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Creating an unleashed server

Discussion in 'Technical Support' started by thevisad, Nov 4, 2015.

By thevisad on Nov 4, 2015 at 10:58 AM
  1. thevisad
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    thevisad HNGamers - HeadQuarters for all things fun! Staff Member

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    Install Arma 2 and Arma 2 OA, run both until you get to the main menu.

    If you want to roll your own mod of Unleashed get the source here: thevisad/DayZUnleashed ยท GitHub Site URL: https://github.com/thevisad/DayZUnleashed you are on your own with this, but it's pretty much pbo the individual folders and follow the directions listed below.
    to PBO the source -> CPBO ArmA mods | kegetys.fi Site URL: http://www.kegetys.fi/category/gaming/armamods/
    If you are using any other PBO tool then you will likely have issues, this is the only one I have ever used.

    Here is the "official" server release and is what is available in the downloaders.
    DayZ Unleashed Server Files Site URL: http://www.hngamers.com/resources/dayz-unleashed-server-files.10/

    The last version (99) is here with all the updates we made, this is basically a completely different mod then the "official" above and the one I would recommend. If you want the "official" keyed version you will need to download the folder 0.99 from the site with the bisign folders in it. This is the one that is available via our downloader and what Kelley has been playing and used to. These are signed with our keys, so will be considered official if you use our key.
    Index of /dayz/unleashed Site URL: https://files.hngamers.com/dayz/unleashed/
    Client is @DayZUnleashed.0.99.zip

    Download the server file, client file and SQL files and then do the following.

    1. Install MySQL or MariaDB and set it up properly.
    2. Create a mysql user called dayzserver@locahost with whatever password
    3. Create a mysql database called dayzunleashed (or whatever, just remember this for the hiveext.ini file below)
    4. Import the SQL file into the database
    5. Extract the contents of the server file and the client file to your "server" install folder.
    6. Extract the contents of the client file to your "client" install folder.
    7. Follow the instructions in the rest of the posts in this thread.
     
    Last edited: Nov 4, 2015

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Comments

Discussion in 'Technical Support' started by thevisad, Nov 4, 2015.

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    1. thevisad
      thevisad
      Edit Restarter.ini and put in the path to your arma 2 and arma 2 oa folders where it states.


      [Global]

      [unleashed] // named anything you wish, this is the internal server ID for restarter all settings under this heading will pertain to this server only (for running multiple servers)
      name=Reality // Name of the server
      profiles=unleashed //the folder where all the data will be stored
      config=unleashed\config.cfg // the config file for this server
      mod=@DayZUnleashedServer;@DayZUnleashed;C:\PATHTOARMA2FOLDER\;C:\PATHTOARMA2OAFOLDER // the mod paths to load for this server
      world=napf // the world for this server
      netlog=true // if you want a netlog to be saved while the server is active
      server=server // server or client (client is for headless client support)
      cpuCount=1 // how many cpu's to attach to the server
      bandwidthAlg=2 // for smoothing out issues with the network layer
      restarttime=120 // how long after the server dies, before the restarter starts it back up
      port=2312 // what port this server will run under, add 10 digits to a second server
      rankingfile=unleashed\ranking.log // where the ranking file will be stored
      Last edited: Nov 4, 2015
    2. thevisad
      thevisad
      Edit unleashed\HiveExt.ini and insert the proper settings



      ;If you see a commented line of that form, it means that the setting is optional, and the Value shows the default
      ;To change from the default, simply uncomment the line and change the Value

      [Date] // if you wish to change the date on the serverlocal will set the server time to your local time on your machine, static will set the server time to the indicated time each time its started.
      ;Possible values: Local, Static
      Type = Local
      ;If using Static type, the year/month/date to set the date to
      ;Year = 2012
      ;Month = 1
      ;Date = 1

      [Logger]
      ;Possible values: trace, debug, information, notice, warning, error, critical, fatal, none
      ;They are sorted by importance (low to high), with trace being the most verbose, and none would turn off logging
      ;This controls both the file output level, and the console output level
      Level = trace

