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Posts posted by Snowmobil
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Its in dayz_code\actions\player_build.sqf
if(_counter >= 50) exitWith {
Copy
dayz_code\init\compiles.sqf dayz_code\actions\player_build.sqf
to a folder in your mission.pbo. (I named it "custom")
init.sqf
progressLoadingScreen 0.4;
- call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functions+ call compile preprocessFileLineNumbers "custom\compiles.sqf"; //Compile regular functionsprogressLoadingScreen 0.5;compiles.sqf
- player_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build.sqf";
+ player_build = compile preprocessFileLineNumbers "custom\player_build.sqf";
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Try this:
CREATE TRIGGER update_owner AFTER INSERT ON character_data FOR EACH ROW BEGIN UPDATE object_data SET CharacterID = NEW.CharacterID WHERE CharacterID IN (SELECT CharacterID FROM character_data WHERE PlayerUID = NEW.PlayerUID); END;
Haven't tested it though. -
private ["_owner_id", "_key_colors", "_index", "_key_number", "_item"]; _owner_id = cursorTarget getVariable ["CharacterID","0"]; if (_ownerID != 0) then { _key_colors = ["Green", "Red", "Blue", "Yellow", "Black"] _index = floor (_owner_id / 2500) _key_number = _owner_id - _index * 2500 _item = format["ItemKey%1%2", _key_colors select _index, _key_number]; [player, _item, 1] call BIS_fnc_invAdd; };
I think that should work.
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Maxpackets at 2048? Too high imo, try 512m
Wouldn't that cause a lot of overhead?
Why not just leave it at 1400?
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Add some log messages with diag_log and check your rpt log.
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Loot spawning / Dynamic vehicle spawning are two entirely different things, so i don't see how that would be possible.
The way described in my last post should work though.
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From that forum post:
To implement this in a way that saves resources within the game the mechanic could be set to run daily, where a nightly job calculates all possesion and then updates the loot tables. The loot table files are held on the hive and when the server updates or restarts it queries these numbers and sets them accordingly. This will save resources and ensure that possesion numbers are close enough to the desired numbers. The alternative would be querring the tables each time loot is generated and that would create to much lag.
So fetch all character_data/object_data/traders_data from DB, calculate the total amount of every item in circulation, and update the loot tables accordingly.
I'd say thats minor tinkering with the loot tables ^^
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Wrong Mod ;)
Thats DayZ not DayZ Epoch.
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Its in dayz_code\actions\player_build.sqf
if(_counter >= 50) exitWith {
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Try "ItemSledge"
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ItemSledgeHead & ItemSledgeHandle
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You can try this:
[] spawn { player setUnconscious true; sleep 5; player setUnconscious false; };
Doesn't make you unconscious, but you can't access the action menu / gear menu.
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This closes the menu after every attempt.
You need to copy
dayz_code\init\compiles.sqf dayz_code\compile\player_unlockDoor.sqf
to your mission.pbo
init.sqf
- call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functions
+ call compile preprocessFileLineNumbers "path\to\compiles.sqf"; //Compile regular functions
compiles.sqf
- player_unlockDoor = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockDoor.sqf";
+ player_unlockDoor = compile preprocessFileLineNumbers "path\to\player_unlockDoor.sqf";player_unlockDoor.sqf
} else {
DZE_Lock_Door = "";[player,"combo_locked",0,false] call dayz_zombieSpeak;+ [player,20,true,(getPosATL player)] spawn player_alertZombies;+ _display = findDisplay 41144;+ _display closeDisplay 3000;}; -
Yea my bad, i thought they'd have a windows version by now, but thats still in alpha...
http://www.percona.com/downloads/XtraBackup/XtraBackup-1.6/Windows-alpha/
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Uncomment this line in supply_drop.sqf
//diag_log(format["CRASHSPAWNER: Spawning '%1' with loot table '%2' NOW! (%3) at: %4", _crashName, _lootTable, time, str(_position)]);
Then check your RPT log.
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With this you can remove every new modular buildable, except lockable doors, if you are the owner. Unfortunately, right now the ID stored as OwnerID in the database is the CharacterID. Which means after you die you can't remove any buildables that you build before you died. (You could probably write a mysql trigger that updates the characterID once you respawn.)
Lockable doors can be removed by everyone if they are unlocked, because the OwnerID is used to store the combination for the door.
I haven't really tested this thoroughly, so use at your own risk ;)
Sorry for all the quotes, text color doesn't seem to work with code.
