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Everything posted by Steak and Potatoes
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Whilst concerned for your mental health, I would laugh if I witnessed this in a major city.
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Was cleaning my out my room and found this old gem under my pillow case http://i.imgur.com/5WW231B.jpg"]
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Direct chat cannot be recieved
Steak and Potatoes replied to Lewist118's topic in DayZ Mod Troubleshooting
Is your beta patch up to date? -
Dying Light , a Stand alone killer ?
Steak and Potatoes replied to skyofavalon's topic in DayZ Mod General Discussion
I dont believe so there is already another thread on it- http://dayzmod.com/f...61-dying-light/ -
Hetstaine and Steak The Beginning
Steak and Potatoes replied to Steak and Potatoes's topic in DayZ Mod Gallery
:rolleyes: -
Balota Buddies Whitelisted! AU/US(Public)/EU Servers Chernarus/Namalsk/Origins, Active Admins/No Abuse/JSRS/Custom AntiHack
Steak and Potatoes replied to Kebab Remover's topic in Mod Servers & Private Hives
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Also dually noted alot of private hives already have dogs, whether they function to full potential or not is up to your standard.
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I think I know this guy
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Good insight I'll join this band wagon
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Non-Modded Servers?
Steak and Potatoes replied to corbinator01's topic in DayZ Mod General Discussion
Becks Privateers played the other day on their vanilla server was great fun- http://becks-privateers.com/ -
Welcome cook
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6 New decayed Zeds ? that's against what rocket said
Steak and Potatoes replied to ponc's topic in DayZ Mod General Discussion
http://i.imgur.com/lkPDJEN.jpg"] -
Epoch offers alot +1
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suggestions on locks. self transfusions. and friend system.
Steak and Potatoes replied to maxxe22's topic in DayZ Mod Suggestions
Would be nice at times but I would also reckon access via tools would be great to make things more interesting -
Private Hive Administration For Dummies
Steak and Potatoes posted a topic in Mod Servers & Private Hives
Private Hive Administration For Dummies By Steak And Amber Helios: The Server- There are many server providers out there that offer plenty of deals, gadgets and resources for their clients. When choosing a server provider make sure it meets your finances and do your research on reliability. It is always better to choose a reliable server provider than to select one simply for user friendly gadgets. Whilst all hosts have their own pros and cons majority of people only focus on the cons whether they be user error or not, that being said you may hear a lot of bad comments towards 1 but that does not necessarily mean they are unreliable. As you advance running your server you will gain the knowledge to manage it properly over time and apply the tools you wish to use. Server Addons/Adjustments- Once you have chosen your server provider and now wish to move forward to customization you will need a few tools to assist you. Register at http://opendayz.net/ to get quick Q&A when working with different scripts. Open Dayz provides a lot of feedback and support when testing on your new private hive. You will need to be able to Unpack and Repack your mission files- arma tools Once Unpacked you will need to use the following to edit your mission- notepadd++ comparison plugin and SQF Syntax Highlighting Once you have these I encourage you to make a test mission in your Arma 2 OA editor. Save as multiplayer mission with the scroll down icon and name it Test Mission. Open your PBO located in Arma 2 OA/MP Missions/Test Mission via notepadd++ to begin familiarizing yourself with the layout. Once you are feeling comfortable you can start to add different scripts to the mission and test to make sure you have them situated properly and working. AI- Arma2 Addons Arma2 Mods Arma2 Scripts AI Scripts for Lag Arma2OA Addons Arma2OA Scripts Battle Generators Forum Threads Commanding AI To Add Buildings Via DB- Adding new buildings in DayZ without requiring your client to download your DayZ files or rMod is entirely possible. We can do this by utilizing the object_data table in the hivemind database. Object_data is used for adding vehicles, tents, traps etc into the game world and saving their location. However, it doesn't matter what the class name of the object being added is - they are all the same whether they are Bicycles or Military Hangars. STEP ONE: Location of your object You first need to get a location of where you want to put your object, roughly. Do this by standing in the spot you want and opening your character_data table in Navicat or similar and grabbing the worldposition of your character. If your table was already open, you can just refresh the table to get your latest coordinates. It will look something like this: [ppp,[xxxx,yyyy,zzz]] The numbers are represented as follows: p = compass direction you are facing x = position on X axis from WESTERN side of map y = position on Y axis from SOUTHERN side of map z = height The positions are in meters, so you can use that to fine-tune