      ;Uncomment this option to override the logging level for the console only
      ;The specified level can only be higher than the global one, setting lower values will have no effect
      ;So for example, if you want to have information-level logs in your file, but only warning-level and higher in your console
      ;You would uncomment this option and set it to warning
      ;Leaving it commented out means there's no special level for the console, so it will just use the global one
      ConsoleLevel = trace

      ;By default, the HiveExt console log output will go to the Arma2 server window, with colour highlighing by importance
      ;If you want to use the old style, separate windows console window for the HiveExt log output, set this option to true
      SeparateConsole = true

      [Time]
      ;Possible values: Local, Custom, Static
      Type = Static
      ;If using Custom type, offset from UTC in hours (can be negative as well)
      ;Offset = 0
      ;If using Static type (Hour value always the same on every server start), the value (0-24) to set the Hour to
      Hour = 16

      // Change these settings
      [Database]
      ;Currently, only MySQL is supported
      Type = MySQL
      ;Hostname or IP of the server to connect to
      Host = 192.168.1.250 // Change this to your server IP
      ;Port to connect to. The default is the default listening port of a server of the selected Type
      ;Instead of specifying Port, you can specify Socket and set Value to the socket name
      Port = 3306 // change this to the server port for your muysq
      ;Database name to connect to.
      Database = dayzunleashed
      ;Username to connect with
      Username = dayzserver
      ;Password to authenticate with (default is blank)
      Password = dayzserverpassword

      //OPTIONAL
      [Characters]
      ;The field name that Player's IDs are stored in (unique per game license)
      ;IDField = PlayerUID
      ;The field name that Player's World Position and rotation is stored in
      ;Enables you to run multiple different maps (different instances) off the same character table
      ;WSField = Worldspace

      //OPTIONAL
      [Objects]
      ;Flag indicating whether hiveext should detect vehicles out of map boundaries (X < 0, or Y > 15360) and reset their position to []
      ;Note: YOU MUST have a proper dayz_server.pbo that supports this feature, otherwise you will get script errors
      ;You can find that file under the SQF directory for your server version
      ;ResetOOBObjects = false

      //OPTIONAL
      [ObjectDB]
      ;Setting this to true separates the Object fetches from the Character fetches
      ;That means that the Object Table must be on this other database
      ;Use = false


      //OPTIONAL
      ;The settings here have the same meaning as in [Database], and are only used if the setting above is set to true
      ;Type = MySQL
      ;Host = localhost
      ;Port = 3306
      ;Database = dayz
      ;Username = dayz
      ;Password = CHANGEME
      Last edited: Nov 4, 2015
    3. thevisad
      thevisad
      Extract the mission file and adjust any settings you want for the mod in the init.sqf file.


