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[Release] Overpochins Taviana Server with LOTS and LOTS of mods


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thanks for all your hard work, i will be trying this out.

 

right now i am using the cash me up 0.16

 

https://github.com/fallingsheep/0.16_Cash_Me_Up_Standard_Overpoch_NAPF/

 

and i want to incorporate origins into it. so i guess my question is, is origins specific to tavi map and would i have to use DayZ_Epoch_13.Tavi MPMission? or would i have to do alot of editing for coordinates to make it work on napf?

I managed to port this over to a cherno map.  Had to do a bit of tweaking. Traders, markers, removing lots of "tavi" stuff, like sector B and such.  Took me a bit, but with time i figured it out.

Works well on the cherno map.  But you are attempting to add the origins from this to sheeps repack... a bit different than what i did.

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  • 2 weeks later...

alright guys... i found the cause to my problem... now i need a solution ^^

when i try to buy a boat at the boatdealer near Molotovsk it never appears..

i get the key and lose the money... but there is no boat... not even the arrow marker...

and then i get this in my HiveExt.log

2015-09-28 22:23:51 HiveExt: [Error] Error executing |CHILD:308:13:PBX:0:762:[1,[17341.1,12917.5,-2.43152]]:[]:[]:1:17341112917524334905:|
2015-09-28 22:23:52 HiveExt: [Error] Error executing |CHILD:388:17341112917524334905:|
2015-09-28 22:23:53 HiveExt: [Error] Error executing |CHILD:388:17341112917524334905:|
2015-09-28 22:23:54 HiveExt: [Error] Error executing |CHILD:388:17341112917524334905:|
2015-09-28 22:23:55 HiveExt: [Error] Error executing |CHILD:388:17341112917524334905:|
2015-09-28 22:23:56 HiveExt: [Error] Error executing |CHILD:388:17341112917524334905:|
2015-09-28 22:23:57 HiveExt: [Error] Error executing |CHILD:388:17341112917524334905:|
2015-09-28 22:23:58 HiveExt: [Error] Error executing |CHILD:388:17341112917524334905:|
2015-09-28 22:23:59 HiveExt: [Error] Error executing |CHILD:388:17341112917524334905:|
2015-09-28 22:24:00 HiveExt: [Error] Error executing |CHILD:388:17341112917524334905:|

and this is never stopping again... it continues to throw this error until the server restarts...

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Hello guys, First Thank You ElDubya!

I copied the server pbo and packed the mission pbo loaded them on my server and BAM! 

No errors No Kicks No Problems! 

I do plan to make a few edits to personalize it a bit and was wondering if I missed it or maybe it was not included but I can't seem to locate the Config file that allows me to edit things like zombie count (I want more) vehicle spawn count (I want less) animal spawn amount (I want more - I like to hunt) etc..one thing I'm really looking for is the option to make players spawn back in a zombies if they are infected. Also is it possible to change the amount of AI on the islands?

I use Dayz Launcher and Survival Servers

-mod=@DayzOrigins;@DayzOverwatch;@DayZ_Epoch;

Edited by Bricktop
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@Bricktop 

Well the easy way would be to edit the init.sqf to change the zombie, vehicle and animal spawn counts. A more detail way for the zombies and vehicles would be to edit the files where they are generated at. And you would still need to edit the init.sqf also. 

When you open up your init.sqf you'll need to look for these lines

MaxVehicleLimit = 500; // Default = 50 change this to what you want for vehicle spawns.

dayz_maxLocalZombies = 30;
dayz_maxGlobalZombiesInit = 60;  // Change these for changes to max zombies
dayz_maxZeds = 200;

dayz_maxAnimals = 5; // Default: 8 And this one for animals.

DZE_PlayerZed = false; // change this to true to make them have a chance to spawn back in as zombies

These are all in the files supplied by Eldubya tho I think I may have changed some of the original values.

 

For the more difficult stuff you'll need to find the files that define the numbers of zombies spawning from buildings and wrecks. ElDubya used these files for the custom loot spawns. (Just realized I have already changed some of these so had to redownload the originals)

Under the client stuff path is \custom\loot\ and the two files to look at are CfgBuildLoot.hpp and CfgLootPos.hpp and look for lines similar to this

class Land_A_MunicipalOffice: Residential {


    zombieChance = 0.4;
    minRoaming = 3;
    maxRoaming = 9;
    zombieClass[] = {"z_soldier","z_soldier_heavy","z_policeman"};
    lootChance = 0.4;
    lootPos[] = {{-4.66113,-6.27173,-18.429},{3.31641,-5.77417,-18.429},{-0.20752,-6.48682,-18.429},{-9.72412,-4.88745,-3.78903},{-9.57813,3.55615,-3.78903},{-7.16797,11.0737,-3.78903},{5.07422,11.1838,-3.78903},{9.3208,5.38623,-3.78903},{9.65332,-4.82056,-3.78903},{3.23535,-0.105957,-0.169027},{4.85205,-3.69019,-0.169027},{-0.80127,-7.89087,-0.169027},{-4.4082,-4.91772,-0.169027},{-4.90771,-2.23169,-0.169027}};
    lootPosZombie[] = {{-3.04883,-6.00903,-17.554},{2.26807,-6.87524,-17.554},{0.310059,10.1396,-17.5491},{-0.589355,10.1394,-17.5491}};
    lootPosSmall[] = {{4.34521,-8.81567,-18.439},{-1.06787,-5.11499,-18.439},{1.3291,9.86938,-18.4413},{-1.54395,9.90649,-18.4353}};

Change the zombie chance to what you  would like.  I believe 1.0 = 100%

Change the min or max to numbers you would like that type of vehicle(building) to spawn.

