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  6. MiniDayZ

    1. MiniDayZ   (80141 visits to this link)

  • Recent Posts

    • I'm looking to get information on what files we can edit or use when we mod Dayz. I asked the question in the modding area but no response. Is there an email I can send my questions to? 
    • Sorry mate then you shall try to override another function within events. Because that one is out of ours hands... I think that was done escapely for protection of damage code. You know against of users that broke the rules hardly...
    • I tried changing the value of speedCoef to 0.1, but it didn't produce any result
    • Pela minha experiência no problema do caminhão aperta os pneus com chave de roda diminuiu um pouco os pulos sobre os tiros é problema no servidor as vezes lagado por excesso de loot no mapa com base mod ou conexão 
    • Boa tarde amigos tô com um probleminha/bug do DayZ enterrei alguns loot pelo mata (dentro de entulho, túmulo, em baixo de árvore e dentro de feno em celeiro) nos outros locais consegui desenterrar porém dentro do feno não consigo nem. Aparece pixel para desenterrar após você inserir os itens. Alguém pode me ajudar para conseguir resolver isso?
    • Let's explore the total problem:
      You are trying to create the new instance for TotalDamageResult. If we get the class definition: DayZ\dta\scripts\3_Game\DamageSystem.c we will find the class:
        class TotalDamageResult: Managed { proto native float GetDamage(string zoneName, string healthType); proto native float GetHighestDamage(string healthType); }; BUT as you can see the class has no definition of Constructor & Destructor. We have only 2 "proto native"( = We will get that class instance from game engine) aka Get methods and we have no any kind of construction function.
      Based on that information you have 2 possible solutions:
      1. Redefine the base in-game class like so:
        class TotalDamageResult : Managed { proto native float GetDamage(string zoneName, string healthType); proto native float GetHighestDamage(string healthType); void TotalDamageResult() {} }; // OR modded class TotalDamageResult { string arg1; // Example float finalDamage; // Based on Constructor from code of example string arg2; // Example string arg3; // Example int arg4; // Example proto native float GetDamage(string zoneName, string healthType); proto native float GetHighestDamage(string healthType); void TotalDamageResult(string arg1, float finalDamage, string arg2, string arg3, int arg4) { this.arg1 = arg1; this.finalDamage = finalDamage; this.arg2 = arg2; this.arg3 = arg3; this.arg4 = arg4; } }; But still it can RUIN THE GAME and I isn't suggesting you to use that way.
      I suppose to think that method EEHitBy - isn't that method that you wishing to override. because it has that structure of the code will not allow you to break the code.
      But, you shall try to play with float speedCoef.
      Let's guess that speedCoef is eq 1.0 (that value is like projectileModifier in your code), but what if you'll try to set value from 1.0 to 0.001?
      And then on you calling of super method you'll get:
        super.EEHitBy(newDamageResult, component, zone, ammo, modelPos, speedCoef); //that line from your code and it's wrong!!!!! //It shall be: super.EEHitBy(damageResult, damageType, source, component, dmgZone, ammo, modelPos, speedCoef (we setted as 0.001);
      I hope that you'll understand what do I wish to say to you with those examples.
    • Hello everyone. I'm encountering an error: 'Too many parameters for TotalDamageResult method', and I can't understand what might be causing the issue.

      Code: modded class PlayerBase { override void EEHitBy(TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef) { Print("[DEBUG] EEHitBy called with ammo: " + ammo); float baseDamage = damageResult.GetHighestDamage("Health"); float armorModifier = 1.0; float projectileModifier = 1.0; EntityAI entity = GetInventory().FindAttachment(InventorySlots.BODY); if (entity) { Print("[DEBUG] Player has armor: " + entity.GetType()); if (entity.IsKindOf("PlateCarrier")) { if (ammo == "Custom_Bullet_545x39_HP") { projectileModifier = 0.1; Print("[DEBUG] Applied projectileModifier for PlateCarrier and HP ammo: " + projectileModifier); } else if (ammo == "Custom_Bullet_545x39_PRS") { projectileModifier = 0.5; Print("[DEBUG] Applied projectileModifier for PlateCarrier and PRS ammo: " + projectileModifier); } } else if (entity.IsKindOf("Vest_Base")) { projectileModifier = 1.0; Print("[DEBUG] Applied projectileModifier for Vest_Base: " + projectileModifier); } } else { Print("[DEBUG] Player has no armor."); } float finalDamage = baseDamage * armorModifier * projectileModifier; Print("[DEBUG] Calculated finalDamage: " + finalDamage); TotalDamageResult newDamageResult = new TotalDamageResult("", finalDamage, "", "", 0); super.EEHitBy(newDamageResult, component, zone, ammo, modelPos, speedCoef); Print("[DEBUG] EEHitBy completed."); } }  
    • I think there should be a whole array of options you can turn on and off for the UI. For example on the main hud you can choose if you want all the health icons on or just the HP and blood icons, or for opening doors you can turn the prompt off, or when you pull your gun out it doesnt constantly tell you what gun is in your hand. Just the full list of UI prompts that can be adjusted to your liking. I know you can just press ` or hold ` but some elements of the UI i actually want on screen such as food and water.
    • The map looks great. The time in which a food goes from frozen to warm is very short, in my opinion the one assigned to Namalsk is a more appropriate time.
    • PVP, RAID 247, Custom builds, Punchcard trader, online shop ,custom vehicles, loot ++