      dayZ_instance = 1;
      dayZ_serverName="Unleashed";
      unleashed_agroMeterEnabled = 0;
      //unleashed_ZedNewAgroEnabled = 1; //New Agro System designed to identify players who are "noisy"
      //unleashed_ZedNewMovementEnabled = 1; //New Zed Movements based on the ranges below
      //dayz_aggro_decay = 3; //Base decay rate for new aggro system, uncomment to override, default value is 3
      // These variables affect the new save system, they dont affect the old dayz variables.
      unleashed_pvSaveInterval = 10; //Send a signal to the server to when this many seconds have elapsed, when a player variable has changed. default 10
      //The higher this value the less often player variable data is saved, lowering this value increases lag
      unleashed_pvSaveStackSize = 2; //Send a signal to the server when the variable stack is larger than this value, when a player variable has changed. default 2
      //Larger stacks are better for performance but may result in desync between multiple variables, 2 is the minimum recommended size.
      g_pickFailChance_dzu = 10;//PickLock Fail chance per second of picking.
      //Every second of picking adds 1% chance of failure.
      // These variables work with the Unleashed movement system and is a way for you to adjust the Zeds/dogs.
      //Range = the distance between the player and the zeds/dogs and is used in the calculation of the speed and movement distance of the zeds/dogs.
      //Speed = how fast they should move in each of the agro ranges, variables with the work Distance indicate speeds above the range check.
      unleashed_ZedShortAgroRange = 2.2; //Attack Range : not recommended to have too low of a number, otherwise the zeds/dogs shuffle to find a spot close enough and never attack.
      unleashed_ZedMediumAgroRange = 10; //Close Chase Range : this is just beyond attack range and before the zed/dog is within the log range.
      unleashed_ZedLongAgroRange = 25; //Far Chase Range : this is further away then the medium range and allows the zeds/dogs speed increases to chase and catch up.
      unleashed_ZedShortRangeSpeed=1; // Default : 1 : How fast the zed should move while within the short distance range. Not recommended to have too high of a number here.
      unleashed_ZedMediumRangeSpeed=4; // Default : 4 : How fast the zed should move while between short distance range and the medium range.
      unleashed_ZedLongRangeSpeed=6; // Default : 6 : How fast the zed should move while between medium distance range and the long range.
      unleashed_ZedDistanceRangeSpeed=12; // Default : 12 : How fast the zed should move while further away then the long distance range.
      unleashed_ZedShortRangeMove=1; // Default : 1 : How far the zed should move while within the short distance range. Not recommended to have too high of a number here.
      unleashed_ZedMediumRangeMove=6; // Default : 4 : How far the zed should move while between short distance range and the medium range.
      unleashed_ZedLongRangeMove=8; // Default : 6 : How far the zed should move while between medium distance range and the long range.
      unleashed_ZedDistanceRangeMove=15; // Default : 15 : How far the zed should move while further away then the long distance range. If the zed is travelling for a ways and then stopping and starting to chase this number may be too low.
      unleashed_DogShortAgroRange = 2.2; //Attack Range : not recommended to have too low of a number, otherwise the zeds/dogs shuffle to find a spot close enough and never attack.
      unleashed_DogMediumAgroRange = 10; //Close Chase Range : this is just beyond attack range and before the dog is within the log range.
      unleashed_DogLongAgroRange = 3; //Far Chase Range : this is further away then the medium range and allows the zeds/dogs speed increases to chase and catch up.
      unleashed_DogShortRangeSpeed=1; // Default : 1 : How fast the dog should move while within the short distance range. Not recommended to have too high of a number here.
      unleashed_DogMediumRangeSpeed=4; // Default : 4 : fast far the dog should move while between short distance range and the medium range.
      unleashed_DogLongRangeSpeed=6; // Default : 6 : How fast the dog should move while between medium distance range and the long range.
      unleashed_DogDistanceRangeSpeed=12; // Default : 12 : How fast the dog should move while further away then the long distance range.
      unleashed_DogShortRangeMove=1; // Default : 1 : How far the dog should move while within the short distance range. Not recommended to have too high of a number here.
      unleashed_DogMediumRangeMove=6; // Default : 4 : How far the dog should move while between short distance range and the medium range.
      unleashed_DogLongRangeMove=8; // Default : 6 : How far the dog should move while between medium distance range and the long range.
      unleashed_DogDistanceRangeMove=15; // Default : 15 : How far the dog should move while further away then the long distance range. If the dog is travelling for a ways and then stopping and starting to chase this number may be too low.
      unleashed_SpawnCombatZeds = 1;
      dayz_lootSpawnBias = 45; // between 50 and 100. The lower it is, the lower chance some of the lootpiles will spawn
      unleashed_BuildOnRoads = 1;
      unleashed_maxDogs = 1; //Maz number of Z Dogs
      unleashed_spawnAiAtCrashSites = 1;
      unleashed_startingInventory = "[[""M9""],[""15Rnd_9x19_M9"",""15Rnd_9x19_M9"",""15Rnd_9x19_M9"",""ItemBandage""]]";
      unleashed_startingBackpack = "[""CZ_VestPouch_EP1"",[[],[]],[[],[]]]";
      unleashed_garageBuildings = ["dzu_playerGarage_sm","dzu_playerGarage_lg"]; // buildings which are part of the garage system.
      unleashed_hangerBuildings = ["",""]; // not yet implemented
      unleashed_boatBuildings = ["",""]; // not yet implemented
      dayz_dawn = 4; //6
      dayz_dusk = 22; //18
      dayz_maxAnimals = 4;
      DAYZ_agentnumber = 0;
      dayz_animalDistance = 200;
      dayz_zSpawnDistance = 400;
      dayz_maxLocalZombies = 60; // max quantity of Z controlled by local gameclient, used by player_spawnCheck. Below this limit we can spawn Z
      dayz_maxMaxModels = 300; // max quantity of Man models (player or Z, dead or alive) around players. Below this limit we can spawn Z
      dayz_maxMaxWeaponHolders = 300; // max quantity of loot piles around players. Below this limit we can spawn some loot
      dayz_tagDelayWeaponHolders = 2; // prevent any new loot spawn on this building during this delay (minutes)
      dayz_tagDelayZombies = 10; // prevent any new zombie spawn into or near this building during this delay (minutes)
      dayz_spawnArea = 225; // radius around player where we can spawn loot & Z
      dayz_safeDistPlr = 35; // Any loot & Z won't be spawned closer than this distance from any player
      dayz_cantseeDist = 80; // distance from which we can spawn a Z in front of any player without ray-tracing and angle checks
      dayz_cantseefov = 70; // half player field-of-view. Visible Z won't be spawned in front of any near players
      dayz_canDelete = 450; // Z, further than this distance from its "owner", will be deleted
      //dayz_lootSpawnBias = 100; // between 50 and 100. The lower it is, the lower chance some of the lootpiles will spawn
      dayz_lootSpawnDebug = 1;
      dayz_localswarmSpawned = 40; // how many zeds will spawn around you during a combat scenario.
      dayz_infectionTreshold = 1.25; // used to trigger infection, see fn_damageHandler.sqf
      dayz_localagroSpawned = 40; // how many zeds will spawn around you during a combat scenario.
      dayz_zombiehordeMinSpawns = 2; //Lower limit of Zombie hordes that are allowed to spawn
      dayz_zombiehordeMaxSpawns = 5; //Upper limit of Zombie hordes that are allowed to spawn
      dayz_zombiehordeMinimum = 6; //minimum amount of zombie spawns per horde
      dayz_zombiehordeMaximum = 20; // minimum amount of zombie spawns per horde
      unleashed_searchSkillCurve = 11.8;//Lock Picking: Player Engineering skill divide by this skill to reduce total search time.
      unleashed_DistanceFiredAttractZombies = 25; //the distance that will begin to attract zombies in a agro situation.

