DarkHorse
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Posts posted by DarkHorse
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Thank you ALL so much for the information.
I have a hosted server. I want to increase the amount of loot spawn, especially weapons.
Does my hosted server need @mas weapons file/folder added server side??
Cheers
Rob
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Hi Guys,
Just a heads up, James from Vert hosting just applied a hot fix for the servers. Now working ok and able to join.
Cheers
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Cannot join Vert_01 or 02 today.
Can join other servers, such as Mell's House etc.
Get the following:
"Loading Player Body.......Please Wait!"
"Problem Setting Up Player"
"Kicked Off Game (BattleEye: Public Variable Restriction #0)"
Obviously no need to download the @Epoch folder again, as it works for other servers. Very strange.
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Nutshot great opportunity to host the files for Australian servers. Would be perfect, host, admin etc.
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Was hoping it would be sorted overnight. Oh well. Spoke with Axel in TS, he mentioned that he was going to pass on to vbawol.
Because the of the Oz server roll back the white list was as well and has not updated with keys given out a few days ago.
I have another key, but do not want to "waste" it just so I can play. Would rather give it to someone so they can play. Especially after trying so long to get the first and giving myself a stroke in the process.
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Noted in another posts a few down from this.
I am sure that a few DB wipes will occur between now and "release".
Good that it has been discovered, so it can be addressed. Sooner the better.
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Toe_Cutter,
Thank you for your reply in my thread. Sorry for the thread dupe, I could not see this one.
Same as others can connect to US/Eu server but not Oz server. Obviously a bug. Whew!!
Also very much loveing the mod as well.
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Hey Toe_Cutter,
Thank you very much for that. As mentioned by others, I can connect to US/EU server but not Oz server. Obviously a bug. Whew!!
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Hi Guys,
I received a key last night. Activated and was playing last night.
Just tried joining, now says I am not white listed and getting kicked for public variable #0
Any ideas. PLEASE!!
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Hi Crew,
Been trying to chase a key now for days and days. A number of the crew from Whirlpool have them and I would love to join in the fun and test the servers!
Any chance of a key pretty please with man gravy on top ;)
Cheers
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Sandbird, thank you. Amazing. I looked and looked and could not see it. Please PM me your paypal details so I can send you some $$$$ for your time and as a token of appreciation.
I will look for what each of the characters mean:
// nulls it out, that I know, lol.
Not sure on the others though.
Cheers
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Sandbird,
I checked the server log, I connect as a player ok and no messages after that????
I even copied the folders you sent me yesterday (with blood bag in custom folder) over to the test server again AND used the original init file. I have a bloodbag from a hospital I found in the main inventory, player blood is 10,400 and when I scroll, I cannot get the menu to come up for bloodbag???
Here is the init file again:
/*For DayZ EpochAddons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz*/startLoadingScreen ["","RscDisplayLoadCustom"];cutText ["","BLACK OUT"];enableSaving [false, false];//REALLY IMPORTANT VALUESdayZ_instance = 11; //The instancedayzHiveRequest = [];initialized = false;dayz_previousID = 0;//disable greeting menuplayer setVariable ["BIS_noCoreConversations", true];//disable radio messages to be heard and shown in the left lower corner of the screenenableRadio false;// May prevent "how are you civillian?" messages from NPCenableSentences false;// DayZ Epoch configspawnShoremode = 1; // Default = 1 (on shore)spawnArea= 1500; // Default = 1500MaxVehicleLimit = 500; // Default = 50MaxDynamicDebris = 100; // Default = 100dayz_MapArea = 14000; // Default = 10000dayz_maxLocalZombies = 30; // Default = 30DefaultMagazines = ["ItemBandage","ItemBandage","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","ItemMorphine","ItemPainkiller","ItemWaterbottleBoiled","ItemBloodbag","FoodSteakCooked"];DefaultWeapons = ["M9SD","ItemToolbox","ItemMap","ItemCompass"];DefaultBackpack = "DZ_TerminalPack_EP1";DefaultBackpackWeapon = "";dayz_paraSpawn = false;dayz_sellDistance_vehicle = 10;dayz_sellDistance_boat = 30;dayz_sellDistance_air = 40;dayz_maxAnimals = 5; // Default: 8dayz_tameDogs = true;DynamicVehicleDamageLow = 0; // Default: 0DynamicVehicleDamageHigh = 100; // Default: 100//death messagesDZE_DeathMsgGlobal = true;DZE_DeathMsgSide = true;DZE_DeathMsgTitleText = true;DZE_BuildOnRoads = false; // Default: FalseEpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];dayz_fullMoonNights = true;//Load in compiled functionscall compile preprocessFileLineNumbers "dayz_code\init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early)progressLoadingScreen 