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Found 16 results

  1. Another cinematic camera script :) Again this is a very simple script to implement and the camera zooms out on death. //Callous Gaming Death Camera _body spawn { "colorCorrections" ppEffectEnable true;"colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 0.1], [1, 1, 1, 0.0]]; "colorCorrections" ppEffectCommit 0; "dynamicBlur" ppEffectEnable true; "dynamicBlur" ppEffectAdjust [2]; "dynamicBlur" ppEffectCommit 0; showCinemaBorder true; camUseNVG false; playSound "heartbeat_1"; CG_CAM = "camera" camCreate [(getPosATL _this select 0), (getPosATL _this select 1),(getPosATL _this select 2)+4]; CG_CAM cameraEffect ["internal","back"]; CG_CAM camSetFOV 2; CG_CAM camSetTarget (vehicle _this); CG_CAM camCommit 0; waitUntil {camCommitted CG_CAM}; sleep 3; CG_CAM camSetTarget [(getPosATL _this select 0), (getPosATL _this select 1),(getPosATL _this select 2)+800]; CG_CAM camSetRelPos [0,5,0]; CG_CAM camCommit 80; }; Copy and paste this into your player_death.sqf Make sure it is pasted below the following two lines: PVDZE_plr_Died = [dayz_characterID,0,_body,_playerID,_infected, dayz_playerName]; publicVariableServer "PVDZE_plr_Died"; After doing this load up your server and test in-game :) Feel free to criticize or like if this helped you! -Hoplox, Thanks for reading!
  2. Hi. Death messages script?
  3. Players and myself have been having trouble looting our corpse in We are using the group system and sometimes when we load in there is no corpse, other times, you can see it on the map and when you get there it disappears or disappears in the middle of looting yourself. Is there a time limit on how long you can take to get back to your corpse? If so, how do I adjust?
  4. Birgitte

    server delay

    Good afternoon friends, The server is coming along fine with all of your help. I am having some issues that are making game play difficult for my players. At times, the server seems to have a delay with responding to actions. When you try to get in a vehicle, you will get the standard action movement and then stand there waiting for entry. there is a delay, sometimes a few seconds, sometimes a few minutes, then you are in the vehicle. This also happens when shooting AI or zombies. You fire a head shot and they still can attack you for a few seconds or minutes until they just die. This can have obvious adverse effects and players want to go play something else. I have upgraded my server service to what is supposed to be the best nitrado has to offer so i don't think that is the issue. My RPT log is spamming like this a bunch. What can i do to fix this? Server: Object 3:665 not found (message 99) Server: Object 3:663 not found (message 99) Server: Object 3:665 not found (message 99) Server: Object 3:663 not found (message 99) Server: Object 3:665 not found (message 99) Server: Object 3:663 not found (message 99) If this is in the wrong place please forgive me and let me know where to go. You have all been a great help so far. =o)
  5. Plot For Life v2.5 with Snap Pro v1.4.1 & Precise Base Building 1.0.4 (Built for Epoch Current Version Note: If you are also going to use other building mods (Vector build etc) then please check the other mods have been updated to work with v2.5 before installing. If they have not then please use A Plot for Life v2.35 which can be downloaded from the links further down this post. Dropbox: A Plot for Life v2.5 GitHub: A Plot for Life v2.5 V2.4 -> 2.5 upgrade. 1. Download and replace the following files in MPMissions\[Mapname]\Custom\Compile. fn_check_owner.sqf fn_find_plots.sqf 2. Download and merge (see the diffmerge tutorial links further down) the server files found in $SERVERHOME\custom (changes are fairly minimal). That is it. New features. Merged in Precise Base Building from his kind permission. Please show your appreciation to him as well. Core Features. The whole system is is switchable between characterID and PlayerUID by setting a variable. All items built after the mod is installed with have the PlayerUID and the characterID stored for ownership checking (locked buildables will only have the PlayerUID stored as the characterID field is used for the lock code). Includes the code to allow either SteamID or BIS PUID (written by icomrade). You can turn on the plot boundary from the plot pole and remove it. Currently I am using the road cones with lights on top which are also visible at night. They can be changed. Take Ownership is available from the plot pole to the plot poles owner and allows them to take ownership of all buildables in range excluding locked storage (safes / lockboxes), tents, locked doors. This can be changed as it is all controlled via variables. The core idea is that this will align peoples bases to the new system for steamID storage on legacy bases. It also means that raiders can raid a base, replace the plot pole, take ownership and not get full access to locked areas but not have 6 cycles to remove stuff etc after taking over. Depending on the size of the base, number of objects etc this could put a bit of load on the server / DB. It is also turn off or on-able via a variable so you can set it only to allow players to realign their bases and then disable the option. New function to check ownership or friendly status of a given object. Merged with Snap Pro and Modular build framework with permission