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DanucasB

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  1. Like
    DanucasB reacted to vbawol in Controls   
    MAIN CONTROLS   (Controls > Common > Inventory) Default A3 is I key
    Used to loot trash piles and crates found in the world Clean and skin animals.    (Controls > Common > Inventory) Default A3 is I key Default interact for vehicles,traders, player trading. and inventory option   T Accepts the last player to player trade request.   CTRL + T Send player to player trade request to the player you are looking at.   H
    Holster/Un-holster weapon    Double left click (Item in inventory)
    Use item from inventory, enter crating menu, sell/buy items from trader     BASE BUILDING   CTRL + (Controls > Common > Inventory) Default A3 is I key Upgrade in place while looking at the object.   1 Enable/Disable Snap assisted build mode.   2 Enable/Disable free-form build mode.   Spacebar Pick up building piece.   3 Change direction when using snap assisted mode.   4 Finalize Build (Places Item) Used when you double click on on item in inventory and choose to BUILD   ESC Cancel Build (Doesn't build the item) Used when you double click on on item in inventory and choose to BUILD   Q and E Allows free-form rotate from 0 - 360   Ins and Del  Move the object left to right   Home and End  Move the object forward to Back   PageUp and PageDown  Move the object up to down     MISC             ~ Debug Console   CTRL + (Controls > Infantry Movement > Salute) Default key is \ The one finger salute   CTRL + ( - or + ) On the fly volume controls 
  2. Like
    DanucasB reacted to orangesherbet in [Resolved] Orange Sherberts don't seem to occupy any space in storage   
    I believe this is meant to be the "Diet Orangesherbet" Kappa
  3. Like
    DanucasB reacted to orangesherbet in Guide for Crafting   
    The crafting is meant to be an immersive thing for the player to discover- some "tooltips" about crafting would be nice imo - telling a player that has an item that can be used in crafting- how to manipulate it in their inventory- currently by double clicking on it (logs, animal pelt, etc). I believe the wiki will have this eventually but only after public release.
  4. Like
    DanucasB reacted to BetterDeadThanZed in How does the DayZ 1.8 loot system work, I would like to know so I can prepare my server.   
    I think they are only switching to the version 1.8 loot table format, so instead of having a list of items that can spawn, followed by a list of the percentages, the percentages are listed next to the items. Look at Epoch's loot tables and compare it to the Dayz 1.8 loot tables and you'll understand.
  5. Like
    DanucasB reacted to raymix in [Discontinued] Emerald Interior Designer   
    Project has been discontinued 
    If you still want this mod, it will (and should) work with any beta or Epoch release, however I highly suggest using
     
     


     
    Very simple script that lets you right click ItemEmerald and spawn various interior items, using Epoch building system.
    I will assume you know your way around with scripts and have custom extra_rc, fn_selfActions.sqf and variables.sqf in your mission file, if not, ask below.
     
    Credits:
    Rocket
    DayZ Epoch Team for player_build.sqf
    Maca for extra_rc
    PetuniaEpoch for modified
    Rythron FIX for playerID tied to plotpole script, replace your http://epochmod.com/forum/index.php?/topic/10665-release-emerald-interior-designer/?p=77638 with his.
     
    UPDATE LOG v1.1.1:
    *Increased distance of objects to prevent people  from dying, please refer to _offset in spawn.sqf
    *Fixed issue with object height distance while using ALT+PgUP/PgDown
     
    UPDATE LOG v1.1:
    *Added huge list of external objects
    *Added Toggle-able plotpole requirement for spawn
    *Added Ability to remove items
    *Can't spawn or remove items if not owner or tagged friendly of nearby plotpole
     
     
    Download files:
    https://dl.dropboxusercontent.com/u/14423790/interiorV1.1.1.rar
     
    Or add yourself:
     
    custom\extra_rc.hpp (Updated V1.1):



     
    custom\variables.sqf (Updated V1.1): Find 
    dayz_allowedObjects = ["TentStorage"........  Change to: 



     
    description.ext:
    #include "interior\defines.hpp" #include "interior\dialogs.hpp" interior\defines.hpp:



     
    interior\dialogs.hpp (Do not use with newest Infistar AH):



     
    interior\dialogs.hpp (Only for people with newest Infistar Antihack):



     
    interior\items.sqf (Updated V1.1):



     
    interior\spawn.sqf (Updated v1.1.1):
    _plotReq = true; // can't build without nearby plotpole
    _plotReq = false; //can build without plotpole or near owned plotpole only
    _offset = [0,3.5,0]; //This is distance of object from player XYZ.. increase Y if you want an object to spawn further away from player



     
    interior\remove.sqf (NEW):



     
    custom\fn_selfActions.sqf (Updated V1.1.1)
    Add to the very bottom of the file:



