stelucz 0 Posted August 9, 2013 for me Jimmy's trick works, now all vehicles are spawned but again mh6 and hmmwv at debug so hivemaintenance fix it. Share this post Link to post Share on other sites
facoptere 180 Posted August 9, 2013 for me Jimmy's trick works, now all vehicles are spawned but again mh6 and hmmwv at debug so hivemaintenance fix it. To clarify things:By default all functionalities is fa_hivemaintenance are disabled. "IGNORED" means that the amount of vehicles of each class is controlled (it's one functionality among others), and some vehicles are seen as "extra" vehicles. Because someone changed the vehicles list on the hive side for all public servers, without any detailed changelog, after the 1.7.7 was released. The list in dayz_server.pbo is simply not up-to-date. Note: if you want to control vehicles amounts, updated version of config.cpp from dayz_server.pbo should be:class CfgPatches {class dayz_server {units[] = {};weapons[] = {};requiredVersion = 0.1;requiredAddons[] = {"dayz_code"};};class vehMaint {class CAWorld {};class Chernarus:CAWorld {center[] = {7839,8414}; // x ySWcorner[] = {0,1360};NEcorner[] = {14400,14400};spawnRadius = 6000;};class AllVehicles {// location types where vehicles will be spawnedlocalityTypes[] = { "Airport", "CityCenter", "FlatArea", "FlatAreaCity", "FlatAreaCitySmall", "Hill", "NameCity", "NameCityCapital", "NameLocal", "NameMarine", "NameVillage" };// disk radius around locationlocalityRadius = 1500;// enabled altitudes (or sea depth)minAltitude = 3;maxAltitude = 400;// look for objects class/type in location. Leave it empty for a random spot inside the disknearObjects[] = { "Land_Wall_Gate_Ind1_L", "Land_Wall_Gate_Ind2A_L", "Land_Wall_Gate_Ind2B_L", "Land_Wall_Gate_Ind2Rail_L", "Land_Wall_Gate_Kolchoz", "Land_CncBlock_Stripes", "Land_repair_center", "Land_A_FuelStation_Build" };};class Air:AllVehicles {nearObjects[] = { "Body","Body1","Body2","NT72Wreck","Fort_Razor_Wire", "HeliHRescue", "Land_A_Castle_Bastion", "Land_CamoNetB_NATO_EP1", "Land_SS_hangar", "HeliH","HeliHCivil", "HeliHRescue", "Land_Tent_East" }; // "UralWreck","HMMWVWreck",};class Ship:AllVehicles {localityTypes[] = { "NameMarine" };localityRadius = 900;minAltitude = -9; // sea depthmaxAltitude = -1.2; // sea depthnearObjects[] = {};};class PBX : Ship { quantity = 1; };class Smallboat_1 : Ship { quantity = 2; };class Smallboat_2 : Ship { quantity = 1; };class MH6J_DZ : Air { quantity = 3; };class UH1H_DZ : Air { quantity = 1; };class AH6X_DZ : Air { quantity = 1; };class Mi17_DZ : Air { quantity = 2; };class Motorcycle : AllVehicles {};class TT650_Civ : Motorcycle { quantity = 1; };class TT650_Ins : Motorcycle { quantity = 1; };class M1030 : Motorcycle { quantity = 2; };class Bicycle : Motorcycle {nearObjects[] = { "Land_Misc_Cargo1B", "Land_loco_742_blue", "Land_Misc_Cargo1Bo", "Land_Misc_Cargo1D", "Land_Rail_Zavora","Land_HouseV_3I1","Land_rail_station_big", "Land_Rail_House_01", "Land_HouseV_1L2","Land_NAV_Lighthouse", "Land_NAV_Lighthouse2", "Land_A_FuelStation_Build", "Land_Hlidac_budka", "Land_Shed_W01" };maxAltitude = 60;};class Old_bike_TK_INS_EP1 : Bicycle { quantity = 4; };class Old_bike_TK_CIV_EP1 : Bicycle { quantity = 6; };class Car:AllVehicles {};class Truck:Car {};class Ural_TK_CIV_EP1:Truck { quantity = 1; };class Ikarus : Car { quantity = 2; }; // Bus?class V3S_Civ:Truck { quantity = 1; };class tractor:Car {localityTypes[] = { "Hill", "NameLocal", "NameVillage" };nearObjects[] = { "Land_seno_balik" }; // haystackquantity = 4;};class ATV_US_EP1 : Car { quantity = 5; };class ATV_CZ_EP1 : Car { quantity = 4; };class car_hatchback : Car { quantity = 1; };class Volha_2_TK_CIV_EP1 : Car { quantity = 1; };class Lada2 : Car { quantity = 1; };class hilux1_civil_3_open : Car { quantity = 2; };class UAZ_CDF : Car { quantity = 1; };class BAF_Offroad_W : Car { quantity = 1; };class S1203_TK_CIV_EP1 : Car { quantity = 1; };class HMMWV_DZ : Car { quantity = 2; };class SUV_DZ : Car { quantity = 1; };};};class CfgVehicles{class Logic;class BattleFieldClearance: Logic{vehicleClass = "Modules";class Eventhandlers{init = "if (isServer) then { diag_log(""WARNING, b4ttlefieldclearance attack from player PID#""+str(owner this)); deleteVehicle this;};";};};class HighCommandSubordinate: Logic{vehicleClass = "Modules";class Eventhandlers{init = "if (isServer) then { diag_log(""WARNING, HighCommand5ubordinate attack from player PID#""+str(owner this)); deleteVehicle this;};";};};class FirstAidSystem: Logic{vehicleClass = "Modules";class Eventhandlers{init = "if (isServer) then { diag_log(""WARNING, First4idSystem attack from player PID#""+str(owner this)); deleteVehicle this;};";};};class AlternativeInjurySimulation: Logic{vehicleClass = "Modules";class Eventhandlers{init = "if (isServer) then { diag_log(""WARNING, 4lternativeInjurySimulation attack from player PID#""+str(owner this)); deleteVehicle this;};";};};class FunctionsManager : Logic {vehicleClass = "Modules";class Eventhandlers{init = "diag_log format ['PRELOAD_ Functions\init %1', [_this, BIS_functions_mainscope]];if (isnil 'BIS_functions_mainscope') then { BIS_functions_mainscope = _this select 0; if (isServer) then {_this execVM 'ca\modules\functions\main.sqf'};} else {_this spawn { diag_log format ['PRELOAD_ Functions\init ERROR: deleting redundant FM! %1', [_this, (_this select 0), BIS_functions_mainscope]]; _mygrp = group (_this select 0); deleteVehicle (_this select 0); deleteGroup _mygrp;};};if (isnil 'RE') then {diag_log 'MPframework inited';[] execVM '\ca\Modules\MP\data\scripts\MPframework.sqf'};";};};}; Vehicles with 1 as damage are 100% damaged, so are not spawned by default. They still exists in the hive. They is a script on hive side that "recycles" these vehicles (new respawn, new loot, new damage, new fuel level) regularly. This functionality exists in fa_hivemaintenance too, but it unuseful since I have been told that the script on hive side was working properly. fa_hivemaintenance never deletes any entry in vehicle list stored in hive. If some vehicle are missing (deleted from the list you can see in HiveExt.log) this is the result of hackers, or a bug (or strange logic) on the hive side script. I don't think that fa_hivemaintenance lets vehicles in debug area. This may be the result of hackers. It's quite unlikely that it's a bug of the hive side script too. fa_hivemaintenance can add missing vehicles, but they will be destroyed less than 24h afterwards, since on the hive side there is a script that delete vehicles created by gameservers (and this scripts works very well, nobody never complained about this one :) ) 1 Share this post Link to post Share on other sites
crazykid1297 51 Posted August 9, 2013 At any rate, even after applying the changes I still get timeout errors, maybe not as frequent, but still enough to be very annoying. Share this post Link to post Share on other sites