
NOTE: i only support the current release (epoch 1.0.5.1 beta 125548)

Build:
Example: 0.15 standard NAPF


any RPT errors?:
(attach/paste FULL RPT log!)

changed/added/removed ANYTHING in the repack?:


private or hosted server?:


server host (if hosted)? :


any anti hack?:


Issue:
 
never mind I figured it out!

Build:
0.15 Standard Overpoch Chernarus


any RPT errors?:
http://s000.tinyupload.com/index.php?file_id=44559470624223979784

changed/added/removed ANYTHING in the repack?:
Deleted DZAI fully, easy to take out and put in

private or hosted server?:
hosted

server host (if hosted)? :
GTX Gaming

any anti hack?:
Infistar/Battleye

Issue:
For some reason nobody can build anything, any time someone tries to build, when they hit spacebar, it immediately says "canceled building", we cant put down plot poles, safes, anything =/ so if you could please help that would be great! thanks again
 
never mind I figured it out!

Build:
0.15 Standard Overpoch Chernarus


any RPT errors?:
http://s000.tinyupload.com/index.php?file_id=44559470624223979784

changed/added/removed ANYTHING in the repack?:
Deleted DZAI fully, easy to take out and put in

private or hosted server?:
hosted

server host (if hosted)? :
GTX Gaming

any anti hack?:
Infistar/Battleye

Issue:
For some reason nobody can build anything, any time someone tries to build, when they hit spacebar, it immediately says "canceled building", we cant put down plot poles, safes, anything =/ so if you could please help that would be great! thanks again


try disabling infistar and see if it lets you build

(just comment out the infistar startup code)

i have a strange feeling that infi is messing with something as your RPT looks good
 
ok so I disabled infistar and it still doesn't let me build... =/ any other ideas?
ok ill see whats going on with the build, strange as it worked for me last night.

i think its something to do with the dayz_spaceInterrupt.sqf

for testing purposes can you replace your dayz_spaceInterrupt.sqf (located in the fixes folder) with this code and see if it lets you build?