  6. Like
    DanucasB reacted to Axle in Any news on...   
    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
  7. Like
    DanucasB reacted to Shizweak in Custom vehicles - removing ammo same as new patch.   
    OK, had a chance to test it, it appears the above solution does work - removes all ammo from all guns on a vehicle.
     
    EDIT: Oops, as someone gracefully reminded me - we also need to strip ammo from dynamically spawned vehicles:
     
     
    Firstly, in your mission file, lets create an array of vehicles we want to strip ammo from - this way we can always just edit the mission file if we decide to add new armed vehicles. Inside init.sqf, simply add a new variable called "DZE_StripAmmo" near the others at the top of the file, e.g. here is what I have (not the full file, just the custom variables):
    dayz_fullMoonNights = true; DZE_BuildingLimit = 500; DZE_StripAmmo = ["BAF_Jackal2_L2A1_D", "HMMWV_MK19", "HMMWV_Armored", "HMMWV_M2", "BRDM2_HQ_Gue", "BTR40_MG_TK_INS_EP1"]; You may add any armed vehicle to this array, to have it's weapons stripped of ammo.
     
     
     
    Secondly, you want to edit the dayz_server code (extract the pbo), and jump into dayz_server/init/server_functions.sqf, and around line 260 we have the following:
    _veh = createVehicle [_vehicle, _position, [], 0, "CAN_COLLIDE"]; Update this, to include the ammo removal:
    _veh = createVehicle [_vehicle, _position, [], 0, "CAN_COLLIDE"]; if(_vehicle in DZE_StripAmmo) then { _veh setVehicleAmmo 0 };  Done, save the file.    
     
    And finally, you want to edit the server monitor which is in dayz_server/system/server_monitor.sqf - open up the file and jump down to around line 130, we have:
    _object = createVehicle [_type, _pos, [], 0, "CAN_COLLIDE"]; Update this to also include the ammo removal:
    _object = createVehicle [_type, _pos, [], 0, "CAN_COLLIDE"]; if(_type in DZE_StripAmmo) then { _object setVehicleAmmo 0 }; Save the file, repack your server pbo, and your mission file if you choose to pack it - and give it a run!
     
    You can find the class names for vehicles from A2 AND A2:OA here:
    http://community.bistudio.com/wiki/ArmA_2:_Vehicles
    http://community.bistudio.com/wiki/ArmA_2_OA:_Vehicles
  8. Like
    DanucasB reacted to DespicableBananaPie in Locking MBG killhouses and houses???   
    Is there anyway to put locks on the doors of MBG killhouses and houses to turn it into a base and if so, how is it done?
  9. Like
    DanucasB reacted to 1R0NS1DE in Show Off Your Base   
    decided to build a pirate ship in DayZ Epoch
     
    https://www.youtube.com/watch?v=lJngkRtPt6Ihttps://www.youtube.com/watch?v=lJngkRtPt6I

     
  10. Like
    DanucasB reacted to Axe Cop in [Release] Multiple Character Support (now compatible with Epoch 1.0.5.1)   
    My new mod may change the way you play DayZ, simply put this mod enables all players on the server to get the choice of using multiple characters (without having to buy multiple copies of ArmA2:CO  :P). I've set up a prototype on my test server with a 3 character selection dialog (see picture below), this may be improved but the base mechanics itself are working great so far.   So when you join a server after the loading screen you see a dialog like this: you have to chose one of 3 character slots every time you log into the server, each character slot is completely independent (different humanity and other stats, like different players). the slot count isn't static but I though 3 is a good start, admins can change the character selection dialog to a different number of slots, if you want you can have 100 slots for each player. :D   This mod can't be archived with a little script, but I've tried to made the installation as easy as possible. For an overview this is what I've done to get this mod working: Database schema: added one extra column "Slot" to the "character_data" table (the database stays fully compatible to the default HiveExt.dll) Custom HiveExt.dll to add a new method for loading all character data of a player (CHILD:100), also a small change to the current load player method to support multiple characters (CHILD:101). I could have made completely new methods for the login process, but this way only a very few modifications are necessary in the Hive code and the script files, but this also means my modified HiveExt.dll is not compatible with servers who don't have the "Slot" column in the "character_data" table one new script for the server and a small change in the server_playerLogin.sqf (to send the slot id to the hive) for the client files I've changed the player monitor to inject the character selection before the login process (see player_monitor.fsm changes below) To visualize the changes made to the login process, take a look at this state machine diagram of the player_monitor.fsm (changes are highlighted in green):