0.1;call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; //Initilize the publicVariable event handlersprogressLoadingScreen 0.2;call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; //Functions used by CLIENT for medicalprogressLoadingScreen 0.4;call compile preprocessFileLineNumbers "dayz_code\init\compiles.sqf"; //Compile regular functionsprogressLoadingScreen 0.5;call compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configsprogressLoadingScreen 1.0;"filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";if (isServer) then {//Compile vehicle configscall compile preprocessFileLineNumbers "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\dynamic_vehicle.sqf";// Add trader citys_nil = [] execVM "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\mission.sqf";_serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf";};if (!isDedicated) then {//Conduct map operations0 fadeSound 0;waitUntil {!isNil "dayz_loadScreenMsg"};dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");//Run the player monitor_id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];_playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";//anti Hack[] execVM "\z\addons\dayz_code\system\antihack.sqf";//Lights//[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";};#include "\z\addons\dayz_code\system\REsec.sqf"//Start Dynamic Weather//execVM "\z\addons\dayz_code\external\DynamicWeatherEffects.sqf";setviewdistance 2100; //View Distance limit0 setovercast 0;0 setrain 0;//0 setfog 0;0 setfog bis_fog;] spawn {_delay = 3;sleep 0.01;while {true} do {_delay setovercast 0;_delay setrain 0;_delay setfog bis_fog;sleep _delay ;};};#include "\z\addons\dayz_code\system\BIS_Effects\init.sqf"//Bloodbag Scriptcall compile preprocessFileLineNumbers "custom\bloodbag\init.sqf"; -
That loading time is normal.
I think for the fade away, you do have to enable this:
if (_dikCode in actionKeys "User20" and (diag_tickTime - dayz_lastCheckBit > 5)) then { dayz_lastCheckBit = diag_tickTime; _nill = execvm "dayz_code\actions\debug.sqf"; };
and change the path to where your debug.sqf is
Will try that and see how it goes. (EDIT it does NOT work, hmmmm, once insert is pressed the debug shows and then remains).
Now that I have the debug "working" for some reason self blood bag is NOT working. Have not changed anything with it, gaaah :(
I am so sorry for the lack of ability.
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Sandbird,
That was the error, "/Default Loadout", instead of "//Default Loadout", thank you so much.
Loads now through to game, but when loading the mission file, I get a 10 second pause when it reaches 36kb, then after that it finishes downloading the rest.
eg. 1-36kb (10 second pause) 37-173kb
Not sure why.
Now when I press the "insert" button the custom debug comes up, but stays there. Cannot get it to fade or toggle with the insert button. Would prefer it to fade.........
Thank you so much again. I appreciate your patience B)
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Here is the script for my debug (playerstats):
fnc_debug = {private ["_kills","_killsH","_killsB","_humanity","_headShots","_vehname","_crew","_crew2","_crew3","_crew4","_crew5","_crew6","_crew7","_crew8","_crew9"];debugMonitor = true;while {debugMonitor} do{_kills = player getVariable["zombieKills",0];_killsH = player getVariable["humanKills",0];_killsB = player getVariable["banditKills",0];_humanity = player getVariable["humanity",0];_headShots = player getVariable["headShots",0];_pic = (gettext (configFile >> 'CfgVehicles' >> (typeof vehicle player) >> 'picture'));if (player == vehicle player) then{_pic = (gettext (configFile >> 'cfgWeapons' >> (currentWeapon player) >> 'picture'));}else{_pic = (gettext (configFile >> 'CfgVehicles' >> (typeof vehicle player) >> 'picture'));};hintSilent parseText format ["<t size='1,2' font='Bitstream' align='center' color='#31C300'>The Fallen</t><img size='4' image='%10'/><br/><t size='1' font='Bitstream' align='left'>Zombies Killed: </t><t color='#31C300' size='1' font='Bitstream' align='right'>%2</t><br/><t color='#ffffff' size='1' font='Bitstream' align='left'>Survivors Killed: </t><t color='#31C300' size='1' font='Bitstream' align='right'>%4</t><br/><t color='#ffffff' size='1' font='Bitstream' align='left'>Bandits Killed: </t><t color='#31C300' size='1' font='Bitstream' align='right'>%5</t><br/><t color='#ffffff' size='1' font='Bitstream' align='left'>FPS: </t><t color='#31C300' size='1' font='Bitstream' align='right'>%8</t><br/><t color='#ffffff' size='1' font='Bitstream' align='left'>Humanity: </t><t color='#31C300' size='1' font='Bitstream' align='right'>%7</t><br/><t color='#ffffff' size='1' font='Bitstream' align='left'>Blood: </t><t color='#31C300' size='1' font='Bitstream' align='right'>%6</t><br/><t color='#ffffff' size='1' font='Bitstream' align='left'>Restart: </t><t color='#31C300' size='1' font='Bitstream' align='right'>%9 Min</t><br/><t size='1' font='Bitstream' align='center' color='#31C300'>Press INSERT to toggle</t>",(name player),(player getVariable['zombieKills', 0]),(player getVariable['headShots', 0]),(player getVariable['humanKills', 0]),(player getVariable['banditKills', 0]),(player getVariable['USEC_BloodQty', r_player_blood]),(player getVariable['humanity', 0]),(round diag_fps),(239-(round(serverTime/60))),_pic];sleep 1;};};[] spawn fnc_debug; -
Holy hell!
