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Jim90

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  1. Like
    Jim90 got a reaction from Hooty in Dynamics Map Addons   
    I'm thinking have random snowman armies show up in different locations around the map each restart. And have them guarding a crate so the first person that finds it gets the continence.
  2. Like
    Jim90 got a reaction from juandayz in Dynamics Map Addons   
    I'm thinking have random snowman armies show up in different locations around the map each restart. And have them guarding a crate so the first person that finds it gets the continence.
  3. Like
    Jim90 got a reaction from juandayz in Epoch 1061 Clean up Scripts   
    You may not want to delete all of the dead players from your character_data, because when a player dies and doesn't rejoin right away his humanity data is stored on that last dead character until he joins again.
  4. Like
    Jim90 got a reaction from DieTanx in Epoch 1061 Clean up Scripts   
    You may not want to delete all of the dead players from your character_data, because when a player dies and doesn't rejoin right away his humanity data is stored on that last dead character until he joins again.
  5. Like
    Jim90 got a reaction from Cubitron in Problem with multiple BEC   
    I have these lines in the approperate BEC config.cfg files to identify the 2 different servers.  Use whatever different names you are running your servers as.
    [Misc]
    ServerExeName = Cher01_arma2oaserver.exe
    [Misc]
    ServerExeName = Cher02_arma2oaserver.exe
     
  6. Like
    Jim90 got a reaction from juandayz in All Vehicles Switching to God mode problem????   
    juandayz  My issue goes back to early December Epoch 1.0.6 release. Can't remember where I got it from or if I tried converting it myself.  Quite a few differences from yours (that I'm using now) including I had commented out the veh_handleDam.sqf  line.  I totally regret converting  my 106 files to 1061. Next time I start again from scratch. This isn't the first problem that probably could of been avoided.  I've spent a lot of time following the updates of other mods but missed that one.  Still thinking I should go back and start again from scratch in hopes that it will clear up some of the strange things I'm seeing.
  7. Like
    Jim90 got a reaction from Thug in [Outdated] ZSC for Epoch 1.0.6.2 (And OverWatch 0.25)   
    Change line 15 in your Mission PBO \dayz_code\configs\zschud.hpp from 
                y = safezoneY + 0.45 * safezoneW;
    To
                y = safezoneY + 0.40 * safezoneW;
    Making the  0.45 in this line smaller moves both the coins and bank up the screen. I found that  0.40 worked well for me.
     
  8. Like
    Jim90 got a reaction from DrTauren in Class Name Updates - 1051 to 106   
    Below is a list of the class name updates from Epoch 1051 to 106 taken from the database update file included with the 106 server install.  I also added the new full_cinder_wall_kit. This should help with converting your 1051 config based trader price lists to 106.  Let me know if I've missed any and I'll add them to the list.
    This copy should Cut and paste better into Notepad++
     
  9. Like
    Jim90 got a reaction from Mannie in 1.0.6 Maintenance not removing Doors and Plotpoles   
    Will be nice when this is added to the dll, but until then this new event seems to be working for 1.0.6. Just change the 14 to whatever number of days your maintenance is set to. 
    This should also work with 1.0.5.1.   after changing the plotpole Class name to  30m_plot_kit.
    Correction:  1.0.5.1 uses the same built Plotpole in the database as 1.0.6.  It's only the plotpole kit name that is different.  So below will work as is in 1.0.5.1.
    -- ---------------------------- -- Event structure for Plotpole_and_Door_Maintenance -- ---------------------------- DROP EVENT IF EXISTS `Plotpole_and_Door_Maintenance`; DELIMITER ;; CREATE EVENT `Plotpole_and_Door_Maintenance` ON SCHEDULE EVERY 1 DAY COMMENT 'Plotpole_and_Door_Maintenance' DO DELETE FROM `Object_DATA` WHERE `LastUpdated` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 14 DAY) AND Damage > 0.09 AND (`Classname` IN ('Land_DZE_GarageWoodDoorLocked','Land_DZE_LargeWoodDoorLocked','Land_DZE_WoodDoorLocked','CinderWallDoorLocked_DZ','CinderWallDoorSmallLocked_DZ','Plastic_Pole_EP1_DZ')) ;; DELIMITER ;  
  10. Like
    Jim90 got a reaction from Mannie in 1.0.6 Maintenance not removing Doors and Plotpoles   
    In 1.0.6 the doors and plotpoles are not being removed by the maintenance system. Walls and ceilings look to be getting removed properly. The "setDamageOnAge" Database event included with the 1.0.6 server install is adding the 0.1 damage but the doors and plotpoles are still not being removed. This looks to be the same issue that happens on 1.0.5.1 only when a  name has been added to the door or plotpole, even with the 0.1 damage added. Since 1.0.6 automatically adds the player ID to the Inventory column of doors and plotpoles, I suspect this is happening to all of them now. If there is a fix for this could we get it added to 1.0.6.1?
  11. Like
    Jim90 got a reaction from salival in 1.0.6 Is there a way to "take clothes" (skins)?   
    Step 6 can be found in 2 places in fn_selfActions.sqf. Does it go after both or just one of them?
    Line 749
        } else {
            player removeAction s_player_manageDoor;
            s_player_manageDoor = -1;
    Line 1159
        s_player_fuelauto2 = -1;
        player removeAction s_player_manageDoor;
        s_player_manageDoor = -1;
     
