[SUPPORT] - Sheeps Epoch Repack

I have another question i'm using 0.15 - Sheeps back baby! Cherno . Does anybody know why the bases get lost over night ? Wehn my Player´s login next day or a few days later the plot is gone and the most of the building parts. That is really shit cause they donate for it and i got a lot of work. Can it be that a hive site script in MySQL/Events works against plot for live and the maintain of the plot ? I have no idea what i should do against it.Dont know but I think it happens after they die and login after server restart. In the hiveext.ini I have set 360 days.
It is a Nitrado privat server.
 
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Hello Sheep, thank you so much for such an amazing pack.

I am just trying to add intro music to my server.

I am using 0.15 overpoch napf pack.

I have introsong.ogg in the mission dir same place as the init.sqf

I have it turned on in the scriptcontrol.sqf but am not getting anything when I join server.

Am I doing it right?

Also if I wanted to have multiple songs that were chosen at random when players log in, how would I go about doing that?

I assume I call them introsong1 introsong2 introsong3 etc.

Any advice or examples would be greatly appreciated.

Thanks again for your hard work, looking forward to what you come out with next.

Cheers

:)
 
@ butcher come ts3 pls: http://ts11.nitrado.net:11850
you find me ->Degen[AT]-Stephan

@Lone Wolf AU
http://opendayz.net/threads/blur-gaming-custom-spawn-tutorial.9785/
That worked fine for me on Namalsk server. Haven´t tried this on 0.15 overpoch.

To be honest the intro song just increase the amount kb of the mp mission file...i think it´s not worth it. ;-)

Edit:
Just checked 0.15 - Sheeps back baby! regarding the intro sound:

waitUntil { alive player };
//BlurGaming Intro Script
sleep 4;
playsound "introSong";

in description.ext:

class introSong
{
name="introSong";
sound[]={sounds\introSong.ogg,0.9,1};
titles[] = {};
};

So maybe check the lengh and size of the introSong.ogg
From http://opendayz.net/threads/blur-gaming-custom-spawn-tutorial.9785/ thread:

Hoplit said:
Does it matter how big the music must be? I can't get this working, stucks at loading. The loading bar if fulled, and stucks at 0 seconds. Any suggestions?
->
How long and large is your file? IMO anything over 30 seconds and 300kb stops being neat, and starts being an inconvenience for your players.
 
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Hi Degens, thanks for responding. Sorry I am a bit of a noob, so bare with me :)

So this should be in my init.sqf?

waitUntil { alive player };
//BlurGaming Intro Script
sleep 4;
playsound "introSong";

and this in my description.ext:

class introSong
{
name="introSong";
sound[]={sounds\introSong.ogg,0.9,1};
titles[] = {};
};
name="introSong1";
sound[]={sounds\introSong.ogg,0.9,1};
titles[] = {};
};
name="introSong2";
sound[]={sounds\introSong.ogg,0.9,1};
titles[] = {};
};

like that for multiple songs played randomly?

This is already in my init.sqf

//Run the player monitor
if (IntroMusicScript) then {
_id = player addEventHandler ["Respawn", {_id = [] spawn player_death; _nul = [] execVM "scripts\intromusic\intromusic.sqf";}];
}else{
_id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
};
_playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";

and this is in my description.ext

class introSong
{
name="introSong";
sound[]={sounds\introSong.ogg,0.9,1};
titles[] = {};
};



The songs are already in the server and no one cares about the file size which is good.

:)
 
Ok thanks.

So if it all works with one song. Do i need to put them all in the intromusic.sqf like this

playsound "introSong";
playsound "introSong1";
playsound "introSong2";
playsound "introSong3";

or like this

playsound "introSong","introSong1","introSong2","introSong3";

Or neither lol.

:)
 
class introSong
{
name="introSong";
sound[]={sounds\introSong.ogg,0.9,1};
titles[] = {};
};
name="introSong1";
sound[]={sounds\introSong.ogg,0.9,1};
titles[] = {};
};
name="introSong2";
sound[]={sounds\introSong.ogg,0.9,1};
titles[] = {};
};

Try it this way:
Haven´t tested it ;-)

class CfgSounds
{
sounds[] =
{
introSong1,introSong2
};
class introSong1
{
name="introSong1";
sound[]={introSong1.ogg,0.9,1};
titles[] = {};
};
class introSong2
{
name="introSong2";
sound[]={introSong2.ogg,0.9,1};
titles[] = {};
};
};

also have to be defined when the songs are played

Edit:
found this:
http://epochmod.com/forum/index.php?/topic/9225-two-different-intro-songs/

Edit Edit: hehe
so if you want serverside music...tested on Namalsk Server and worked fine:
http://opendayz.net/threads/tutorial-custom-ambient-music-serverside.15208/

this i used on Namalsk as intro music, it´s big but... well listen the song yourself ;)
http://workupload.com/file/aggK8If1
 
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has anyone been able to get banking working on this? I started looking though the thread till i realized there was 183 pages lol
 
Ok thanks.

So if it all works with one song. Do i need to put them all in the intromusic.sqf like this

playsound "introSong";
playsound "introSong1";
playsound "introSong2";
playsound "introSong3";

or like this

playsound "introSong","introSong1","introSong2","introSong3";

Or neither lol.

