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Deathcall

Custom Maps - Adding and Customizing Objects

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Hello everyone.

As always, sorry if this has already been asked, I performed a quick search for similar threads but found none with this particular inquire.

Okay so lets get down to business. I fancy myself sort of a Cartographer for my community and I had set myself on a particular Project: To create a more realistic Lingor Island Map. This includes adding structures, objects, fortifications, etc.

It took me a while but I learned how to use the 3d Editor, pack and unpack .pbo files, convert 3d to 2d maps so I can merge the original .pbos with my own work and so on. My first attempts were amateurish although successful, I managed to add a a small fleet of vessels, created a fortified base and fortified a neighbourhood inside Maruko to give it a "survivor ghetto" feeling. As far as that, I had limited my efforts to just adding objects and mayhaps using simple setpos init commands, but recently I added a new survivor camp on the Old Dutch Castle area which has some ammo boxes and weapon crates with custom gear in them.

My problem is that, while Battleye is enabled, everyone who tries to join the server gets kicked for scripting (different reasons like AddWeaponCargo or WeaponHolder inits), when it's actually the map itself who's using those scripts.

Everything works fine without Battleye, but I don't want to let hackers run even more rampart than they usually do, so I'd like to ask you guys (who probably know much more than me) if there's a way to make the game understand that those init command lines belong to the map and not some hacker trying to spawn a weapon box.

Now I know a workaround would be modifying the script.txt on the server so it only logs (instead of kick for) the actions that make my players get kicked, but DayZ.st (current hoster) does not have access to those files on the control panel.

So well, that's my problem and question. Can anyone help out?

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you need to make the scripts.txt yourself and ask day.st to put it there for you

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Yeah I had evaluated that possibility, but then making it so certain commands lines are ignored still creates a security problem. Isn't there a way to make it so the map "takes blame" for the commands? I mean... I don't get why it believes players are causing those inits in the first place.

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you would have to modify the file to include every variant of the script that is possible and check the scripts log to see what variant you need to leave out it would take a while plus you dont have to ignore them just change it from 5 kick to 1 log and keep an eye on the logs

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I'll start working on that, but I'd still like to know if there's a way to fix this at the root.

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as far as i know the scripts are ran on the client side not server side so it will always kick the player unless you tell it to just log the one script rather then kick for it but in your scripts.txt it kicks for AddWeaponCargo********* so that overrides anything that you have told it to ignore

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Alright, guess it's the only way then. Thank for the help.

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nps i could be completely wrong but that's my understanding how the engine works

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I believe if you go as far as modifiing the Dayz code that is tied in to allow all the objects/building/loot you've added it will no longer recognize the map items as scripts... and it WILL still log/kick when a user DOES run a script to accomplish something similar...

Believe there is also a work around with bliss for this too that you can use for dayz.st... there is a thread on it somewhere... but essentially what you do is you add those buidlings and spawns into your exisiting stock bliss database... You do this by entering the buildings in the DB and then populating their positions with the positions from the mission PBO you modified.

I think the answer you're looking for is actually in the support forums for dayz.st... check there wait... don't I did... lol

http://hive.dayz.st/viewtopic.php?f=9&t=429

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Sorry I lied, that's not the link, and I can't find the one I'm thinking of... I will take a better look tonight, it might have been in the Armaholic forums, or opendayz but I'm not sure.

Essentially the trick was swapping in the positions for the buildings into the working DB and not via an modified uploaded mission.pbo. But I can't remember if this worked for banned buildings or if in that case you had to modify the dayz code... essentially making a "new" map...

Like Taviana.com vs Tavianna dayzland.eu

IMO if you're going to modify a map so much that it requires either a separate install or a big DL for all user's then you might as well just make a NEW map.

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Oh no, nothing that serious. I just wanted to add some feeling to it, let me show you.

CPEC1_1358572570.jpg

That's the kind of stuff I'm working on.

Spawning full fledged buildings, messing around with the DB... that's a bit above my paygrade.

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Those tents are "buildings" in arma, they're not allowed in DayZ if I remember correctly, That's why you get the kicks, when the player sees them it calls the object from their local arma directory and the server dayz code thinks they're hacking it in not just looking at it.

I could be wrong but that is the impression I get...

From what little I've looked into it getting custom set pieces that are not already in DayZ is not an easy task. You have to either make them allowed or use bliss to put them in I think... again if anyone else knows different please speak up. I'm NO expert...

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you can unban them but you will have to edit the pbo and give them to the people who play on your server and turn off server signature checking or you can use rmod on your server that will unban most arma assets so they can be used in dayz again they will have to use rmod

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