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Kind-Sir

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Posts posted by Kind-Sir

  1. I ran two DayZ Chernarus servers off of a CentOS box for about 3 months.
    You do need an x11 server running, unfortunately, but you can set up a bare-bones one that will snag less than 50mb of ram. Set up a vnc, connect to it, and you should be able to run Arma 2 OA from Linux.

    The problem I had was getting Battleye to keep connections alive with the rcon. As long as you set up your ports correctly with iptables, you should be fine.

    I believe I had directx9 installed along with dotnet40, dotnet30, vcrun2008, and vcrun2010.
    You will be able to get these if you install the winetricks package, and run it with the command (on the x server) winetricks --gui to save some command hassle. If not, you should be able to find some package names online or via the winetricks command.


    There is a Linux build of the Arma 2 OA server, however, I have had no success in actually running DayZ off of that.

  2. That was an amazing retort, well done you. "those with PVP servers" - like those with PVE servers are so much better because they don't allow a core mechanic of the game? PvP? LMAO

     

    You need to stop talking Kind-Sir, I'm embarrassed for you every time you dribble something on the forums.

    What I mean was those who brand servers "PVP"

    On a side note, I would like to apologize for the way I came off earlier. Been a damn rough day, and I am not looking forward to posting more on this thread, as the flaming will go on between everyone and no worthwhile discussion nor agreement will be made.

    (though, I thought it was funny that your server, child's play corner, should have indestructible bases as the children will nibble at your base...)

  3. One of my buddies wanted to pass down an idea to the forums and see what everyone thinks of it.

    Essentially, vehicle parts could be divided into different categories:

    Small parts and large parts.

    This would give the need to use large parts for vehicles such as cargo trucks (MTVRs, Urals, helicopters, etc) and small parts for vehicles such as cars, motorcycles, and so on.

    Particularly small engine parts and large engine parts as well as small and large wheels.


    What do you guys think of this?

  4. You sound far too emotionally invested in this mod and your beliefs to have a coherent conversation with. You don't want indestructible bases, the majority do. So we have a fix.

    -snip-

    I am not "emotionally invested", I am simply expressing my opinion to get guys like you off of the dev's backs.

    Glad you figured out how to change the HandleDamage event...

  5. Kind-Sir, heres an idea.. how about you play it your way and we play it our way?

     

    I have a fix for destructible buildables btw. Coming shortly :-)

    Yeah, which would be swell if the guys who want indestructible bases would stop pestering the mod authors about it.

    Fix your own damn sit, and batch it up yourself if you want to play it your way.

  6. HEY GUYS
    DID YOU KNOW THAT YOU CAN USE SANDBAGS AND TANK TRAPS IN ORDER TO PROTECT YOUR BASE FROM PEOPLE RUNNING IT OVER?
    NO? WELL, NOW YOU DO!

    I've created sandbag walls with tank traps surrounded a garage I am building.
    The wood is for the structure, and it helps lay out a base without having to blow it up with satchels in order to take it down.
    It is also used for aesthetics in my place. The concrete will be layered between my sandbag/tanktraps and my wood walls.


    The reason for the modular base building system is to build up.
    You guys are the reason DayZ has become shit.
    The damn server owners who spoil their players ruin it for the rest of us who want to play the game under survival roles instead of robbing other people's work from them.

    Now that DayZ Epoch has built up a great base for server admins to restore DayZ (I applaud the servers that have great up-keep without base building), it paves the way for a better experience.

    If you don't like the damn mod, uninstall it or make your own.
    It's not rocket science.

  7. So is there any scripts that work with Epoch 1.0.2.1

    If anyone can point me in the right direction that would be good, as I do not want to change both of our servers just yet.

    A lot of scripts work with Epoch 1.0.2.1

    We don't recommend modpacks due to any new update breaking them (because the authors do not know how to make proper workaround, or at least stick around to update)

    On the OpenDayZ Resources thread, there are a lot of tutorials and scripting resources that you can look into:

    http://opendayz.net/threads/resources-dayz-server-additions.9003/

  8. Anyone had any luck on this yet?

     

    Think it might have to go down to a script executed on server start to godmode the buildings.

     

    The cinderwalls get taken out by 3 satchel charges and even though they're expensive on my server, many groups have a lot of them.

     

    You can also run down wooden walls with a lada lol.. so all the time creating it, taken down by someone who buys/finds a rubbish car. Though cinderwalls dont go down even with a vodnik going at 150 so thats a good start but would still like them all to be indestructible before I even think about changing the base building mod.