Sandbird, you're awesome!
Any server that has you as admin is privileged.
Very Very True. An absolute scholar and gentleman :)
I am still having trouble with it. The "server" is now locking up on the black "epoch" screen.
I had it showing the whole time as I referenced it at the bottom of the init file like this:
//Debug Scriptcall compile preprocessFileLineNumbers "dayz_code\actions\debug.sqf";I removed that from the init file.Here is my init file:/*For DayZ EpochAddons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz*/startLoadingScreen ["","RscDisplayLoadCustom"];cutText ["","BLACK OUT"];enableSaving [false, false];//REALLY IMPORTANT VALUESdayZ_instance = 11; //The instancedayzHiveRequest = [];initialized = false;dayz_previousID = 0;//disable greeting menuplayer setVariable ["BIS_noCoreConversations", true];//disable radio messages to be heard and shown in the left lower corner of the screenenableRadio false;// May prevent "how are you civillian?" messages from NPCenableSentences false;// DayZ Epoch configspawnShoremode = 1; // Default = 1 (on shore)spawnArea= 1500; // Default = 1500MaxVehicleLimit = 500; // Default = 50MaxDynamicDebris = 100; // Default = 100dayz_MapArea = 14000; // Default = 10000dayz_maxLocalZombies = 30; // Default = 30dayz_paraSpawn = false;dayz_sellDistance_vehicle = 10;dayz_sellDistance_boat = 30;dayz_sellDistance_air = 40;dayz_maxAnimals = 5; // Default: 8dayz_tameDogs = true;DynamicVehicleDamageLow = 0; // Default: 0DynamicVehicleDamageHigh = 100; // Default: 100//death messagesDZE_DeathMsgGlobal = true;DZE_DeathMsgSide = true;DZE_DeathMsgTitleText = true;DZE_BuildOnRoads = false; // Default: False/Default LoadoutDefaultMagazines = ["ItemBandage","ItemBandage","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","ItemMorphine","ItemPainkiller","ItemWaterbottleBoiled","ItemBloodbag","FoodSteakCooked"];DefaultWeapons = ["M9SD","ItemToolbox","ItemMap","ItemCompass"];DefaultBackpack = "DZ_TerminalPack_EP1";DefaultBackpackWeapon = "";EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];dayz_fullMoonNights = true;//Load in compiled functionscall compile preprocessFileLineNumbers "dayz_code\init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early)progressLoadingScreen 0.1;call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; //Initilize the publicVariable event handlersprogressLoadingScreen 0.2;call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; //Functions used by CLIENT for medicalprogressLoadingScreen 0.4;call compile preprocessFileLineNumbers "dayz_code\init\compiles.sqf"; //Compile regular functionsprogressLoadingScreen 0.5;call compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configsprogressLoadingScreen 1.0;"filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";if (isServer) then {//Compile vehicle configscall compile preprocessFileLineNumbers "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\dynamic_vehicle.sqf";// Add trader citys_nil = [] execVM "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\mission.sqf";_serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf";};if (!isDedicated) then {//Conduct map operations0 fadeSound 0;waitUntil {!isNil "dayz_loadScreenMsg"};dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");//Run the player monitor_id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];_playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";//anti Hack[] execVM "\z\addons\dayz_code\system\antihack.sqf";//Lights//[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";};#include "\z\addons\dayz_code\system\REsec.sqf"//Start Dynamic Weather//execVM "\z\addons\dayz_code\external\DynamicWeatherEffects.sqf";setviewdistance 2300; //View Distance limit0 setovercast 0;0 setrain 0;//0 setfog 0;0 setfog bis_fog;] spawn {_delay = 3;sleep 0.01;while {true} do {_delay setovercast 0;_delay setrain 0;_delay setfog bis_fog;sleep _delay ;};};#include "\z\addons\dayz_code\system\BIS_Effects\init.sqf"//Bloodbag Scriptcall compile preprocessFileLineNumbers "custom\bloodbag\init.sqf";____________________________________________________________________________________________________________________________________________Here is my the line out of my compiles file:dayz_spaceInterrupt = compile preprocessFileLineNumbers "dayz_code\actions\dayz_spaceInterrupt.sqf";_____________________________________________________________________________________________________________________________________________Here is the line(s) out of my dayz_spaceInterrupt:if (_dikCode == 210) then {_nill = execvm "dayz_code\actions\debug.sqf";_______________________________________________________________________________________________________________________________________________Does this line have to be active (un-nulled) in the dayz_spaceInterrupt?://if (_dikCode in actionKeys "User20" and (diag_tickTime - dayz_lastCheckBit > 5)) then {// dayz_lastCheckBit = diag_tickTime;// nill = execvm "dayz_code\actions\playerstats.sqf"; //EDITS _nill = execvm "\z\addons\dayz_code\actions\playerstats.sqf";//};Again sorry for all the questions and problems. I appreciate your time and help greatly.Cheers -
Sandbird,
Sorry to ask, but with the custom debug, I want it to work with the insert key instead of being always "on" or being displayed.