from Raymix Please show you appreciation to Raymix as well). Uses the modular build system. New functions to reduce instances of common code in the building system. Both are small and precompiled. fn_check_owner.sqf to check ownership and friendly status fn_find_plots to get all nearby plot poles and return a count and the nearest alive one (if one exists). Optimised code changing nearestobjects to nearEntities. Added delay in the Take Ownership function so the Hiveext / DB does not get spammed when taking ownership of large bases. Player_build.sqf is no longer used at all and had been removed from the distribution. Optimised code what has saved between 20k & 30k in the mission package size. Install Instructions are in the zip file (A Plot for Life v2.5). Guides on how to use Diffmerge and how to integrate scripts together. Please backup your databases and thoroughly test before putting live. Report any bugs / suggestions in the thread. Previous version 2.35 Dropbox: A Plot for Life v2.35 & Snap Pro (by Raymix) v1.4.1 GitHub (v2.35 stable): A Plot for Life v2.35 & Snap Pro (by Raymix) v1.4.1 Outstanding issues None reported. Next Version: 3.0 Include a action menu (scroll wheel menu) for plot options and builder / owner management () Beta Testing As it seems theres no with an interest to do any beta testing I need to sweeten the deal. Anyone who helps with beta testing will get access to boobytrapping doors 4 weeks before it is released publicly. The 4 weeks will start from the v2.4 release date and will include any bug fixing period. Boobytrapping Doors - If you have a hand grenade then you can upgrade a locked door to boobytrap it. If the incorrect door code is entered then the hand grenade will be dropped at the position the player was when they boobytrapped the door (make sure you are on the correct side of the door when setting the trap ;) ). Releases Naming convention Previous releases (Majors) Use and Distribution License details. This mod is licensed under the DayZ Mod License Share Alike (DML) license. Usage For people wishing to use the mod for their own servers, please use away. If advertising the mod as a feature of your servers then a shoutout and a linkback to here would be appreciated but is not a requirement. Distribution For people wishing to modify and distribute my code for this mod, the requirements are different. 1. You contact me and ask (common courtesy really). 2. You make it clear who the original creator is and provide a link to this thread. Included mods. A Plot for Life v2.35 (Rimblock). <- is fine. Included mods. A Plot for Life "credits to each addon / script creator" <- is not. 3. The person distributing the mod explicitly states that they are responsible for any issues with their modified version of the mod and not the original creator (i.e. me). 4. Any other requirements under the DayZ Mod License Share Alike (DML) license.
  6. I currently run an Overpoch Server and everytime a player dies the vehicle disappears and goes back to its original location. I cant figure out what the issue is. Here is my RPT. I get this issue repeatedly in RPT Error Position: <}; > Error Missing { File z\addons\dayz_server\system\server_monitor.sqf, line 458 Error in expression <_done = true; publicVariable "sm_done"; }; Error position: <_ret;> Error Undefined Variable in expression: _ret File z\addons\dayz_code\compile\bis_fnc\fn_selectRandom.sqf, line 24 Error in expression < call BIS_fnc_selectRandom; I just don't know why any of this would affect vehicles resetting their position upon player death.
  7. Howdy guys. I tried to make lossing humanity after die by adding this code: _DeadHumanity = player getVariable["humanity",0]; _DeadHumanity = _DeadHumanity - 1000; player setVariable ["humanity", _DeadHumanity , true]; to player_death.sqf. After die I can see, that humanity changed, but when I spawn, my humanity amount is like was before death. I just think, that I should make it in server side, but dont know how and where. I have few ideas about that, but dont know how to realise them: 1. Data base script, that changes humanity when creates new body of already existed player. 2. Mission side script. After spawn change humanity of player. 3. Server side. Idk where :c Hope that someone clever can help me :) Thanks!
  8. this was my original post on my website: We have had it running for a few weeks and it seems to be working well. Heals is a WIP and is reliant on finding code for healing by a multigun. Otherwise its in good working order and successfully tracks Kills / Deaths / Revives as well as a Hero/Bandit Rank Tracker There are many different things you can do with this system. My server already is running: Custom Hero / Bandit AI missions that rank change accordingly Custom Bandit AI roaming around in towns. Custom Bandit / Hero ONLY Traders with separate pricing file Hope all that use it enjoy it while we wait for a possible system like this integrated into Epoch. Since this thread on July 16th I have optimized it a lot, removing all the different variables to handle the rank change down to one variable and one handler. I do have to tweak the rank change system a little bit. https://github.com/donkeypunchepoch/DonkeyPunchQuickNDirtyStats
  9. I upgraded my server to the version Epoch_Server_0.3.0.1_b22,and death messages are not displayed when a player kills another.Anyone know of anything that can help me?
