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JasonTM

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  1. Like
    JasonTM got a reaction from salival in RPT Getting spammed with same error message   
    I guess this is something to ask when someone comes in here with problems. "What server host are you using?" Sad that they can't just do a proper install.
  2. Like
    JasonTM got a reaction from lwbuk in RPT Getting spammed with same error message   
    I guess this is something to ask when someone comes in here with problems. "What server host are you using?" Sad that they can't just do a proper install.
  3. Like
    JasonTM reacted to salival in RPT Getting spammed with same error message   
    I'd like to update the problem that @TheBillsProjectwas having.
    There was a lot of problems stemming from a bad install from his game hosting provider (survival servers) in pretty much every mod they installed.
    I have fixed their issues and removed their STUPID directory structure (that caused the bulk of the problems) and the server is running correctly now.
  4. Like
    JasonTM got a reaction from DieTanx in [Release] Wicked AI 2.2.3 [1.0.6+]   
    The toggleable version of the ai counter has been added to my Overpoch WAI github. In config.sqf the variable is called ai_show_remaining and it is set to false by default.
     
    Also here is an in-game demo video.
    https://www.youtube.com/watch?v=eeGBZFlu400&t=2s
     
  5. Like
    JasonTM got a reaction from theduke in [Release] Wicked AI 2.2.3 [1.0.6+]   
    This is how to add an ai counter to your mission markers.
    During my testing, it counts all ai except helicopter crew.

     
    Unpack your server PBO and open file dayz_server/WAI/compile/mission_init.sqf
    Find this line
    private["_position","_color","_name","_running","_mission","_type","_marker","_dot"]; and replace with this line
    private["_position","_color","_name","_running","_mission","_type","_marker","_dot","_text","_airemain"]; Find this line
    type = (wai_mission_data select _mission) select 1; Place this below it
    _airemain = (wai_mission_data select _mission) select 0; _text = format["%1 [%2 Remaining]",_name,_airemain]; Find this line
    _marker setMarkerText _name; Replace with this
    _marker setMarkerText _text; Find this line
    _dot setMarkerText _name; Replace with this
    _dot setMarkerText _text; The new block of code should look like this
    Save the file and repack your server PBO.
    I am going to add this as a toggleable option to my github repo later, but this is how you can add it to an existing server.
  6. Like
    JasonTM got a reaction from salival in [Release] Wicked AI 2.2.3 [1.0.6+]   
    The toggleable version of the ai counter has been added to my Overpoch WAI github. In config.sqf the variable is called ai_show_remaining and it is set to false by default.
     
    Also here is an in-game demo video.
    https://www.youtube.com/watch?v=eeGBZFlu400&t=2s
     
  7. Like
    JasonTM got a reaction from salival in [Outdated] ZSC for Epoch 1.0.6.2 (And OverWatch 0.25)   
    I sent you a PM with my email address. Send me your server and mission PBOs.
  8. Like
    JasonTM got a reaction from salival in [Release] ESSV3 - Enhanced Spawn Selection [Updated for 1.0.7.1+]   
    ["Makarov_DZ","ItemMap"]
    Map is a toolbelt item.
  9. Like
    JasonTM got a reaction from Ghostis in [Release] Wicked AI 2.2.3 [1.0.6+]   
    This is how to add an ai counter to your mission markers.
    During my testing, it counts all ai except helicopter crew.

