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Markokil321

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Posts posted by Markokil321

  1. Class name for snowman is MAP_snowman.

     

    I just added one to my gem build script and it works like a charm.

     

     

    [EDIT : Can't delete it without going into the database though? Weird ... ]

    there is no real difference between "snowman" and "MAP_snowman" , both will spawn in a snowman for you.

    The reason you cannot delete it without going into the database is because there seems to be an issue with the snowman model that prevents you from targeting it (cursorTarget), like i said in my first post.

     

    Unless you mean you have gotten one to work that way? 

  2. I have never been able to target the snowman, IE. with admin tools to delete it, glue it to myself or do anything with the snowman as cursorTarget.

     

    I think this is a problem with the snowman itself.

  3. [7-12-2014 2:40:12] XXXXXX: Oh man, this is fucking awesome !! :

    [7-12-2014 2:40:21] XXXXXX: "so silly me, i totally forgot we added new server parameter to autostart mission (no need for HC anymore), the limitation to persistent=1; still do apply

    -autoinit"

    [7-12-2014 2:40:47] XXXXXX: Do you huys have any plans on ever backporting some things from A3 onto A2OA?

    [7-12-2014 2:41:35] David Foltyn: nope man cause i would do nothing else than thinking what i forgot backport

    [7-12-2014 2:41:46] David Foltyn: i want to close OA with some missing steamworks related fixes

    :( It would be great to see some fixes from A3 back in OA, looks like the time has come for us to 'force' them... lol
  4. 984393118f84395614bd639138b18b88.png

    Poor Scadeng never saw it coming... :mellow:

     

    Haven't seen this before but i have had it where they would spawn an object on every player then attach the player to it, because the object was actually spawned right inside the player it would launch them up in the air then delete the object causing them to fall out of the sky, lol.

     

    However that was a very long time ago.

  5. I have heard from some people that there is a way to IE. mutliply the amount of damage buildables can take by 2. Haven't looked into this myself but would really like to add something like this to our servers.

  6. Hello,

     

    So after updating to 1.0.5.1 when the update was released i must have missed out to add 

    DZE_MissionLootTable			= true;
    

    to my mission.pbo, so i had lived under the illusion that my customized loot tables have been in use for the last several months... i know, GG.

    Only found out about this today and corrected the issue, however now whenever i load into my testserver i get this error upon spawning in in my local .RPT: 

    Error in expression <tNumber(configFile >> "CfgMagazines" >> _loot >> "count");
    if(_loot_count>1) the>
      Error position: <_loot >> "count");
    if(_loot_count>1) the>
      Error Undefined variable in expression: _loot
    File z\addons\dayz_code\compile\zombie_generate.sqf, line 100
    Error in expression <CLChances select _index;
    _loot = _array select (_weights select (floor(random (c>
      Error position: <select (_weights select (floor(random (c>
      Error Zero divisor
    File z\addons\dayz_code\compile\zombie_generate.sqf, line 98
    

    Now i have not noticed this causing any problems yet however would like to ask whether this is an error people may have experienced before when enabling DZE_MissionLootTable, and/or if there is a fix out there?

    All i did to enable the missionloot in the past was to add: ( "CfgBuildingLoot.hpp","CfgBuildingPos.hpp","CfgLoot.hpp","CfgLootSmall.hpp" ) to a folder in my mission.pbo, #include "Configs\CfgBuildingLoot.hpp" in description.ext and add the DZE_Missionloot variable to init.sqf.

     

    I take it this would be the standard procedure?  Can i safely ignore this or could anyone help out with a fix.

    Thnx

  7. I'm currently having an issue the HC i am trying to set up on my test-server. Seems like this was one of the few "proper" HC threads so might as well post here.

     

    Whenever he connects he is instantly getting kicked off again. (and then it just keeps retrying)

    Checked the local .RPT and this seems to be whats causing it:

    Exe timestamp: 2014/07/17 03:35:12
    Current time:  2014/12/05 08:08:00
    
    Version 1.63.125548
    Starting process failed.
    //further down after Updating base class...
    Warning Message: Picture dayz_logo_ca.paa not found
    Warning Message: Files "C:\Program Files (x86)\Steam\SteamApps\common\Arma 2 Operation Arrowhead\@DayZ_Epoch\addons\aif_napfobjects.pbo", "C:\Program Files (x86)\Steam\SteamApps\common\Arma 2 Operation Arrowhead\@DayZ_Epoch\addons\asc_eu_lights.pbo", "C:\Program Files (x86)\Steam\SteamApps\common\Arma 2 Operation Arrowhead\@DayZ_Epoch\addons\buildings3.pbo", "C:\Program Files (x86)\Steam\SteamApps\common\Arma 2 Operation Arrowhead\@DayZ_Epoch\addons\csj_gyroac.pbo", "C:\Program Files (x86)\Steam\SteamApps\common\Arma 2 Operation Arrowhead\@DayZ_Epoch\addons\dayz.pbo", "C:\Program Files (x86)\Steam\SteamApps\common\Arma 2 Operation Arrowhead\@DayZ_Epoch\addons\dayz_anim.pbo", ... are not signed by a key accepted by this server. To play on this server, remove listed files or install additional accepted keys.

