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AmberHelios
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Everything posted by AmberHelios
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ah right never really watched any of them tbh i either play the game or play another wheres the fun in watching someone else play, watched a few of take the piss ones
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is he one of those youtubers
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it was quite clever-ish :)
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theres enough pepsi for the 3 of us i found 3 cans of pepsi 2 empty tins and a zombie up a fir tree
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yeah that would be me :) ill tell you what ill share my treasure with you
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Private Military Company DLC causing problems with DayZ!
AmberHelios replied to carsonearl's topic in DayZ Mod Troubleshooting
i know what you are saying and other do too, the reason you are getting these errors is that you are running a different version of the pmc dlc this needs to be updated the update is in the patch 1.59 if you are installing the patches before installing the pmc your pmc dlc will not be updated to the latest version -
lol dont suppose there was much left i hit it the other day then hoped on to a origin's server and found another in Byelov
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i am fantastic, you been up to much :)
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How are you Se7eN
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Ah a real medic
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Private Military Company DLC causing problems with DayZ!
AmberHelios replied to carsonearl's topic in DayZ Mod Troubleshooting
in this case the key means that the file hash doesn't match the servers -
Private Military Company DLC causing problems with DayZ!
AmberHelios replied to carsonearl's topic in DayZ Mod Troubleshooting
but if you installed a retail version of the dlc the 1.59 patch (i think this version maybe 1.60) has an update for the dlc in it what you should do is install arma 2, arma2 oa, any dlc you own then patch arma 2 to 1.11 and then arma2 oa to 1.62 then run the games to the menus making sure one of the updates that you install is the 1.59 update if you update before the install of the dlc the lite versions get updated not the full versions -
Private Military Company DLC causing problems with DayZ!
AmberHelios replied to carsonearl's topic in DayZ Mod Troubleshooting
I am sorry damn iPhone keyboard I meant dlc -
And I do not see your reason for posting that. He gave his reasons in his post
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Don't you be bringing that rubbish here :) Jk But in all seriousness the op asked how to tone down the zombies for his server to aid players not to remove all zombies from the server completely each to their own, it's his server and if he wants to use it with less zombies for him and his friends so be it. I was looking at doing a similar thing a while back to make a sort of training server for new player just to get the basics of playing dayz
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Private Military Company DLC causing problems with DayZ!
AmberHelios replied to carsonearl's topic in DayZ Mod Troubleshooting
Silly question but after installing the dlc you have rerun the 1.62 arma2 oa patch? -
Applejaxc is correct the best thing to do in this case is to turn the amount of zeds down and turn the infection rate down this can be done with a modded variables. He already has the variables file overridden as I did the server files for him in another post
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Need help on how to get Skalisty Bridge or how to make it. Help will be appreciated
AmberHelios replied to TangoTakeDown's topic in Mod Servers & Private Hives
Anytime boss enjoy your newfound bridge any problems feel free to pm me -
Need help on how to get Skalisty Bridge or how to make it. Help will be appreciated
AmberHelios replied to TangoTakeDown's topic in Mod Servers & Private Hives
They are both beautiful baby, both poetry in motion -
Need help on how to get Skalisty Bridge or how to make it. Help will be appreciated
AmberHelios replied to TangoTakeDown's topic in Mod Servers & Private Hives
You will miss me when i'm gone steakums -
Need help on how to get Skalisty Bridge or how to make it. Help will be appreciated
AmberHelios replied to TangoTakeDown's topic in Mod Servers & Private Hives
aye i've been at it a long time :) here and other places -
Need help on how to get Skalisty Bridge or how to make it. Help will be appreciated
AmberHelios replied to TangoTakeDown's topic in Mod Servers & Private Hives
easiest way is to unpbo your mission file put a folder called buildings create a new file called bridge.sql in that folder in this file put if (isServer) then { _bldObj = objNull;if (true) then{ _bldObj = createVehicle ["land_nav_pier_m_2", [13225.278, 3431.5159, -6.0489159], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setVehicleLock "LOCKED"; _bldObj setPos [13225.278, 3431.5159, -6.0489159]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];}; _bldObj = objNull;if (true) then{ _bldObj = createVehicle ["land_nav_pier_m_2", [13247.008, 3398.5906, -6.1535072], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setVehicleLock "LOCKED"; _bldObj setPos [13247.008, 3398.5906, -6.1535072]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];}; _bldObj = objNull;if (true) then{ _bldObj = createVehicle ["land_nav_pier_m_1", [13203.401, 3464.7751, -6.2994447], [], 0, "CAN_COLLIDE"]; _bldObj setDir 236.571701; _bldObj setVehicleLock "LOCKED"; _bldObj setPos [13203.401, 3464.7751, -6.2994447]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];}; _bldObj = objNull;if (true) then{ _bldObj = createVehicle ["land_nav_pier_m_2", [13181.671, 3497.7451, -6.1785541], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setPos [13181.671, 3497.7451, -6.1785541]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];}; _bldObj = objNull;if (true) then{ _bldObj = createVehicle ["land_nav_pier_m_2", [13159.978, 3530.6299, -6.3031154], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setPos [13159.978, 3530.6299, -6.3031154]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];}; _bldObj = objNull;if (true) then{ _bldObj = createVehicle ["land_nav_pier_m_2", [13138.261, 3563.5496, -5.9914126], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setPos [13138.261, 3563.5496, -5.9914126]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];}; _bldObj = objNull;if (true) then{ _bldObj = createVehicle ["land_nav_pier_m_2", [13116.587, 3596.4583, -6.1611514], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setPos [13116.587, 3596.4583, -6.1611514]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];}; _bldObj = objNull;if (true) then{ _bldObj = createVehicle ["land_nav_pier_m_2", [13094.851, 3629.364, -6.0637994], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setPos [13094.851, 3629.364, -6.0637994]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];}; _bldObj = objNull;if (true) then{ _bldObj = createVehicle ["land_nav_pier_m_1", [13073.158, 3662.2742, -6.1899328], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setVehicleLock "LOCKED"; _bldObj setPos [13073.158, 3662.2742, -6.1899328]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];}; _bldObj = objNull;if (true) then{ _bldObj = createVehicle ["land_nav_pier_m_2", [13051.535, 3695.0833, -6.376471], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setVehicleLock "LOCKED"; _bldObj setPos [13051.535, 3695.0833, -6.376471]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];}; _bldObj = objNull;if (true) then{ _bldObj = createVehicle ["land_nav_pier_m_2", [13029.813, 3728.052, -6.1521502], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setVehicleLock "LOCKED"; _bldObj setPos [13029.813, 3728.052, -6.1521502]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];}; // Control Tower near land (non-lootable) (blinking light). Zombies and loot will not spawn over water._bldObj = objNull;if (true) then{ _bldObj = createVehicle ["Land_Mil_ControlTower_EP1", [13067.721, 3647.5923, 4.2818656], [], 0, "CAN_COLLIDE"]; _bldObj setDir -303.12695; _bldObj setPos [13067.721, 3647.5923, 4.2818656]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, 3.8];}; // Cement block under Control Tower near coast_bldObj = objNull;if (true) then{ _bldObj = createVehicle ["land_nav_pier_c", [13061.675, 3654.853, 0.13833603], [], 0, "CAN_COLLIDE"]; _bldObj setDir -33.287552; _bldObj setPos [13061.675, 3654.853, 0.13833603]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];}; // Grocery on land (lootable)_bldObj = objNull;if (true) then{ _bldObj = createVehicle ["Land_A_GeneralStore_01", [13062.828, 3825.6414, 0.34161228], [], 0, "CAN_COLLIDE"]; _bldObj setDir -32.551853; _bldObj setPos [13062.828, 3825.6414, 0.34161228];}; _bldObj = objNull;if (true) then{ _bldObj = createVehicle ["land_nav_pier_m_2", [13260.079, 3378.8081, -3.0727394], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setVehicleLock "LOCKED"; _bldObj setPos [13260.079, 3378.8081, -3.0727394]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];}; // Industrial Hangar on land_bldObj = objNull;if (true) then{ _bldObj = createVehicle ["Land_Hangar_2", [13013.877, 3793.1804, 3.8146973e-006], [], 0, "CAN_COLLIDE"]; _bldObj setDir -33.153507; _bldObj setPos [13013.877, 3793.1804, 3.8146973e-006];}; // Control Tower near Island (non-lootable) (blinking light at night). Zombies and loot will not spawn over water._bldObj = objNull;if (true) then{ _bldObj = createVehicle ["Land_Mil_ControlTower_EP1", [13209.424, 3478.5696, 2.103996], [], 0, "CAN_COLLIDE"]; _bldObj setDir -484.14117; _bldObj setPos [13209.424, 3478.5696, 2.103996]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, 3.8];}; // Cement block under Control Tower near Island_bldObj = objNull;if (true) then{ _bldObj = createVehicle ["land_nav_pier_c", [13214.373, 3472.0823, -3.8479133], [], 0, "CAN_COLLIDE"]; _bldObj setDir -213.288; _bldObj setPos [13214.373, 3472.0823, -3.8479133]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5];}; // Spinning Radar on coast_bldObj = objNull;if (true) then{ _bldObj = createVehicle ["TK_GUE_WarfareBAntiAirRadar_Base_EP1", [13293.171, 3955.2397, 0.016692447], [], 0, "CAN_COLLIDE"]; _bldObj setDir -323.84015; _bldObj setPos [13293.171, 3955.2397, 0.016692447];}; // Pallet of boards on bridge (mid way protection)_bldObj = objNull;if (true) then{ _bldObj = createVehicle ["Land_Ind_BoardsPack1", [13158.683, 3537.4517, 3.5], [], 0, "CAN_COLLIDE"]; _bldObj setDir -35.139294; _bldObj setPos [13158.683, 3537.4517, 3.5]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, 3.5];}; // Pallet of boards on bridge (mid way protection)_bldObj = objNull;if (true) then{ _bldObj = createVehicle ["Land_Ind_BoardsPack1", [13111.459, 3599.3118, 3.5], [], 0, "CAN_COLLIDE"]; _bldObj setDir -215.18845; _bldObj setPos [13111.459, 3599.3118, 3.5]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, 3.5];}; };open init.sqf and add this to the very bottom [] execVM "buildings\bridge.sqf"; re pbo your file and your good to go -
2 accounts creates an error, can't run DayZ
AmberHelios replied to BookBurning's topic in DayZ Mod Troubleshooting
Damn right i am :) -
2 accounts creates an error, can't run DayZ
AmberHelios replied to BookBurning's topic in DayZ Mod Troubleshooting
come for a hug my sweet prince that link will only work if you own the retail reinforcement disk as for steam you have to revalidate as i said above