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ersan

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Everything posted by ersan

  1. Yeah I fixed the map tool but disabled the right click for now until I get it fixed. There's a problem upgrading to 1.7.3 where it deleted any vehicles that weren't at their spawnpoints, I've written a script that will re-add the vehicles and create new spawn points based on where they currently are (this is the only way to get the vehicles back unfortunately) and applied it to all of the servers. IF YOUR OLD VEHICLES ARE GONE PLEASE TRY RESTARTING YOUR SERVER, IF THAT DOES NOT FIX IT THEN CONTACT SUPPORT If you don't want so many spawnpoints on the server you have to manually remove them, the ones added will have an id of over 10000. If you delete a spawn point you must also delete the vehicle associated with it, so you can either map the vehicles to the spawn points manually or just delete them entirely. In this version of bliss (4.0) vehicles are required to have a spawn point (aka an entry in world_vehicle) or you cannot add them.
  2. Okay all servers updated to 1.7.3 - looking into the vehicle issues, i do not recommend restoring from backup at this time - wait for me to determine the problem. What they did is require every vehicle to have a spawn point in the database (in world_vehicle) - if your vehicle was not at its spawn point it was deleted. I'm sure I can come up with a way to add spawnpoints for vehicles that didn't have them from a backup, just give me some time, working on it. Also the map tool isn't working yet, it will be soon.
  3. Just got up, looking into the new HiveEXT and trying to find the official hive files since apparently the link was wrong - will be available soon.
  4. New map feature: Right click to spawn vehicles! - consider this a BETA! It does not yet work on Internet Explorer (working on it)
  5. Right, backpacks aren't supported yet - it will just show which backpack they have not allow you to remove or modify the contents (yet). Their location is in the 'worldspace' column of the 'survivor' table in the database. You can match their player name to their unique id using the 'profile' database. You can copy the location of another player and overwrite it to fix their position.
  6. I don't have an ETA for whitelist support, sorry - I'm waiting for whitelist pro to mature a little more, another company added it and I see a lot of people posting on the forum about how it isn't working. If the program doesn't become more stable after we've finished the map scripts we'll start working on our own whitelist implementation. The community banlist is installed by default, the most recent version is setup when you order a server. You can send us an e-mail at admin@dayz.st with the lines you want to add to the scripts.txt/createvehicle.txt/etc. - working on a way for people to do this from the control panel. FTP access will also solve this problem. If you can tell me which lines they are I can remove them, the line numbers don't match up to the script restriction for some reason so I don't know which is which - here are the originals: http://code.google.com/p/dayz-community-banlist/source/browse/#git%2Ffilters Yeah I merged in the bliss buildings and messaging code a few days ago so there's a 'building' and 'instance_building' table that are supposed to be for spawning buildings - I haven't done any testing with it though and their other package (BlissMessaging) doesn't seem to work at all. If you can't get the building tables to work I recommend using the deployable tables like before. Also updated the inventory editor today - it should be much more reliable now (no more parsing errors or players without inventories), it shows which backpack the player has (but not yet the contents), and added a few items that were missing. Please let me know if there are any problems.
  7. DayZCommander just checks the server name for "NP:OFF" - if you have that in your hostname it will show them as disabled regardless of what settings you have.
  8. There are more than 100, the best way is to filter 'DayZ.ST' in your server browser. If the naming scheme was not changed by the customer it will say "Private Hive" after the time zone in the server hostname.
  9. I know how to fix the crashing helicopter problem, I don't think we ever identified which script restriction was kicking for shooting rockets. Scripts.log shouldn't be blank - send us an e-mail at admin@dayz.st with your account info so we can check into it. Also added the ability to view/edit players inventories (minus backpacks) to the Map: It's not perfect yet and some players will bug out on some items or not show any items at all, but we're working on it - consider this beta. The UI is also not final or prettified, but it is functional. If there's any item images that are missing or in the wrong slot please let me know, I've been continuously adding missing items and images to the database when I encounter them.
  10. What browser are you using? We only tested it with IE9, Chrome and FF EDIT: We just fixed a problem on IE9 - if you're using that, try now.
  11. Actually! I just found a bug that was using the Chernarus spawns when a server was set to Namalsk, if you clear your server's vehicles and run the spawn script now they should spawn correctly. Just so you know the spawnpoints are accurate we added a 'spawns' button to the map interface and I took a screenshot: http://i.imgur.com/LJ1cX.jpg Right now it just shows players that have been updated within the last 24 hours, we are going to make a dropdown that lets you select the time period and may add a feature that only shows players that are currently on the server.
