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Posts posted by redcloud78
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Hit a snag in panthera they wont cross the bridges also was wondering about something else if you had dzai and sarge and wanted to set either one to be static base guards could you set either to west as well like above
Seem to be only the taff grove bridge cant ven walk across it without sinking in like deep mud i just deleted that bus stop instead
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Hit a snag in panthera they wont cross the bridges also was wondering about something else if you had dzai and sarge and wanted to set either one to be static base guards could you set either to west as well like above
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getting message not recieved 10 20 seconds but no kick
my friend he gets kicked to the lobby after about 20 seconds of joining each time
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Wondering about that too would it be
// SIGNATURE VERIFICATION onUnsignedData = "kick (_this select 0)"; // unsigned data detected onHackedData = "kick (_this select 0)"; //"ban (_this select 0)"; // tampering of the signature detected onDifferentData = ""; // data with a valid signature, but different version than the one present on server detected
to
// SIGNATURE VERIFICATION onUnsignedData = ""; // unsigned data detected onHackedData = ""; //"ban (_this select 0)"; // tampering of the signature detected onDifferentData = ""; // data with a valid signature, but different version than the one present on server detected
or
// JOINING RULES maxPlayers = 40; // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player. kickDuplicate = 1; // Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing. verifySignatures = 2; // Verifies .pbos against .bisign files. Valid values 0 (disabled), 1 (prefer v2 sigs but accept v1 too) and 2 (only v2 sigs are allowed). equalModRequired = 0; // Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server. requiredBuild = 95248; // Require clients joining to have at least build 12345 of game, preventing obsolete clients to connect
to
// JOINING RULES maxPlayers = 40; // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player. kickDuplicate = 1; // Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing. verifySignatures = 0; // Verifies .pbos against .bisign files. Valid values 0 (disabled), 1 (prefer v2 sigs but accept v1 too) and 2 (only v2 sigs are allowed). equalModRequired = 0; // Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server. requiredBuild = 95248; // Require clients joining to have at least build 12345 of game, preventing obsolete clients to connect
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I like sarge you can set for fortify_nochase and have some a.i friendly. They will seek out nearest buildings to fortify but i wont use sarge unless i can figure out how to run it server side. none of the other a.i. packages offer much control like sarge does but they all have their strengths wai for its para drops,dzms for its missions,dzai for its static spawns and suvivor companions for what it offer i usually use all 4 at the same time
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when i spawn bots in manually on the map, how do i stop them from moving around? or limit them to moving up to 20m from where they were spawned. because i made an outpost but the bots will just walk out of it to some where else
WAI/AiConfig.sqf
try and alter these values
/// Sets radius for AI patrols (call spawn_group) ai_patrol_radius = 20; /// Sets number of waypoints to add in patrol area (call spawn_group) ai_patrol_radius_wp = 2;
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I changed files name from the OP. Ill redownload and try your setup.
Try like this instead notice the call is at the bottom of the server monitor.sqf not where you currently have it
if(isnil "OldHeliCrash") then { OldHeliCrash = false; }; // [_guaranteedLoot, _randomizedLoot, _frequency, _variance, _spawnChance, _spawnMarker, _spawnRadius, _spawnFire, _fadeFire] if(OldHeliCrash) then { _nul = [3, 4, (50 * 60), (15 * 60), 0.75, 'center', HeliCrashArea, true, false] spawn server_spawnCrashSite; }; if (isDedicated) then { // Epoch Events _id = [] spawn server_spawnEvents; // server cleanup [] spawn { private ["_id"]; sleep 200; //Sleep Lootcleanup, don't need directly cleanup on startup + fix some performance issues on serverstart waitUntil {!isNil "server_spawnCleanAnimals"}; _id = [] execFSM "\z\addons\dayz_server\system\server_cleanup.fsm"; }; // spawn debug box _debugMarkerPosition = getMarkerPos "respawn_west"; _debugMarkerPosition = [(_debugMarkerPosition select 0),(_debugMarkerPosition select 1),1]; _vehicle_0 = createVehicle ["DebugBox_DZ", _debugMarkerPosition, [], 0, "CAN_COLLIDE"]; _vehicle_0 setPos _debugMarkerPosition; _vehicle_0 setVariable ["ObjectID","1",true]; // max number of spawn markers if(isnil "spawnMarkerCount") then { spawnMarkerCount = 10; }; actualSpawnMarkerCount = 0; // count valid spawn marker positions for "_i" from 0 to spawnMarkerCount do { if (!([(getMarkerPos format["spawn%1", _i]), [0,0,0]] call BIS_fnc_areEqual)) then { actualSpawnMarkerCount = actualSpawnMarkerCount + 1; } else { // exit since we did not find any further markers _i = spawnMarkerCount + 99; }; }; diag_log format["Total Number of spawn locations %1", actualSpawnMarkerCount]; endLoadingScreen; }; [] ExecVM "\z\addons\dayz_server\WAI\init.sqf"; [] ExecVM "\z\addons\dayz_server\DZMS\DZMSInit.sqf"; allowConnection = true; sm_done = true; publicVariable "sm_done"; };