MAKE BACK UP FIRST

ill work onit and see if i can fix the issue when i get home from work

DEFAULT dayz_spaceInterrupt.sqf
Code:
private ["_dikCode","_handled","_primaryWeapon","_secondaryWeapon","_nearbyObjects","_nill","_shift","_ctrl","_alt","_dropPrimary","_dropSecondary","_iItem","_removed","_iPos","_radius","_item"];
_dikCode = _this select 1;
_handled = false;
if (_dikCode in[0x02,0x03,0x04,0x58,0x57,0x44,0x43,0x42,0x41,0x40,0x3F,0x3E,0x3D,0x3C,0x3B,0x0B,0x0A,0x09,0x08,0x07,0x06,0x05]) then {
_handled = true;
};
if ((_dikCode == 0x3E || _dikCode == 0x0F || _dikCode == 0xD3)) then {
if(diag_tickTime - dayz_lastCheckBit > 10) then {
dayz_lastCheckBit = diag_tickTime;
call dayz_forceSave;
};
call dayz_EjectPlayer;
};
// esc
if (_dikCode == 0x01) then {
DZE_cancelBuilding = true;
call dayz_EjectPlayer;
};
// Disable ESC after death
if (_dikCode == 0x01 && r_player_dead) then {
_handled = true;
};
// surrender
if (_dikCode in actionKeys "Surrender") then {
_vehicle = vehicle player;
_inVehicle = (_vehicle != player);
_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
_canDo = (!r_drag_sqf && !r_player_unconscious && !_onLadder && !_inVehicle);
if (_canDo && !DZE_Surrender && !(player isKindOf "PZombie_VB")) then {
DZE_Surrender = true;
_dropPrimary = false;
_dropSecondary = false;
_primaryWeapon = primaryWeapon player;
if (_primaryWeapon != "") then {_dropPrimary = true;};
_secondaryWeapon = "";
{
if ((getNumber (configFile >> "CfgWeapons" >> _x >> "Type")) == 2) exitWith {
_secondaryWeapon = _x;
};
} count (weapons player);
if (_secondaryWeapon != "") then {_dropSecondary = true;};
if (_dropPrimary || _dropSecondary) then {
player playActionNow "PutDown";
_iPos = getPosATL player;
_radius = 1;
_item = createVehicle ["WeaponHolder", _iPos, [], _radius, "CAN_COLLIDE"];
_item setposATL _iPos;
if (_dropPrimary) then {
_iItem = _primaryWeapon;
_removed = ([player,_iItem,1] call BIS_fnc_invRemove);
if (_removed == 1) then {
_item addWeaponCargoGlobal [_iItem,1];
};
};
if (_dropSecondary) then {
_iItem = _secondaryWeapon;
_removed = ([player,_iItem,1] call BIS_fnc_invRemove);
if (_removed == 1) then {
_item addWeaponCargoGlobal [_iItem,1];
};
};
player reveal _item;
};
// set publicvariable that allows other player to access gear
player setVariable ["DZE_Surrendered", true, true];
// surrender animation
player playMove "AmovPercMstpSsurWnonDnon";
};
_handled = true;
};
if (_dikCode in actionKeys "MoveForward") exitWith {r_interrupt = true; if (DZE_Surrender) then {call dze_surrender_off};};
if (_dikCode in actionKeys "MoveLeft") exitWith {r_interrupt = true; if (DZE_Surrender) then {call dze_surrender_off};};
if (_dikCode in actionKeys "MoveRight") exitWith {r_interrupt = true; if (DZE_Surrender) then {call dze_surrender_off};};
if (_dikCode in actionKeys "MoveBack") exitWith {r_interrupt = true; if (DZE_Surrender) then {call dze_surrender_off};};
//Prevent exploit of glitching through doors
if (_dikCode in actionKeys "Prone") then {
_doors = nearestObjects [player, DZE_DoorsLocked, 3];
if (count _doors > 0) then {
_handled = true;
};
};
//Prevent exploit of drag body
if ((_dikCode in actionKeys "Prone") && r_drag_sqf) exitWith { force_dropBody = true; };
if ((_dikCode in actionKeys "Crouch") && r_drag_sqf) exitWith { force_dropBody = true; };
_shift = _this select 2;
