Closed kikyou2 closed 11 years ago
Thanks I am glad you like the mod. The Wholesaler/boat trader was moved to stalisty island in the most recent builds otherwise the trader maybe swimming off the end of the dock.
I have not noticed any issues like draining qty on our servers except though users buying. Can you run an empty server for 6 hours to see if it still happens?
There will be a way to enable dogs in the next patch 1.0.0.2 and would like some feedback plus the needed updates to the battleye scripts.
I did miss adding the distance to the kill message boards so I have added it for 1.0.0.2. Also I will be adding the options to also display this message over global and side chat.
How many players did you have and did you have any packet loss on the server? We have not noticed any extra desync over normal DayZ. Lag and desync are hard to diagnose if you can determine the cause let us know how to reproduce it.
Ah I see, then I just would have to delete the Wholesaler Pointer at the Map that the Users stop being confused ;)
Yes I already tried that thing. I have a seperate test Server for each Server I run so I can test new features without bothering the playing users. At this test Server where only me and one other admin can connect the qty is draining, too. Thats why I'm sure that is draining without buying off, but I already posted my workaround via an mysql Event which keeps refilling the qty at the other thread about this issue.
Awesome that you will put a trigger to enable dogs, distance of a kill and an option to display the deathmessages at global chat. This feature will take so much love of the users!
As I can see the newest beta patch may have caused much of the desynch, cause since I patched down again to 102285 the issue is very rare. My epoch Chernarus Server is populated from 10 to 40 players (depends on the time), also I have some other servers running on the root which are quite higher populated like DayZ 2017 (often populated 40-50 people) and have no problems at all.
However we identify some problems with the traders directly after restart. The first 10-30 minutes you can't talk to them or just can buy or sell anything because after you select Buy or Sell x no further option pops up. This issue is also happening sometimes for certain item groups or certain traders later after it worked for serveral time.
The trader who are affected by this are not the same ones - its happening randomly. This happens on a populated server even at a quite empty server. Ping, Packetloss or FPS are no matter its all fine. Sometimes you have to wait some minutes at the trader and if you're lucky the menu popup after a while.
This is not the whole time, sometimes all work great - sometimes not. Unfortunately I couldn't find any regularity on this :/
Also I want to share with you some thoughts and experience I made (maybe you will decide that some features are worth to be implemented in epoch later or find some informations helpfull).
As I was beginning to host the Epoch Server I realized that the Trader Cities was camped by snipers like the whole time. As the users asked for it I tried to implement a safezone script to protect the players from being sniped while they trade. Unfortunately I'm not very good at scripting at arma but I managed it to work partially.
You can find what I did at this thread http://opendayz.net/threads/guide-creating-safezones.9014/. Unfortunately there are some issues. You can't kill inside the safezone anybody with a weapon but you can run anybody with a vehicle. Also the zombies can attack you inside the safezone, but you can't attack them. For the problem with the vehicles I put a circle of hedgehogs around the tradercity and put various bargates at one entrance. So you can put them all down that you can't rush into the trader city with a car and run over everybody there.
As I can see this feature handled this issue. For the problem with the zombies I'm currently trying some ideas which came to my mind. Like AI s who are attacking the zombies for the players but as felixberndt wrote it would kill the safezone. Also some survivor maybe shot by the AI accidently. felixberndt used Dogs for a workaround cause they can attack Zombies at the safezone - may be a solution with Epoch 1.0.0.2
Also we came to the idea that maybe we could inject a script into the safezone that zombies will be teleported away if they spawn round the trader city.
Additionally we are planning to try adding an additionally trader city which has no safezone and the traders wanna trade even with you if you have low humanity. This trader city is more risky than the others, but a place for the bandits to trade.
We made some further editings and added this study Body function http://opendayz.net/threads/realistic-study-body-function-somebody-needs-to-start-this.8818/#post-29238 which is a very cool feature.
We added the Auto Refuel Script which most of the users rate as a "must-have". http://sponsored.dayz.st/wiki/index.php?title=HOW-TO_add_Auto_Refuel
Also we added a Lift and Tow Script, but this was only for a day since we realized that the users would use it only to quickly fly the spawned vehicles to the Trader Cities and sell them. http://opendayz.net/threads/heli-lift-script-dayz-st.7968/
Then we added another very cool feature which is really great for most of our users - a fast rope script. opendayz.net/threads/heli-lift-script-dayz-st.7968/
Further we added a Flip Script that let you turn over flipped vehicles (e.g. the ATV often turn over). http://forums.bistudio.com/showthread.php?111701-GeneralCarver-Vehicle-Flip-Script
Also I would love to see that buyed and locked vehicles aren't able to salvage or open gear by other players. All the time other players find these locked vehicles they just salvage all tires and glasses and then loot the gear.
