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chisel

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Posts posted by chisel

  1. I could really use some help with the whole plot pole, building maintenance, server cleanup settings.

     

    I've tried various things and I still have players bases disappearing in chunks.

     

    Here's what I'd like to have:

     

    Plot pole required to build.

    Modular building maintenance turned off.

    Modular building items be deleted after 30 days of owner not logging in (or similar).

     

    Unrelated, I'd like some help setting up bicycles on the coast that reset to their original positions each restart?

     

    Anyone here willing to help me fix this stuff?

     

    I'm not a sql, scripting, programming expert but I get by, I learn fast too. 

     

    Thanks,

     

    Chisel

  2. I can deal with the need to have a plot pole, but what is really unfortunate is that I have to keep a backup of a dozen toolboxes just to take the damn thing down.  This needs to change fundamentally.

     

    I understand the reasoning behind the plot pole and I like some of the protections it provides, however the way this is implemented is just not working..  I think this issue needs to be rethought from the ground up.  There has to be a better answer.

     

    The main purpose for a plot pole as of right now is...

     

    Protect the owners base from grief building?  So you pay a price for that luxury.  You want to penalize the owner for dying in a die multiple times per day game so you make the owner upon death take the pole down and put it back up.  Well how can we make that more of a penalty?  Let's make it so you have to bring 12 toolboxes and 12 crowbars to pull a stake out of the ground?  

     

    Now, I understand that you also don't want it to be so easy for a stranger to just take the pole either but...  Can't you see this is just fundamentally wrong?  It's some arbitrary measures that make no sense whatsoever.  It's a needless pain in the ass process that could/should be changed to a process that actually adds something to the game other than frustration by "breaking" an entire toolbox over and over again... There has to be a better way to implement what you are trying to achieve.  I respect the hard work that has gone into this mod, I know it's easy to say "I want this or I want that" if you aren't the one making this stuff, I know there is no easy fix, so I'll stop whining now.

  3. Hello,

    I have done everything that you all have talked about and I can not get both the self blod bagging anf the vehicle unlock to work, I can get one or the other and that is it.

    I would appreciate it if someone could post a step by step for us to see what needs to be done.

    Are you using your 1.0.2.5 custom compiles and custom fn_selfactions or did you make new ones from the updated 1.0.3 code?  I had the exact problem you had when I initially upgraded to 1.0.3 but all is good after getting the new updated compiles and selfactions files from the 1.0.3 update.

  4. Well that's simple, everything you change in dayz_code.pbo or whatever has to be put in your DayZ_Epoch_11.Chernarus.pbo (or whatever it is called).

    That is the only way all players receive the changes you have made. The only exception is the dayz_server.pbo of course because that will only run on the server.

    So it will do nothing if you change the compiles.sqf or any other file in the dayz_code.pbo, you have to change the copy in your mission.pbo! :)

     

    That said you need to change the following to costomize the debug monitor:

    1. copy the file "@DayZ_Epoch\addons\dayz_code\actions\playerstats.sqf" to your mission folder (I put it in the custom folder for this example)

    2. in compiles.sqf change "\z\addons\dayz_code\actions\playerstats.sqf" to "custom\playerstats.sqf", there are 2 places where you have to to that, you use replace or find it with your editor

    3. change the "custom\playerstats.sqf" file to your liking

    That's it, repack your mission.pbo if you want. :)

     

     

     

    Axe, can you confirm this still works for you in 1.0.3?  I'm not seeing the playerstats.sqf pointed to in the compiles.sqf for 1.0.3

  5.  

    that objects do not disappear that I have to enter 0  like that
     
     

    CleanupPlacedAfterDays = 0

     

    ;Negative values will disable this feature
    ;0 means that ALL empty placed items will be deleted every server restart
    ;A positive number is how old (in days) a placed empty item must be, in order for it to be deleted
  6. We are also interested in whether or not DZAI is able to use static weapons as we find DZAI much more dynamic than Sarge.  anyone know the answer?

    Make it a 3 peat.  I've built a prison on Skalisty and I'm making it a Bandit stronghold.  I'm putting many AI on there but I'd like to have some stationary .50 cals inside the walls used by the AI to keep fast hit and run helis out.  I want to make the players really have to work and fight their way in.  

     

    The stationary guns are DSHKMs added in with the editor, I'd like the DZAI bots to use them, is this possible?  Also the stationary guns kill players if the player mounts it.  How do I stop this?

  7. Ok, that does seem simple enough, but I guess I run into trouble when I've already made changes using the original instructions, have all the files, but did not have the loot_init.sqf and did not have the variables.sqf.