and for this
//Custom Spawns file// /* Custom group spawns Eg. [[953.237,4486.48,0.001], //position 4, //Number Of units 1, //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "", //Backpack "" for random or classname here. "Bandit2_DZ", //Skin "" for random or classname here. "Random" //Gearset number. "Random" for random gear set. ] call spawn_group; Place your custom group spawns below */ // Death Alley [[7994.49,13659.3,0],9,1,"Random",8,"","Random","Random"] call spawn_group; //Group1 [[8100.5,13527.5,0],9,1,"Random",8,"","Random","Random"] call spawn_group; //Group2 //Novylug [[9610.84,11279.6,0],7,1,"Random",8,"","Random","Random"] call spawn_group; //Patrol //NWAF base [[4481.76,10249.8,0],7,1,"Random",8,"","Random","Random"] call spawn_group; //Patrol
for the skin dont write "Random" just write ""
// Death Alley
[[7994.49,13659.3,0],9,1,"Random",8,"","","Random"] call spawn_group; //Group1
[[8100.5,13527.5,0],9,1,"Random",8,"","","Random"] call spawn_group; //Group2
//Novylug
[[9610.84,11279.6,0],7,1,"Random",8,"","","Random"] call spawn_group; //Patrol
//NWAF base
[[4481.76,10249.8,0],7,1,"Random",8,"","","Random"] call spawn_group; //Patrol
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Why dont you pick apart the the breaking point dayz_code.pbo its obviously working in that mod with no problems
https://onedrive.live.com/#cid=227505C0314E9B27&id=227505C0314E9B27!115
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if(isnil "OldHeliCrash") then {
OldHeliCrash = false;
};
[] ExecVM "\z\addons\dayz_server\WAI\init.sqf";
[] ExecVM "\z\addons\dayz_server\DZMS\DZMSInit.sqf";
allowConnection = true;
// [_guaranteedLoot, _randomizedLoot, _frequency, _variance, _spawnChance, _spawnMarker, _spawnRadius, _spawnFire, _fadeFire]]
try like this arrangement
also your folder name is weird
inside this folder here (Re-Worked-WAI-0.17-master) is a folder called WAI that u must use
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http://forums.bistudio.com/showthread.php?128251-MV22-Door-Gunner-Project possibly just merge functions with this http://opendayz.net/threads/release-mv22-ramp-door-animations.12520/
Load cargo vehicles This addon could be adapted for use with any vehicle that has a ramp Some cool c130`s hmmm
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How would you just tp the player who is walking and finds the base away and knock him/her out as a warning with a text warning?
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sorry disregard
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How about this too DZE_GodmodeBase = true;
DZE_requireplot = 0;
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what about just putting this in the init above events? DZE_GodModeBase = true;
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maybe set it so that it knocks out foreign players and tp them a short distance away from your base allow set for player id's of your friends just a thought
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The arrest one is modified for dayz they have developed it quite alot here http://opendayz.net/threads/dayz-1-8-0-3-handcuff-player-help.15324/page-4#post-95472
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Had an idea don't flame if i am way off please How about join a server that has both build snapping and instant build working you would have downloaded the mission file upon entering right well find this mission file on your pc and examine it and repost here pls also if you know a way to remove building maintenace let me know pls
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I think if you copy only the first 2 sections of his code you can add your own stuff in on the island part
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Can this be done to the build snapping player_build.sqf?
_object setPosATL _location;
cutText [format[(localize "str_epoch_player_138"),_text], "PLAIN DOWN"];
_limit = 3;
if (DZE_StaticConstructionCount > 0) then {
_limit = DZE_StaticConstructionCount;
}
to
//_tmpbuilt setPosATL _location;
cutText [format[(localize "str_epoch_player_138"),_text], "PLAIN DOWN"];
_limit = 1;
if(isNumber (configFile >> "CfgVehicles" >> _classname >> "constructioncount")) then {
_limit = 1;
};
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and also to remove plot pole?
_requireplot = DZE_requireplot;
to
_requireplot = 0;
In order to make the buld snapping have 1 stage building and no plot pole required (Idk) im asking
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Instant Build with Build snapping?
in A2: Epoch Mods (1.0.5.1)
Posted
Because your missing the semi colon