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CartoonrBOY

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About CartoonrBOY

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    Hardened
  • Birthday 08/20/75

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    http://finaldayzsurvivor.blogspot.co.uk/
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    CartoonrBOY

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    Male
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    Lincoln, UK
  • Interests
    Art, Computing, Literature, Films, Cosmology/Astronomy, Science/Technology, Health/Fitness.

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  1. FIRE in the HOLE! Podagorsk now features lethal spreading destructive fire and enhanced smoke effects. The nuclear detonation event provides an inferno which is capable of spreading across the landscape. The fire is lethal to both Ai and players so it may be used tactically if you're brave (or foolish) enough to deliberately start a forest fire... try to Stay ALIVE!
  2. FINAL Resting Place Nuclear holocaust zombie apocalypse survival resides in Podagorsk; a condensed Chernarus . Podogorsk boasts tonnes of detail, farmlands, several military bases, a huge airfield and marshlands, an extensive wild forest and several isles and castle ruins. Famine, acid rain, radiation, infection, scarce supplies, cannibal Ai and the wide spread collapse of our infrastructure is what you can also expect to find. Can you survive the FINALdayZ of humanity? try to Stay ALIVE!
  3. Thank you BetterDeadThanZed, I appreciate you saying so. I think we can both agree that DayZ is an astounding platform to work from. BTW, I was chuffed to see you become a moderator. Well done sir...many beans.
  4. The END is NIGH Podagorsk has decayed almost beyond recognition. Radiation pours from the ruined nuclear reactors affecting huge areas of the region. Food is non existent. Scavenging is hazardous. The undead now rule with impunity. But there are survivors, even here. Some are alive from cannibalising whomever they find. Others desperately cling to the morsels of morality as they struggle to cope with this terrifying new world. The FINALdayZ of humanity are here... ...try to Stay ALIVE!
  5. IP:142.54.189.36:2302 FINALdayZsurvivor.net My name is ARTyom. I am the admin of the FINALdayZ Podagorsk server. Its purpose is to provide a challenging apocalyptic environment for the DayZ community as I believe DayZ's hardcore nature has been diluted by additions to make the game easier by the majority. What's fascinating to me is retaining the survival aspect of DayZ. If you believe like I do; that DayZ is supposed to be difficult, then please consider the following features: No Traders. This is DayZ. No 3rd person combat. The combat timer locks the view or when vehicles travel more than 50kph. Orienteering. The map waypoint marker has been disabled. Familiarise yourself with visible land marks. Famine. Unspoiled food has been exhausted. All wildlife has died from the cold and radiation except for some smaller scavengers and birds. But you can cannibilise players/Ai. Nuclear Winter. A series of nuclear containment attacks have poisoned the land and sky. Each day has become greyer than the next. Sunlight struggles to pierce the fallout; vegetation is dying everywhere as temperatures plummet. Acid rain and radiation fog cause blood-loss, but also warm you. Erosion. Without human maintenance, nature has begun to reclaim the landscape back from civilisation through erosion. Many locations have collapsed causing hazards for looters. Earthquakes cause further damage over time. Complete Craft. Reduced loot and an extensive crafting system provides new solutions for your survival. Right click new items in your gear whenever you can to learn new abilities. Knowledge is power. Cannibal Gangs. Roaming the wastes are hostile survivors brought to the brink of humanity by starvation. They too desire your flesh. Dynamic Vehicles. More than 100 vehicles litter the landscape. But the roads are hazardous. Go offroad for a safer route. Deadly Zombies. Headshots are preferable and because they walk they're stealthy, they hit hard and will drag you from windowless vehicles. There is only 1 rule: No Hacking. Murders will only alienate others around you. Challenge yourself to survive the FINALdayZ of humanity... PvP+PvE+ZeDs=HARDCORE. Only the best survive. "It's the end of the world as we know it, and I feel fine..." Try to Stay ALIVE!
  6. [Release] *NEW* missions for WAI 2.2.0

    Thanks for converting these missions Caveman. Much'o appreciated...more beans!
  7. [Release] *New* Missions ( WAI 0.173 )

    These look very good Caveman - well done. Downloading now - many beans! :)
  8. Dayz Epoch Namalsk Blood suckers and EVR blowouts help

    Why does the picture have to be so big? Scared the life outta me...lol.
  9. Dayz Epoch Namalsk Blood suckers and EVR blowouts help