  10. Hello! Im trying to add a custom death screen to my server as shown here: http://opendayz.net/threads/death-screen-and-sound.18718/ However. When i die i get this error in the console: In my custom compile.sqf: player_death = compile preprocessFileLineNumbers "custom\player_death.sqf"; This gives the error, allthough i do not edit server_playerdied.sqf player_death = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_death.sqf"; This works, however no death screen now :( Custom player_death.sqf copied directly from dayz epoch github: https://github.com/vbawol/DayZ-Epoch/blob/master/SQF/dayz_code/compile/player_death.sqf Soo this is the code i have (copied from my file) http://pastebin.com/iQn43hYY My server_playerDied.sqf: http://pastebin.com/fCzSkYJv Directly from the denizio linux epoch installer: https://github.com/denisio/Dayz-Epoch-Linux-Server/blob/master/%40dayz_epoch_server/addons/dayz_server/compile/server_playerDied.sqf Soooo as far as i know, all my files are normal and the _playerID should exist. Im not really sure how the death event works, as in what is called first. I tried logging the id in the server_playerDied.sqf, which just brought the error to that line. I tried logging the playerid in player_death.sqf file, but the log never showed up (presumably because of the error cancellign it. HOWEVER, the deathscreen shows up when i add it. Its jsut that i dont respawn fresh. Instead i respawn with my gear at my body... If you need any more files shown, just ask! I really want this death screen :3
  11. 1. The server you were playing on. CCG Epoch 1 Altis - and all other CCG Epoch/Overpoch related servers now. 2. What arma3 build and what Epoch build you are using. ARMA 3 Build 462666 Epoch Build:0250 3. What it was you were doing Spawning into the game after having previously played 12+ hours over several days. 4. Is it repeatable. Happens on every Epoch based server I join irregardless of other mods loaded (Overpoch for Example). I had recently downloaded and started to play the Epoch MOD on ARMA 3. Once I downloaded this MOD (via CCG launcher), I die instantly upon entering any ARMA 3 Epoch modded server. Video of repeated death upon spawn: http://youtu.be/DPkhvvpXxQc I started with the usual resolution methods: Created multiple new profiles, same result Verified ARMA 3 Game Integrity, same result Changed Loading Slots on initial login screen, same result Deleted and Redownloaded all mods packs (Via Launcher & Torrent), same result Deleted all Profile Data located C:\Users\User Name\AppData\Local\Arma 3 Uninstalled ARMA 3 completely, then laucnhed via steam once Deleted and Redownloaded mod pack (Via CCG Launcher & Torrent), same result Other users are also experiencing this issue in mass (several dozen have had same issue). Forum thread here @ CCG for additional proof: http://customcombatg...h-upon-respawn/ Please advise. Regards, DR
  12. When you are in the drivers seat of the SDV, your oxygen depletes, resulting in death while submerged. Passengers are not affected.
  13. I'm curious. My longest surviving character made it 17 days until a server auto killed him. These days I don't seem to make it more than a few days. I've become a bit reckless since then. Seems more fun that way. Of course, it's never zombies. The real threat is the other players. I've lasted as little as 10 minutes, going down in a hail of automatic gunfire...... I love this game. What is the longest you've survived? (shortest dying to a bandit?)
  14. Im using Towing Mission Safezone Treasure Events Blue phoenix admin tool So here is what have happened sometimes for players. 1. They change skin and get Launch up in the air, And fall to their death. 2. A example of a Eject Death, a chopper got shot down and they ejected with parachutes, Landed then got launched up in the air, And again fell to their Death. *I've allready tried to search for this, Various Search strings but with no luck. Any thoughts?
  15. Hi, first thanks for this mod 'cause i like it really ! I wanted to know how i can increasing the time of whole the craft (i don't want that they stay until 5 days after death but more) ? I have a private server where we play in role play and we want that the building stay more longer time after death (and not just 5 days, it is not enough for us). I search the information on google and i don't find it so i hope that someone will can help me and explain how i can change that on my server ? Thanks you.
  16. Hello All and i hope you are well!I am new in DayZ Epoch and i wanted to know about something:when i put down a tent and i die ,it vanishes after death also a clan mate she builded a base and the base when she died vanished,is this a bug or it is meant to be like that?personally i believe buildings should stay even after death,i currently play on DayZ Epoch SPEAR Server so yes when we built our base it just vanished after our clan member died.Some help would be appreciated and also if it can be fixed.Thank you very much. :)
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