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AXEL777

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About AXEL777

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  1. in news https://dayz.com/article/game-update/pc-stable-update-1-03 you write about: but this don't be writed in xml file. And users don't know how this change.
  2. How a correct add a new my item with my nedded a simple action?
  3. AXEL777

    layout editing

    In how program is correct to editing files 'name.layout' with view editing sample?
  4. AXEL777

    !!! [CE][Hive] :: DB is not responding too long.

    yes, this have a some mods, but this exist a sometimes in a clear server game after a long work time
  5. AXEL777

    Rewriting bits of your code modifications

    i am try do this modded class DayZPlayerImplement extends DayZPlayer { void traderServerLog(string message) { TraderMessage.ServerLog("[TRADER] Player: (" + this.GetIdentity().GetName() + ") " + this.GetIdentity().GetId() + " " + message); Print("[My test log] " + message); } } and test server, but don't search message in logs with '[My test log]'
  6. AXEL777

    Rewriting bits of your code modifications

    because this words don't exist in log server, only a default log server from mod
  7. AXEL777

    !!! [CE][Hive] :: DB is not responding too long.

    Start server: 15:04:05 [CE][Hive] :: Init sequence finished. After a same time players get error: 15:06:18 Player [RAGE]joker (1772491741) kicked from server: 6 (Timeout) 15:06:18 [StateMachine]: Kick player [RAGE]joker (dpnid 1772491741 uid +9NlXL4UMxdszdcPEosr09HtHw3rQAdcSWz/B3WgIoc=) State GetCharacterLoginState Error Timeout 15:10:38 Player Unknown (42386156) kicked from server: 6 (Timeout) and anyone can't connect to server game. Then after a same time i have error 15:10:39 [CE][Hive] :: WARNING :: Save to db couldn't proceed. 15:10:45 [CE][Hive] :: WARNING :: Save to db couldn't proceed. 15:10:52 !!! [CE][Hive] :: DB is not responding too long. and after this players don't saved! WTF is release game? Why this is wrong? Version 1.02.151010, bugtracker ticket is created!
  8. AXEL777

    Rewriting bits of your code modifications

    don't worked(
  9. AXEL777

    Rewriting bits of your code modifications

    no, this code private PlayerIdentity p_Identity = this.GetIdentity(); if (p_Identity) { string name_player = p_Identity.GetName(); string UID_player = p_Identity.GetPlainId(); vector pos_object = this.GetPosition(); private string message_log = name_player + "(steam64id=" + UID_player + ",pos=" + pos_object.ToString() + ") " + message; Print(message_log); } don't runned when this function called in server
  10. AXEL777

    Logging question (how this work?)

    Reaaly, worked void Write_Log(string message) { //Print(message); Print(String(message)); } this worked and this void Write_Log(string message) { //Print(message); PrintFormat("%1", message); } worked normal to Thanks for reply
  11. AXEL777

    Rewriting bits of your code modifications

    tested, don't worked((
  12. 1. Create a clear server game 2. Add a my some code from this line in init.c server mission #include "$CurrentDir:mpmissions\my_mission_server.chernarusplus\mycode_functions.c" with code file: class My_Functions_MissionServer { void My_Functions_MissionServer() { Write_Log("Build My_Functions_MissionServer"); // Print("Build My_Functions_MissionServer TECT"); } void ~My_Functions_MissionServer() { Write_Log("DeBuild My_Functions_MissionServer"); } void Write_Log(string message) { Print(message); } } static ref My_Functions_MissionServer g_My_Functionss_MissionServer = new ref My_Functions_MissionServer(); //static ref My_Functions_MissionServer g_My_Functionss_MissionServer; static ref My_Functions_MissionServer GetMy_Functions() { if ( !g_My_Functionss_MissionServer ) { g_My_Functionss_MissionServer = new ref My_Functions_MissionServer(); } return g_My_Functionss_MissionServer; } 3. Add in default init.c in block class CustomMission: MissionServer a new block void OnInit () { super.OnInit(); GetMy_Functions().CreateCustomDirsServer(); //Creating Directories for Server Functions } 4. Start server game and have in script.log: SCRIPT : string message = 'Build ZoS_Functions_MissionServer' 5. Change this Write_Log("Build My_Functions_MissionServer"); on this code Print("Build My_Functions_MissionServer TECT"); 6. Start server game 7. Is a have in scripts.log this: SCRIPT : Build ZoS_Functions_MissionServer Why undo 5 stage is have log messages with: string message = ' and after 5 stage i am have a normal logging? How this work?
  13. AXEL777

    Rewriting bits of your code modifications

    Yes, but if the author of the modifications will change the function of it is to have a fully copy? There is no way to call her own code without his constant perekopirovannye to yourself?
  14. AXEL777

    Rewriting bits of your code modifications

    Yes, but there is another error, a string super.traderServerLog(message); is undefined for use But how is correct will use this?
  15. I have emerged the next kind of a question. The situation is: There is a modification to the Steam workshop, script kotori is this part of the code: modded class DayZPlayerImplement extends DayZPlayer { // тут куча коду void traderServerLog(string message) { TraderMessage.ServerLog("[TRADER] Player: (" + this.GetIdentity().GetName() + ") " + this.GetIdentity().GetId() + " " + message); } // тут куча коду } on the server side via -FilePatching I make my script in the same section of the game scripts (not as a modification, a simple script). Write the following code: modded class DayZPlayerImplement extends DayZPlayer { override void traderServerLog(string message) { super.traderServerLog(message); private PlayerIdentity p_Identity = this.GetIdentity(); if (p_Identity) { string name_player = p_Identity.GetName(); string UID_player = p_Identity.GetPlainId(); vector pos_object = this.GetPosition(); private string message_log = name_player + "(steam64id=" + UID_player + ",pos=" + pos_object.ToString() + ") " + message; Print(message_log); } } } I get an error when starting the server, they say on the 3rd line of my script in the error line, supposedly I'm trying to update the function, and it is not defined. Tell me how to correctly rewrite such a Modded code of the native class of the game from your modification with the preservation of the original call of the modification?
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