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Relentless

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  1. Like
    Relentless got a reaction from harcosgoogle in Dead charachter bug?   
    Only replace these in the infistar files. And not all "spawn". Only the "spawn player_death".
    Just open the files and search for
    spawn player_death And replace them with
    call player_death  
    And the "#include "spawn_config.sqf"; is only needed if you installed ESS which is this script:
    https://github.com/ebayShopper/ESSV3
    IF YOU DIDN'T INSTALL THAT, DON'T EDIT YOUR server_functions.sqf!!!
  2. Like
    Relentless got a reaction from kheldar125 in [Release] Wicked AI 2.2.3 [1.0.6+]   
    @kheldar125 Nice that you spotted it already. I will do that later and I will post it here with detailed steps so you also know what I did and you can learn. :)
  3. Like
    Relentless reacted to lwbuk in Infistar poblem   
    In dayz_server.pbo, go to system>scheduler  then edit sched_sync.sqf to have just this
    sched_sync = { objNull };
    save it, repack the pbo and enjoy nighttime. 
  4. Like
    Relentless reacted to Hooty in Clean Up Script   
    just dead bodies, blown vehicles, and blown up loot boxes for ai missions. It is working great on my server 
  5. Like
    Relentless got a reaction from harcosgoogle in Dead charachter bug?   
    Okay, that's good. Then your issue should be fixed.
  6. Like
    Relentless reacted to lwbuk in Dead charachter bug?   
    It's really quite simple. 
    Any place it says SPAWN PLAYER_DEATH
    change the spawn to CALL. 
    You don't need to touch or do anything else. This won't break anything.
     
    also as I said make sure if you are using ESS spawn select to make sure the call to the ess spawn_config.sqf in server_functions.sqf is BEFORE the call to infistar  
    #include "spawn_config.sqf"; [] execVM "\a2_infiSTAR\AH.sqf"; DO NOT COPY THIS DIRECTLY AS YOUR FILE PATHS MAY BE  DIFFERENT. IT IS JUST AN EXAMPLE. 
  7. Like
    Relentless reacted to kheldar125 in [Release] Wicked AI 2.2.3 [1.0.6+]   
    Not sure if this will be of any help but I remember WAI having a config to set % of AI killed to spawn the loot. 
     
    So I'm assuming its keeping track of the total AI alive from the mission somewhere right? 
    I'm no expert though, I leave that job for you guys. 
     
  8. Like
    Relentless reacted to lwbuk in Dead charachter bug?   
    Search your ah.sqf and at.sqf for spawn player death.  Change any instance of this to call player death. 
    Was supposedly fixed in the latest infistar, but some were missed. 
     
    Also so if you are using ess, make sure the call for it is above the call for infistar in server_functions.sqf
  9. Like
    Relentless got a reaction from Airwaves Man in Battleye Message   
    Looks like they get a script restriction because of the handbreak eventhandler that gets activated when they press a key.
    I think this is solved by adding it to the scripts.txt filter which shouldn't be a problem because this evenhandler is from your server itself and no try to activate a hack or something like that.
  10. Like
    Relentless got a reaction from Clark in BEC: scheduler.xml 2 hour   
    The scheduler structure from old versions to newer ones didn't change because this is not related to ArmA. It's from BEC so you can use this tool without a problem. It will work in 1.0.6.1. :)
  11. Like
    Relentless reacted to Schalldampfer in [RELEASE] Advanced Alchemical Crafting v3.3 UPDATED for 1.0.6.1   
    If you push ESC, a variable DZE_cancelBuilding  is set true;
    My solution to the bug is to put
    if (DZE_cancelBuilding) then {GlobalPreviewVariable = 1;};
    in While {GlobalPreviewVariable==0} do { *** }; section. You'd better reset DZE_cancelBuilding to false  on early this script.
    Now, preview_item.sqf is :
     
    I don't know whether 
    // ESC
    if (_dikCode == 0x01) then {
    _handled = true
    };
    is necessary, so I left it as it is. I feel it's not necessary
  12. Like
    Relentless got a reaction from theduke in [RELEASE] Chernarus Racetrack   
    *Placing a street with the help of another object..
    "Yeah! Finally it fits!"
    *Saves the mission, everything moves 5 metres
    "GOD DAMN IT!"