      unleashed_HiveDebug = 0;
      unleashed_debug = 1;
      unleashed_lootDebug = 0;
      unleashed_ZombieDebug = 0;
      unleashed_PerroDebug = 0;
      unleashed_GarageDebug = 0;
      unleashed_PlayerBuildDebug = 1;
      unleashed_SavingDebug = 1;
      unleashed_PlayerLoginDebug = 0;
      unleashed_AnimateCorpseDebug = 0;
      unleashed_messagingDebug = 0;

      unleashed_PlayerData="http://www.dayzunleashed.com/dayz/gameuser.php";
      #include "\z\addons\dayz_code\system\mission\init.sqf"
      Last edited: Nov 4, 2015
    4. thevisad
      thevisad
      We made this version very customizable, most of the settings which will make this more single player friendly are available in the mission file. For the Ai, open the server side and edit dayz_server\DZAI\init\dzai_config.sqf and then repack the files. You can change all of the settings to make it a lot easier. To lower the number of spawns in certain areas, you can edit the following files

      Changes the uniforms the Ai are wearing
      dayz_server\DZAI\init\world_classname_configs\dayz_unleashed.sqf



      This file contains the static spawn amounts these use the data in the next file below to spawn identify where to spawn at.
      dayz_server\DZAI\init\world_spawn_configs\world_napf.sqf

      ['DZAI_SuhrenfeldMilitary',[2,1],[],3,2] call DZAI_static_spawn;