     
    Unpack your server PBO and open file dayz_server/WAI/compile/mission_init.sqf
    Find this line
    private["_position","_color","_name","_running","_mission","_type","_marker","_dot"]; and replace with this line
    private["_position","_color","_name","_running","_mission","_type","_marker","_dot","_text","_airemain"]; Find this line
    type = (wai_mission_data select _mission) select 1; Place this below it
    _airemain = (wai_mission_data select _mission) select 0; _text = format["%1 [%2 Remaining]",_name,_airemain]; Find this line
    _marker setMarkerText _name; Replace with this
    _marker setMarkerText _text; Find this line
    _dot setMarkerText _name; Replace with this
    _dot setMarkerText _text; The new block of code should look like this
    Save the file and repack your server PBO.
    I am going to add this as a toggleable option to my github repo later, but this is how you can add it to an existing server.
  10. Like
    JasonTM reacted to salival in [Release] Virtual Garage [Updated for 1.0.7]   
    Virtual Garage is part of Epoch 1.0.7.1 now.
    Hi guys,
    Here's my version of Virtual Garage, it's not far off a full rewrite but includes some of the original code that the original author contributed.
    Fixes a lot of problems and adds a lot of newer features:
    Single UI for storing/retrieving vehicles Dynamic pricing based on vehicle type/classname Dynamic limits based on vehicle type/classname Adds support for removing a helipad nearby Able to see storage in stored vehicles RPT logging for storing/retrieving vehicles Fixes dupes for more than 2 people depositing the same vehicle Supports briefcases and coins Localization support (currently german and russian) Please see my github repo for install instructions:
    https://github.com/oiad/virtualGarage
  11. Like
    JasonTM got a reaction from Cyrus in [Release] Wicked AI 2.2.3 [1.0.6+]   
    Wicked AI 2.2.3
    This release is updated for DayZ Epoch/Overpoch 1.0.6.2.
    >>>Download Here<<<
    The install instructions are in the github readme file for each version.
    Updates for DayZ Epoch 1.0.6.2 (Release 2.2.3)
    Streatman's new attachment system L85 and SVD models. Optional dynamic text mission announcements. ZSC compatible remote message system using a modified version of Salival's remote_message.sqf iBen's mission auto claim addon. Two new options for mission vehicle keys: key in crate & key in vehicle gear. Minor bug fixes with missions. Updates for DayZ Epoch1.0.6.1 (Release 2.2.2)
    Integrated Caveman's mission pack. Optional AI counter in mission marker loops. ZSC check wallet option. Optional mission static spawn points. Updated with 1.0.6+ classnames in weapon arrays and vehicles. Pistol spawning in crates. Credits
    @f3cuk - WAI version 2.2.0
    @ebayShopper - 1.0.6+ updates (release 2.2.1), right click solution for ItemRadio, mod detection method.
    @Caveman - extended mission pack
    @salival - ZSC remote messaging (for dynamic text option), many additional fixes - too numerous to list
    @Zupa - ZSC check wallet
    @theduke - testing and class name updates
    @DAmNRelentless - additional configurable variable and check for ZSC option, dynamic text coding examples
    @iben Auto-claim addon
    @BigEgg Vehicle key in crate solution
     
     
    For complete instructions on how to use iben's autoclaim addon see the following topic
     
  12. Like
    JasonTM got a reaction from Ghostis in Svetlojarsk for Chernarus   
    https://github.com/worldwidesorrow/Svetlojarsk.git
    This village is in the same spot as Svetlojarsk in DayZ SA. All Buildings are lootable.
     
     

  13. Like
    JasonTM got a reaction from DangerRuss in [SOLVED] zombies in namalsk   
    The NS zombies are attached to the "mutants" addon. They are spawned in like AI, just like the bloodsuckers. Sumrak coded the behavior, sounds, and animations himself, so that is why they act different. The code is contained in the Namalsk Crisis MP Missions. I think it's mission #11. You could spawn them in the exact way that I had the bloodsuckers spawn in my youtube vid. Preferably, the mutants folder would be pulled to the server side and the zombies would be spawned in like DZMS or WAI missions.
    This is a link to Sumrak's original video, which predates the DayZ mod by 2 years.
    https://www.youtube.com/watch?v=xKa4kHXZxPU
     
  14. Like
    JasonTM got a reaction from Thug in [SOLVED] zombies in namalsk   
    The NS zombies are attached to the "mutants" addon. They are spawned in like AI, just like the bloodsuckers. Sumrak coded the behavior, sounds, and animations himself, so that is why they act different. The code is contained in the Namalsk Crisis MP Missions. I think it's mission #11. You could spawn them in the exact way that I had the bloodsuckers spawn in my youtube vid. Preferably, the mutants folder would be pulled to the server side and the zombies would be spawned in like DZMS or WAI missions.
    This is a link to Sumrak's original video, which predates the DayZ mod by 2 years.
    https://www.youtube.com/watch?v=xKa4kHXZxPU
     