Instructions:
Copy
dayz_code\init\compiles.sqf dayz_code\compile\fn_selfActions.sqf dayz_code\actions\remove.sqf
to a folder in your mission.pbo. (I named it "custom")
init.sqf
progressLoadingScreen 0.4;
- call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functions+ call compile preprocessFileLineNumbers "custom\compiles.sqf"; //Compile regular functionsprogressLoadingScreen 0.5;compiles.sqf
fnc_inAngleSector = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inAngleSector.sqf"; //Checks which actions for nearby casualty
- fnc_usec_selfActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selfActions.sqf"; //Checks which actions for self+ fnc_usec_selfActions = compile preprocessFileLineNumbers "custom\fn_selfActions.sqf"; //Checks which actions for selffnc_usec_unconscious = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_unconscious.sqf";fn_selfActions.sqf:
_isDestructable = _cursorTarget isKindOf "BuiltItems";
_isWreck = _typeOfCursorTarget in DZE_isWreck;_isWreckBuilding = _typeOfCursorTarget in DZE_isWreckBuilding;+ _isModularItem = _cursorTarget isKindOf "ModularItems" or _cursorTarget isKindOf "Land_DZE_WoodDoor_Base" or _cursorTarget isKindOf "CinderWallDoor_DZ_Base";+ _isUnlockedDoor = (_cursorTarget isKindOf "Land_DZE_WoodDoorLocked_Base" or _cursorTarget isKindOf "CinderWallDoorLocked_DZ_Base") and {_cursorTarget animationPhase "Open_hinge" == 1};_isRemovable = _typeOfCursorTarget in DZE_isRemovable;_isDisallowRepair = _typeOfCursorTarget in ["M240Nest_DZ"];//Allow player to delete objects
- if(_isDestructable or _isWreck or _isRemovable or _isWreckBuilding) then {
+ if(_isDestructable or _isWreck or _isRemovable or _isWreckBuilding or _isModularItem or _isUnlockedDoor) then {if(_player_deleteBuild) then {
if (s_player_deleteBuild < 0) then {- s_player_deleteBuild = player addAction [format[localize "str_actions_delete",_text], "\z\addons\dayz_code\actions\remove.sqf",_cursorTarget, 1, true, true, "", ""];+ s_player_deleteBuild = player addAction [format[localize "str_actions_delete",_text], "custom\remove.sqf",_cursorTarget, 1, true, true, "", ""];};remove.sqf
_objOwnerID = _obj getVariable["CharacterID","0"];
_isOwnerOfObj = (_objOwnerID == dayz_characterID);+ _isModularItem = _obj isKindOf "ModularItems" or _obj isKindOf "Land_DZE_WoodDoor_Base" or _obj isKindOf "CinderWallDoor_DZ_Base";+ _isLockableDoor = _obj isKindOf "Land_DZE_WoodDoorLocked_Base" or _obj isKindOf "CinderWallDoorLocked_DZ_Base";+ if(_isModularItem and !_isOwnerOfObj) exitWith {TradeInprogress = false; cutText ["Cannot remove item: You're not the owner.", "PLAIN DOWN"];};if(_obj getVariable ["GeneratorRunning", false]) exitWith {TradeInprogress = false; cutText ["Cannot remove running generator.", "PLAIN DOWN"];};// Double check that object is not null
if(!isNull(_obj)) then {+ if (_isLockableDoor and {_obj animationPhase "Open_hinge" == 0}) exitWith {TradeInprogress = false; cutText ["Cannot remove locked door.", "PLAIN DOWN"];};deleteVehicle _obj;- ispan55, frartombabogy, itsatrap and 2 others
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In your mission.pbo -> init.sqf
Add the following code under
// DayZ Epoch config
http://dayzepoch.com/wiki/index.php/Init.sqf#Customize_fresh_spawn_loadout
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As far as i know you can't, or you'd have to add it yourself.
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Below // DayZ Epoch config
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Check your logs for errors: Log Viewer -> vilayer_active_server_xxxxxx\ARMA2OASERVER.RPT
-> vilayer_log\before-started-stage-1-create-infrastructure.log
Network message is pending
in Server Install
Posted
http://dayzmod.com/forum/index.php?/topic/51542-psa-server-admins-how-to-optimize-your-dayz-server-for-maximum-performance/
But read the whole thread, not everything in the first post is correct.
http://community.bistudio.com/wiki/basic.cfg