    Same question for step 7 found at lines 923 and 1145.
  12. Like
    Jim90 got a reaction from salival in [Release] ESSV3 - Enhanced Spawn Selection [Updated for 1.0.7.1+]   
    That fixed it.   Thanks @salival .  Will have to look into the 1.0.6.1 updates.
    And Thanks @ebaydayz for another excellent mod.
  13. Like
    Jim90 got a reaction from mudzereli in [Outdated] [release] 1.0.6 - Deploy Anything 2.8.2 - Now with Epoch building! | Customizable: DB saving | Plot | Vehicles/Buildings | Packing   
    Both downloads for this still have the short build distances for the build bike and build mozzie, which allows you to get on the vehicle before placing it and then getting teleported out in the ocean when you hit space  to drop it.  Using 6 for the bike and 8 for the mozzie fixes this.    config.sqf
    OLD -  ["ItemToolbox",[0,2,1],5,0.1,false,false,false,false,false,true,true,["MMT_Civ"],[],["ItemToolbox"],"true"],
    New -  ["ItemToolbox",[0,6,1],5,0.1,false,false,false,false,false,true,true,["MMT_Civ"],[],["ItemToolbox"],"true"],
    OLD - ["ItemToolbox",[0,5,2],7,0.1,true,true,false,true,false,true,true,["CSJ_GyroC"],[],["PartVRotor","PartEngine","PartFueltank"],"true"],
    New - ["ItemToolbox",[0,8,2],7,0.1,true,true,false,true,false,true,true,["CSJ_GyroC"],[],["PartVRotor","PartEngine","PartFueltank"],"true"],
    It would be helpful to future down loaders if these could be updated in the files.
  14. Like
    Jim90 got a reaction from lwbuk in [Outdated] [release] 1.0.6 - Deploy Anything 2.8.2 - Now with Epoch building! | Customizable: DB saving | Plot | Vehicles/Buildings | Packing   
    Both downloads for this still have the short build distances for the build bike and build mozzie, which allows you to get on the vehicle before placing it and then getting teleported out in the ocean when you hit space  to drop it.  Using 6 for the bike and 8 for the mozzie fixes this.    config.sqf
    OLD -  ["ItemToolbox",[0,2,1],5,0.1,false,false,false,false,false,true,true,["MMT_Civ"],[],["ItemToolbox"],"true"],
    New -  ["ItemToolbox",[0,6,1],5,0.1,false,false,false,false,false,true,true,["MMT_Civ"],[],["ItemToolbox"],"true"],
    OLD - ["ItemToolbox",[0,5,2],7,0.1,true,true,false,true,false,true,true,["CSJ_GyroC"],[],["PartVRotor","PartEngine","PartFueltank"],"true"],
    New - ["ItemToolbox",[0,8,2],7,0.1,true,true,false,true,false,true,true,["CSJ_GyroC"],[],["PartVRotor","PartEngine","PartFueltank"],"true"],
    It would be helpful to future down loaders if these could be updated in the files.
  15. Like
    Jim90 got a reaction from _Lance_ in Class Name Updates - 1051 to 106   
    Below is a list of the class name updates from Epoch 1051 to 106 taken from the database update file included with the 106 server install.  I also added the new full_cinder_wall_kit. This should help with converting your 1051 config based trader price lists to 106.  Let me know if I've missed any and I'll add them to the list.
    This copy should Cut and paste better into Notepad++
     
  16. Like
    Jim90 got a reaction from Liquid84 in Class Name Updates - 1051 to 106   
    Below is a list of the class name updates from Epoch 1051 to 106 taken from the database update file included with the 106 server install.  I also added the new full_cinder_wall_kit. This should help with converting your 1051 config based trader price lists to 106.  Let me know if I've missed any and I'll add them to the list.
    This copy should Cut and paste better into Notepad++
     
  17. Like
    Jim90 got a reaction from Joshyy in Class Name Updates - 1051 to 106   
    Below is a list of the class name updates from Epoch 1051 to 106 taken from the database update file included with the 106 server install.  I also added the new full_cinder_wall_kit. This should help with converting your 1051 config based trader price lists to 106.  Let me know if I've missed any and I'll add them to the list.
    This copy should Cut and paste better into Notepad++
     
  18. Like
    Jim90 got a reaction from juandayz in Class Name Updates - 1051 to 106   
    Below is a list of the class name updates from Epoch 1051 to 106 taken from the database update file included with the 106 server install.  I also added the new full_cinder_wall_kit. This should help with converting your 1051 config based trader price lists to 106.  Let me know if I've missed any and I'll add them to the list.
    This copy should Cut and paste better into Notepad++
     
  19. Like
    Jim90 got a reaction from thekaboobie in [Release] Wicked AI 2.2.0   
    Looking for any information on running WAI on Epoch 106.  it seems to work but defiantly has issues like the AI randomly disappearing. and after they are killed, there bodies disappear in a few minutes. Also Static guns and vehicles are being deleted as soon as they spawn with lines like this in the rpt.
    13:43:31 ["z\addons\dayz_server\system\scheduler\sched_safetyVehicle.sqf","KILLING A HACKER","Benjamin Garcia"," IN ","M2StaticMG"]
    I've stopped the static guns from being deleted by adding them to DZE_safeVehicle but there must be a better way to do it.
    Thanks in advance to anyone who can help, and here's hoping that the vast improvements that 106 has brought to our game will bring more the players back.
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