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Infinity

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About Infinity

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  1. It's never too late *I hope* 2 months of legit planning/gathering resources. Including 4 towers, safe entrance, The Vault (protected storage), garages, basement/hiding shelter, heli-pad etc... Album: http://imgur.com/a/pe4fe
  2. Ah, that makes a lot of sense. I'll give it a try, thank you!
  3. My screen just turns entirely white when I smoke weed ... PP is enabled... here's my smokeshit.sqf: No errors in RPT or anything .. the animations/smoke works fine with PP disabled but with PP enabled I can't see anything .. it's just .. white .. :( *PP + white = ??? *
  4. Infistar indicates total of ~500 alive vehicles (locked/unlocked) and ~850 'vehicles' (all combined - including some buildings). I just want a consistent amount of 600 fresh vehicles on my server, I don't want the server to count and include locked vehicles and buildings. I don't want to keep changing the max vehicle limit just to get the desired amount of fresh vehicles, it's bull - lets say I set the max limit to 1000 vehicles to keep up with locked vehicles/buildings and I remove old/locked vehicles, guess what will happen: the amount of fresh vehicles will go WAY over my preferred limit of 600 but because I had to set it to 1000, it will now spawn in almost twice as much. It just doesn't make sense why the devs set it up like that.
  5. Yes, in fact: I just tripled amount of vehicles in dynamicvehicle.sqf, upping it from 800 vehicles to 2400, yet it only spawned 1 new vehicle after this restart. There used to be well over 600 vehicles on the map, but over time, it never spawned fresh ones. I just had a look in the DB and currently only have ~200 unlocked/fresh vehicles on the map (which remained from the first time vehicles were spawned, a long time ago). The DB does in fact have something to do with the vehicle limit, if a vehicle (damage equals 1) remains in the DB, no fresh ones will replace them but yeah, that's already been taken care off. That's also why I asked about the Hive because that seems like the only thing that's preventing fresh vehicles from spawning. 0:03:30 "HIVE: got 3886 Epoch Objects and 2063 Vehicles" EDIT: also - I'm getting no errors in my RPT what so ever about the vehicles.
  6. Well apparently not, otherwise I would have 600 vehicles on the map and not 200. *yes, cars/heli's, doh* I removed 549 destroyed vehicles from the database and guess what; still no new vehicles spawned.
  7. Howdy, Where is it defined what items in the database are vehicles and what items are buildables? Because my server only has 200 vehicles while the max limit is 600. Though in my RPT log it says I have that x10 0:03:30 "HIVE: got 3886 Epoch Objects and 2063 Vehicles" but that's bull ... Anyone out there who could help me out? :) (And no I won't change my max vehicle limit to 2500 XD) Help would be appreciated :D
  8. I tried to do that plenty of times but no overpoch weapons spawn im use the GTX gaming dashboard so my configs are not iin the init.sqf it is in a seperate folder.

     

    /*Mission Loading*/
    startLoadingScreen ["","RscDisplayLoadCustom"];
    cutText ["","BLACK OUT"];
    enableSaving [false, false];

    //REALLY IMPORTANT VALUES
    dayZ_instance =    11;                    //The instance
    dayZ_serverName = "Overpoch";
    dayzHiveRequest = [];
    initialized = false;
    dayz_previousID = 0;

    //disable greeting menu 
    player setVariable ["BIS_noCoreConversations", true];
    //disable radio messages to be heard and shown in the left lower corner of the screen

    //disable radio messages
    enableRadio true;

    // Prevent messages from NPC
    enableSentences false;

    // DayZ Epoch config
    spawnShoremode = 1; // Default = 1 (on shore)
    spawnArea= 2500;
    dayz_MapArea = 22000;
    dayz_minpos = -1000; 
    dayz_maxpos = 17000;
        

    //Load in compiled functions
    diag_log "Loading Server Options";
    execVM "OPTIONS\EpochConfig.sqf";
    call compile preprocessFileLineNumbers "OPTIONS\Loader.sqf";
    diag_log "Server Options Loaded";

    // Dayz Epoch Events
    EpochEvents = [["any","any","any","any",5,"crash_spawner"],["any","any","any","any",10,"crash_spawner"],["any","any","any","any",15,"supply_drop"],["any","any","any","any",25,"ikea"],["any","any","any","any",35,"supply_drop"],
    ["any","any","any","any",40,"crash_spawner"],["any","any","any","any",45,"supply_drop"],["any","any","any","any",50,"ikea"]];

