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Schalldampfer

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Schalldampfer last won the day on December 31 2019

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About Schalldampfer

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    https://github.com/Schalldampfer/

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    Nogova

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  1. As I wrote in discord, Some older commits prevents Epoch mod from waking up. (I have made some modification and Addition of some mods, so there may be conflicts) Server RPT: My modification: https://github.com/Schalldampfer/blckeagles-revisited-RC/tree/Schalldampfer This is another server RPT with older version, which works well. If I revert back to oler version (with same modification), the server and mission system works as intended.
  2. I'm now testing enemy artillery in my server, and got it working (not balanced yet) 1. Activate artillery module by adding this in dayz_server/WAI/init.sqf (Because I use this BIS_ARTY_LOGIC for all mortars, we can use only 1 type of mortar in the the server. I think I'd better create new BIS_ARTY_LOGIC in spawn_static.sqf and use it in arty_fire.sqf .. but I haven't tried this yet) 2. To add brain of artillery to each mortar (which you will spawn by using spawn_static function), add this into dayz_server/WAI/complie/spawn_static.sqf 's Line183 or around - where one of the static weapon is prepared for battle. 3. Now this is the brain of artillery. Create dayz_server/WAI/complie/arty_fire.sqf with this content (Most settings are hard-coded here so far, and may be inbalanced) Notes: To spawn artillery, put this code in the random mission If the mortar's group find a player, they will try to bombard him. I think the mortar unit doesn't have good eye, so I'm combining the group to another static weapons or cars like
  3. The sample of _misisonLootVehicles seems wrong. it must have the direction between position and loot array, like ["I_G_Offroad_01_armed_F",[-8,8,0],random 360,_crateLoot,[0,10,2,5,5,1]], according to GMS_fnc_spawnMissionLootVehicles.sqf
  4. DZGM is installed in DZE 1.0.6.2 by default. (And the link of DZGM is to DZE itself)
  5. You have the answer in your firsrt post. Time to resist the force of legacy.
  6. I modified the BIS_fnc_findSafePos to find the safe position in a circular area, which I use in my server. (The original one searches positions in a square area, which is different from the description in https://community.bistudio.com/wiki/BIS_fnc_findSafePos ) I need it because mission systems spawn missions at the edge of the map, which is too far from any players. BIS_fnc_findSafePos = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\BIS_fnc\fn_findSafePos.sqf";
  7. Why you need to duplicate items in vehicles twice... Items are stored in vehicle, and EPOCH_server_save_killedVehicle duplicates them on ground, and again put items on the ground?
  8. I think it is written out of APEX DLC section of the config. I'm using Apex DLC as well as others so it won't throw error, but the magazine 7.62x51 is not used in any other weapons btw, some of config seems to use Apex items out of #ifdef useAPEX
  9. Small bug : in reward config, "10Rnd_762x51_Mag" is created, but it's not used in vanilla A3 weapons. "10Rnd_762x54_Mag" is for Rahim 7.62mm rifle (srifle_DMR_01_F)
  10. playableUnits is the array of players. find each player in it, and place marker on it, replace markers on new positions every second with while-loop
  11. I have no despawn issue with the latest experimental build. Isn't it caused by your modification?
  12. They don't despawn in my server (though they die in weird stance and they lay after getting close like 10 m or less) How are your setting and other scripts?
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