_ctrl = _this select 3;
_alt = _this select 4;
//diag_log format["Keypress: %1", _this];
if ((_dikCode in actionKeys "Gear") && (vehicle player != player) && !_shift && !_ctrl && !_alt && !dialog) then {
createGearDialog [player, "RscDisplayGear"];
_handled = true;
};
if (_dikCode in (actionKeys "GetOver")) then {
if (player isKindOf "PZombie_VB") then {
_handled = true;
DZE_PZATTACK = true;
} else {
_nearbyObjects = nearestObjects[getPosATL player, dayz_disallowedVault, 8];
if (count _nearbyObjects > 0) then {
if((diag_tickTime - dayz_lastCheckBit > 4)) then {
[objNull, player, rSwitchMove,"GetOver"] call RE;
player playActionNow "GetOver";
dayz_lastCheckBit = diag_tickTime;
} else {
_handled = true;
};
};
};
};
//if (_dikCode == 57) then {_handled = true}; // space
//if (_dikCode in actionKeys 'MoveForward' || _dikCode in actionKeys 'MoveBack') then {r_interrupt = true};
if (_dikCode == 210) then {
_nill = execvm "\z\addons\dayz_code\actions\playerstats.sqf";
};
if (_dikCode in actionKeys "ForceCommandingMode") then {_handled = true};
if (_dikCode in actionKeys "PushToTalk" && (diag_tickTime - dayz_lastCheckBit > 10)) then {
dayz_lastCheckBit = diag_tickTime;
[player,50,true,(getPosATL player)] spawn player_alertZombies;
};
if (_dikCode in actionKeys "VoiceOverNet" && (diag_tickTime - dayz_lastCheckBit > 10)) then {
dayz_lastCheckBit = diag_tickTime;
[player,50,true,(getPosATL player)] spawn player_alertZombies;
};
if (_dikCode in actionKeys "PushToTalkDirect" && (diag_tickTime - dayz_lastCheckBit > 10)) then {
dayz_lastCheckBit = diag_tickTime;
[player,15,false,(getPosATL player)] spawn player_alertZombies;
};
if (_dikCode in actionKeys "Chat" && (diag_tickTime - dayz_lastCheckBit > 10)) then {
dayz_lastCheckBit = diag_tickTime;
[player,15,false,(getPosATL player)] spawn player_alertZombies;
};
if (_dikCode in actionKeys "User20" && (diag_tickTime - dayz_lastCheckBit > 5)) then {
dayz_lastCheckBit = diag_tickTime;
_nill = execvm "\z\addons\dayz_code\actions\playerstats.sqf";
};
// numpad 8 0x48 now pgup 0xC9 1
if ((_dikCode == 0xC9 && (!_alt || !_ctrl)) || (_dikCode in actionKeys "User15")) then {
DZE_Q = true;
};
// numpad 2 0x50 now pgdn 0xD1
if ((_dikCode == 0xD1 && (!_alt || !_ctrl)) || (_dikCode in actionKeys "User16")) then {
DZE_Z = true;
};
// numpad 8 0x48 now pgup 0xC9 0.1
if ((_dikCode == 0xC9 && (_alt && !_ctrl)) || (_dikCode in actionKeys "User13")) then {
DZE_Q_alt = true;
};
// numpad 2 0x50 now pgdn 0xD1
if ((_dikCode == 0xD1 && (_alt && !_ctrl)) || (_dikCode in actionKeys "User14")) then {
DZE_Z_alt = true;
};
// numpad 8 0x48 now pgup 0xC9 0.01
if ((_dikCode == 0xC9 && (!_alt && _ctrl)) || (_dikCode in actionKeys "User7")) then {
DZE_Q_ctrl = true;
};
// numpad 2 0x50 now pgdn 0xD1
if ((_dikCode == 0xD1 && (!_alt && _ctrl)) || (_dikCode in actionKeys "User8")) then {
DZE_Z_ctrl = true;
};
// numpad 4 0x4B now Q 0x10
if (_dikCode == 0x10 || (_dikCode in actionKeys "User17")) then {
DZE_4 = true;
};
// numpad 6 0x4D now E 0x12
if (_dikCode == 0x12 || (_dikCode in actionKeys "User18")) then {
DZE_6 = true;
};
// numpad 5 0x4C now space 0x39
if (_dikCode == 0x39 || (_dikCode in actionKeys "User19")) then {
DZE_5 = true;
};
// F key
if ((_dikCode == 0x21 && (!_alt && !_ctrl)) || (_dikCode in actionKeys "User6")) then {
DZE_F = true;
};
_handled
 