    //Load in compiled functions
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf";
    call compile preprocessFileLineNumbers "dayz_code\init\variables.sqf";              //Custom Variables and overrides
    progressLoadingScreen 0.1;
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf";
    progressLoadingScreen 0.2;
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
    progressLoadingScreen 0.4;
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
    call compile preprocessFileLineNumbers "custom\compiles.sqf";
    call compile preprocessFileLineNumbers "addons\bike\init.sqf"; 
    progressLoadingScreen 0.6;
    call compile preprocessFileLineNumbers "DAYZ_CODE\INIT\compiles.sqf";
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";             //Compile regular functions
    call compile preprocessFileLineNumbers "dayz_code\init\compiles.sqf";                       //Compile custom functions and overrides
    progressLoadingScreen 0.7;
    call compile preprocessFileLineNumbers "DAYZ_CODE\COMPILE\player_traderMenu.sqf";
    progressLoadingScreen 0.8;
    call compile preprocessFileLineNumbers "TRADERS\server_traders.sqf";
    call compile preprocessFileLineNumbers "logistic\init.sqf"; 
    progressLoadingScreen 1.0;

    "filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";

    diag_log "Loading Server Monitor & Server Executions!";
    if (isServer) then {
        call compile preprocessFileLineNumbers "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\dynamic_vehicle.sqf";
        
        // Add trader citys
        _nil = [] execVM "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\mission.sqf";
        _serverMonitor =     [] execVM "\z\addons\dayz_server\system\server_monitor.sqf";

    };

    diag_log "Loading Dedicated Executions!";
    if (!isDedicated) then {
        //Conduct map operations
        0 fadeSound 0;
        waitUntil {!isNil "dayz_loadScreenMsg"};
        dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
        
        //Run the player monitor
        _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
        _playerMonitor =     [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";
        
        //Remote Messages
        _nil = [] execVM "DAYZ_CODE\COMPILE\remote_message.sqf";

        //Mod Loader
        execVM "OPTIONS\ModConfig.sqf";
    };

    execVM "\z\addons\dayz_code\external\DynamicWeatherEffects.sqf";

    if (!isNil "dayZ_serverName") then {
        [] spawn {
            waitUntil {(!isNull Player) and (alive Player) and (player == player)};
            waituntil {!(isNull (findDisplay 46))};
            5 cutRsc ["wm_disp","PLAIN"];
            ((uiNamespace getVariable "wm_disp") displayCtrl 1) ctrlSetText dayZ_serverName;
        };
    };

    diag_log "Finalizing Server Startup, Loading BIS_Effects";
    #include "\z\addons\dayz_code\system\BIS_Effects\init.sqf";

    //safe zone commander
    [] execvm 'AGN\agn_SafeZoneCommander.sqf';

    //Auto-Refuel
    execVM "service_point\service_point.sqf";

    //new balota map
    [] execVM "map\balota.sqf";     

    1. Infinity

      Infinity

      // DayZ Epoch config
      spawnShoremode = 1; // Default = 1 (on shore)
      spawnArea= 2500;
      dayz_MapArea = 22000;
      dayz_minpos = -1000; 
      dayz_maxpos = 17000;

      DZE_MissionLootTable = true;

       

      You've added it like this?

    2. FugitiveS

      FugitiveS

      yes i have i did every steep in the tutorials i have seen

       

  9. Wrong forum but anyways: Put the customloot folder in your mission files, in the main directory. https://www.dropbox.com/s/3perap2jqedjm28/customloot.rar?dl=0 Open up description.ext and add this at the top: #include "customloot\CfgBuildingLoot.hpp" and last but not least: add this somewhere under the DayZ Epoch config in init.sqf: DZE_MissionLootTable = true;
  10. My friend signed up a few days ago, with e-mail confirmation but it says she can't use her account until an admin approves it... is this something new? I also noticed that the newest member joined the 30th of october ... so .......... what's up?
  11. I just installed this, works great except it only shows up for Medical and Drink/Food supplies. Anyone know how I can get it to show up for all traders? (Weapon traders / base building traders etc) Fixed
  12. Can confirm, have Build pro + Vectors installed. Installed as instructed, first time: vectors wouldn't save. Then I fixed step 3 with the fix a few posts above this, after that: vectors would save but vehicles would go back to their original position after a server restart. I too have removed this script. If you got any updates on this, please let us know.
  13. Now I'm getting this: "TIME SYNC: Local Time set to [2015,10,6,16,24]" But I don't understand why it would do that since I have it set to Static in HiveExt I still get lag every 5 minutes due to this, massive fps drop...
  14. Please, can someone tell me how to prevent the Vectors from resetting after restart? I have this: https://github.com/strikerforce/SnapPro-BuildVectors installed, and whenever I use the Vectors, it resets to horizontal position after a server restart. I have it EXACTLY installed as described, I've gone over it countless times and tried many 'fixes' / read the entire thread three times and still, nothing. EDIT: nvm, fixed it
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