tigger
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Posts posted by tigger
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The database doesn't support this. You can have an item in an item, but not item in an item in an item. It never worked any other way.
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There is a mess in models, currently in the loottables we have for the SAW: 100Rnd_556x45_BetaCMag, 100Rnd_556x45, and 200Rnd_556x45_M249.
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Currently there are 10 water bottle models, empty, full, and with 9oz, 8oz, 7oz, etc water. Crafting removes 1oz of water from a bottle as it should, but:
1) You can only drink from a full bottle and you empty it out completely. (I assume the intention is to remove 1oz water instead)
2) You can only fill a completely empty water bottle (I assume the intention is to be able to fill a partially full bottle.)
Is this intentional or a bug?
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Not dayz_mission.. go to dayz_server/system, open server_monitor.sqf and comment out the line that calls instaaction.sqf
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Well it almost works. I can craft it, then I place it, it starts building it but once it finishes the build animation, it disappears.
Edit2: I need to add it to dayz_allowedObjects, then it works. Just by
dayz_allowedObjects = dayz_allowedObjects + ["WoodChair_DZ"];
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No, this has to be changed in the client files, which means that either the Epoch Devs have to add it for everyone or you have to send the custom @dayz_epoch to all your players.
I would give the said .pbo to all my players, I already do that for a number of vehicles/etc. Suppose I make a pbo and into it's config.cpp
I add class CfgVehicles {...} and class CfgMagazines {...}. Wouldn't that work?
Edit:
Say if I make a something.pbo that contains just one file, a config.cpp with: (modified bench code)
class CfgPatches { class furniture { units[] = {"WoodChair_DZ"}; weapons[] = {}; requiredVersion = 1; requiredAddons[] = {}; version = 1; }; }; class CfgVehicles { class WoodChair; class WoodChair_DZ: WoodChair { scope = 2; offset[] = {0,1.5,0.5}; displayName = "Wood Chair"; vehicleClass = "Fortifications"; removeoutput[] = {{"wood_chair_kit",1}}; }; }; class CfgMagazines { class park_bench_kit: CA_Magazine { scope = 2; count = 1; type = 256; displayName = "Wood Chair"; descriptionShort = "Wood Chair"; model = "\z\addons\dayz_epoch\models\supply_crate.p3d"; picture = "\z\addons\dayz_epoch\pictures\equip_wooden_crate_ca.paa"; weight = 10; class ItemActions { class Build { text = $STR_ACTIONS_BUILD; script = "spawn player_build;"; require[] = {"ItemEtool","ItemToolbox"}; create = "WoodChair_DZ"; }; }; }; };
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See KindSir's post above, things like this have to be done in the mod.
I cannot add it with a pbo? Pbos can edit cfgvehicles...
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Actually, it says no CfgVehicles which is where the model description resides for Park_bench
class Park_bench1; class ParkBench_DZ: Park_bench1 { scope = 2; offset[] = {0,1.5,0.5}; displayName = "Wood Bench"; vehicleClass = "Fortifications"; removeoutput[] = {{"park_bench_kit",1}}; };
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We welcome pull requests to add new crafting items as long as the item works and the recipe makes sense.
I have a small private server, I'm not sure to what extent you would want to pollute the main codebase with useless furniture. (Although, it can exist without a way to craft it, like park_bench_kit)
So I can just add it to Description.ext? I could try that...
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How difficult would it be to add more craftable items? (Basically editing CfgMagazines.hpp)
It would be nice to be able to add more stuff, either craftable or just build-able, like basic furniture and eye candy that has Arma models.
For instance, the park bench looks like this:
class park_bench_kit: CA_Magazine { scope = 2; count = 1; type = 256; displayName = "Wood Bench"; descriptionShort = "Wood Bench"; model = "\z\addons\dayz_epoch\models\supply_crate.p3d"; picture = "\z\addons\dayz_epoch\pictures\equip_wooden_crate_ca.paa"; weight = 25; class ItemActions { class Build { text = $STR_ACTIONS_BUILD; script = "spawn player_build;"; require[] = {"ItemEtool","ItemToolbox"}; create = "ParkBench_DZ"; }; }; };
Can I just add a custom CfgMagazines.hpp and add some arma .p3ds to mission file to make additional buildables?
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We have no issues with lag when they are spawned in, they just don't work. I saw that before and I found it a litle strange since I don't know of any server where the floatplane works. (Although it might be mostly about the h13, which possibly does..)
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No luck so far. Even when I replace the client pbos with "fixed" versions, it still nose-dives immediately. Does it matter that the server pbo is not replaced?
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No insight? I tried to make a "patch" pbo that would run the script that makes the fake floor anyway, but it doesn't seem to work..
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Anyone has a solution for this?
