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Posts posted by Birgitte
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Thank you, that helps a bunch!
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Does shutting it down disable anything I need?
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If it is a private server for just my friends and I, what would be the need? I mean no disrespect, but doesn't it run smoother without programs running and checking things all the time?
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If I disable battleye, do I need to change the filters?
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wow. I have no idea how I double posted like that. Is that just for display purposes? The host name?
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5 minutes ago, salival said:
That would be the best way to do it to be honest, Copy the mission PBO/folder you want to use (I.e DayZ_Epoch_11.Chernarus) and the dayz_server.pbo and you should be pretty much good to go.
Don't forget to edit your config\servername\config.cfg and change the version to 1.0.6.1 on the first line.
I cannot locate that file, where is it? Keep in mind I'm dealing with an online server interface. Again, I apologize for my obvious lack of knowledge.
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Can I just change out the mission files and server pbo, replacing any files in the arma2oa root that match? There are a lot more files on the server than what is provided in the packet. I don't need to save anything from my old server, I just created it. Also, I I have battleye disabled since it is a private server for me and a few friends.
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OK, I'm giving up the ghost on 1.0.5.1. I created a new 1.0.6 server using a hosting service because they do not have the newest version yet. I need to know the quickest and easiest way to upgrade to 1.0.6.1 keeping in mind that I do not need to save any data from the old database. I wiped the tables and imported epoch.sql. What files do I need to change/remove/delete in order to upgrade?
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First, I'm running 1.0.5.1 and I have added buildings and am running a few scripts from my mission file which (after reading much about it on various posts) apparently causes a problem that at loading screen, I no longer get the choice to choose gender and am defaulted to play an ugly little man.... There are a few workarounds which have undesirable affects. One which causes you to have to spawn in and choose a new character every time you log in. If you want to use paraspawn, this causes you to paraspawn every time you log in. If you forget that and tab out during login, you go splat. Another workaround is to change the code in player_wearClothes.sqf to nullify the sex check so you can change skins in game. If I choose this, I need help with finding which files point to this so I can move them to my mission file and refer to them, etc. So here's my question.
1. Is there a fix to this problem that is not a workaround?
2 If not, can anyone tell me what script calls the player_wearClothes.sqf script?
3. Where is the script that determines the default skin you can choose for gender selection and can that be changed?
Thank you!
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Worked perfectly, thank you!
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Hey guys, all your help is kick ass, I want to say I haven't been yelled at once for posting in the wrong section and no one has told me to use the search function. Thank you!
I would like to use a custom splash screen for my server. I used to be able to just add it to my root mission folder as logo.jpg, but that doesn't seem to work. Can anyone help me? I am running 1.0.5.1.
You all rock!
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I'm having trouble with this script. It deploys the mozzie and bike but will not repack. Also on the bike, it uses up your toolbox. Can anyone help?
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Thanks Choc!
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Does the newest version of deploy anything also work in 1.0.5.1 or is there an archived version I need?
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That's what I was thinking. I guess the syntax of the explanation was getting me confused. Thank you all for your help.
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Excellent, but I am a little confused. For zupa's version do I make changes to the file in the Dayz_code pbo and then copy the compiles.sqf to my mission folder (custom\walkers\compiles.sqf ) and point to that file in the init.sqf code? Or do I just copy the compiles.sqf file into the missions folder and only change that code, keeping the original in the dayz_code pbo, and of course changing the path in the init file like this.
from this:
progressLoadingScreen 0.4;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";to this:
progressLoadingScreen 0.4;
call compile preprocessFileLineNumbers "custom\walkers\compiles.sqf";I think I have the jist of it, but not sure if I'm supposed to change it in the dayz_code pbo.
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Is there a script to slow the zombies for 1.0.5.1 like the setting in 1.0.6?
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I'm going back to 1.0.5.1 can you point me to the older version or teach me to find it. I am having terrible luck learning the search function for this forum.
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Can you recommend another service that does well?
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Damn, I signed up for 90 days....
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Nitrado has a service where you select arma2oa and then the mod and it is all set up for you. You then have access to all the files to set things up the way you want. They are working with steam so I assume it's all the latest updates. The armored SUV was the wrong one on the vehicle list though, I saw that and fixed it.
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I started this server from scratch as an Epoch 1.0.6 database but I did try to add a few vehicles in the beginning that were not on the list. It has only been up a week or so.
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ok, and thank you.
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Client side rpt (part): http://pastebin.com/8u4S0nfe
Server side (part) : http://pastebin.com/f4DX3cba
I'm running a simple debug monitor, DZMS, and deploy anything with the default settings. Everything else I'm doing is just additions from configVariables.sqf.
Looking to fix the food/drink decreasing too quick [SOLVED]
in Scripting
Posted
It seems that whenever you use a hatchet, for tree cutting or zombie cutting, the food and water use increases exponentially, no matter what you set the variable to. I think it even continues until you switch weapons, so it seems to have an effect just being equipped. This is on a new, fresh 1.0.6.1 server.