I assume I have to modify the compiles.sqf in the dayZ_code folder/init/compiles to reference the location of my debug.sqf file??
Cheers -
No worries. I was not too sure if it was referencing the Instance 11 as the master file and inside the master file in the config the reference to Epoch_17 thus overwriting what was written in the MPMission init.
You have been a fantastic help. I find it easier to learn by it being demonstrated to me than just reading it, by uploading the "folder" I am able to understand the file structures and scripting so much easier.
Cheers
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Sandbird that has already helped A LOT!
Making more sense now.
I do have a question. I downloaded the "add_then_in_root_arma_folder". It has Instance_11_Chernarus/config/Class mission1/template = "DayZ_Epoch_17.Chernarus";
Then in the folder MPMissions it has: DayZ_Epoch_17.Chernarus
Inside that is the "init".sqf
In the init file it references this at line(s) 73-77
if (isServer) then {//Compile vehicle configscall compile preprocessFileLineNumbers "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\dynamic_vehicle.sqf";// Add trader citys_nil = [] execVM "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\mission.sqf";How come it references Epoch_11.Chernarus and NOT Epoch_17.Chernarus :blink:Thank you.Cheers -
Everyone once in a while you come "across" someone that is willing to give up there time to help others, by choice :D
To guide and explain something that some find easy, others like me difficult and continue to assist is a blessing. I cannot thank you enough.
I really appreciate it Sandbird. Thank you.
May your safes always be full of gold and your bullets find their target first.
Cheers
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Sandbird, it should be pinned, absolutely awesome! Thank you so much. I hope I can repay the help one day.
I really appreciate it. I have notepad++, PBO manager, Navicat lite etc.
I have to go back to the beginning, sorry.
File structure:
At the moment I have a folder called MPMissions/DayZ_Epoch_11.Chernarus/
Inside that I have:
file called compiles.sqf (only has code for custom debug at the moment)
file called init.sqf (added code compiles.sqf)
file called server_traders.sqf
file called mission.sqm
file called description.ext
A FOLDER called dayz_code with the extracted files from the PBO.
Obviously I need to get the file/folder structure right first. My limited understanding is that I code the init.sqf to reference the other files/folders to action items such as self BB, bike etc.
Cheers
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Sandbird,
THANK YOU VERY MUCH. Awesome. I appreciate you taking the time and effort. It is daunting with no background of "coding" or mods etc.
Sorry in regards to Cherno map, basically meant the base map with different enterable buildings scattered around etc.
Will now go through all you have posted and try to digest it.
Regards,
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Hi Guys,
Will be setting up a new Epoch server, dedicated hardware.
I have set up a test server on my home system, which is working well and working on the basics. Baby steps.
Any video tutorials on adding the various "addons" such as deployable bike, self bloodbag, spawn location etc?
I am trying to get my head around the primary file locations and actions:
MP Missions folder, Init etc and how they interact with each other.
Also any tutorials on importing a modified map, does anyone offer their Cherno maps to use please?
Normally I would pay someone to set it up for me, but would like to try and do it myself, although I am time poor.
Ideally I want the server to be:
Modified Chernarus map with traders
Spawn selection including parachute spawn and options, Cherno, Balota, Elektro etc.
Custom load out (done)
Custom Debug Monitor (done, but when pressing the ins key the default shows as well).
Self Bloodbag
Scroll toolbox deploy and pack bike
Safe Zones at Traders
AI missions with custom loot
Building with snapping available
That is all I can think of at the moment. I am slowly going through the search function and numerous posts, not easy. Then again nothing in life usually is.
Any help and or guidance would be greatly appreciated.
@MAS weapons Lootspawner script (More weapons!)
in Scripts
Posted
Thank you very much. Unfortunately I am a complete idiot when it comes to this coding, sorry.
I will have to find a walkthrough to add the @mas folder to my Vert hosted server and then this.
I modified my mission .pbo before but got kicked for public variable restriction #20.