      The settings for the above spawning system are

      /*Syntax: [
      _spawnMarker, //Circular marker defining patrol radius. //DZAI_SuhrenfeldMilitary
      [_minAI,_addAI], //(Optional, default [1,1]) Minimum and maximum bonus amount of AI units per group. //[2,1]
      _positionArray, //(Optional, default []): Array of markers defining possible spawn points. If omitted or left empty, nearby buildings within 250m radius will be used as spawn points. //[]
      _equipType, //(Optional, default 1): Number between 0-3. Defines AI weapon selection and skill parameters. //3
      _numGroups //(Optional, default 1): Number of AI groups to spawn using the above parameters. //2
      ] call DZAI_static_spawn;
      */



      This is where the spawn areas are, so you can modify this and make safe spots or areas that are more guarded. These are the static spawn locations that always spawn Ai.
      dayz_server\DZAI\init\world_spawn_configs\spawn_areas\areas_napf.sqf


      _this = createMarker ["DZAI_SuhrenfeldMilitary", [16431.096, 18415.654]];
      _this setMarkerShape "ELLIPSE";
      _this setMarkerType "Flag";
      _this setMarkerBrush "Solid";
      _this setMarkerAlpha 0;
      _this setMarkerSize [175, 175];
      _marker_209 = _this;

      To add custom spawns, then create a spawn marker in this file, instructions are in the file
      dayz_server\DZAI\init\world_spawn_configs\custom_markers\cust_markers_napf.sqf


      Then edit this file, instructions are in the file
      dayz_server\DZAI\init\world_spawn_configs\custom_spawns\cust_spawns_napf.sqf
    5. thevisad
      thevisad
      Grab the Dayz Inventory Manager for Unleashed


      1. Grab this file and extract it where ever, right click and run the file as an administrator. http://files.hngamers.com/dayz/unleashed/tools/DayzInventoryManager.rar
      2. Go to the loadout tab, enter your database IP address, the username and password as well as port. Click save, if you get errors on save, you didn't run it as administrator.
      3. In the middle section on that page (DayZ Databases), in the database field, type the name of the database ( example: dayzunleashed ) select unleashed from the type drop down and the world of napf - Click ADD, then click SAVE in that order.
      4. Go to the Survivor Screen, choose the database name from the drop down list.
      5. Choose the proper napf_whatever instance number for your database, there should only be one unless you are running multiple servers.
      6. Choose a user from the list to load his user details. It should look like this at that point. http://puu.sh/l8lUu/5df30b64dd.jpg
      7. Click on any slot to load the slot details into the display. It will fill out the upper right field with the item. Change the drop down list for Load Item and click Add item to insert or change the inventory item into the display field.
      8. Next, if you want to add custom loadouts for yourself when you die and log in, then go to the LoadOut screen and click the enable loadout option. This next section is a tricky to get right until you figure it out. If you select the loadout (which you need to do to select the proper loadout ID), it will clear the players inventory screen. If you want to create a loadout from a player, then select the loadout first, then select the player go back to the loadout screen and click, save loadout. This will take anything in the players inventory and insert it into the loadout system. if you want to load a player from a loadout without creating a loadout for them by default, then select the player first, then go to the loadout screen and select the loadout you want. Then go back to the player screen and save the player, this will save the loadout information to the player itself. You do not need to select a player to create a loadout, just go to the inventory screen (after selecting the database and the map first, but NOT a player) and insert all of the inventory items you want them to have.
    6. thevisad
      thevisad
      Grab the SQLManager file UnleashedSQLManager Site URL: http://www.hngamers.com/resources/unleashedsqlmanager.13/ and run it after logging into your server 1 time.
      Edit the config file that comes with the executable and point it to your database server. This supports command line options to run it silently so you can setup a system task for the process.

      Alternatively you can execute the SQL function spawnVehicles to do roughly the same process. The SQLManager will handle randomizing items better.
      Last edited: Nov 4, 2015
    7. thevisad
      thevisad
      Edit your config.cfg file in your profile folder (defaults to unleashed) pay attention to the bold areas


      //
      // config.cfg
      //
      // comments are written with "//" in front of them.


