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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.
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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.
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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.
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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
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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.
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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
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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.
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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.
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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.
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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
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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
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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.
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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
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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
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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';"
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JasonTM got a reaction from paulinhoajr in Hacker in my server
Please put that rpt scroll bomb into spoiler tags.
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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.
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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.
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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
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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.
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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
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JasonTM got a reaction from Thug in [SOLVED] STILL you cannot play/edit this mission
Try this batch file
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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.
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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.