  12. Just added player locations to it too :) Will work on it more tomorrow, going to bed now.
  13. From what I have heard from some BIS employees the standalone will not allow private server hosting. They said 'this is not a guarantee, but my understanding is...' It would make more sense for the DayZ team to be in charge of the servers, a lot of the hacking problems originate from abusive server hosts. There really is no way to keep the hive secure when anyone is allowed to write to it. This is unfortunate, no doubt, but fully understandable. Perhaps they will have an 'official' server system that they are in control of and release the server software that allows for 'unofficial' servers - like many FPS'es out there.
  14. Not really, the whole point of updating this map tool is to make it a lot easier to modify vehicle/object spawns and manage players - working on it as fast as we can. The tables are like this: building/vehicle/deployable - list of each building/vehicle/deployable objects (bear/tank traps, wire fencing, tents) by class instance_building/instance_vehicle/instance_deployable - buildings/vehicles/deployable objects that will be spawned into the game, building_id/vehicle_id/deployable_id corresponds to the id in the building/vehicle/deployable table world_vehicle - sets spawn points for each vehicle, the vehicle spawn script is run every night at midnight EST (or can be run manually by clicking 'spawn' in your control panel) it checks this table for vehicle spawn points and spawns them based on several factors: the max vehicle limit you set in the control panel, the number of vehicles already spawned and the vehicle limit per type (limit_min and limit_max in the 'vehicle' table), otherwise it chooses vehicles to spawn at random. It also cleans up vehicles that have been destroyed and ones that are outside of the map boundaries. I wrote a short e-mail to someone explaining how to add vehicles: For people who have difficulty understanding these instructions I advise you to just wait for the map tool to be finished, we made a lot of progress today and will continue to work on it all week.
  15. I think some of the default vehicle spawns are wrong - I'm not going to touch them in case bliss decides to fix them though. You can do it on your server individually and it probably won't cause any problems.
  16. Check my post edit and/or PM We've added a new map system that isn't the complete 'spawn anything anywhere you want' system but it is zoomable and supports additional maps: Chernarus - done Lingor - done Takistan - done Namalsk - done Panthera - done Fallujah - working on it Utes - won't be supported soon, no map tiles. Take a look: http://i.imgur.com/0bIdc.jpg Once we finish the whole system we are going to open source the project so any host can use it.
  17. rMod is already available, DayZ Extended isn't yet - if you want us to install a mod and you have all of the files (including the server key) you can contact support. Not sure - another UK is coming online monday and in 3-4 days we haven't evaluated where to get the next server yet. You can try convincing someone from WDC to move if you want :P EDIT: Actually send me an e-mail with your account username after you order and I can move you to WDC, we have a Namalsk test server in WDC that we can easily move to Dallas since there is availability there.
  18. The only thing we can do that's close to Australia is Singapore - they ping at around 60ms from Australia. The location has hardly any votes in the poll though so we haven't expanded there. Yep you can change server locations in the control panel. We have a map currently that shows vehicle locations on chernarus and lingor and are working on a far more advanced system that will let you spawn vehicles and objects into your game by clicking on the map, as well as editing existing vehicles and seeing players and modifying inventories, and it will work on every map except utes right now. We've made significant progress on this tool today and should hopefully have it released within the week.
  19. Haven't got any official ID's left in london, they're all in use :\ Plus london is sold out right now anyway.
  20. It's third on the list, I'll be working on it as soon as I finish the new maps and merging the bliss optional features! Maps are coming along pretty well, the dayzdb.com team gave us permission to use their tiles so we'll have the same maps they do! http://dayz.st/mapnew?map=chernarus http://dayz.st/mapnew?map=lingor http://dayz.st/mapnew?map=takistan http://dayz.st/mapnew?map=panthera http://dayz.st/mapnew?map=fallujah http://dayz.st/mapnew?map=namalsk
  21. The DayZ team stopped approving new instance ID's about a month ago and have said that the official hive is 'end-of-life' and no longer supported. We have some instances available in Salt Lake City and may be able to clear a couple in London but any other locations won't ever have official instances available, sorry. Also Dallas, TX is now online, anyone with players in the Central US I urge you to change to the Dallas location. Anyone in the southeast like me will get similar pings to Dallas and Washington DC, so if you were considering ordering a WDC server I recommend ordering Dallas as the pings will be pretty much the same. Dallas Test Server Name: DayZChernarus IP: 173.193.48.173:2302 Hive: DayZ.ST Shared
  22. If you are globally banned from BattlEye then you cannot whitelist yourself to avoid a ban. The only thing you can do is disable BattlEye on the server which you can do in the control panel on private servers, but you will open it up to a lot of hackers. None of the whitelist software currently in use even works with BattlEye disabled. Freed up a couple slots in salt lake city and will be setting up Dallas (and maybe France) today and a new London server should be here friday.
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