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wokkelwakker

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Posts posted by wokkelwakker

  1. I'm pretty sure the only thing that changed by disabling the full moon, is that it becomes dark faster, and the nights are darker.

     

    Other than that, i'm still having clear weather.

     

    My crops are dehydrating here! :D

  2. Hello , the only problem i have with this script is that at every mission spawn all the ai spawn dead except one or maybe 2. Could it be because i am using dzai ?

     

    Well jeez i don't know :P

     

    I'd suggest you compare Sarge AI script:

     

    https://github.com/Swiss-Sarge/SAR_AI

     

    With the DZAI script:

     

    https://github.com/dayzai/DayZBanditAI

     

    And tell me if you notice some differences between them.

     

     

    But seriously, this thread says multiple times it's made for Sarge AI. The topic title says it, first post says it, and a few times between the first post and yours.

     

    Can't people read anymore these DayZ? :ph34r:

  3. Disabled it, and i might be to early to say this as the server only restarted 20 minutes ago, but it doesn't seem to work.

     

    The sky is still clear! No rain, no thunder.

     

    But as i said, could be to early to say ;) i'll get back later on this thread.

  4. Hello,

     

    I was wondering if someone could help me out.

     

    As far as i know dynamic weather is a part of Epoch, but it isn't working on my server.

     

    Now i found this thread:

     

    http://dayzepoch.com/forum/index.php?/topic/2973-dynamic-weather-and-heli-crashes/?hl=%2Bdynamic+%2Bweather

     

    I too have infistar.de antihack software, and in the thread is says that when disabling it from the antihack, the dynamic weather should work again.

     

    Sadly enough, i have no access to these files as i have a cheap version of the antihack through dayzah.com / vilayer.

     

     

    Is there any other way around this? Or is my server doomed to have a clear sky for eternity :D

     

  5. The whole reason for a bigger roof door would be that the heli's could fly through, right? Why would you make it smaller?

     

    And what vbawol says may be true, but the whole weight system isn't logical anyway.

     

    I say make the heli door work for any heli! But it's your project ;)

     

    Would be nice to see a garage door that fits all trucks in game as well, for if you run out of ideas!.

  6. Fuggu,

     

    The problem you're describing is indeed related to a wrong line in the server_cleanup.fsm.

     

    I use this one:

    if(vehicle _x != _x && !(vehicle _x in _safety) && (isPlayer _x) && (typeOf vehicle _x) != ""ParachuteWest"" && ((vehicle _x getVariable [""Sarge"",0] != 1) && (vehicle _x getVariable [""DZAI"",0] != 1) && (vehicle _x getVariable [""Mission"",0] != 1))) && !((typeOf vehicle _x) in DZE_safeVehicle)) then {" \n
    

    This line should basically work for either sarge, without sarge, or with the DZAI addon.

  7. by default there is a death message logged server side look for "PKILL:".

     

    In what file would this be logged? Or is the actual file called PKILL

     

    EDIT:

     

    Never mind. It's logged in the ARMA2OASERVER.RPT.

     

    How difficult would it be to write these values to a custom table in the mysql database?

  8. Oh ok, so basically in the SAR_config.sqf I just turn the dynamic spawning off and whatever I use in the grid spawning in the SAR_cfg_grps_chernarus.sqf will work? Correct?

     

    Thanks for the help!

     

    No, if you turn the dynamic spawning off there will be no dynamic spawning.

     

    You have to edit those numbers in SAR_cfg_grps_chernarus.sqf like i explained in my previous post.

  9. I like that idea. A player on my server came with this not long ago as well.

     

    Maybe you can, for example, place a safe and edit it in MySQL (make code 0000 or something, don't know if no code works)

     

     

    But about trading between players, why not something like this?:

     

    screenshot-01.png

     

    This is just an example from a mmorpg, but the idea behind it is that if you aim at someone you'd get a menu from which you can select "ask trade" or something.

    Then this extra menu will popup where you can drag the items you wish to trade with someone. Could give some more perspective to the whole idea of trading, and player interactivity.

  10. Hello Cushaway,

     

    Don't quote me on this as i don't use the dynamic grid spawning (you can turn that off by setting "SAR_dynamic_spawning" to false in SAR_config.sqf).

     

    I believe the list you just posted from SAR_cfg_grps_chernarus.sqf will actually overwrite the settings in SAR_config.sqf.

     

     

    Now let's take a look here:

    // Kamenka, 0 bandit groups, 1 soldier groups, 2 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
    _check = [["max_grps","rnd_grps","max_p_grp"],[[0,1,2],[0,100,100],[0,2,1]],"SAR_area_0_0"] call SAR_AI_mon_upd;
    

    The line with // in front of it is just a example of how the values in the line below it are made.

     

    [0,1,2] = 0 bandit groups, 1 soldier groups, 2 survivor groups

     

    [0,100,100] = spawn probability: 0% bandit, 100% soldier, 100% survivor

     

    [0,2,1] maximum AI in the group, and again in this order: bandit, soldier, survivor.

     

     

    So basically what you want to do is edit all those numbers to your own needs.

     

    Or you can simply just remove the whole line ;)

  11. Depending on how many of these dust clouds cross my screen, the fps drop for me is about 5-10.

     

    Which to me, seems a lot. And no, not everyone has money for a high end system.

     

    If there would be an epoch developer who wouldn't mind sharing if it's possible to remove these dust effects, and how, i wouldn't mind so much.

  12. ......

     

    The topic title literally says: "Sarge ai epoch edition mission system".

     

    The first post also says it's based on sarge ai..

     

    "Oh hey, a mission system! copy paste. Doesn't work!! :("

     

     

    Uninstall the missions and sarge ai, and begin at the beginning.

     

    You can find an installation guide for sarge AI here:

     

    https://github.com/Swiss-Sarge/SAR_AI

     

     

    If you got the sarge ai working, only then install the mission system. Guide here:

     

    http://opendayz.net/threads/release-dayzchernarus-mission-system.12169/

  13. If you are sure that you followed this tutorial perfectly: http://opendayz.net/threads/release-dayzchernarus-mission-system.12169/,

    and have sarge ai installed as well,

     

    then the only thing i could imagine what causes this, is that maybe it's incompatible with the Taviana map?

     

    Also make sure that you added the markers in the init.sqf at the bottom. Something like this:

    [] execVM "debug\addmarkers.sqf";
    [] execVM "debug\addmarkers75.sqf";
    
  14. Hi all 

     

    wel this mission is really good working, 

    i have a Dayz epoch server with map Taviana, 

     

    i rent my server from vilayer,

    the only thing what is not working for the 

    mods with 26 missions , 

     

    is the marker on the map where the mission start , 

    have somebody a idea for this , 

     

     

     

     

     

     

    thank you so much and for the people who design this mission 26 and mods 

    greate work guys 

     

    Markers don't work at all? Or only if a mission has started, and you died/relogged and doesn't show the markers anymore.

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