      // GLOBAL SETTINGS
      hostname = "Unleashed Server (v0.99) - [Veteran/3DP:ON/CH:ON]"; // The name of the server that shall be displayed in the public server list
      password = ""; // Password for joining, eg connecting to the server
      passwordAdmin = "1g217"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz'

      logFile = "arma2oaserver.rpt"; // Tells ArmA-server where the logfile should go and what it should be called


      /*
      default 8766, defines port for communication with STEAM services,
      needs to be unique for each dedicated server within one OS instance / network interface
      */
      //steamPort=0;

      /*
      default 27016, defines port for server's STEAM query,
      needs to be unique for each dedicated server within one OS instance / network interface
      */
      //steamQueryPort=0;

      // WELCOME MESSAGE ("message of the day")
      // It can be several lines, separated by comma
      // Empty messages "" will not be displayed at all but are only for increasing the interval
      motd[] = {
      "Welcome to Unleashed!",
      "Created by HNGamers, Hosted by HNGamers!"
      };
      motdInterval = 5; // Time interval (in seconds) between each message


      // JOINING RULES
      maxPlayers = 8; // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player.
      kickDuplicate = 1; // Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing.
      verifySignatures = 0; // Verifies .pbos against .bisign files. Valid values 0 (disabled), 1 (prefer v2 sigs but accept v1 too) and 2 (only v2 sigs are allowed).
      equalModRequired = 0; // Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server.
      requiredBuild = 125548; // Require clients joining to have at least build 12345 of game, preventing obsolete clients to connect
      requiredSecureId = 1; // Request clients joining to provide a secure ID token (change to 2 to force this)


      // VOTING
      voteMissionPlayers = 0; // Tells the server how many people must connect so that it displays the mission selection screen.
      voteThreshold = 0; // 33% or more players need to vote for something, for example an admin or a new map, to become effective


      // INGAME SETTINGS
      disableVoN = 1; // If set to 1, Voice over Net will not be available
      vonCodecQuality = 10; // Quality from 1 to 30
      persistent = 1; // If 1, missions still run on even after the last player disconnected.
      timeStampFormat = "short"; // Set the timestamp format used on each report line in server-side RPT file. Possible values are "none" (default),"short","full".
      BattlEye = 0; // Server to use BattlEye system


      // SCRIPTING ISSUES
      onUserConnected = ""; //
      onUserDisconnected = ""; //
      doubleIdDetected = ""; //

      // SIGNATURE VERIFICATION
      onUnsignedData = "kick (_this select 0)"; // unsigned data detected
      onHackedData = "kick (_this select 0)"; //"ban (_this select 0)"; // tampering of the signature detected
      onDifferentData = ""; // data with a valid signature, but different version than the one present on server detected

      // MISSIONS CYCLE (see below)
      class Missions
      {
      class DayZ {
      template = dayz_1.napf;
      difficulty = "Veteran"; // change this for other difficulty settings, regular, expert is valid
      };
      };
    8. thevisad
      thevisad
      One of the things we did with Unleashed was create a movement trigger that captures all of the players movements on the server in real time. Since this occurs on the MySQL server, there is little to no impact on the DayZ Server itself.

      Once we had this data captured, we decided we needed to do something with that data. So I wrote this tool to work with the database, pull the data from it and then plot it on the map.


      Use this for your own mod! We will be supporting more maps and providing tools to assist in converting your maps to this system.

      Install .net 4.5
      Download Microsoft .NET Framework 4.5.2 (Web Installer) for Windows Vista SP2, Windows 7 SP1, Windows 8, Windows 8.1, Windows Server 2008 SP2 Windows Server 2008 R2 SP1, Windows Server 2012 and Windows Server 2012 R2 from Official Microsoft Download Center Site URL: http://www.microsoft.com/en-us/download/details.aspx?id=42643


      Download the local machine installer
      http://gaming.hngamers.com/unleashedmovement/setup.exe


      [Features]
      Per user per day movement
      Lightweight queries
      Automatic patching system to keep you up to date.
      Historical movement data for as long as you keep records
      All User Movement, color coded by player for a particular day (see screen shot below)

      [Known Issues]
      Movement does not currently show start/stop locations
      Movement is limited to daily activity, if activity starts in one day and proceeds to the next, then it will cut off the additional movements.