    No real errors in the server .RPT.

    Now i do of-course have the dayz_epoch1051.bikey in the \serverdirectory\keys folder.

    This is the command line i am using to start the HC:

    start "arma2HC" /min arma2oa_be.exe 0 0 -skipintro -nosplash -noPause -client -connect=127.0.0.1 -port=%ServerPort% -nosound -cpuCount=2 -name=Server -password=123 "-mod=@DayZ_Epoch"

    And the server is being started with this:

    start "arma2" /min "%ServerExecutable%.exe" -cpuCount=%ServerCores% -maxMem=%MaxMemory% -port=%ServerPort% "-config=%ServerSettings%\config.cfg" "-cfg=%ServerSettings%\basic.cfg" "-profiles=%ServerSettings%" -name=%ServerSettings% "-mod=%ServerMods%"
    

    Used this tutorial here to originally set it up: https://github.com/DavidFrendin/epoch-hc

    It's late and I just can't seem to see where I've gone wrong  :rolleyes:, any help would be much appreciated.

     

    EDIT: FIXED IT - I seemed to have touched @DayZ_Epoch in a way that broke it for the HC, but server still used it fine..

  8. http://forums.dayzgame.com/index.php?/topic/215446-dayz-mod-183/

    Nicely done R4ZOR49 and other devs/contributors. ^

     

    Just came across this and thought some of the changes that were made looked pretty decent. Was wondering whether it would be possible to see some of these changes/additions implemented into DayZ Epoch after asking permission from the mod creators if required or once the Epoch devs have some time to spare from A3. Maybe some active community contributors could take over some tasks from the developers when it comes to A2? Have been seeing some very nice work from a handful of people here when it comes to Script writing etc.  B)

  9. 20:44:26 "DEBUG FPS : 27.6339 OBJECTS: 2627 : PLAYERS: 30"
    20:45:27 "DEBUG FPS : 25.5183 OBJECTS: 2664 : PLAYERS: 30"
    20:46:27 "DEBUG FPS : 26.2295 OBJECTS: 2667 : PLAYERS: 30"
    20:47:27 "DEBUG FPS : 25.0784 OBJECTS: 2704 : PLAYERS: 30"
    20:48:27 "DEBUG FPS : 22.792 OBJECTS: 2707 : PLAYERS: 30"
    20:49:27 "DEBUG FPS : 25.3968 OBJECTS: 2701 : PLAYERS: 30"
    20:50:27 "DEBUG FPS : 24.9221 OBJECTS: 2667 : PLAYERS: 30"
    20:51:27 "DEBUG FPS : 25.1968 OBJECTS: 2669 : PLAYERS: 30"
    20:52:27 "DEBUG FPS : 25.1968 OBJECTS: 2699 : PLAYERS: 30"
    20:53:28 "DEBUG FPS : 25.6 OBJECTS: 2743 : PLAYERS: 30"
    20:54:28 "DEBUG FPS : 26.3158 OBJECTS: 2754 : PLAYERS: 31"
    20:55:28 "DEBUG FPS : 26.5781 OBJECTS: 2731 : PLAYERS: 31"
    20:56:29 "DEBUG FPS : 25.6822 OBJECTS: 2776 : PLAYERS: 30"
    20:57:29 "DEBUG FPS : 27.027 OBJECTS: 2729 : PLAYERS: 30"
    20:58:29 "DEBUG FPS : 26.3591 OBJECTS: 2668 : PLAYERS: 30"
    20:59:29 "DEBUG FPS : 28.5205 OBJECTS: 2681 : PLAYERS: 29"
    21:00:29 "DEBUG FPS : 23.8095 OBJECTS: 2651 : PLAYERS: 29"
    21:01:29 "DEBUG FPS : 27.3973 OBJECTS: 2577 : PLAYERS: 29"
    21:02:29 "DEBUG FPS : 28.0702 OBJECTS: 2570 : PLAYERS: 30"
    21:03:30 "DEBUG FPS : 27.1186 OBJECTS: 2596 : PLAYERS: 31"
    21:04:30 "DEBUG FPS : 25.0784 OBJECTS: 2629 : PLAYERS: 31"
    

     

    ​Fuck me in the ass you get some high FPS with 30 people, at-least compared to me lol. I am always on ~48 FPS at server startup or if there's only one person ingame, but as soon as a couple more people start joining it quickly drops down into the 20's, 10's and then eventually even lower if there are more than 35-40 people connected.