     

    So coming from a partial install I'm just trying to understand why and how these different files are being used.  I'm just trying to understand the process so I know how to do it.

     

    Your new instructions do seem very easy if coming from a fresh start.

     

    I'll look at it more and if I can't figure it out I'll just do it your new way.  Sorry to be a PITA but again, I'm just trying to learn and understand.

     

    Thanks again.

  8. First I just want to say thank you for the time you took to do all this and to help others with their servers.  I know all this is very time consuming and answering questions from every direction can be trying.  Having said that, your instructions appear to be fragmented.  Could you possibly edit your initial post to include all fixes/additions for clarity?

     

    I'm doing custom loot on my server and we we're having mixed results.  Some luck getting certain items in but many others were spawning seemingly with total disregard to the loot files (6 winchesters in one room, crazy stuff like that).  So I see an updated post saying you forgot something, with a link to new files.  In those files is a new folder and variables.sqf that I do not see referenced in your instructions.  

    Again I sincerely appreciate your help and willingness to share, but everyone would benefit including you with clearer instructions.  You wouldn't have dummies like me asking a million questions.

     

    I'd be willing to jump on your TS or you on mine to help go through this and write up step by step instructions with you.

     

    Thanks again.

  9. m4a1 gl holo sd is my favorite

    I really like that gun however I think the holo sight on this gun is horrible so I don't use it.  That holo sight is all fuzzy and fat and thick.  It must be an older model from arma 2 or something.    Compare that m4 holo to say the M8 Holo or G36SD Camo and you'll see what I mean.  The clarity on the m8 sd and g36sd camo is excellent. 

  10. Maca made a custom snap option for his server, its quite nice. Hopefully something like that will be included in epoch. You can toggle it on and off too.

    Can you point me to this or has he not made this available?

     

    I would really love a wall snap to feature.  It would be great to have nice square buildings.  Yeah you can practice but the limited camera angles really makes it hard to build nice straight and square walls.  Maybe it could snap at 22, 45 and 90, and hold shift or ctrl or button of your choice to go free mode while placing?

     

    I'll double the fire barrel option too, or the large campfire that is at Klen trader, make it build able and perm and refillable, just add more wood to light it again.  The more wood you put in the longer it stays burning.

  11. Yes, the file structures are correct for both server and mission, but again the first item in the list that points to the server additions throws the not found error...

     

    I use PBO Manager, should I try some other packaging tool?  What is recommended?

     

    Oh wait, you didn't just quote me there, you've made changes.  I'll try the changes you suggest and get back to you.

     

    Thank you.

  12. So should my server.pbo addins be called the same way as my mission.pbo addins? I.E. at the end of the init.sqf with:
    [] execVM "\z\addons\dayz_server\buildings\file4.sqf";

    So if I had one addon in server.pbo and one in mission.pbo the end of my init.sqf would look like this:

    ...
    //Lights
    //[0,0,true,true,true,58,280,600,[0.698, 0.556, 0.419],"Generator_DZ",0.1] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
    };
    #include "\z\addons\dayz_code\system\REsec.sqf"

    [] execVM "buildings\berezino_tents.sqf";
    [] execVM "\z\addons\dayz_server\buildings\NEAF.sqf";

     

    Currently this is how I have the calls listed at the very bottom of the init.sqf.  All additions are loading in to the server, but one issue remains.  The very first "Server" addition throws an error upon client load in.  In the above example any client joining my server would get \z\addons\dayz_server\buildings\NEAF.sqf not found...  Any idea why the first line of my server calls throws this error.  Again, even with the error the NEAF.sqf is in fact in game.

  13. We have this running on our server if you would like to see it in action.  If you've never played on our server chances are you'll spawn very close to it.  One of the nicest additions for Chernarus I've seen.  Great work!

     

    Glory of War Dayz Epoch

    69.65.109.114:2324

     

    http://dayzepoch.com/forum/index.php?/topic/3287-glory-of-war-dayz-epoch-1025103718-ai-banditsheli-patrol500-vehiclespaved-airfieldsroadsadded-citiescavesselfblood/#entry20679

  14. Yes Kind-Sir you are correct, it mus be named 'Land_A_Hospital'.

     

    The Map_A_Hostpital comes from the new selection of items provided by the EU map additions upgrade to the ARMA2OA Editor, I suggest using the Jon-C5- Editor Update. It is available at http://www.armaholic.com/page.php?id=5932. All the class names in this update seem to work fine in dayz featuring all preset loot spawns.

    This is true but jon update does not have all the addons included that MAP does.  I just use the MAP editor then change the name to the proper name i.e. "Land..." as others have mentioned.

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