Next to really make a well planned changed to the vehicles you  may want to edit your dynamic_vehicle.sqf in your server mission files. You can trim down the numbers of each type of vehicle in order to get a better selection of the vehicles that you want.  That will require unpacking and repacking the mission pbo.

Changing the ai also will require changes to the mission pbo. You can find this in the wai folder under static. the file named groundunit.sqf are the ai in sector B and on the other island. The one called wall.sqf is for the ai on the walls in sector b, the mayor and a couple of other units thrown in there(static machinegun and a heli patrol)

If you run in to trouble with these just post back and we'll walk thru them a bit more detail if you need.

 

 

 

 

 

 

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Thank you ElDubya!

It runs on my Nitrado Server.

@all

One problem I have,

has someone to get a debug monitor installed?

I test 3-4 versions but no funktion.

Greets Friendly-Ralph

Look here http://epochmod.com/forum/index.php?/topic/973-custom-debug-monitor/   

 

I use the Madhatter05 version with some slight changes to make it like I wanted it.

Be sure to have a line in your init.sqf correctly pointing to where have saved your file such as [] execVM "custom_monitor.sqf"; // I ahve mine in the same location as the init.sqf file.

Edited by DaveA
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@Bricktop 

Well the easy way would be to edit the init.sqf to change the zombie, vehicle and animal spawn counts. A more detail way for the zombies and vehicles would be to edit the files where they are generated at. And you would still need to edit the init.sqf also. 

When you open up your init.sqf you'll need to look for these lines

MaxVehicleLimit = 500; // Default = 50 change this to what you want for vehicle spawns.

dayz_maxLocalZombies = 30;
dayz_maxGlobalZombiesInit = 60;  // Change these for changes to max zombies
dayz_maxZeds = 200;

dayz_maxAnimals = 5; // Default: 8 And this one for animals.

DZE_PlayerZed = false; // change this to true to make them have a chance to spawn back in as zombies

These are all in the files supplied by Eldubya tho I think I may have changed some of the original values.

 

For the more difficult stuff you'll need to find the files that define the numbers of zombies spawning from buildings and wrecks. ElDubya used these files for the custom loot spawns. (Just realized I have already changed some of these so had to redownload the originals)

Under the client stuff path is \custom\loot\ and the two files to look at are CfgBuildLoot.hpp and CfgLootPos.hpp and look for lines similar to this

 

Hidden Content

Change the zombie chance to what you  would like.  I believe 1.0 = 100%

Change the min or max to numbers you would like that type of vehicle(building) to spawn.

Next to really make a well planned changed to the vehicles you  may want to edit your dynamic_vehicle.sqf in your server mission files. You can trim down the numbers of each type of vehicle in order to get a better selection of the vehicles that you want.  That will require unpacking and repacking the mission pbo.

Changing the ai also will require changes to the mission pbo. You can find this in the wai folder under static. the file named groundunit.sqf are the ai in sector B and on the other island. The one called wall.sqf is for the ai on the walls in sector b, the mayor and a couple of other units thrown in there(static machinegun and a heli patrol)

If you run in to trouble with these just post back and we'll walk thru them a bit more detail if you need.

 

________________________

This is a  better answer than I was expecting! Thank you very much Dave. 

 

 

 

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  • 3 weeks later...
  • 1 month later...

"You were kicked from the game" <---It was working before but now every time I try to connect that's all I get.

Any Ideas?

Also: were there BE filters with this release? I either lost them or didn't have them.

Thanks, Bricktop

EDIT: Tested - I can get in to other overpochins servers just not this one.

Also Tested - Others can get in to this server It's only me and only this server.

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  • 3 weeks later...
On 12/22/2015 at 10:56 PM, Bricktop said:

"You were kicked from the game" <---It was working before but now every time I try to connect that's all I get.

Any Ideas?

Also: were there BE filters with this release? I either lost them or didn't have them.

Thanks, Bricktop

EDIT: Tested - I can get in to other overpochins servers just not this one.

Also Tested - Others can get in to this server It's only me and only this server.

Verify your Arma 2 and Arma 2 OA files via steam and then run both before running your mods. I had the problem before and it fixed my issues.

Also has anyone been able to get the Group Management working on this custom build? I did all the necessary changes and edits but right clicking the radio doesn't give me the menu. Would any errors show in the RPT file? I haven't seen anything.

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16 minutes ago, Surf3rDud3 said:

Verify your Arma 2 and Arma 2 OA files via steam and then run both before running your mods. I had the problem before and it fixed my issues.

Also has anyone been able to get the Group Management working on this custom build? I did all the necessary changes and edits but right clicking the radio doesn't give me the menu. Would any errors show in the RPT file? I haven't seen anything.

yes group management works with this build.  If the right click  doesnt give you the option, you need to add it to the overwrites section..because he uses the deploy script from mudzereli, it kinda takes over the extra_rc.

open the overwrites folder (mission sided), then click_adtions, then open the config.sqf.

add this (change the path) in the "DZE_CLICK_ACTIONS" section

 

Spoiler

 

["ItemRadio","Group Management","execVM 'custom\dzgm\loadGroupManagement.sqf';","true"],

 

 

Make sure the last line of that bracket does NOT have a comma.

GL

PS as for the arma 2 BE issue, ive noticed opening arma 2 OA, just the game without mods, fixes that darn BE issue.

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