    I think I've resolved it. The reason they were not de-cloaking was because their textures were being banned. Find in the init.sqf: #include "\z\addons\dayz_code\system\REsec.sqf" Comment this out and they should spawn.
  10. It will not work as the new CfgMagazines will conflict will the default file.
  11. Schwede's improved Flashlighst

    Awesome script SchwEde. My server spends 12 hours per day in the dark so this will prove very useful. Many beans my friend.
  12. Sluggish fn_SelfActions

    Thanks SchwEde. My problem is that any new fn_selfActions I add remain unresponsive, despite fires, locks etc remaining responsive. I have noticed this in the variables file: //Player self-action handles dayz_resetSelfActions = { s_player_fire = -1; s_player_knockout = -1; //knockout s_player_cook = -1; s_player_boil = -1; s_player_fireout = -1; s_player_butcher = -1; s_player_packtent = -1; s_player_packvault = -1; s_player_lockvault = -1; s_player_unlockvault = -1; s_player_fillwater = -1; s_player_fillwater2 = -1; s_player_fillfuel = -1; s_player_grabflare = -1; s_player_callzombies = -1; s_player_showname = -1; s_player_debuglootpos = -1; s_player_pzombiesattack = -1; s_player_pzombiesvision = -1; s_player_pzombiesfeed = -1; s_player_removeflare = -1; s_player_painkiller = -1; s_player_studybody = -1; s_player_tamedog = -1; s_player_madsci_crtl = -1; s_player_parts_crtl = -1; s_build_Sandbag1_DZ = -1; s_build_Hedgehog_DZ = -1; s_build_Wire_cat1 = -1; s_player_deleteBuild = -1; s_player_forceSave = -1; s_player_checkGear = -1; s_player_flipveh = -1; s_player_stats = -1; s_player_sleep = -1; s_player_movedog = -1; s_player_speeddog = -1; s_player_calldog = -1; s_player_feeddog = -1; s_player_waterdog = -1; s_player_staydog = -1; s_player_trackdog = -1; s_player_barkdog = -1; s_player_warndog = -1; s_player_followdog = -1; s_player_repair_crtl = -1; s_player_information = -1; s_player_fuelauto = -1; s_player_fuelauto2 = -1; s_player_fillgen = -1; s_player_upgrade_build = -1; s_player_maint_build = -1; s_player_downgrade_build = -1; s_player_towing = -1; s_halo_action = -1; s_player_SurrenderedGear = -1; s_player_maintain_area = -1; s_player_maintain_area_preview = -1; s_player_heli_lift = -1; s_player_heli_detach = -1; s_player_lockUnlock_crtl = -1; mv22_fold = -1; mv22_unfold = -1; mv22_open = -1; mv22_close = -1; suv_close = -1; suv_open = -1; s_player_drinkWater = -1; //drink_Water.sqf }; call dayz_resetSelfActions; Could entering the handles improve the performance of modified fn_selfActions?
  13. Increasing base hit-points?

    Try that: http://opendayz.net/threads/epoch-buildable-health.19861/
  14. Sluggish fn_SelfActions

    Many of us may be aware of the loss of responsiveness from the fn_selfActions.sqf file when adding scripts into it. if(_hasHotwireKit) then { _Unlock = player addAction [format[localize "STR_EPOCH_ACTIONS_HOTWIRE",_text], "\z\addons\dayz_code\actions\hotwire_veh.sqf",_cursorTarget, 2, true, true, "", ""]; I'm guessing that the ,2, after _cursorTarget indicates how important the instruction to show the menu is? The ,true, true, have something to do with whether the menu remains visible when not looking at it? Is there a way to make all scripts as responsive as the door open/close or fire command as, despite adding more scripts these menus remain responsive. I'm assuming that more admins may have similar problems and I'm hoping this query can resolve many sluggish fn_selfActions.sqf files...
  15. Force Drop Backpack before Skin Change

    Enter into your player_wearClothes.sqf the following: if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_83") , "PLAIN DOWN"] }; //prevent change with bp fix dayz_myBackpack = unitBackpack player; _newBackpackType = (typeOf dayz_myBackpack); if(_newBackpackType != "") exitWith {cutText [format["You need to remove your backpack"], "PLAIN DOWN"];}; DZE_ActionInProgress = true; This prevents a player changing clothes whilst wearing a backpack.
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