A very cool feature for the future would be that you can "lock" your backpack. At the moment we realized that in the trader cities other players try often to loot the backpack of the others.
Additionally we replaced the Chinook with the Seahawk MH60S as the miniguns at the helicopter was quite too powerfull. The only problem is the radar which the Seahawk have (the Chinook also had) which is a easy tool to spot other ones vehicles and camps.
We plan to add some fog for the nights as a german developer of the coop mod (kennux.net) did at his own mod. Some of our users (and me too) remember that the fog at nights are a cool addition for the atmosphere and you get really scared ;)
Maybe you can use some of my intentions, experiences I made or ideas for your further development of DayZ Epoch! I can say that all additions I made on my server was the right thing for my server and its quite good populated (though you have to whitelist first at my german forum chernarus.de).
Thanks for your time and your support!
Cheers
kikyou2
PS: All issues I wrote down above was tested without the additionally Scripts and they appeared also at a clean Server. So I don't think they are caused by them :)
I updated my safezone script which now teleports the zombies out of the trader city.
As far as I can see the traders work now much better! Maybe you would consider to prevent zombies spawn near the Trader City cause somehow they impact negatively on their behavior.
Please do share your code, We did not intend to make the trader city's safe however there is no reason we cannot give people the option to. How do you mean the traders work better now the zombies do not spawn?
Check the latest misson.sqm It should have the markers moved to stalisky island for the wholesaler/boat guy.
It sounds like your server is suffering from low FPS and maybe getting errors, can you send me your RPT log file to vbawol at veteranbastards.com. On our server the traders are slow while the server is still loading vehicles that usually only takes a few minutes. Also, check how many vehicles you have in the database and remove any that are damage = 1 to speed up initial load times.
We have removed auto refuel from all maps as we intend to add gas station attendants that you can pay to refuel.
The issues you noticed is one of the main reasons we did not add towing and lifting.
ATV's can already be flipped with the current dayz epoch code as that was added to 1.7.6.1 so this change should not be needed.
In ArmA 2 It is currently not possible to lock the gear on a vehicle or a backpack. As soon as it is possible that would be added asap.
Also, about locked vehicles getting stripped. in reality wheels could easily be removed from any locked vehicle so it makes sense the way it is. I could see windows being not possible to remove if locked.
Thanks for the feedback. I like the idea of others improving and tweaking there own DayZ Epoch servers to create a unique experience for players even if they go against our ideas of how the mod should be. The Epoch mod will focus on giving server owners options to configure while improving the code and framework.
Ye I just deleted the marker at my mission.sqm cause it was easier. Too much custom stuff in there that I don't want to merge it again if I don't have so, but thanks :)
I found the main solution for the FPS and Trader Problem so far. Its not common for every DayZEpoch Server and my mistake, think I got it fixed now - but need some longtime testing :) Yes I already write an function which is deleting the damage = 1 vehicles to keep databaste clean, thanks!
The gas station attendants sounds pretty awesome, but until its implemented I will use Auto Refuel
You sure that ATVs can be flipped in 1.7.6.1? Never see such an option, maybe its commented out? But the flip script I mentionted should also works for other cars etc :)
I'm not that deep into Arma2 Scripting but wouldn't it be possible to lock backpacks or vehicles which are bought like the safe? Just an idea.
Yeah okay I see, you're right.
The safezone Script isn't write by me only used and modified at some places. I will ask them wether its okay to add it to Epoch and if I found a stable and good solution for everything I will give you the whole script that you can implement it if you want so ;)
Do you will stick with the bars as currency? Many users would like to see a real currency which doesn't need space at your inventory like in the Wasteland Mod. Would also be a solution that you can't break up odd figures for trader prices.
Also I would ask wether it is possible to add items to the traders. Yesterday I started to readd missing things which you can find but don't buy/sell.