  15. Like
    JasonTM got a reaction from [Z]EnDoh in Hacker in my server   
    There is your problem
     
  16. Like
    JasonTM got a reaction from paulinhoajr in Hacker in my server   
    I would also add keyword exec to scripts.txt. You can set it to 1 and run your server. Then add exceptions for all of the stuff running on your server. Then set it to a 5.
    You can start with this
    1 exec !"execVM \"\z\addons\dayz_code" !"execVM \"ca\modules\functions\systems" !"progress_monitor = [] execVM \"DZE_Hotfix_1.0.6.1A\system\progress_monitor.sqf\";" !"_scr = _this execVM '\ca\Data\ParticleEffects\SCRIPTS\init.sqf';"  
     
  17. Like
    JasonTM got a reaction from paulinhoajr in Hacker in my server   
    Please put that rpt scroll bomb into spoiler tags.
  18. Like
    JasonTM got a reaction from salival in [Outdated] ZSC for Epoch 1.0.6.2 (And OverWatch 0.25)   
    @salival I submitted a pull request with Namalsk files.
  19. Like
    JasonTM got a reaction from salival in [Release] Wicked AI 2.2.3 [1.0.6+]   
    Merged. Thanks for the update. I'm surprised no one else said anything.
  20. Like
    JasonTM reacted to salival in [Release] Wicked AI 2.2.3 [1.0.6+]   
    @ViktorReznov @JasonTM I have submitted 2 pull requests to fix the error you are having, it's related to the crop raider files and a malformed array:
    https://github.com/worldwidesorrow/Wicked-Ai-Overpoch/pull/6
    https://github.com/worldwidesorrow/Wicked-Ai-Overpoch/pull/5
  21. Like
    JasonTM got a reaction from harcosgoogle in Base maintain bug?   
    You have to remove the ;
    So like this
    CleanupPlacedAfterDays = 14 The text should appear black not green.
  22. Like
    JasonTM got a reaction from oldmatechoc in [SOLVED] STILL you cannot play/edit this mission   
    BTW, I did a video tutorial series on custom Namalsk Epoch 1.0.6.1 server with Nightstalker Modules.
    Copy/Paste file to help with the installs: https://gist.github.com/worldwidesorrow/a67fe04f56b51371ff084ab38d21727c
    Railgun spawn script for Object A2: https://gist.github.com/worldwidesorrow/898411ea95ef8b89d568b33cfaa9ff67
     
    Server Install Video
    https://www.youtube.com/watch?v=aU1_Mi5rNU0
    Trader Editing
    https://www.youtube.com/watch?v=Dy0TP8Pi3nk
    Warm Clothes Fix. Credit to @oldmatechoc, mentioned in the video.
    https://www.youtube.com/watch?v=MlhVRBg64Z8
    Loot Table Editing
    https://www.youtube.com/watch?v=gQ-2DTQi6J0
    Winter Weather. Credit to whoever made the fogbreath script. There was no credits at the top.
    https://www.youtube.com/watch?v=oloXGblYzAY
    Object A2 with custom rail gun spawn script
    https://www.youtube.com/watch?v=DabGIpnmQcY
    EVR Storms - "Blowouts"
    https://www.youtube.com/watch?v=3jmbFmb9UGE
    Bloodsuckers
    https://www.youtube.com/watch?v=RdoWB-e_m6A
    Map Fixes for the Barracks
    https://www.youtube.com/watch?v=PUAtG2cW-cM
     
  23. Like
    JasonTM got a reaction from Thug in [SOLVED] STILL you cannot play/edit this mission   
    Try this batch file
     
     
  24. Like
    JasonTM got a reaction from SapioiT in Reasons why your servers are failing...   
    This is well said, but I think there is a new problem. Most of the imaginative survival players have moved on to DayZ standalone or even Miscreated. As frustrating as the slow development of standalone has been, supposedly the .63 patch will put the game in beta and introduce the full version of the new engine. If the hype is correct, there will be no returning of players to DayZ mod and in fact, many more might leave. This is probably Bohemia Interactive's goal anyway.
  25. Like
    JasonTM got a reaction from Anhor in Reasons why your servers are failing...   
    This is well said, but I think there is a new problem. Most of the imaginative survival players have moved on to DayZ standalone or even Miscreated. As frustrating as the slow development of standalone has been, supposedly the .63 patch will put the game in beta and introduce the full version of the new engine. If the hype is correct, there will be no returning of players to DayZ mod and in fact, many more might leave. This is probably Bohemia Interactive's goal anyway.
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