        Download latest version for Epoch 1.0.5 and 1.0.5.1: http://dl.bintray.com/vos/dayz/multichar1.3.3.zip Older versions are available here (for other Epoch version since 1.0.3.1).   Installation instructions I've tried to make the installation as easy as possible and still do it the proper way and change the files like the Epoch devs would do it. Some steps could be changed and the code simply be put in the init.sqf instead of changing the Epoch files, if you have some experience with ArmA script you can do that but if you follow my instructions it is the best way to do it like this in my opinion.   Pre-requirements: a PBO manager and basic knowledge of ArmA script editing.   Note: I've added all changed files to the download package, so you can see how they should look like with the changes applied. If you didn't make any custom changes to those files you can also just use them instead of following my instructions to change the files below.   run the SQL query to add the "Slot" column to the "Character_DATA" table in your Epoch database:
    ALTER TABLE `Character_DATA` ADD COLUMN `Slot` TINYINT UNSIGNED NOT NULL DEFAULT 1 AFTER `PlayerUID`; copy the file HiveExt.dll to the @DayZ_Epoch_Server folder (overwrite the Epoch file) Note: the source code of the HiveExt with my changes can be found here. unpack your dayz_server.pbo and copy the file server_playerCharacters.sqf to the compile sub-folder open the file compile\server_playerLogin.sqf, around line 47 replace
    _key = format["CHILD:101:%1:%2:%3:",_playerID,dayZ_instance,_playerName]; with
    _key = format["CHILD:101:%1:%2:%3:%4:",_playerID,dayZ_instance,_playerName,_this select 2]; open the file init\server_functions.sqf and add the line
    server_playerCharacters = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerCharacters.sqf"; after the line 9
    BIS_Effects_Burn = {}; repack your dayz_server.pbo unpack your mission.pbo (e.g. DayZ_Epoch_11.Chernarus.pbo) if necessary and copy the file RscDisplayCharacterSelect.hpp into the mission folder, open the file description.ext and add this line at the very bottom:
    #include "RscDisplayCharacterSelect.hpp" unpack your dayz_code.pbo (on your PC @DayZ_Epoch\addons\dayz_code.pbo) and copy the files init\publicEH.sqf and system\player_monitor.sqf to a "custom" folder in your mission folder (if you don't already have custom versions of those files), change the references to those files in your init.sqf to something like "custom\publicEH.sqf" and "custom\player_monitor.sqf" copy my custom file player_monitor.fsm to your "custom" folder (the changes in this file are not easy to reproduce, so it may be best you use my custom file instead of adding the changes yourself) open the file publicEH.sqf and add this line above the line starting with "PVDZE_plr_Login" (around line 54):
    "PVDZE_plr_Characters" addPublicVariableEventHandler {_id = (_this select 1) spawn server_playerCharacters}; open the file player_monitor.sqf and change the path to my custom player_monitor.fsm so that the line looks something like this:
    _id = [] execFSM "custom\player_monitor.fsm"; repack your mission.pbo if necessary   That's it! Yeah I know not the easiest mod to install, but that is DayZ/Epoch.. I Hope I didn't forget anything, but I think that is all.  :P     Restrictions (since version 1.1) I've added two restrictions to minimize the possibilities for players to abuse quick character switching: character switch timeout - how often a player can switch to another living character (in minutes), the last used slot is always available and the player can also spawn fresh if he has a dead character or never used slot minimum distance to dead bodies of the same player - calculates the distance to previously died characters of the player (in meters), this will prevent the player from "stacking" two or more characters at the same place (like a base) and switch to another character if one dies There are global config variables for changing the default settings for the restrictions:
    DZE_CharacterSwitchTimeout = 30; // default 30 minutes timeout (0 to disable) DZE_CharacterMinDistance = 1000; // default 1000 meters min distance (0 to disable) You can add those variables to the config section in the init.sqf.
     