I added them to the traders_data like this (example with M203 HE grenades)
3089 ["1Rnd_HE_M203",3] 22 [4,"ItemGoldBar",1] [2,"ItemGoldBar",1] 0 60 trade_items
On my testserver it worked one time but very buggy. Also the name was missing only the classname was displayed. I added more items and the sequel of this was that the trader work again very bad. There are also much "errors" in the rpt which are spamming like this:
4:05:37 Cannot use magazine 1Rnd_Smoke_M203 in muzzle NVGoggles 4:05:37 Cannot use magazine 7Rnd_45ACP_1911 in muzzle Loot 4:05:42 Cannot use magazine 1Rnd_Smoke_M203 in muzzle NVGoggles 4:05:42 Cannot use magazine 7Rnd_45ACP_1911 in muzzle Loot 4:05:47 Cannot use magazine 1Rnd_Smoke_M203 in muzzle NVGoggles 4:05:47 Cannot use magazine 7Rnd_45ACP_1911 in muzzle Loot 4:05:52 Cannot use magazine 1Rnd_Smoke_M203 in muzzle NVGoggles 4:05:52 Cannot use magazine 7Rnd_45ACP_1911 in muzzle Loot 4:05:57 Cannot use magazine 1Rnd_Smoke_M203 in muzzle NVGoggles 4:05:57 Cannot use magazine 7Rnd_45ACP_1911 in muzzle Loot
Do I have to add them in another place, too? If you can tell me where I have to add them I may figure out how to do it :)
I also plan to add another Trader City and will add a extra Mod folder to add some more skins, vehicles, weapons, sound mods and so on. The new Trader City should have the new weapons etc. so for this it would be important, too!
I don't want to break up @DayZ_Epoch but if it would be needed, I may do this :/
Yes, I know ATV's ("ATV_US_EP1","ATV_CZ_EP1") can be flipped back over, if that is not working for you you may have overwritten it by something else.
The vault works because we have a non gear version and a gear version that we swap out. Vehicles and backpacks could theoretically be done like that but it would take a lot of work.
We do want to stick with the real currency. "We call this the ethereal change purse and the fact that wealth takes logistical management is a feature. Your wealth must be managed in your available storage." https://github.com/vbawol/DayZ-Epoch/issues/150
["1Rnd_HE_M203",3] should be ["1Rnd_HE_M203",1]
Weapons = 3 Vehicles and backpacks = 2 Magazines = 1
We will be adding more skins in the next patch, if you have any specific skins in mind let us know the classname maybe a screenshot and we may add it for the next patch. We would like to add a few more vehicles and weapons also so if you have any suggestions please let us know.
vbawol can I contact you somewhere? We found an exploit which could easily generate bars of silver at the traders because of false prices in the actual Epoch Build.
I don't want to name it here to make it public :/
vbawol at veteranbastards.com
Okay I just send you a private message.
I will have a look for that ATV flip :)
K I understand that.
Yes I now changed it for the M203 and M203 Smoke which was both on 3 the whole others were right as I can see. But the mentioned problem stays.... hmm maybe you can have a look on my .rpt file after all.
I send you a copy at veteranbastards.com if you find some time. Thanks in advance!
About skins etc will give you the link of the preview video/screenshots that you can see how everything looks like what we added. For now it isn't that ready :)
@kikyou2
please share the desync error, I'm am getting desync often.
what the pos for the elektro trader ?
The elektro trader is gone to Skalista so if you don't have a trader near elektro you're all fine.
The desync for me was mainly from the zombie port script cause it executes on every client. I'm currently trying to get it working only serverside.
Hi there,
I run the Epoch Server files since they were out and me and my users really love this mod, so thanks!
Since the last days there is a problem that the Wholesale Trader in Elektro isn't there anymore. Do you know any kind of fix for that?
Also I think there is a bug which drains the qty at the traders_date qty cause everytime I reset them all to a new number (even if I set them up to over 100) they always drain very fast within some hours to 0.
I set up a event at Navicat which checks every 10 minutes for qty=0 and reset it to a available number. But this is only a workaround cause I think there is somewhere a bug which causes this. It drains so dramatically that is just can't be that they really bought that much stuff out.
Another thing is that I want to reenable the dogs to test some things out, is this quite possible?
Also I wanted to rearrange the Death Message ingame to look like the Message in the .rpt like
"Player A was killed by Player B by DMR within 500m"
or something like that.
Additionally I recognized that there is often a desynch/lag problem. The root is at CPU 40% max and ram 4gb out of 16. Also I recognized that sometimes the desynch create Database lag :/
Thanks!
kikyou2