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Messages - failulator

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1
Armed Assault 2 / Re: Vehicle Killing
« on: June 09, 2012, 09:06:59 am »
Script bypass:
http://tkc-community.net/forum/index.php?topic=11116.msg105163#msg105163 (reply #7).

Vehicles HAVE to be in mission and must not be spawned only for you.

It looks like MrMedic there is just talking about bypassing script detection in general (unless i'm mistaken, and there's some really hidden meaning to his words), which isn't really what I think people are trying to do here.  I realize vehicles have to be in the mission, but the thing that is the main obstacle in figuring this out for me is determining what kind of checks the server is implementing against this, making it hard to determine a way to circumvent it.   I feel like I've tried so many different things, and that none of them have brought me closer to a working solution. I've gone through and poured through every line of code in dayz_code, using their own code to spawn vehicles, have read almost every single command and what it does on (http://community.bistudio.com/wiki/Category:Scripting_Commands_ArmA2) and attempted to apply the vehicle-relevant commands, but all result in the same issue - vehicles exploding or disappearing upon entry.  I've spent 6+ hours on this every day for the past week or so, and I think I've made almost no progress.  On the upside, I've learned a ton about arma 2 scripting from reading over so much code, but I guess not enough to solve this issue.

2
Off Topic / Re: Can't Send Personal Messages
« on: June 09, 2012, 02:34:06 am »
Oh ok, thanks for clarifying.

3
Off Topic / Can't Send Personal Messages
« on: June 09, 2012, 01:40:49 am »
Were new restrictions added recently to who can and cannot send PM's? I was able to reply and send them yesterday, but today I'm getting the following message:

4
Armed Assault 2 / Re: Vehicle Killing
« on: June 08, 2012, 02:29:02 pm »
Quote
posts like the WW2 one are not helpful at all and are put there to confuse people.

Wrong.
The answer was posted in plain site for all to read.
Smart people can clearly see it as bright as day.

Dev/programmers aren't here to spoon feed people but to get those with at least a basic understanding of programing/scripting to think deeper and get that "idea" lite bulb to lite up.

If its not too much trouble, could you post a link to the post your referring to? I've read every single post posted in this section of the forums for about the last week now and am having trouble identifying what might be considered a hint, I've spent the last hour looking through all the recent posts again and still wasn't able to find what you may be talking about :S  All references I saw to this issue were either people asking this very question or those who knew how to solve it commenting on the issue in a very vague manner.

5
Armed Assault 2 / Re: Vehicle Killing
« on: June 08, 2012, 09:19:04 am »
Been struggling with this issue myself for the past few days, with DayZ 1.7 some sort of protection was added on the server side, I think there's an array of all valid vehicles on the server that it checks for, so its a matter of identifying that protection and circumventing it.  With that code, the vehicle appears valid to your client, but not for the server, so you die (I think).  My impression has been that those who figured out how to get around this aren't willing to share much info, I've been trying to figure this out for a while now with little luck.  :icon_o_o

6
Armed Assault 2 / Re: General help for newbie
« on: June 07, 2012, 12:22:35 pm »
Still struggling a bit with getting spawned vehicles to register on the server and not kill user on entry. Its my understanding that commands stored in setVehicleInit are executed over the network rather than locally when processInitCommands is called, so I tried spawning a vehicle using that with the following code with the hope that since its sent over the network and not locally the server will recognize the vehicle as being valid:

Code: [Select]
playa = name (vehicle player);
publicVariable "playa";
init="if (name (vehicle player) == playa) then {_obj = createVehicle['M1030', getPos player, [], 0, 'CAN_COLLIDE']; _obj setVariable ['ObjectID', 654132, true];};";
publicVariable "init";
player setVehicleInit init;sleep 0.1;hintsilent "";processInitCommands;sleep 0.1;hintsilent "";clearVehicleInit player;

I'm able to spawn a vehicle this way, but I still die on entry.  Is this because this code is somehow executing only locally still even though setvehicleinit commands are sent over the network? or is there some variable somewhere i'm forgetting to set that the server is checking for?   Is this not a proper method for executing code remotely?  :icon_confused2

I use this to fix it (I know its not the proper way but it works).
Look at the vehicle then run this script and you can drive the vehicle safely.
Code: [Select]
_veh = cursorTarget;
hint format ["%1", _veh];
_veh setVariable ["ObjectID", 1337, true];

dayzSetFuel = [_veh,1];
dayzSetFuel spawn local_sefFuel;

_veh setDamage 0;

Hmm, I tried spawning a vehicle just now with the code
Code: [Select]
_location = (position player);
_className = "Tractor";
_vehi = createVehicle [_className, _location, [], 0, "CAN_COLLIDE"];
_vehi setVariable ["ObjectID", 1557, true];
_vehi setdammage 0;
_vehi setfuel 1;
dayzSetFuel = [_vehi,1];
dayzSetFuel spawn "\z\addons\dayz_code\compile\local_setFuel.sqf";