    I am certain it has a lot to do with the amount of buildings i am loading, and i'm still working to improve my basic.cfg. will look through this thread and attempt to try out your script.  :)

  10. I currently load up 1mb (1000kb+) of editor buildings (map edits/added buildings) throughout the Chernarus map server side.

    I am wondering whether it would be possible to have those buildings loaded up by a headless client somehow, and whether it would be effective in offloading some strain from the actual server?

     

    I have noticed quite a difference in server FPS with the buildings in and not in. (Tested by removing all my buildings for one restart.)

    With the buildings removed at 35 players i was getting approximately double of what i was getting with the buildings in. (IE. 35 players 5FPS =>> 9-10FPS)

     

    I already have the .sqf's in a different format with the hope of it helping a bit..

    if (isServer) then {
    	_obj = createVehicle ["MAP_runway_poj_T_1", [12075.845, 12692.144, -0.0001373291], [], 0, "CAN_COLLIDE"];
    	_obj setDir -70.805382;
    	_obj setPos [12075.845, 12692.144, -0.0001373291];
    	_obj = createVehicle ["MAP_runway_poj_T_1", [12302.975, 12613.788], [], 0, "CAN_COLLIDE"];
    	_obj setDir -70.805382;
    	_obj setPos [12302.975, 12613.788];
    };
    

    Not really needing an explanation on how to set up HC w buildings (unless you know and are feeling generous) but would just like to know whether it is possible and whether it could help.

    Thanks

  11. Awesome man, works great! Have one small thing though.

    When opening the briefcase i get allot of these messages spammed throughout my local .RPT (don't know if harmful?)

    Ref to nonnetwork object 33268100# 1067028: usordnance.p3d
    Ref to nonnetwork object 33268100# 1067028: usordnance.p3d
    Ref to nonnetwork object 33268100# 1067028: usordnance.p3d
    Ref to nonnetwork object 33268100# 1067028: usordnance.p3d
    Ref to nonnetwork object 33268100# 1067028: usordnance.p3d
    Ref to nonnetwork object 33268100# 1067028: usordnance.p3d
    Ref to nonnetwork object 33268100# 1067028: usordnance.p3d
    Ref to nonnetwork object 33268100# 1067028: usordnance.p3d

    Can i just ignore them?

  12. Saw this on several other servers and i really liked the concept of it. Wasn't able to find a public release yet so i attempted to make something like it myself which i later gave up on...

     

    I think they were mostly referred to as "Battle Zones", which spawn on the map and once players capture the area they have to keep it for x minutes until a crate is filled with loots.

    Would be really nice to have something like this.  B)

  13. You are running a different version of WAI to me, the config looks completely different.

    Look in WAI\compile\spawn_group.sqf, the file may be different but look for something like this:

    EDIT: should do the same in heli_para.sqf and spawn_static.sqf aswell. Try search for ai_gear0 and see where it comes up to find out what/where.

                if (typeName(_gear) == "SCALAR") then {
                        if (_gear == 0)             exitWith {_aigear = ai_gear0};
                        if (_gear == 1)             exitWith {_aigear = ai_gear1};
                        if (_gear == 2)             exitWith {_aigear = ai_gear2};
                        if (_gear == 3)             exitWith {_aigear = ai_gear3};
                } else {
                    if (_gear == "random")     exitWith {_aigear = ai_gear_random call BIS_fnc_selectRandom};
                };
    

    And add your custom loadouts to it like:

                if (typeName(_gear) == "SCALAR") then {
                        if (_gear == 0)             exitWith {_aigear = ai_gear0};
                        if (_gear == 1)             exitWith {_aigear = ai_gear1};
                        if (_gear == 2)             exitWith {_aigear = ai_gear2};
                        if (_gear == 3)             exitWith {_aigear = ai_gear3};
                        if (_gear == 4)             exitWith {_aigear = ai_gear4};
                        if (_gear == 5)             exitWith {_aigear = ai_gear5};
                } else {
                    if (_gear == "random")     exitWith {_aigear = ai_gear_random call BIS_fnc_selectRandom};
                };
    

    Don't know whether it will fix your problem but i have a ton of custom loadouts without any issues.

    If it doesn't change anything, look in your server.RPT for errors when the AI spawn.

  14. Silly question, it's 6am and i just can't seem to remember how this is done.

     

    Would like to make a player bleed if a random value is higher than X. Having issues with the bleeding part.

    	if (floor(random 100) > 50) then {
    		r_player_injured = true;
    		player setVariable ['USEC_injured',true,true];
    		[0.6,1] call fnc_usec_pitchWhine;
    		addCamShake [55, 0.6, 111];
            };
    

    This makes the actual health icon flash and loose blood (as when bleeding), spawns a whine on the player and shakes their screen briefly.

    However i cannot get the bleeding ingame to show up. (the red trail of blood spurting from player) 

    http://i.gyazo.com/ac196a9062a9158ad2ff1a1f53aff16f.png- to show what i mean if it wasn't clear, lol.

     

    Any help is appreciated.

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