dagg929
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Posts posted by dagg929
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Where in there? Looking through the demo and not seeing any option.
Edit: I'm talking the ability to cleanup vehicles whose keys are missing.
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Could we possibly get this sweet sweet change without the killmsgs?
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Is there any way to set this up easily so that it is a self contained thing? I'd love to run this, but I don't want to run sarge AI all over my server.
Any assistance here is appreciated.
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Any idea of this is automated via BEC, or?
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See topic.
Anyone know how to do this?
I know origins has this and it helps some. I think it'd alleviate this problem for me. I'd like to be able to, when the server first loads up and you connect (and anytime thereafter) make you wait 20 seconds before it kicks you to the next stage. I know I need a sleep 20; but am unsure as to what file, where, etc.
Anyone who can point me in the right direction it's mucho appreciated.
Thanks.
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Anyone have this? Would be great!
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And same on ours.
Wish this would go away.
Have killmessages off completely, doesn't help.
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New patch removed all those config files from the dayz_code/configs folder.
Uh.. why, and how do we do this now?
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Any way to change the raceday not to require EU? If I add in the EU to the mission.sqm, will it affect anyone joining, or?
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Epoch uses the EU update, so when I launch all of this with epoch selected - I can use the EU options as well for grass, rocks, etc?
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Anyone have this? My character data has ballooned and I'm trying to get it cleaned up.
Will I lose the objects assigned to the character data if I just delete them where alive=0?
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I was not able to maintain our wooden walls, every wall was an damage 0.1 , this is not enough, I changed it to 0.2 and it works now.
Are you running invinc base building?
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Current system if I'm not mistaken will mark them as a bandit for later kill-purposes based on if they have completed 2-3 kills that life.
Has anyone experimented with making this work if they have that or the negative humanity required? Many of my players are losing humanity killing people who shoot at them first, who are bandits in humanity but not kills in that life and I'm wondering if anyone has a solution to this?
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Scratch that, I can revert the selfactions to:
if((_cursorTarget isKindOf "ModularItems" or _cursorTarget isKindOf "DZE_Housebase")) then {
Versus what it is currently:
if((_cursorTarget isKindOf "ModularItems" or _cursorTarget isKindOf "DZE_Housebase") and (damage _cursorTarget >= 0.1)) then {
Will report back on if this works.
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Damn I was hoping that's not it.
I really do not want to turn cleanup off as our DB is getting massively full as is and then people will just keep on building forever. I already have people with four story houses, 30 sandbag emplacements, 30 barb wire emplacements, etc.
Anyone know a fix for this?
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Anyone know how to get this so the maintain option will still show? We're running part 1, indestructible at reboot but since we get no option to maintain, currently things are just disappearing.
Anyone know a fix for this?
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Having some trouble with this.
Peoples stuff is starting to disappear and I assume it is because they can't maintain it. I have an event set for setdamageonage and I ran it manually last night (it did work, it's also firing)
Anyone have any idea here? I know stuff has to be damaged so you can maintain it.
Anyone else having this problem?
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Getting this a ton for the first few mins after a reboot. Usually it's when we get around 30 trying to login at once.
Anyone know a fix for this at all? I've tried cleaning groups every five minutes and it may work, but I'm still getting this for the first few minutes on reboot.
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Tossed a donation your way.
Thanks for all your hard work with these. They're great.
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There's no rhyme or reason to this occurring. It seems to happen randomly, sometimes with 14 people on, sometimes with 50.
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What's the default for this, as it isn't on the wiki yet?
As well, what exactly do you need to rip these apart? Do you have to damage them with a sledgehammer to get the ore?
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How's this work for spawning dynamic vehicles?
Can it tell the difference between buildables, etc in the db? Does it ignore locked vehicles, or? Trying to figure out the best balance here.
I tend to turn off armored/helicopter dynamic spawns (except civil.) If anyone knows the answer to these questions I can tweak a bit better and I'd really appreciate it.
Thanks for your time.
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22:30:09 "RUNNING EVENT: crash_spawner on [2013,10,15,11,30]"22:30:09 UH1Wreck_DZ: MainTurret - unknown animation source MainTurret22:30:09 UH1Wreck_DZ: MainGun - unknown animation source mainGun22:30:09 UH1Wreck_DZ: Gatling - unknown animation source Gatling22:30:09 Error in expression <s select _index;_itemType = _itemTypes select _index;[_itemType select 0, _ite>22:30:09 Error position: <select _index;[_itemType select 0, _ite>22:30:09 Error Zero divisor22:30:09 File z\addons\dayz_server\modules\crash_spawner.sqf, line 8122:30:09 Error in expression <s select _index;_itemType = _itemTypes select _index;[_itemType select 0, _ite>22:30:09 Error position: <select _index;[_itemType select 0, _ite>22:30:09 Error Zero divisor22:30:09 File z\addons\dayz_server\modules\crash_spawner.sqf, line 81
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I'd like to see this as well.
I think the technique should be in such a state
in General Discussion.
Posted
Awesome.
Really like those vehicles.