  13. Like
    Relentless reacted to BigEgg in Can't repack server pbo.   
    You need to make sure that you have the $PREFIX$ file in your server file before you pbo it - without it, all file paths wont work.
  14. Like
    Relentless reacted to theduke in Random speed zombies   
    random speed zombies work, but cause massive lag with my experience. 
    I had it set to 10% would run, but the second a running zombie would spawn, the FPS would drop by at least 20 (on my test server that is), and as soon as i killed it, FPS came back up...
    Tried it live, because the players wanted to anyways...was worst... didnt even last a full restart I went back to slow zeds.
    But mine hit harder, and take more damage also...so it evens itself out i guess.
    As for "jogging" zombies, it doesnt work with arma. to get the zombies to walk, it needs a value of 2. anything above 2, they run...
    Hope this helps
  15. Like
    Relentless reacted to oldmatechoc in Dogtags for humanity   
    Ive always used the dogtags as part of the default loadout. I put right click options for server rules, info, change log and crafting on them.
    You could most likely combine this
    With one of the right click addons
    Then just add CDF_Dogtags to the traders.
  16. Like
    Relentless got a reaction from Kimarik in Want to make Superhero /Bandit   
    Change
    if ((_traderMenu select 2) == "superhostile") then { _humanity_logic = (_humanity < -100000); }; to
    if ((_traderMenu select 2) == "superhostile") then { _humanity_logic = (_humanity > -100000); };  
  17. Like
    Relentless got a reaction from Voltan in Debug Monitor   
    The variable hasn't changed. Paste in the corresponding code so we can take a look at that. If you don't want to make your debug monitor public, message me via pm.
  18. Like
    Relentless got a reaction from S4M in Custom base   
    There it is:
     
  19. Like
    Relentless got a reaction from S4M in Custom base   
    By the way, I don't know which structure @iben told you but currently the 1.0.6.1 uses a short formats with just IDs, coords and directions. You should use this one to shorten your files. :)
    @ebayShopper also made a converter for that. I don't have a link right now but maybe you'll find it yourself :)
  20. Like
    Relentless got a reaction from iben in Custom base   
    There it is:
     
  21. Like
    Relentless reacted to iben in Custom base   
    yeah, @DAmNRelentless, that's what was my advice via PM to S4M. And he wrot he is going to... which mean in the near future... he's working on it...
  22. Like
    Relentless reacted to S4M in Custom base   
    Hi all, It is a base north of chernarus, I created it a few days ago, you can also fill it with AI or use it to your liking. I am changing all my "Custom maps" to the format that you told me @iben , That takes time, not getting along very well with macros.
    Base_S4M
    Screenshots
    Imagen.1
    imagen.2
    imagen.3
    imagen.4
    imagen.5
    P.D: If someone wants it with some modification let me know
  23. Like
    Relentless reacted to Axe Cop in [Release] Multiple Character Support (now compatible with Epoch 1.0.5.1)   
    Hi guys, sadly that is the truth as we already discussed earlier this year...
    It takes at least a few hours to setup the environment to compile the hive DLL (if you're lucky), but if you really wanna do it you can follow the instrcutions here https://github.com/vbawol/DayZhiveEpoch/blob/master/README 
    I just don't have the time to do it at the moment, you can thank the author of the hive DLL for the complicated setup or just C++ itself since it can be a pain to use C++ with many external libraries :/
  24. Like
    Relentless reacted to salival in [Release] Wicked AI 2.2.3 [1.0.6+]   
    This is how i'm doing it serverside via infistar:
    _mtype = _array select 2; _mname = _array select 3; if (_mtype == "hero" || {_mtype == "bandit"}) then { wai_mission_markers set [(count wai_mission_markers), format ["Main%1%2",_mtype,count(wai_mission_data)]]; wai_mission_data = wai_mission_data + [[0,"",[],[0,0,0]]]; execVM format ["\z\addons\dayz_server\WAI\missions\%1\%2.sqf",_mtype,_mname]; }; This will not work straight out of the box but will give you an idea
  25. Like
    Relentless got a reaction from theduke in Epoch 1061 Clean up Scripts   
    @theduke
    This should be working
    UPDATE `object_data` SET `Damage` = IF( `Damage` = 0.0, 0.1, `Damage` + 0.1 ) WHERE `LastUpdated` <= DATE_SUB(NOW(), INTERVAL 2 DAY) AND `Classname` IN ('VaultStorageLocked','LockboxStorageLocked') AND `Inventory` != '[]' AND `Inventory` IS NOT NULL; You should put that date_sub line into the WHERE
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