ok so I disabled infistar and it still doesn't let me build... =/ any other ideas?
also a possibilty check this out did you add your adminlist from an old version?
I can tell ya very easy what was causing mine .. being a dumbass LOL :rolleyes::eek:o_O .. if you have used the admin tools previously and saved your admin list u had from even a couple month ago , and just copied over the in the admin tools folder.. the admin tools still work , it just cancels the placement of everything ..EXCEPT.. the admin tools admin builds.. you try to place safe.. NO.. plot pole ...NO..

The Fix , don't just copy over old list as this is a newer build , than previous

Only EDIT this in the adminlist
If you don't have other admin yet.. besides your self just leave the rest alone


//Super Admins
SuperAdminList = [
"XXXXXXXXXXXXXXXXXX", // <fartNOCKER> fill in your info where the x's are or the 9's
"999999999" // <S-Admin In-Game Name> = 2nd super admin
];
//Admins [
AdminList = [
"XXXXXXXXXXXXXXXXXXX", // <Admin In-Game Name> = regular admin
"999999999" // <Admin In-Game Name> = 2d regular admin
];
//Mods
ModList = [
"XXXXXXXXXXXXXXXXXXXXX", // <Moderator In-Game Name>
"999999999" // <Moderator In-Game Name>
];
 
also a possibilty check this out did you add your adminlist from an old version?
ok so I put in the default dayz_spaceInterrupt.sqf in and still no change, as for the admin list we haven't changed anything in it? in GTX gaming the admin stuff is in its own folder separate from the MPmission folder... so im not sure if im doing something wrong? =/
 
ok so I put in the default dayz_spaceInterrupt.sqf in and still no change, as for the admin list we haven't changed anything in it? in GTX gaming the admin stuff is in its own folder separate from the MPmission folder... so im not sure if im doing something wrong? =/
ok tested my setup with clean install and everything works :(

best i can offer is to take a look at your setup and see whats going on for you PM and i can connect directly or via team viewer
 
error logs? from the server and client?
build is cancelled when you move, is your spacebar also set to jump? dont know if that triggers movement cancelnor not.
 
Hey Sheep, I am using your 0.15 Sheeps back baby in combination with Infistar Antihack on the newest Arma and Epoch builds. It seems like everything is working fine but : I cant build anything ingame. If I try to Build a plot pole, a wall or anything else it just says "Bauen abgebrochen" (in German) means the bulding was abortet after only one step. The only things I have changed ist the loading screen some scripts are deactivated (like snow ..) an I have deactivated the admin tools too to use Infistar (wich is working fine..)
Any Idea ? Please Help me out sheep : )
thx, katzenbuero
 
Errors:
fn_selfactions.sqf .. smeltinggoldbarstocoinsrate
Code:
File mpmissions\__CUR_MP.Napf\fixes\fn_selfActions.sqf, line 860
Error in expression <amed _cursorTarget and (_player_money > SmeltingGoldBarsToCoinsRate) and !Smelti>
  Error position: <SmeltingGoldBarsToCoinsRate) and !Smelti>
  Error Nicht definierte Variable in Ausdruck: smeltinggoldbarstocoinsrate

fn_selfactions s_bank_dialog
Code:
Error in expression <emoney_dialog = -1;
player removeAction s_bank_dialog;
s_bank_dialog = -1;
playe>
  Error position: <s_bank_dialog;
s_bank_dialog = -1;
playe>
  Error Nicht definierte Variable in Ausdruck: s_bank_dialog
File mpmissions\__CUR_MP.Napf\fixes\fn_selfActions.sqf, line 1354

those are the only 2 errors I see that look like it could affect trading. I dont know how the bank ties into your money but maybe the code thinks you have no money to buy there for some reason.
there is no mention in the logs whatsoever about trading ammunition so.

See if you can fix those two errors (they are both variable not defined error) and see if it fixes your problems. i dont think it will, You might want to post your server traders file .. maybe just the entire mission
 
Errors:
fn_selfactions.sqf .. smeltinggoldbarstocoinsrate
Code:
File mpmissions\__CUR_MP.Napf\fixes\fn_selfActions.sqf, line 860
Error in expression <amed _cursorTarget and (_player_money > SmeltingGoldBarsToCoinsRate) and !Smelti>
  Error position: <SmeltingGoldBarsToCoinsRate) and !Smelti>
  Error Nicht definierte Variable in Ausdruck: smeltinggoldbarstocoinsrate

fn_selfactions s_bank_dialog
Code:
Error in expression <emoney_dialog = -1;
player removeAction s_bank_dialog;
s_bank_dialog = -1;
playe>
  Error position: <s_bank_dialog;
s_bank_dialog = -1;
playe>
  Error Nicht definierte Variable in Ausdruck: s_bank_dialog
File mpmissions\__CUR_MP.Napf\fixes\fn_selfActions.sqf, line 1354

those are the only 2 errors I see that look like it could affect trading. I dont know how the bank ties into your money but maybe the code thinks you have no money to buy there for some reason.
there is no mention in the logs whatsoever about trading ammunition so.

See if you can fix those two errors (they are both variable not defined error) and see if it fixes your problems. i dont think it will, You might want to post your server traders file .. maybe just the entire mission
i havent had a chance to test the build fully yet will be doing that tonight and cleaning up RPT spam as well

is it only ammo that has the issue?
 
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