    Here a screenshot how it may look like with active restrictions:

    Disabled character slots are displayed with a red disabled button (cannot be pressed) with info text on the button.
    If one or more restrictions apply there is also be an info text displayed at the bottom of the screen.
     
    Note: at the moment there is no automatic timer or anything to count the timeout down, you have to manually press the refresh button to refresh the character data and last login time.
     
     
    Suggestions and ideas welcome. Also for the character selection dialog what do you like to see on there?
  11. Like
    DanucasB reacted to Torndeco in Custom Loot Tables via missionConfigFile   
    Disclaimer
    This is not the most efficent way todo custom loot i.e 100k+ missionfile,
    But it allows for more flexible loot changes + adding in new loot positions
     
    If all u are doing is replace / removing the odd weapon there are better ways todo it
     
    Infact this way is pure lazy but allows u to alter all the loots & loot positions & zombie loot etc...
    Or if u want to add loot postions for buidlings u added to server, that don't normally spawn loot
     
     
    Github
    https://github.com/Torndeco/Epoch-Custom-Loot
     
     
    Credit
    All credit goes towards http://opendayz.net/threads/tutorial-custom-loot-tables-and-adjusting-spawn-rates.11589/
    I just altered it for epoch quickly, i may have made some mistakes
     
    To find loot positon (works with only buildings in map i.e not spawned in by server, check out
    http://opendayz.net/threads/find-building-loot-positions.11031/
  12. Like
    DanucasB reacted to norsk22771 in Ever wanted a roof with big enough doors for heli to fly in?   
    Hello! i have many times thinked about roof that have big enough doors for a helicopter to fly inside the base, so i tought that it would been a nice feature to have. Heres a picture of the rood door thing.
    The door will be sliding and its almost completed with animation, i think for now its only posible to buy via the traders.
    The door are big enogh to land an Blackhawk.
     
     
    Rlease date: [Not set]
     

  13. Like
    DanucasB reacted to Charlatan in Preview: Ghost of Chernarus Epoch-Specific Map Pack   
    Ghost of Chernarus
    A map pack specifically made for Epoch
     
     
     
    Hello guys and girls.
    I'd like to preview the Chernarus Overhaul I am working on - a collection of map packs focusing on Epoch's Core zones.
     
     
    Features:
    Better protection at Trader Cities Immersive, some pretty eccentric structures Fully modular - each spot is a seperate sqf Hours of optimization work to reduce file size and increase performance Two projects of Fortresses ready for NPCs - one small, one excessively large (approx. 2x2 kilometers of platforms in the ocean) Alternative versions of the maps coming in the future to offer options and variants: No fuelpump in Klen / No Zombies / Less Objects / More entrances   etc. More alternative versions tailored to your personal wishes, just post em here =)  
    Current Progress:
     
    - Traders -
    Trader City Klen Enhancement:    -    100%     (+Optimization ! )     (+Alternative Versions ! )
    Trader City Stary Enhancement:    -    100%     (+Optimization ! )    (+Alternative Versions ! )
    Trader City Bash Enhancement:    -    100%     (+Optimization ! )    (+Alternative Versions ! )
    Northeast Aircraft Dealer Overhaul "The Boneyard"    -    100%     (+Optimization ! )     (+Alternative Versions ! )
    Bandit Trader Overhaul "Cutthroat's Corner"    -    100%     (+Optimization ! )
    Hero Trader Overhaul "Last Home"    -    100%
     
    - Landmarks -
    Willow Lake Castle Ruin: 100%     (+Optimization ! )
    "The Unburied" Battlefield Remnants: 100%     (+Optimization ! )     (+Alternative Versions ! )
     
     
    - Structure Improvements -
    Zelenogorsk - Rehabilitation Center & Warehouses: 100%
    Grishino - Construction Sites : 100%
     
     
     
    Files:
     
    Preliminary Release Work-In-Progress: http://www.charlatan.at/DayZ/GOC.rar
     
    PDF Readme / Screenshots / Map Locations: http://www.charlatan.at/DayZ/GOC.pdf
     
     
    FAQ:
     
