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  2. BRPVP 2.0 Altis and Malden 2035 Server Files

    I could say FPS optimization gone extreme now in BRPVP, but i will say its gone soft, because it is so simple and powerfull, that extreme does not fit. Extreme is for the weak.
  3. Marker Events after relog

    i think he is talking about player generated marks on map
  4. Today
  5. Yesterday
  6. Marker Events after relog

    few weeks ago i saw post, but i cant find it again
  7. Marker Events after relog

    I'm guessing he wants the markers from say the military, construction or ikea event to get reapplied even after relog similar to how WAI does it @khalciferThose events would need work to get that to happen
  8. Marker Events after relog

    Sorry, I don't know if I might be the only one but I don't get what you are asking for. Could you describe more precisely what you want?
  9. Marker Events after relog

    Hello. I looking for refresh marker after relog or players can see marker when event start before their log in.
  10. why after restart M2 is locked?
  11. Radar Bug for 1.0.6.2

    What difficulty is your server set to? I.e regular, veteran
  12. EpochZ: Bandit Country

    Some changes were made on EpochZ: Bandit Country yesterday and today, mostly bug fixes but some new things too: Fixed the DayZ-style status icons used on this server Placed a fix to try and prevent newly-spawned vehicles from blowing up when they are unvirtualized by ARMA Dynamic Simulation Added the Fly By event script (just a little bit of fun) Added some items missing from the traders (including Apex 4WD vehicles) Removed radiation and toxicity effects from sardines Spawn gear and locations have been freshened up New weather script has been installed Improved loot at Helicopter Crash Sites Removed the trees from the spawn chamber (finally...) Fixed a glitch where AI would not target players (mysteriously no player ever reported this glitch... odd that?) Fixed the spawning of cows Fixed the issue that spammed a warning message at server connection (had no gameplay effect) More to come!
  13. Moving Epoch 1.0.6+ Trader buildings to server side

    To remove the default trader buildings just remove this line in mission\init.sqf: call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus11.sqf"; //Add trader city objects locally on every machine early To remove the default trader agents remove this line: execVM "\z\addons\dayz_server\traders\chernarus11.sqf"; //Add trader agents You can then add your replacements in the same format there, or global spawned replacements at the bottom of server_functions.sqf will work the same as 1.0.5.1. The default trader agents are spawned on the server machine only. The default trader buildings are spawned on all machines, including the server, using createVehicleLocal. That is done so AI spawned on the server machine do not walk through them. You can read the comment at the top of the file for more details on the difference between local versus global spawned buildings: https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/compile/fn_spawnObjects.sqf
  14. BRPVP Zombies for Epoch Mod

    Hello, Sorry my bad english, Your mod is very nice, so i not working for me.. so I did : - Add brpvp_zombies in root mission - Add in my init.sqf //NEEDED FOR ZOMBIES VOICES TO WORKS CORRECTLY enableSentences true; enableRadio true; //THE CODE LINE BELLOW MUST BE ALLWAYS IN INIT.SQF if (isNil "BRPVP_missionRoot" && !isServer && hasInterface) then { BRPVP_missionRoot = __FILE__ select [0,count __FILE__ - 8]; publicVariable "BRPVP_missionRoot"; }; //EXEC BRPVP ZOMBIES call compile preprocessFileLineNumbers "brpvp_zombies\brpvp_zombies_init.sqf"; And launch the map, not zombie spawning :/ the zombie not spawning.. How to spawn zombie in town ? [[4,5],[120,160],150,["NameCityCapital","NameCity"]] Thanks for help
  15. Adding custom vehicles?

    Thank you!!!
  16. Radar Bug for 1.0.6.2

    Here is a picture of what I am talking about if that helps, That is on my test server, and I am the only one on it.
  17. Adding custom vehicles?

    you cant edit the files directly they are in dayz_code and cant be moved clientside. You have to remove the weapons when the vehicle spawns. Follow this post but use RemoveWeapon instead of AddWeapon
  18. Adding custom vehicles?

