maninthebox1
New Member
I have the tools menu but when I click it, nothing shows up... I've entered the proper GUID's in the #### spaces. Using the No Debug version Chernarus.
Same here... my post is the #1213
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I have the tools menu but when I click it, nothing shows up... I've entered the proper GUID's in the #### spaces. Using the No Debug version Chernarus.
Ah, I figured it out.. just had to add the GUID's to super admin as well as the regular places and take out the ### in mod/admin or whatever they are called.Same here... my post is the #1213
My Debugmonitor doesn't work, how can i start it? Or does it autostart?
Hey, I have a bug report and a suggestion, firstly with the suggestion maybe add a previous page command on like the vehicles page and weapons page? The bug is the Heal command, whenever I heal myself when I relog im back to how I was before when I was injured. Great set of tools though![]()
Anyways, I don't know why everyone gets the problem with vehicles resetting after restart. I never get this issue, then again I worked on the script more than the last person. I will need a volunteer to test my Mission.pbo and Server.pbo (dayz.st for Chernarus). Just message me and I can let you test it.
in dayz_server.pbo\compile\server_updateObject.sqf find
//if (!_parachuteWest) then {
if (_objectID == "0" && _uid == "0") then {
_object_position = getPosATL _object;
diag_log(format["Deleting object %1 with invalid ID at pos [%2,%3,%4]",
typeOf _object,
_object_position select 0,
_object_position select 1,
_object_position select 2]);
_isNotOk = true;
};
};
if (_isNotOk) exitWith { deleteVehicle _object; };
and change it to
//if (!_parachuteWest) then {
//if (_objectID == "0" && _uid == "0") then //{
// _object_position = getPosATL _object;
// diag_log(format["Deleting object %1 with invalid ID at pos [%2,%3,%4]",
// typeOf _object, // _object_position select 0,
// _object_position select 1,
// _object_position select 2]);
// _isNotOk = true;
//};
//};
//if (_isNotOk) exitWith { deleteVehicle _object; };
Should beAm I suposse to still be using this? or was it updated to something else?
Code:in dayz_server.pbo\compile\server_updateObject.sqf find //if (!_parachuteWest) then { if (_objectID == "0" && _uid == "0") then { _object_position = getPosATL _object; diag_log(format["Deleting object %1 with invalid ID at pos [%2,%3,%4]", typeOf _object, _object_position select 0, _object_position select 1, _object_position select 2]); _isNotOk = true; }; }; if (_isNotOk) exitWith { deleteVehicle _object; }; and change it to //if (!_parachuteWest) then { //if (_objectID == "0" && _uid == "0") then //{ // _object_position = getPosATL _object; // diag_log(format["Deleting object %1 with invalid ID at pos [%2,%3,%4]", // typeOf _object, // _object_position select 0, // _object_position select 1, // _object_position select 2]); // _isNotOk = true; //}; //}; //if (_isNotOk) exitWith { deleteVehicle _object; };
if (!_parachuteWest) then {
if (_objectID == "0" && _uid == "0" && (vehicle _object getVariable [""Sarge"",0] != 1)) then {
_object_position = getPosATL _object;
diag_log format ["DEBUG: Deleting object %1 with invalid ID at [%2,%3,%4]", typeOf _object, _object_position select 0, _object_position select 1, _object_position select 2];
_isNotOk = true;
};
};
So that is the new way of doing it? does the way I have it now have some sort of issue?Should be
If you get an error change it to "Sarge"Code:if (!_parachuteWest) then { if (_objectID == "0" && _uid == "0" && (vehicle _object getVariable [""Sarge"",0] != 1)) then { _object_position = getPosATL _object; diag_log format ["DEBUG: Deleting object %1 with invalid ID at [%2,%3,%4]", typeOf _object, _object_position select 0, _object_position select 1, _object_position select 2]; _isNotOk = true; }; };
Either or, although you should switch it.So that is the new way of doing it? does the way I have it now have some sort of issue?
switching it seems like a better idea since theres an actual code still being run, instead of it all being commented out.Either or, although you should switch it.
Ah, I figured it out.. just had to add the GUID's to super admin as well as the regular places and take out the ### in mod/admin or whatever they are called.
Also, I hope I don't have the problem with regular vehicles being moved to their spawn positions.
I know that the spawned in vehicles using this script disappear after a restart which is fine.
EDIT: I can confirm now that ALL vehicles go back to their spawn points. This is a HIGH priority issue that needs to be fixed, but I also thank Blue for all his work and appreciate it, hope this can be fixed.
Should be
If you get an error change it to "Sarge"Code:if (!_parachuteWest) then { if (_objectID == "0" && _uid == "0" && (vehicle _object getVariable [""Sarge"",0] != 1)) then { _object_position = getPosATL _object; diag_log format ["DEBUG: Deleting object %1 with invalid ID at [%2,%3,%4]", typeOf _object, _object_position select 0, _object_position select 1, _object_position select 2]; _isNotOk = true; }; };
I've been running the admin tools on our namalsk and lingor servers works pretty much like it should and we are quite happy
however there is an annoying bug, whenever we change clothes (not with the admin tools, but ingame via the inventory), e.g. we find a ghillie suite at a crashsite etc, the tools menu doesnt show up anymore, we have to relog to get it back. doing that is so freakin annoying
Can you guys help me to fix that? It happens on both lingor and namalsk.
the only other script that is running is "self bloodbag" by krixes.