:)
for random intro music were you have

playsound "introSong";
playsound "introSong1";
playsound "introSong2";
playsound "introSong3";

change it to this
Code:
_num = random 3;

if (_num == 0) then {
    playsound "introSong";
};
if (_num == 1) then {
    playsound "introSong1";
};
if (_num == 2) then {
    playsound "introSong2";
};
if (_num == 3) then {
    playsound "introSong3";
};
 
Thanks for finding the answer Mike. You are a legend, this was doing my head in. :)
No Worries at all!

I actually think I saw a mention of that define causing this issue (or a similar issue maybe) somewhere else... but can't remember where now! Anyway, I searched in files using notepad++ (I love notepad++!) and realised that it wasn't defined anywhere in the mpmissions or server PBOs so I tested it and it worked okay for me, so shared here, all good :)
 
Hey Sheep :)

Quick question - have you got coin cash saving on player inventory? It doesn't for me... It saves in vehicles, but not in player inventory. Any ideas? :)

UPDATED ALL 0.15 and 0.16 builds
Fixed cancel build error - Many thanks to @MikeTheMike for finding the fix!
Moved ALL admin lists to scriptcontrol to load earlier
(WG_adminBuild is at the bottom and is filled using the admin list)
 
Hey Sheep :)

Quick question - have you got coin cash saving on player inventory? It doesn't for me... It saves in vehicles, but not in player inventory. Any ideas? :)
ive been trying to figure that out for ages, you can check zupas 3.0 coins system which is what i used, ive gone over it many times and cant seem to find the issue its frustrating the crap out me as thats the only major bug left in 0.16 now
 
FIXED :D

Okay, so:

player_gearSet = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSet.sqf";

^^^ This is the standard one, in the "fixes\compiles.sqf"; file.

Zupa's uses a modded one ("ZSC\compiles\player_gearSet.sqf";), which is set in: "ZSC\gold\ZSCinit.sqf";

THE PROBLEM IS IN the init.sqf file in the main PBO folder...

ZSC defines are called first, THEN the fixes\compiles... The fixes\compiles one UNDOES the change of the player_gearSet :D

So, swap the calls around in the init.sqf, making sure it's:

call compile preprocessFileLineNumbers "fixes\compiles.sqf";

^^^ FIRST, and then AFTER THAT:

call compile preprocessFileLineNumbers "ZSC\gold\ZSCinit.sqf";

Alternatively, just edit the 'player_gearSet' line in fixes\compiles.sqf to use Zupa's file :)

I did both (lol) - made it like this in the init.sqf:

call compile preprocessFileLineNumbers "fixes\compiles.sqf";
call compile preprocessFileLineNumbers "ZSC\gold\ZSCinit.sqf";

AND also replaced the 'player_gearSet = compile preprocessFileLineNumbers ' line in the fixes\compiles.sqf file (overkill, but I wanted to make sure lol!)

Tested with a player and an admin... FIXED! Coins save in character inventory now :D


ive been trying to figure that out for ages, you can check zupas 3.0 coins system which is what i used, ive gone over it many times and cant seem to find the issue its frustrating the crap out me as thats the only major bug left in 0.16 now
 
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Ok MASSIVE thanks to @MikeTheMike 0.16 coins saving on character issue has been fixed!!!

git updated for both 0.16 builds!

0.16_BUILD_0.36_STANDARD_OVERPOCH
0.16_BUILD_0.31_STANDARD_OVERPOCH_NAPF

Fixed coins not saving to players

redownload files or simply apply the below fix to your current files

open fixes\compiles
change
Code:
    player_gearSet    =  compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSet.sqf";
to this
Code:
    player_gearSet    =  compile preprocessFileLineNumbers "ZSC\compiles\player_gearSet.sqf";

again massive thanks to @MikeTheMike for finding my stupid mistake :)
 
No worries!

And - don't be so hard on yourself :) It's an EASY mistake with so many mods interacting and changing files etc :D You've done a GREAT job and I'm really happy to have been able to help with a couple of fixes - you've done so much work on this, all good!

Cheers :D

Ok MASSIVE thanks to @MikeTheMike 0.16 coins saving on character issue has been fixed!!!

git updated for both 0.16 builds!

0.16_BUILD_0.36_STANDARD_OVERPOCH
0.16_BUILD_0.31_STANDARD_OVERPOCH_NAPF

Fixed coins not saving to players

redownload files or simply apply the below fix to your current files

open fixes\compiles
change
Code:
    player_gearSet    =  compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSet.sqf";
to this
Code:
    player_gearSet    =  compile preprocessFileLineNumbers "ZSC\compiles\player_gearSet.sqf";

again massive thanks to @MikeTheMike for finding my stupid mistake :)
 
No worries!

And - don't be so hard on yourself :) It's an EASY mistake with so many mods interacting and changing files etc :D You've done a GREAT job and I'm really happy to have been able to help with a couple of fixes - you've done so much work on this, all good!

Cheers :D
thanks man, ive added you to the contributors section its the least i can do.
 
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