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Aliveman

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Posts posted by Aliveman

  1. Armifer, I have found the lines you are talking about in the dayz_code but I can not find where player_spawn_2.sqf is called anywhere in the server files so that I can redirect it to the modified file in my mission folder.  Can you give me a hint?

  2. Thats great cash! Glad you liked The Boneyard!

    Exedon I am using hangenders antihack, it simply calls the code.sqf out of the compiles folder from the server_functions in the init. I have made this work numerous times but the fact is the admin controls do not pop up at all, so I am thinking there is something preventing the antihack. I do see the normal ANTI-HACK INIT in the RPT however.

  3. It needs to look like Richards.  I have no issues and mine is this as well:

     

    {
    addOns[]=
    {
    "chernarus",
    "ca_modules_animals",
    "dayz_anim",
    "dayz_code",
    "dayz_communityassets",
    "dayz_weapons",
    "dayz_equip",
    "dayz_epoch",
    "dayz_vehicles",
    "cacharacters_pmc",
    "ca_modules_functions",
    "glt_m300t",
    "sigisolda",
    "suv_col",
    "csj_gyroac",
    "map_eu",
    "jetskiyanahuiaddon"
    };
  4. Restart the server, load in, wait the timer out, disconnect, look at your RPT log to see how many wrecks were spawned before you were able to disconnect. Here is my log before I did the fix, was 301 wrecks before I was able to disconnect. Maybe your server will require less?

    I always turn down max debris because it is unnecessary and takes alot of DB sync away. If you still haven't figured it out show me your hiveext.log. Ive got fixes if its what I think it is.
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