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[Release] Salivals Mod Pack [Updated for 1.0.7]


salival

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  On 3/18/2018 at 7:45 PM, PetuniaEpoch said:

Quick question :) Do you know if your mission file has all overpoch trader items? Have players asking for a load to be added, just checking to see if you have any files with them added already, before I go doing manually :P

 

Thanks!

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Hello,

Yes it does, same as zsc.

https://github.com/oiad/modPack/tree/master/DayZ_Epoch_11.Chernarus/dayz_code/configs

You can see them in this folder

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  On 3/18/2018 at 8:38 PM, salival said:

Hello,

Yes it does, same as zsc.

https://github.com/oiad/modPack/tree/master/DayZ_Epoch_11.Chernarus/dayz_code/configs

You can see them in this folder

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Cool, I thought you'd included them! Just players asking for all the overpoch weapons and said they can't find em at traders - I used these as config files: https://github.com/oiad/modPack/tree/master/DayZ_Epoch_11.Chernarus/dayz_code/configs/Category - Overwatch

1 more question (sorry!) - I'm slowly getting back into the A2 scripting (switched to a3 for a while) - could you give me a steer to where the categories are defined for each trader? Sorry to ask such a basic question lol - just a nudge in the right direction would be cool!

 

EDIT - Scratch that! I found the server_traders file - I hadn't updated that one to be overpoch lol - explains a lot :D

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Hi there,

I am running this Mod Pack on Epoch Chernarus 1.0.6.2 and it is working great on my server! One thing that is bothering a few players however is that, when they die while carrying both a primary and a secondary weapon, the secondary weapon is disappearing from the body. When they get to their body to retrieve their stuff everything is there except for the secondary weapon. This has never happened to me personally but it has happened to several players on my server. Just wondering if anyone else has experienced this or if anyone might know what is causing it.

Thanks!

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  On 3/22/2018 at 4:35 PM, Vladick said:

Hi there,

I am running this Mod Pack on Epoch Chernarus 1.0.6.2 and it is working great on my server! One thing that is bothering a few players however is that, when they die while carrying both a primary and a secondary weapon, the secondary weapon is disappearing from the body. When they get to their body to retrieve their stuff everything is there except for the secondary weapon. This has never happened to me personally but it has happened to several players on my server. Just wondering if anyone else has experienced this or if anyone might know what is causing it.

Thanks!

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Hello,

This is not something the modpack is doing, I would guess this is more an epoch bug if anything.

I will try this on a vanilla server and see if I can do anything to fix it.

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  On 3/22/2018 at 6:08 PM, salival said:

Hello,

This is not something the modpack is doing, I would guess this is more an epoch bug if anything.

I will try this on a vanilla server and see if I can do anything to fix it.

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Thanks Salival! It's a bit of a nit pick, but I thought I would mention it in case anything can be done about it. 

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  • 2 weeks later...

I believe you have to deploy the Helipad via right click deploy anything.

  Quote
// deploy a permanent helicopter from ruby 5 meters in front of player that can be re-packed by anyone as long as it's under 10% damage

["ItemToolbox",[0,9,2],5,0.9,true,true,false,true,true,false,true,["HeliHCivil"],[],["ItemRuby"],"true"]

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So this says you need a toolbox and a ruby to be able to deploy a Helipad.

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Hey All,

Not sure if this is a mod pack issue or just a script issue, but I thought I would post and see if this is happening to anyone else. A couple of players on my Epoch 1.0.6.2 Chernarus server are complaining that when they use the Key Changer to claim a vehicle or to change the key association of a vehicle in order to limit the amount of keys they have to carry, certain vehicles will blow up. I have tested this on several vehicles and I finally got it to replicate on a CH53. But it doesn't actually just blow up. When you make the selection, the heli jumps very high into the air and comes crashing down. Other vehicles, like land vehicles, will lurch or jump forward a good distance also and could blow up if there is an obstacle in their path. I believe that the impact is what makes it blow up. And, if you are claiming an unlocked vehicle that may be damaged, the level of damage may be so low that any impact will cause it to explode. So, I'm wondering if there is any way to eliminate the flying up in the air (for helis) and the jumping forward actions (for land vehicles)? 

Thoughts?

Thanks!

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  On 4/3/2018 at 3:52 PM, Vladick said:

Hey All,

Not sure if this is a mod pack issue or just a script issue, but I thought I would post and see if this is happening to anyone else. A couple of players on my Epoch 1.0.6.2 Chernarus server are complaining that when they use the Key Changer to claim a vehicle or to change the key association of a vehicle in order to limit the amount of keys they have to carry, certain vehicles will blow up. I have tested this on several vehicles and I finally got it to replicate on a CH53. But it doesn't actually just blow up. When you make the selection, the heli jumps very high into the air and comes crashing down. Other vehicles, like land vehicles, will lurch or jump forward a good distance also and could blow up if there is an obstacle in their path. I believe that the impact is what makes it blow up. And, if you are claiming an unlocked vehicle that may be damaged, the level of damage may be so low that any impact will cause it to explode. So, I'm wondering if there is any way to eliminate the flying up in the air (for helis) and the jumping forward actions (for land vehicles)? 

Thoughts?

Thanks!

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Hey,

This has been a long standing pain in my ass but I finally fixed it, it's not in the mod pack repo as of yet as i'm still working through that (Hope to have it done this weekend)

 

Here's the commit from VKC that fixes it, though: https://github.com/oiad/vkc/commit/01bd4df8140d9d3465eeba0831b2780ea22f7dba

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  On 4/3/2018 at 7:01 PM, salival said:

Hey,

This has been a long standing pain in my ass but I finally fixed it, it's not in the mod pack repo as of yet as i'm still working through that (Hope to have it done this weekend)

 

Here's the commit from VKC that fixes it, though: https://github.com/oiad/vkc/commit/01bd4df8140d9d3465eeba0831b2780ea22f7dba

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Awesome! I will check it out. Thanks!

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  • 2 weeks later...
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Hey guys, can someone please help?? i have installed the mod pack but then installed remote vehicle (start/stop etc) ,custom debug, and custom items for blood/bank/coins.  now im getting spanned with this in my rpt. any ideas would be a great help. thanks

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  On 4/15/2018 at 12:14 PM, jimmy565 said:
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Hey guys, can someone please help?? i have installed the mod pack but then installed remote vehicle (start/stop etc) ,custom debug, and custom items for blood/bank/coins.  now im getting spanned with this in my rpt. any ideas would be a great help. thanks

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I'm not sure what you've done, but it looks like you've broken loot spawning somehow, maybe retrace your steps?

 

Also, remove vehicle is already installed in the modpack??

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