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mikeyoh

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  1. It's hosted externally. Sure, I can gather more details. What do you need?
  2. I don't have all the details, but it hosted on Linux, 16GB RAM. It's not a local machine.
  3. Some players on our server have experienced reverting back to a state ranging from 1-hour of playing, or several minutes after a disconnect. This could range from teleporting back a spot they were in an hour ago with items from that time, while the map progresses. Or on other occasion, vehicles would revert back to a state where it was never driven before while the player connects back to there the vehicle has taken them, thus losing track of the vehicle unless they retrace their steps. What is the issue causing this? Thank you!
  4. mikeyoh

    Loot reset

    Hmm seems to have no effect. I removed all 3 files with WorldDictionary. No errors, just loads the world like nothing happened.
  5. mikeyoh

    Loot reset

    Deleting any of the WorldDictionaryLog.Lua or WorldDictionaryReadable.lua won't load into the game. It results to quick to desktop. Tried it on SP to be safe, not sure if MP is different? LOG : General , 1702498094168> WorldDictionary: Checking dictionary... ERROR: General , 1702498094170> zombie.world.WorldDictionaryException: WorldDictionary data file is missing from world folder. ERROR: General , 1702498094170> at zombie.world.DictionaryData.load(DictionaryData.java:358) ERROR: General , 1702498094170> at zombie.world.WorldDictionary.init(WorldDictionary.java:204) ERROR: General , 1702498094170> at zombie.iso.IsoWorld.init(IsoWorld.java:2450) ERROR: General , 1702498094170> at zombie.gameStates.GameLoadingState$1.runInner(GameLoadingState.java:268) ERROR: General , 1702498094170> at zombie.gameStates.GameLoadingState$1.run(GameLoadingState.java:225) ERROR: General , 1702498094171> at java.base/java.lang.Thread.run(Unknown Source) LOG : General , 1702498094171> WorldDictionary: Warning: error occurred loading dictionary! LOG : General , 1702498094171> WorldDictionary: Attempting to copy WorldDictionary backups...
  6. mikeyoh

    Loot reset

    I tried deleting just that, doesn't seem to do anything..?
  7. Is there a way to choose which log I want to write to this file? I'm having a lot of unneeded logs being recorded. Like rainbarrel: added luaObject 10779,9537,0. trap: added luaObject 11606,8357,0. farming: added luaObject 11674,8336,1.
  8. We do not have mods. It's a vanilla server with lua scripts edited. I suspect is might be because we disabled LuaCheckSum for server-side edits that add items to player's inventory. Therefore that specific player's client is being hacked to mess with client-side functions. That would make sense safehouses are affected because safehouse is client-side? I have not heard other players bring this issue up. And it doesn't seem like the issue occurs when that specific player is offline. The player is not the hacker, I can attest to that. Can someone tap into a player's client to modify safehouses?
  9. Also is this due to the player claiming the second floor of a non-residential building? I noticed that players can still claim second floor of a commercial building because it's marked as residential area? That also creates an invisible barrier to the whole building, enclosing the commercial zone. The setting for SafehouseAllowNonResidential=false by default on our server, and I had it true before to test the issue. But seeing how the player was able to claim it in the first place begs the question whether the setting includes the second floor?
  10. The issue persists, but i don't think it's a restart issue. This problem also happens when the server has been running for some time. One of my mod witness the event and this is what she said- The player got kicked from their safehouse, then other players are added to the kicked players safehouse. The kicked player was added to another player's safehouse. Random players were also added randomly to safehouses as guest. I tried claiming the safehouse as admin for the player, and while I did not get kick, the player got kicked as a guest and the same issue as above happens.
  11. These are the settings. I don't see anything odd. What is odd is that the log never register these specific players to be removed from their safehouses? And I've dug into the codes, whenever a safehouse gets added/removed it should log. Unless the server is acting on its own? SaveWorldEveryMinutes=15 PlayerSafehouse=true AdminSafehouse=false SafehouseAllowTrepass=false SafehouseAllowFire=false SafehouseAllowLoot=false SafehouseAllowRespawn=true SafehouseDaySurvivedToClaim=1 SafeHouseRemovalTime=168 SafehouseAllowNonResidential=true AllowDestructionBySledgehammer=true SledgehammerOnlyInSafehouse=false I am hosting externally using Nitrado.
  12. Our server is experiencing a bug where a few selected players lose ownership of their safehouses randomly. I checked the server logs and the safehouse never got removed from the player. I have no idea what could even cause this as it's happening to the same few players. Any idea or has anyone else experience this? Thank you.
  13. 5 years late, but was there an update on this? I am also trying to see which is which
  14. Currently there is https://pzwiki.net/wiki/Lua_Events to check lua events being fired. Is there a way to determine what is fired on client/server side? e.g. Events.OnClientCommand() and Events.EveryOneMinute() works on server side, whereas Events.OnAddMessage works only on client.
  15. by that do you mean it only works for players who have installed the mod on their end? I don't think the mod will work if placed on the server's back end.
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