     
    OMG I get an Error Message about "missing content" for "aif1_buildings" or "pook_h13"
    Don't worry, that didn't do any harm. Standard Epoch includes these two files, but they are not used on Chernarus so the Mod does not find them.
    The Readme file included in the download has instructions on page 2 how to remove the error message  !
    You can play without any problems despite getting the error message, btw.
      How do I install this?
    I suggest using the server.pbo, the Readme file has installation instructions !
      Do I need to change/add the traders manually?
    No, the traders and their market stalls all remain unchanged.
      Does the Castle in Klen disappear?
    No, it will all be normal ingame. The Castle is simply not visible in the editor, thus missing on my screenshots.  
    Permissions/Credits:
     
    As long as players enjoy them, feel free to edit / modify my maps however you like. Just don't claim them as your own work ;)
    Without the Epoch Mod, I wouldn't have worked on these map upgrades for Chernarus, so most credit goes to the Epoch Team!
  14. Like
    DanucasB reacted to juicifer in Walking Dead Zombies   
    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

     
  15. Like
    DanucasB reacted to NAIL in Plot Pole and Saving Bases   
    Not sure if this has been brought up yet, or anyone would like to help me develop this as a mod, but I have an idea that I would like to implement on my server.
     
    Plot poles are a great feature, however I don't believe they are used to their potential.  In my opinion a plot pole should have the following features:
     
    Make it so no other player can place base building items down. (already working) Be assigned to player ID not instance Be a zombie barrier (zombies can be drawn to the pole, just not spawn within its radius) Same with AI, they can be drawn to the pole, just not spawn within its perimeter.  (I have Sarge AI) FINALLY **IMPORTANT** Make the plot pole maintainable, and maintaining a plot pole resets the 6 day despawn on all other base built items inside its perimeter. I will be trying to figure out how to write a script to do this, and would love if anyone else would like to join me on this endeavor.  
     
    I would make plot poles really rare, and would also like to possibly make it so you would need more than one on a larger base.
     
    Or, better yet, only allow one plot pole per uid, this way if a team wanted multiple bases, they would need to divide the required plot poles.
  16. Like
    DanucasB reacted to MrEnderMC in We need this for the A-SUV   
    Since the armored SUV is one of the most popluar vehicles in Epoch, this could be something really amazing to see in this lovely mod you have. it bring nothing to gameplay wise just thought is would be cool to have in game
     

     
    http://www.armaholic.com/page.php?id=18709
  17. Like
    DanucasB reacted to Horny Goldfish in key chain   
    hey guys i had a full toolbelt the other day and thought of perhaps adding in a key chain?, it could hold up to 5 keys which means it could open 5 different vehicles. to add a key yyou could right click on the key chain and to remove keys the same way. maybe it ccould be rare drop at residential areas?.
  18. Like
    DanucasB reacted to Lanmanfm in desperate need of scoffolding   
    working on a small base with a few clan mates and we are at a place where we need scaffolding that we can pull back down and move on to the next location to put it back up.
  19. Like
    DanucasB reacted to Kind-Sir in BAF Merlin   
    Yep! The following SQL adds the BAF Merlin to the aircraft trader in Chernarus at the NEAF
     
    INSERT INTO traders_data (`item`, `qty`, `buy`, `sell`, `tid`, `afile`) VALUES ('["BAF_Merlin_HC3_D",2]', 10, '[2,"ItemBriefcase100oz",1]', '[1,"ItemBriefcase100oz",1]', 519, 'trade_any_vehicle');I have it set to 2 full briefcases, but you can change it how you please.
  20. Like
    DanucasB reacted to Armifer in Help/Strategies for building   
    First acquire a safe and use it to store all rare/uncommon materials you will be using. Save up and buy a plot pole, this is ESSENTIAL, as anyone can come build on your land without one, trolling your base, by blocking it off, or building stairs over your walls, etc.
     
    After you are set up and ready to start, pick high ground, it MUST BE FLAT FOR BEST RESULTS. Find a spot with trees near by, or build around some trees. You will have to decide if you want a base in the woods, meaning you will need to chop all trees to land a heli, or a base in a field where you can land a heli whenever you want (note, this also allows your enemies to land a heli in your base if you do not have one already parked). I suggest a base not to far from the coast but not too close that fresh spawns can run up on it all the time. You want to be closer to industrial loot if your going to constantly build/maintain a large base as you will need cinder and mortar for the strongest walls.
     
    I always had 1 other player to help spot and position objects. It is also good for security to have someone on watch if your doing a big project together. Build redundant systems and defensive fortifications. This will sound silly, but forts and castles long ago were designed to be defensive, and those kind of ideas can be applied to building your base. Most players build a regular "house". I suggest building a defensive structure.
     
