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Persistense beug

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I want to know if all the servers are suffering from this persistent problem.
because our crash server almost rains almost every day and it crashes damages the persistence of objects such as tents, barrels and base buildings.
is how I can make sure that the server is persistent.
as I need to adjust the Economy file?

my economy file : 

<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<economy>
    <dynamic init="1" load="1" respawn="1" save="1"/>
    <animals init="1" load="0" respawn="1" save="0"/>
    <zombies init="1" load="0" respawn="1" save="0"/>
    <vehicles init="1" load="1" respawn="1" save="1"/>
    <randoms init="0" load="0" respawn="1" save="0"/>
    <custom init="0" load="0" respawn="0" save="0"/>
    <building init="0" load="0" respawn="0" save="0"/>
    <player init="1" load="1" respawn="0" save="1"/>
</economy>

 

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in your init.c you can disable rain here you go

 

void main()
{
    Hive ce = CreateHive();
    if ( ce )
        ce.InitOffline();
    Weather weather = g_Game.GetWeather();
    weather.GetOvercast().SetLimits( 0.0 , 1.0 );
    weather.GetRain().SetLimits(0.0, 0.0);
    weather.GetFog().SetLimits( 0.0 , 0.25 );
    weather.GetOvercast().SetForecastChangeLimits( 0.0, 0.2 );
    weather.GetRain().SetForecastChangeLimits(0.0, 0.0);
    weather.GetFog().SetForecastChangeLimits( 0.15, 0.45 );
    weather.GetOvercast().SetForecastTimeLimits( 1800 , 1800 );
    weather.GetRain().SetForecastTimeLimits( 600 , 600 );
    weather.GetFog().SetForecastTimeLimits( 1800 , 1800 );
    weather.GetOvercast().Set( Math.RandomFloatInclusive(0.0, 0.3), 0, 0);
    weather.GetRain().Set( Math.RandomFloatInclusive(0.0, 0.2), 0, 0);
    weather.GetFog().Set( Math.RandomFloatInclusive(0.0, 0.1), 0, 0);    
    weather.SetWindMaximumSpeed(15);
    weather.SetWindFunctionParams(0.1, 0.3, 50);           

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17 minutes ago, mrwolv said:

dans votre init.c vous pouvez désactiver la pluie ici vous allez

 

void main ()
{
    Hive ce = CreateHive ();
    if (ce)
        ce.InitOffline ();
    Météo Weather = g_Game.GetWeather ();
    weather.GetOvercast (). SetLimits (0.0, 1.0);
    weather.GetRain (). SetLimits (0,0, 0,0);
    weather.GetFog (). SetLimits (0,0, 0,25);
    weather.GetOvercast (). SetForecastChangeLimits (0.0, 0.2);
    weather.GetRain (). SetForecastChangeLimits (0.0, 0.0);
    weather.GetFog (). SetForecastChangeLimits (0,15, 0,45);
    weather.GetOvercast (). SetForecastTimeLimits (1800, 1800);
    weather.GetRain (). SetForecastTimeLimits (600, 600);
    weather.GetFog (). SetForecastTimeLimits (1800, 1800);
    weather.GetOvercast (). Set (Math.RandomFloatInclusive (0.0, 0.3), 0, 0);
    weather.GetRain (). Set (Math.RandomFloatInclusive (0.0, 0.2), 0, 0);
    weather.GetFog (). Set (Math.RandomFloatInclusive (0.0, 0.1), 0, 0);    
    weather.SetWindMaximumSpeed (15);
    weather.SetWindFunctionParams (0,1, 0,3, 50);           

what it has to do with what I posted nothing. ?!!!!
I'm talking about the persistence of items no time !!!!

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Your complete text is about persistence. you even told, that the rain break the persistance, so mrvolv posted a script to deactivate the rain.

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