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DanucasB

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Posts posted by DanucasB

  1. Let me put the rumors to rest, they be tired.

     

    I'm currently on the test server with patch 1.0.5 and will be doing lots of stuff for it in the coming week. 

     

    As for development for A2 Epoch, it's like this. STILL GOING :D

     

    So have no fear, Axle is here. To break things so they can be fixed :D

     

    Heroic! Thanks for ze update on the ...errr...well, ze update!

  2. So, I finally got the loot tables working from description.ext:

     

    #include "custom\custom_loot\Configs\CfgBuildingLoot.hpp"
    #include "custom\custom_loot\Configs\CfgLootSmall.hpp"
    #include "custom\custom_loot\Configs\CfgLoot.hpp"

     

    (as per: http://dayzepoch.com/forum/index.php?/topic/1848-custom-loot-tables-via-missionconfigfile/ )

     

    ...but... if I try and do the same for my Vehicles.hpp I get an error on starting my server - HMMWV WeaponCloudsMGun @ line 3075 not being a defined weapon or some such nonsense.

     

    I've added extra skin entries from an addon pack I use which, if I repack the dayz_code.pbo with these additions, it works perfectly. Obviously, I'd rather use the mission file, as I don't want to make people download a custom Epoch mod - because it's just fiddly...

     

    Any help welcomed... brain hurts with migrane level pain... hope I made sense... OMG the light!...
    *retreats back under his protective bin*

  3. I really need to adjust things like vehicle capacity, loot tables and so on, but now it's all a config.bin... how do we "unbin" it and re-edit the files?

    I've tried programs like ArmAUnbin, which unbins it into one big readable .cpp but when I try to use edited values I just get "Some input after end of file." I've read the .rpt and checked the lines it indicates and can see no error, even comaring them to 1.0.2.4's .cpp file. All I change is the numeric values already present in the file leaving all surrounding code intact. Even if I simply unbin it, then move the .bin leaving the .cpp file with zero changes... I still get the same problem.

     

    Can anybody help me here? It's driving me nuts!

  4. This requires an additional client download, very small but good for small community servers I guess. Would people be interested in a guide on the following zombie types, they are slow moving zombies which are blind, they are heavily drawn to the player if they are bleeding and are also aggroed in by sound. The numbers of them is highly increased and are headshot only with the ability to kneecap them to slow them further

    http://www.twitch.tv/ekjuicifer/b/473010994?t=9m51s

     

     

    Hell Yes!

  5. Hey guys,

    Just a quick question, but is there anyway we could get the Merlin helicopter added to Epoch as it's AWESOME, works well with DayZ, and ...best of all... it's beautifully British!

     

    Helo's already in the code, would be an easy add (could even make the additions myself if it helps!).

     

    Anywho, keeps up the groovy work!

     

    Many thanks, 

     

     

    DanucasB

  6. Sorry guys, Seems I somehow deleted the pack files...

     

    Pack 1.2.1 (Working with 1.0.1.4)

    https://www.dropbox.com/s/pgd9elle4jes300/Custom%20Cherno%20Pack%201.2.1.zip

     

    Pack 1.2.2 (Was testing with 1.0.1.5 but will need to be fixed/tested)

    https://www.dropbox.com/s/kdptf7wj4q74amv/Custom%20Cherno%20Pack%201.2.2.zip

     

    If you want to use any of the packs above with the latest version you will need to get the latest Dayz_Code files from the client files and re-add the new script calls to the latest versions from 1.0.1.2

     

    You can find these outlined by the ///// Comment lines.

     

    Its not rocket science, the only battle will be the new scripts.txt seems to be redone.. not sure on how to battle that maybe just re-add the lines from the ones in the pack that exclude the new scripts.

     

    Cheers,

     

    Mr B

     

    Thank you, squire!

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