canuckbrian

[SOLVED] Player's Banned For Building Replacement Script (invisible objects)

8 posts in this topic

Hello,

I have been using a building replacement script for months on my server to substitute non-enterable buildings with one's you can go in, for more loot positions. After the update to 0.9.6 players on my server are being banned on connect for "Invisible Object".

06-03-2016 15:09:34 infiSTAR.de | cythulu(76561198087413616) Invisible OBJECT: Land_Garaz @[15320.6,9369.2,3.8147e-006] 32

Here's the ReplaceBuildings.sqf script I use:  

/* 
	Original Script Here: 
	http://forums.bistudio.com/showthread.php?190404-Chernarus-Takistan 

	Script edited by jakehekesfists[dmd] 08/05/15
	-rev 2.1a (for Arma III) 	
	Replacement buildings for use with ArmaIII Assets | AIA Chernarus Terrain. 	
	if you use this script ensure you include the default altis loot positions along with the cherno loot positions. 	
*/

FFA_CLOSEHOUSE = ["Land_Mil_Barracks","Land_Garaz","Land_Garaz_mala"];

_godModeBuildings = false; // set true if you want to make these replacement buildings have god mode. 

if (isServer) then 
{
	/* Buildings to Replace */
	_dmdRep0001=[["Land_Mil_Barracks"],["Land_Mil_Barracks_i"]];
	_dmdRep0002=[["Land_Garaz_mala"],["garage01_ep1"]];
	_dmdRep0003=[["Land_Garaz"],["CUP_A2_Garaz"]];
	
	_FFA_LHOUSEV=[];
	_FFA_HOUSES=[];

	if (worldName == "taviana") then 
	{ 
 		_FFA_LHOUSEV=nearestObjects [getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition"),["house"],26000];
		for "_i" from 0 to (count _FFA_LHOUSEV)-1 do
		{
			_housev=_FFA_LHOUSEV select _i;
			if ((typeof _housev) in FFA_CLOSEHOUSE) then 
			{
				_FFA_HOUSES set [count _FFA_HOUSES,_housev];
			};
		};
		
		for "_i" from 0 to (count _FFA_HOUSES)-1 do
		{
			_nBuilding =_FFA_HOUSES select _i;
			_dirVector = vectorDir _nBuilding;
			_objVector = vectorUp _nBuilding;
			_pos = ASLtoATL getPosASL _nBuilding;
			_nBuilding hideObject true;
			deleteVehicle _nBuilding;
			
			_type="";
			call{
				if ((typeof _nBuilding) in (_dmdRep0001 select 0)) exitwith {_type=(_dmdRep0001 select 1) select 0;};
				if ((typeof _nBuilding) in (_dmdRep0002 select 0)) exitwith {_type=(_dmdRep0002 select 1) select 0;};
				if ((typeof _nBuilding) in (_dmdRep0003 select 0)) exitwith {_type=(_dmdRep0003 select 1) select 0;};
			};
			_house = createVehicle [_type, _pos, [], 0, "CAN_COLLIDE"];
			_house setVectorDirAndUp [ _dirVector, _objVector];
			
			if (_godModeBuildings) then {_house addEventHandler ["HandleDamage", {false}];};
		};
	};
};

if(!isServer || local player)then
{
	waitUntil{(player==player)};
	waitUntil{alive player};
	waitUntil{local player};
 	if (worldName == "taviana") then 
	{ 
		_FFA_CHOUSEV=[];
		_FFA_CHOUSEV=nearestObjects [getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition"),["house"],26000];
		for "_i" from 0 to (count _FFA_CHOUSEV)-1 do
		{
			_housev=_FFA_CHOUSEV select _i;
			if ((typeof _housev) in FFA_CLOSEHOUSE) then 
			{
				_housev hideObject true;
				deleteVehicle _housev;
			};
		};
	};
};

I have disabled the script for now, but this causes problems as one of the buildings I'm replacing is a garage building that some traders stand in, the original building the doors are closed and can't be opened.

Any help would be appreciated.

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Hey

you can disable the check for that

checkHiddenObjects = false;            /* checks if there is hidden objects close to the player (hidden objects could be walked through..) */

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I updated infiSTAR to the most recent version as of the other day after posting this and that seemed to fix the issue.

Thanks!

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@infiSTAR - was this check removed from your AH? I don't see it anymore and people are getting banned.

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Hello !

I have the same problem with Infistar... I have the last version and his update.

http://screenshot.sh/ouTH6TcGJk4vp

 

And i don't find " checkHiddenObjects = false;  " ... Please HELP ! (And sorry for my English)

 

20-03-2016 02:08:34 infiSTAR.de | 0h 60min | BuLLetZ(XXXXXXXXXXX) | Invisible OBJECT: C_man_polo_6_F @[3629.87,13130.7,-0.115346] 036131 [FPS: 45.3258|THREADS: 10] (v0232)
20-03-2016 02:24:47 infiSTAR.de | 1h 16min | BuLLetZ(XXXXXXXXXXX) | Invisible OBJECT: Land_PierLadder_F @[3312.28,12932.5,-0.790037] 033129 [FPS: 45.4545|THREADS: 10] (v0232)...

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Some of the posts here are related to the Arma (NOT EXILE) version - for these, please get the latest update 232B or newer.

 

For those who use the script with exile, please just disable that check:
checkHiddenObjects = false;            /* checks if there is hidden objects close to the player (hidden objects could be walked through..) */

I will probably make the check to only check exile objects but that's something for the future. For now disable it :)

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