    Like mentioned previously, find the solution if you want it so badly.

    HERE'S A REALLY QUICK SEARCH ON GOOGLE THAT I DID, TOOK ME 1 MINUTE TO DO

    http://community.bistudio.com/wiki/ArmA_2:_Event_Handlers#HandleDamage

    http://forums.bistudio.com/showthread.php?76067-indestructible-Invincible-Objects

    http://forums.bistudio.com/showthread.php?152900-Handle-Damage-before-it-s-processed

    this addEventHandler ["HandleDamage", {false}];
  9. ^what Radiix said.

    Mod packs are outdated for the most recent DayZ Epoch version (and any other DayZ mod for that matter), and are usually just slapped together...
    I am planning on setting up a server pack with some sample scripts so people can see how to efficiently set up a server themselves...

  10.  

    I use the selfbloodbag, and tow/lift scripts...

     

    in the arma2oaserver.rpt i have alot of errors...

     

    22:08:06   Error Undefined variable in expression: dze_lockedstorage
    22:08:06 File z\addons\dayz_server\system\server_monitor.sqf, line 181
    22:08:06 Error in expression <bject setvelocity [0,0,1];
    _object call fnc_veh_ResetEH;
     
    if(_ownerID != "0") >
    22:08:06   Error position: <fnc_veh_ResetEH;
     
    if(_ownerID != "0") >
    22:08:06   Error Undefined variable in expression: fnc_veh_reseteh
    22:08:06 File z\addons\dayz_server\system\server_monitor.sqf, line 251
    22:08:06 Error in expression <unt _intentory > 0) then {
    if (_type in DZE_LockedStorage) then {
     
    _object setVa>

     

    Are you using the recommended files served off of the downloads page? http://dayzepoch.com/#install

  11. I find it strange that a developer doesn't quite grasp how their game works, and how people play it. Your points on invulnerable buildings on the other thread were invalid. 

    I find it strange that a server administrator cannot sniff around in the code for about half an hour in order to find a solution to making their buildings indestructible on their server.

    Think of DayZ Epoch as a base for server owners.

    They only supply the essential mods that make DayZ Epoch unique.

    They will not support any servers that decide to go on their own accord and customize the gameplay experience.

  12. A couple players requested this feature.
    I figure I could modify the remove script for sandbags, tank traps, etc, and have it so it takes 2 stages to take down (2 animation roles) with a possible chance of destroying either your tools or, if you placed down a wooden structure, the structure itself - in which case, a loot pile will be spawned where the part used to be with a fraction of the parts used to make it (stairs were 8 lumber, broken would be like 3)

  13.  

    Alright that didnt do it.  I added 

     

    buy = player addAction ["Trader Menu", "traders\show_dialog.sqf",(_traderMenu select 0), 99, true, false, "",""];
    s_player_parts set [count s_player_parts,_buy];
    } forEach (_traderMenu select 0);
     to my self functions file, brings the menu back up, but shows 6-7 "Trade Menu" in the mouse wheel menu.  I remove it and it takes me back to the old menus

     

    PLEASE START WITH THE MOST RECENT FILES IF YOU ARE GOING TO BE CUSTOMIZING YOUR SERVER AFTER AN UPDATE

    If you're using an older version of fn_selfactions.sqf where the tradermenu is not even implemented, this means you are missing out on the other additions added by the mod.

    You do NOT need the foreach (_tradeMenu select 0); call as it is NOT used to generate the trader menu, but rather the action.

  14. so does 

     DZE_teleport = [1000,2000,500,200,800]; 

     disable the anti tele port completely?

    Not that I am aware of.

    You may have to modify the player_spawn_2.sqf and add in an override.

    I would suggest having an override such at

    if (dayz_playerUID != "youruid") then { //check for teleporters
    or you can do a foreach of a player uid you would specify elsewhere.
  15. Here's a quick script I mocked up in order to paint "Free Candy" on a black-textured s1203:
     

    _vehicles = ["S1203_TK_CIV_EP1"];
    _ids = ["2302"];
    {
    	_keyID = _x getVariable ["characterID","0"];
        if(_keyID == _ids select 0) then 
    	{
    		_x setObjectTexture [0,"resources\candy.jpg"];
    	}
    } foreach (nearestObjects [[3000,3000,0], _vehicles, 50000]);

    **THIS IS A TEST CODE, IT IS NOT CODE THAT SHOULD BE RELIABLE NOR COUNTED ON


    candy.png



    This could be used on other objects that can be textures, such as flags and maybe boards.

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