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Is this after buying vehicles? We have the same issue.
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keep aiming on the vendor and start clicking (left/right mouse) and scrolling up and down with your mouse scroll wheel
100% of the time it works every time
Doesn't work for me... did that for 5 minutes straight.
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Also dayz.st host?
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We cannot interact with most but not all traders, dayz.st host and mostly-vanilla build. (Only additional things are a few vehicles at the moment.)
Essentially, this problem was around since 1.0.2.3 or 1.0.2.4, but before zooming in when looking at the trader helped, now it doesn't. A similar situation happens with player corpses if they are stuck near some object. You cannot access them, previously zooming in helped.
Anyone had anything similar?
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I'm working on the fire barrel now. I added the recipe and item but havent gotten around to testing it yet.
The shipping containers IMO are a bit too large or an item to be able to craft...you'd never be able to build that in the post apoc world.
Any update to this? What about making a small stove? Can you tweak how far does the fire effect spread away from it?
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OK. Sorry for the delay. The problem was that I was using the old (2007) instead of the new (2011) DSSignFile.exe.
Strangely none of the signature check (new and old) complained when I tested it manually.
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I am trying to install some custom vehicles to my dayz.st server. I created a public/private key pair, dayz.st admin installed the public key to the keys directory.
Then I uploaded the .pbo and .pbo.key.bisign files to the server /addon directory, installed them on the client, and added the pbos into missions.sqm in dayz_missions.pbo.
After trying to connect I connect for maybe 5 seconds and then get kicked "You were kicked off the server". In the logs I can see a message that the signature check on the new pbos failed.
Anyone has a clue how to get around this? Note that if I really have bad signature, or if the public key is not installed, I get a different error- a pop-up window telling me I need to get correct signature or install the key. This one is just "you were kicked off...".
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Cheers for the feedback Axle. As Merculese suggested it would ideally be better to add civilian type weapons and I personalyl dont want to see a flurry of OP military grade weapons so with that in mind here are some of my recommendations from ARMA 2;-
Remmington Shotguns
3 More civilian and military remington shotguns
http://www.armaholic.com/page.php?id=18276
D3Z Shotguns
two additional shotguns Lanber 2097 and Browning Maxu that would fit nicely into the residential, farm and police/fire loot tables!
http://www.armaholic.com/page.php?id=12338
RH pistol pack
Robert Hammer pack. Adds loads of pistols
http://www.armaholic.com/page.php?id=12800
RH Smg pack
Robert Hammer pack again adds a few decent SMGs
http://www.armaholic.com/page.php?id=13788
RH MK18 Pack
Robert Hammers selection of Mk 16 and 18s
http://www.armaholic.com/page.php?id=10540
RH M4/M16
Robert Hammers' M4 and M16 varients
http://www.armaholic.com/page.php?id=8056
RH PDW pack
Rober Hammer Personal Defence Weapons
http://www.armaholic.com/page.php?id=12214
RH HK 416 Pack
Robert Hammer pack. More of a military loot pack but loads of 416 Variants
http://www.armaholic.com/page.php?id=11789
RH M14 Pack
Robert Hammer again, more military loot
http://www.armaholic.com/page.php?id=11374
Austrian weapon packs
Bit more heavy artillery pack that most guns would fit better into into high end military loot table, but the p80 is stilla good residential/low military spawn! Includes; P80 Pistol, STG 58, MG74, PAR 66/79 and HS.50
http://www.armaholic.com/page.php?id=15551
C7/C8 Gun Pack
Whole range of decent weapons like a C6GMPG, C7, C8, C9AR and Browning HP
http://www.armaholic.com/page.php?id=21642
L119A1 Pack
Adds 14 different variants of the L119A1, each in 3 different camo varients (42 different weapons).
http://www.armaholic.com/page.php?id=15429
Magpul AK47
Simply the Magpul AK47
http://www.armaholic.com/page.php?id=20463
Yougoslav weaponpack
http://www.armaholic.com/page.php?id=17026
Krinkov Pack
Four modernised AKS-74Us including suppressed variants, and Micro Aimpoint variants.
http://www.armaholic.com/page.php?id=16275
I looked at the RH weapons quickly, I like the variety, but it seems they are simply incompatible with all the existing ones due to massive recoil. That might be a good thing, but if the current M14/DMR with no recoil stay, the 7.62mm RH weapons are useless.
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This looks very cool. Is there a way to add it on my own if I could add new pbos to the server and clients?
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Yea we've struggled to add content with .st. I thought building them into the mod would just make things a bit easier for server owners and add to the appeal of the mod.
Were you successful in any way?
Base Building 1.3
in A2: Epoch Mods (1.0.5.1)
Posted
Need to amend variables.sqf