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Surreal419

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Posts posted by Surreal419

  1. Did you get a German version on accident?

     

    You have errors in the code in your server_monitor.sqf (In dayz_server.pbo\system)

     

    open it with notepad ++ and check lines 42,172, and 288 for missing comma's semicolons or brackets. Sometimes quotation marks.

     

    it could be that particular line, or that chunk of code.

     

    Maybe post a pastebin of your server_monitor.sqf. So some guys more experienced then me with can pinpoint your problem. (i checked my lines 42,172, 288, but im not running 1.0.4.2a and they are different, i'm just running 1.0.4.2)

  2. So I can confirm that this happens to my server ALL the time. I would also like to know what is the root of this.  

     

    I saw a regular of mine attempting to connect, and disconnect multiple times. He finally got in a few hours later and told me something corrupted when he updated his Epoch to the new version and he had to reinstall everything....

     

    But could this really be happening to 100's of players that are trying to connect? I doubt it.

  3. You guys are crazy. I have to agree about rolling up in armored vehicles and mowing down the ai without being shot at. I notice this only happens when players are in a vodnik, So I countered this kind of "cheating" by adding the RPG option. Now players are merely driving by missions to say stary trader and bam they get hit by an rpg from a mission they happened not to see.

     

    @FoamysWorld bro I feel you. We all want these missions to be difficult and prevent players from walking all over the Ai like they aint even there and making out with backpacks full o' briefcases for little or no work or effort.  But do you have any idea how much I/you would get bitched at by our players if we implemented your Mission Impossible setup?

     

    I would love to add an extra group of only snipers with anti-material gear and have their KSVKS, m107's, M60's machine guns (AI with these weapons still fire on vodniks), maybe that single shot grenade launcher. BUT i'd like their body's or their gear to DISAPPEAR after they are killed, like the RPG's are removed on death.

     

    Anyway this is possible?

     

    @MathewJknott Players sitting back at 1k is what they have to do mate.  Have you ever tried some of the mission on your own.  Anything closer then 500m and you're asking for death, and wasting your time even attempting the mission.  The AI will notice you fire back, even if they miss, they will pin you down long enough for a group of AI to flank you.  IMO a player sitting back at 1k is still using his bullets, using his skill, being smart, and working to complete the mission as safely as possible. These players are not your problem.  Guys in vodnik's rolling up, just sitting on the turret, AI wont shoot at him while he mows them down only 30m away are the problem :)

  4. OK I Have a custom Compiles... But the way I have it set up is that in Init.sqf I call regular compiles (from dayz_Code)  Then I call custom compiles for deploy bike, bloodbag, etc. which overrides the regular compiles as it comes after.

     

    Basically what I'm asking is Can I just edit Dayz_code/init/compiles.sqf to call 

     

    ]local_lockUnlock = compile preprocessFileLineNumbers "Custom\local_lockUnlock.sqf"; //When vehicle is local to unit perform locking vehicle

     

     

     

    I have a feeling the filepath will be really messed up and i"ll be forced to use a custom compiles. I've been staying away from "custom" compiles, fn_selfactions and all that jazz for as much as possible. Because simply overriding will make updating to new version of epoch in the future a snap.

  5. Ok I did this... it seems to be almost working lol.  It wont give me the option to tow/lift locked vehicles this is good. But Actually lifting and towing vehicles is a huge problem. The menu keeps popping up and going away so fast you cant mousewheel and click it in time, and unlifting something is just impossible. Same problem. The option to lift/drop vehicle flicks on and off. What did I do wrong??

  6. Hey brutus, Love the cavemine. I saw it featured in a YouTube Video, they randomly discovered it on a server.  Very interested in this zombie spawning script.  Anyway to make it a % chance to spawn the zombies? maybe add a WAIT 300 and then loop it so it only checks the chances every 5 minutes.

     

    It looks like you have the foundation for a zombie hoard script :)  Like in The Walking Dead.

     

    Place a dozen some odd Triggers around the map and as players walk through there is a chance they encounter and have to run/dealwith a crap ton of zombies.  I'm excited.

  7. since this thread is still alive. I am curious if anyone has come up with a solution to dzai walking through your walls and lighting your ass up when you least expect it.  I really don't want to pull the static spawns out, maybe I can add them to the nearentities list and have them get beamed out along with the zeds?

  8. since this is a skill level topic I feel it would be appropriate to ask this while we are here. 

     

    Could you break down these and tell me what each one does/means?

     

    ["aimingAccuracy",0.75],
    ["aimingShake",0.75],
    ["aimingSpeed",1.00],
    ["endurance",1.00],
    ["spotDistance",1.00],  How far is 1.00?
    ["spotTime",1.00],   how long is 1.00?
    ["courage",1.00],
    ["reloadSpeed",1.00],
    ["commanding",1.00],
    ["general",1.00]
    ];
     
    you get it, what do these numbers correspond to?
  9. This is great because I created a mission and wanted a separate skill level for a harder mission with two crates of building supplies (very popular)  problem was they were spawning without guns.  because I put a 3 for their skill level assuming it would correspond with DZMSSkills3 and DZMSWeps3,. So to get them to spawn with the weapons and use the skills I select I should put a 2 there. was very confused, so thanks for this post.

  10. Alright Vampire and scripies.  I want to start customizing and creating my own missions. Maybe one day they will be good enough to post on here for some to try out.  I get some of the basics how these scripts operate but right now I'm at a level of copy pasting and changing a few things and seeing if it goes ok from there.

     

    Your mission scripts seem to be set up very neatly for copypaste customizing although there are still many things I do not understand If I want to make my own and I have a few questions if I may.

     

    So first off, how the hell do I get the correct coordinates for positions, how do you do it? If I wanted to add a crate I simply add a digit and cross my fingers.

     

    How do you set up the scenery so its like prebuilt and just plopped down perfectly? like how you setDir.

     

    Is there a way to set mission AI behavior?

     

    lastly I need a tutorial.

  11. is there an sql code to do this? or do I have to manually convert each price?  Maybe to change any price that doesn't have the word "gold' in it to one gold, that would eliminate all copper and silver, I just dont know how. anyone?

  12. Running epoch 1.0.4.2

     

    I've tried maybe 5 or 6 different custom debug menu's all with different instructions.  They all seem to break something in epoch.

     

     

    For example I can get the debug menu to work but then I cannot place objects like lock box's (space bar brings up the radio command menu instead), can't pageup pagedown or flip objects, cant cancel out of a trade stuck in loop until you run out of gold, can't access vehicle gear with "G" inside a vehicle.  These are just some of the things I notice that break after I install a debug menu.

     

    Any help would be appreciated, must have restarted my server 50 times. My hair is falling out. about to just ditch the whole custom debug and say fuck it.

     

     

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