    For example, build an outer wall first, with a 2 tiered gate system. This means, you have a walled driveway with 2 doors that must be passed through to enter. This creates a choke point enemies must enter to try to rush when your gate is open, thus creating a defensive advantage. 2nd, the 2 gate system allows you to open, then close the first gate, so you are safe when opening the 2nd. This will prevent your base being open to all if a camper shoots you the minute you open your door.
     
    Next, build bastions at the corners or centers sides of your walls. These are just protruding areas of wall with  some kind of tower, or platform with cover that extends out and over your walls,. This allows you to fire down the length of your walls if someone is hiding on the other side, deconstructing, attacking your wall, or throwing grenades over etc.
     
     
    When building your structure in the center of your walled off area, make a tall tower in the very center with access to the roof to act as a look out. Also ensure it has locked doors to prevent mozzie or littlebirds from landing or dropping off players. Also make sure the garage is in the very center of your building, with your regular rooms surrounding it in the shape of a square 'U' so to speak. Where the opening of the 'U' is where you drive the vehicles in. You want to do this because players will fly with helis and shoot into your base's garage (players usually build it on side of houses) or they will use .50 call. Those all penetrate through at least 1 wall before losing 50% of its velocity, so it can basically still damage all vehicles inside, even if built with cinder blocks. The 2nd reason you want the vehicles in the center is that because of an arma glitch/exploit, you can hope into vehicles through a wall if the vehicle is parked close enough to it, thus allowing them to bypass your wall defenses. So dont park any cars near the garage door either.
     
    You can also put barbed wire, and tank traps all around your walls to prevent players from doing the vehicle glitch as they will not be able to pull up beside the wall to do it, and it also keeps them away from the base of your wall, making it easier to spot them, and shoot them from your bastions or your main look out tower.
     
     
    Good luck, I hope this helps, as it has helped me in the 1 year of playing on various base building servers. Also check http://dayzepoch.com/wiki as it has almost all information about recipes (what are we baking cakes? Wish it was changed to blueprints!)
  21. Like
    DanucasB reacted to Bungle in [OLD Release] Custom Chernarus Server Pack 1.2.1 - For Epoch 1.0.1.4 (Development Stopped)   
    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
  22. Like
    DanucasB reacted to Kind-Sir in [MAP Addition] Stary Sobor Hospital   
    I'm not too sure that MAP_A_Hospital will spawn loot as it is not defined to spawn loot in the DayZ code (or it may be, I haven't checked)

    If this is the case, use the classname Land_A_Hospital to get a hospital that spawns zombies and loot.
  23. Like
    DanucasB reacted to austinrmartin in [Suggestions] Short List of Greatness!   
    Hello, My name is Austin, and I hope you enjoy these suggestions, Thank you!
     
     
     
    Fixes:
    *Nothing Yet*
     
    Add:
    Buildable - Heli Pads (Concrete or Dirt)
    Buildable - Parking Spaces (Concrete Slabs)
    Buildable - Antena (Decoration) 
    Buildable - Dog House (Decoration)
    Buildable - Trash Can (Small & Large) (Decoration)
    Buildable- Sirens (Useable, Like Horn)
    Buildable - Spot Light (Useable)
    Buildable - Cones (Decoration)
    Buildable - Latter (Not Stairs, Useable)
    Buildable - Light House (Light need Lightbulb to work)
    Buildable - Scaft Fold 
    Buildable - Ammo Crates 
    Buildable - Turrets (Machine Gun & AA)
    Battle Bus (Bus with Guns)
    Scrap APC (Box of Steel)
    Paraga Copter (Pickup/Heli)
     
    Remove:
    *Nothing Yet*
     
    If you guys want me to add something, comment, Ill edit post and add that stuff! Thank you guys!
  24. Like
    DanucasB reacted to fireplace in Trader Range Increase?   
    Put in init.sqf
     
    dayz_sellDistance = 30;
     
    I have mine at 30, so set yours to whatever you want
     
     
    http://dayzepoch.com/wiki/index.php/Init.sqf#dayz_sellDistance
  25. Like
    DanucasB reacted to vbawol in Base Building Feedback pt2   
    Kind-Sir, it currently allows about 45 seconds, I think that 50 seconds sounds fine so I will go ahead and change that for the next patch.
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