    How would I go about adding custom vehicles to my server? I want to have an F35B with no weapons. I know how to remove the weapons, just cant find the file for the jet itself to edit.
  19. AI Convoys 1061+

    @DAKA
  20. AI Convoys 1061+

    follow these steps q DAKA said =
  21. LOOT and DZAI

    Check your DZAI config for this.. try false; //True: Dynamically generate AI weapon list from CfgBuildingLoot (DayZ loot tables). False: Use preset weapon tables located near the end of this file. (Default: true). //Highly recommended to enable DZAI_verifyTables if this option is set to false. DZAI_dynamicWeaponList = true;
  22. LOOT and DZAI

    in my RPT server side, I keep getting this errors that have to do with the dayz_code loot. The errors below are only part of what is in the rpt server side. I only copied a few. Has anyone seen this before and what to do about it? By the way, they show up in 2 servers I have Sauerland 1.0.6.2 and Taviana 1.0.6.2. The loot system is working. When I take DZAI out of both server, I do not get these errors. Was doing sector B today, which I use the DZAI. Every time you would shoot your weapon two times, you could see the loot change. I have gone over the loot files on mission side and can not find anything wrong with it. Also, I had someone else look and they could not find anything wrong.
  23. Last week
  24. BRPVP Zombies for Epoch Mod

    Thats a main point all around my idea. The condition must be done for speed and coincidently for crouch mode. Runing in crouch mode with shift pressed give almost full max speed. If condition will be for crouch mode + speed max 12-13, then movement will be what i have on my mind. Player will moving silently and zombies will not spawns. I think everybody will want moving fast, everybody will want to kill zombies :-) But if player will want play silent assassin role, zombies will sleep deep under grass. Maybe I will have to forget about this feature. For me it is hard to explain in english this stuff. Google translator helping me every day. I hope you understand what i have on my mind. In all case, this script is very good and i want to add this one to my server. Thank you again.
  25. BRPVP Zombies for Epoch Mod

    How much time he must be in crouch mode to zombies spawn?
  26. AI Convoys 1061+

    Thank you JasonTM, I removed the comma after ["FNFAL_DZ","20rd_762x51_FNFAL"] and the script spawns. Now I am having a problem where the bots don't die and they don't attack. I see that WagnerMello was having the same problem above. I don't think I missed a step in the install. It was pretty simple! Anyone have any idea what may be the problem? I'm also getting multiple errors in my RPT: 16:15:09 Error in expression < > 0) then { [_ammos,_motor,"add"] call donn_cascar_tuAmmo; _motor setVariable [> 16:15:09 Error position: <donn_cascar_tuAmmo; _motor setVariable [> 16:15:09 Error Undefined variable in expression: donn_cascar_tuammo 16:15:09 File mpmissions\__cur_mp.chernarus\scripts\andre_convoy\andre_convoy.sqf, line 395 16:15:09 Error in expression <ot1,ceil (_crewCount/_lootCutter)] call donn_selectLoot); _gunnerPos = 0; for > 16:15:09 Error position: <donn_selectLoot); _gunnerPos = 0; for > 16:15:09 Error Undefined variable in expression: donn_selectloot 16:15:09 File mpmissions\__cur_mp.chernarus\scripts\andre_convoy\andre_convoy.sqf, line 410 16:15:14 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\stp\non\non\amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon_end.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon_end 16:15:17 Error in expression < > 0) then { [_ammos,_motor,"add"] call donn_cascar_tuAmmo; _motor setVariable [> 16:15:17 Error position: <donn_cascar_tuAmmo; _motor setVariable [> 16:15:17 Error Undefined variable in expression: donn_cascar_tuammo 16:15:17 File mpmissions\__cur_mp.chernarus\scripts\andre_convoy\andre_convoy.sqf, line 395 16:15:17 Error in expression <ot1,ceil (_crewCount/_lootCutter)] call donn_selectLoot); _gunnerPos = 0; for > 16:15:17 Error position: <donn_selectLoot); _gunnerPos = 0; for > 16:15:17 Error Undefined variable in expression: donn_selectloot 16:15:17 File mpmissions\__cur_mp.chernarus\scripts\andre_convoy\andre_convoy.sqf, line 410 16:15:21 UnExpected call of CreateVehicle for 'Logic', pos(0.000000.2,1.447691.2,0.000000.2). Vehicles with brain cannot be created using 'createVehicle'! 16:15:26 Error in expression <; [_spawn select 0,_rosa_group,_speed,donn_wps] call donn_makeroute; sleep _> 16:15:26 Error position: <donn_wps] call donn_makeroute; sleep _> 16:15:26 Error Undefined variable in expression: donn_wps 16:15:26 File mpmissions\__cur_mp.chernarus\scripts\andre_convoy\andre_convoy.sqf, line 526 Thanks!
  27. stormz crafting menu

    I just installed on my server it works but it dupes all the items. What I mean is I have the items I need to craft a doorway and I'm left with the doorway plus all the items I started with. Players can use this to dupe, any idea how I can fix that please? Just to add I think I might know why this is happening to me. I have a modified custom folder where I have set/up a script to refund building parts. I have no idea now what to do to resolve this, any help would be greatly appreciated as I quite like how the menu looks and works, would love to be able to use this. Thanks.
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