      [Pending]
      All User Starting locations
      Lines indicating direction of player movement
      Map support for all potential maps (currently only supports Napf)
      Live movement monitoring (screen refresh)
      Heat Maps

      When first starting, you will get the error below edit UnleashedMovement.exe.config and put in your database details. This is typically installed in the C:\Program Files (x86)\Unleashed Movement folder.

      "Unable to connect to any of the database servers. Contact administrator"

      Edit UnleashedMovement.exe.config and put in your database details.

      Edit your database for Unleashed and execute this query tp create the movement table called "Instance_Movement" (if not already present)

      Code:
      DROP TABLE IF EXISTS `instance_movement`;
      CREATE TABLE `instance_movement` (
        `id` int(11) NOT NULL AUTO_INCREMENT,
        `characterID` varchar(55) DEFAULT NULL,
        `instanceID` int(11) DEFAULT NULL,
        `worldSpace` varchar(255) DEFAULT NULL,
        `changedon` datetime DEFAULT NULL,
        PRIMARY KEY (`id`)
      ) ENGINE=InnoDB AUTO_INCREMENT=1 DEFAULT CHARSET=latin1 ROW_FORMAT=COMPACT;

      Create your trigger on your character_data table (this is the official hive setup) this will immediately begin filling the instance_movement table created above. This will potentially fill up with large amounts of data, so make sure to purge events every so often. The tool is lightweight and does not put a major strain on the database server.

      Code:
      CREATE TRIGGER `after_character_data_update` AFTER UPDATE ON `character_data`
      FOR EACH ROW BEGIN
      if old.worldspace != new.worldspace then
      insert into instance_movement
      SET characterID = OLD.PlayerUID,
      instanceID = OLD.InstanceID,
      worldspace= OLD.Worldspace,
      changedon = NOW();
      end if;
      END;
      Last edited: Nov 4, 2015
    9. thevisad
      thevisad
      This is a Mod independent add on for any DayZ Server.

      [Requirements]
      You must install the table and trigger from the above post
      IIS 7.0
      .Net 4.5 Installation: Download Microsoft .NET Framework 4.5.2 (Web Installer) for Windows Vista SP2, Windows 7 SP1, Windows 8, Windows 8.1, Windows Server 2008 SP2 Windows Server 2008 R2 SP1, Windows Server 2012 and Windows Server 2012 R2 from Official Microsoft Download Center Site URL: http://www.microsoft.com/en-us/download/details.aspx?id=42643
      Download the Website install from http://files.hngamers.com/dayz/unleashed/tools/dayzunleashedwebmovement.rar
      Access to your MySQL server

      [Install]
      Download the zip from the github site above and extract it to a permanent location.
      Open IISManager and Add an Application pool choosing .Net Framework v4.0.30319, integrated mode and name it UnleashedMovementWeb
      Add a new site naming it UnleashedMovementWeb and choosing the app pool of the same name. Select the location that you extracted the file to. Change your bindings and hostname as needed (advanced users only).
      Edit the included Web.config file and set your database information. Also set the default map to be used if none are selected. If you host multiple maps, then you will be able to set the default allowing players to select multiple maps.


      [Current Features]
      One Player on date (auto sense depending on data sent)
      One Player on all dates (auto sense depending on data sent)
      All Players on date (auto sense depending on data sent)
      All Players on all dates (auto sense depending on data sent)
      Heat Maps


      [Variables]
      playerUID : this is the steam id of the player to look up
      date : This is the epoch year, month and day that you wish to look at
      world: this is the world name to load of the supported maps
      maptype: heat or nothing, defaults to nothing


      [Maps Currently Supported]
      Napf
      Chernarus
      Jaded Groove
      Panthera 2
      Takistan
      Utes
      Zargabad


      [Pending]
      Eliminate the current time from being displayed.
      Export Maps for all systems
      Create LAT/LONG system for all Maps


      [Pending Maps]
      Caribou
      Celle
      Isla Duala
      Lingor
      Namalsk
      Panthera
      Podagorsk
      Sahrani
      Taviana 2.0
      Thirsk
      More...


      [Known Issues]
      No authentication


      [Considerations]
      Players Camp
      Players Tents
      Player Deaths
      Vehicle locations
      Admin Panel
      All Players All Dates
      All Players on Specific Dates
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