Which is essentially the same thing your doing there, and it still exploded when I got in it.  Also, I glanced at local_setFuel's code...and all it does is call setFuel on the vehicle, which I have been doing already anyway, so I don't think this is the solution unless I'm doing something wrong.  Are you sure there isn't something else responsible in your code for making vehicles work? This doesn't seem like it would be it :S

7
Armed Assault 2 / Re: General help for newbie
« on: June 06, 2012, 06:13:10 am »
Still struggling a bit with getting spawned vehicles to register on the server and not kill user on entry. Its my understanding that commands stored in setVehicleInit are executed over the network rather than locally when processInitCommands is called, so I tried spawning a vehicle using that with the following code with the hope that since its sent over the network and not locally the server will recognize the vehicle as being valid:

Code: [Select]
playa = name (vehicle player);
publicVariable "playa";
init="if (name (vehicle player) == playa) then {_obj = createVehicle['M1030', getPos player, [], 0, 'CAN_COLLIDE']; _obj setVariable ['ObjectID', 654132, true];};";
publicVariable "init";
player setVehicleInit init;sleep 0.1;hintsilent "";processInitCommands;sleep 0.1;hintsilent "";clearVehicleInit player;

I'm able to spawn a vehicle this way, but I still die on entry.  Is this because this code is somehow executing only locally still even though setvehicleinit commands are sent over the network? or is there some variable somewhere i'm forgetting to set that the server is checking for?   Is this not a proper method for executing code remotely?  :icon_confused2

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Armed Assault 2 / Re: General help for newbie
« on: June 06, 2012, 12:12:32 am »
in my signature...

You in there now? Came in a couple minutes ago and you weren't there

9
Armed Assault 2 / Re: General help for newbie
« on: June 05, 2012, 11:34:07 pm »


took me about 18 second to do.
Wow, nice.  Have I been going about this the wrong way then? Sorry for so many questions, I've been trying to figure out how to do neat things with scripting in DayZ & Arma2 on my own, but have really gotten stuck with this one issue.  To see you be able to do it in 18 seconds where i've been spending over 12 hours trying to figure out what i'm doing wrong is a bit disconcerting, I must be doing something completely wrong.  Do you have any tips you'd be willing to share to help point me in the right direction? I've skimmed through practically all the DayZ code, and spent countless hours reading over ArmA 2's command reference (and found out how to do quite a few other nifty things), but still getting vehicles to function properly has evaded me (they spawn, but explode when I attempt to use them, with almost every method I try).  :icon_sad2

10
Armed Assault 2 / Re: General help for newbie
« on: June 05, 2012, 07:58:42 pm »
read a few back posts of late , youl figure out who i meen. :icon_laugh

btw look in local_publishObj looks like everything you need is in there.

I checked out local_publishObj, tried spawning a vehicle using it like this:
Code: [Select]
_location = getPos player;
_dir = getDir player;
_worldspace = [_dir,_location];
null = [10, "M1030", _worldspace, "M1030"] execVM "\z\addons\dayz_code\compile\local_publishObj.sqf";
vehicle player setDamage 0;
vehicle player setFuel 1;

Still the same problem, getting in causes me to explode&die.  I noticed when looking at the code as well that its very similar to something i had tried earlier (just calling createVehicle directly + setting ObjectID with the following code):
Code: [Select]
_location = (position player);
_className = "UH1H_DZ";
_vehi = createVehicle [_className, _location, [], 0, "CAN_COLLIDE"];
_vehi setVariable ["ObjectID", 654654, true]

the only main difference between that code and local_publishObj's code appears to be that it writes to HIVE, but either way, neither appear to be working. This is driving me insane, vehicles spawned fine with the code above before 1.7 patch on DayZ, and I haven't been able to figure out what changed in their code that caused this method to break.  :icon_confused2 Is there something wrong with my code (still getting used to arma 2 scripting), or am I just missing something?

11
Armed Assault 2 / Re: General help for newbie
« on: June 05, 2012, 06:17:36 pm »
Just because this guy got shit answers, here is the exact code needed so spawn the most awesome thing possible...a Lada!!!!
Code: [Select]
nul = [10, 10, 10, "lada1"] execVM "\z\addons\dayz_code\compile\local_createObj.sqf";
vehicle player setDamage 0;
vehicle player setFuel 1;

tried using this in DayZ to spawn vehicles, but they killed me as soon as I got in them. have also tried spawning them with using createVehicle directly, with the following code:
Code: [Select]
_location = (position player);
_className = "UH1H_DZ";
_vehi = createVehicle [_className, _location, [], 0, "CAN_COLLIDE"];
_vehi setVariable ["ObjectID", 654654, true]
but it yields the same results (vehicles blow up+kill those inside as soon as you enter any seat).  I must be missing something, does DayZ employ any sort of server side checks against vehicles, and if so, is there a way to get around them? I've looked at most of the recent threads on this forum but haven't found anything of much use, I'm a bit stuck.  :icon_confused2

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