your building location later on. STEP TWO: Add a new column to object_data This is an optional, but highly recommended step. It basically adds a bypass filter so your objects are not counted as vehicles by fGetVehCount. Add the column "Landmark" to `object_data` as a TINYINT(1) data type. DEFAULT 0 Now edit fGetVehCount and replace it with this: Code: BEGIN DECLARE iVehCount SMALLINT(3) DEFAULT 0; SELECT COUNT(*) INTO iVehCount FROM object_data WHERE Landmark = '0' AND Classname != 'dummy' AND Classname != 'TentStorage' AND Classname != 'Hedgehog_DZ' AND Classname != 'Wire_cat1' AND Classname != 'Sandbag1_DZ' AND Classname != 'TrapBear'; RETURN iVehCount; END STEP THREE: Finding the classname of your desired object Simple, just find it here (click me!) Some objects and vehicles are banned, obviously. DayZ buildings spawn zeds, so becareful if using one when building a base. STEP FOUR: Adding object into object_data Now you need to add a new entry to object_data for your building. For each data column: ObjectID = carry on from your last highest ObjectID if it did not autoincrement itself ObjectUID = A unique numerical ID for your building. I just give mine a prefix, eg 123 and then start counting after. ie 123001,123002 etc. Instance = Same as your server instance, this is probably 1. Classname = Class name of building you found in step three Damage = 0 CharacterID = 0 Worldspace = The position you gathered earlier Inventory = [] Hitpoints = [] Fuel = 0 Datestamp = the current datestamp (in navicat, double click on box and press green arrow) It is VERY important that the irrelevant boxes (ie fuel etc) have the values specified, otherwise it will cause your server to crash. If you added an object which has carrying capacity, IE an ammo box, you can set it's inventory the same way as you do a vehicle etc. For example: [[[],[]],[["ItemJerrycan"],[10]],[[],[]]] FYI: [[[guns-and-tools],[quantity]],[[items-and-ammo],[quantity]],[[backpacks],[quantity]]] STEP FIVE: Saving and restarting the server Now you have added your data to the table, save the table and restart your server. Remember to move your character out of the way first so you are not crushed! (I learnt the hard way...). Restart your server (using #restart is sufficient) (bliss/reality version of adding buildings to the database too it is done the similar way but you use the building for the building id and the instance_building for them to appear on the instance) Here is the guide- http://opendayz.net/...-database.8020/ Add custom Ammo Boxes to your server This will add an ammo crate directly to the database that will appear in game without causing any BattlEye problems or kicks for scripting etc. The crate's contents are customizable by editing the database directly. Stop your server. Login to your database (HeidiSQL is a good free program for this) STEP 1: - Firstly, go in game and stand where you want the ammo box placed. It needs to be on the ground, not on the roof of a building or inside a building etc (well, in my experience at least this did not work). You can then exit the game and retrieve your worldspace (your location on the map) from the database as well as your id (not "unique_id") value from the "survivor" table. In my case, my id = 1 and my worldspace = [10,[11284,4301.85,0.001]] Copy and paste these somewhere for later user. STEP 2: - Next is to define an ammo crate, so go into the database table named "deployable". Click Browse, there should be 5 items listed by default, the last being "Sandbag1_DZ" with the id of 5. Now click Insert and make the id = 6 and class_name = USBasicAmmunitionBox_EP1 then Insert. You should now have 6 items defined here, with "USBasicAmmunitionBox_EP1" being the last with the id of 6. STEP 3: - Next is to place and stock the ammo box, so go to the database table named "instance_deployable". Click Browse. What you see listed there are all the locations of placed objects on your map. Go to the last item on the last page, whatever that may be and get it's id. In my case, it was "10", yours will probably be different based on how many tents and other objects your players have placed on your map. Now click on Insert. Whatever your id was, increment it by one and make that the id on the insert page. In my case, "11". Next, make "unique_id" a random number not assigned to any other objects. I just used 10000011 for easy reference but use whatever you like. Refer to other "unique_id" fields of other objects as an example, but remember, whatever you choose here must be unique. Next, deployable_id = 6 (we defined this id in STEP 2 above) Next is to set the owner_id to the same id of the user placing it (you), so put the id value you retrieved in STEP 1 here. In my case, id = 1. instance_id - set this to the instance number of the map you are working with. in my case instance_id = 1 (Chernarus). worldspace - set this to the worldspace data you retrieved in STEP 1. In my case worldspace = [10,[11284,4301.85,0.001]] inventory - this is where you set the contents of your ammo crate. More on this later, but for now, set it to: [[["Colt1911","Makarov","M9","M9SD","revolver_EP1","glock17_EP1"],[10,10,10,10,10,10]],[[],[]],[[],[]]] This will give you 10 of each handgun in the ammo box. You can now load up the game and the ammo box you just placed will be at your feet containing 10 of each handgun in the game. Now there are some important things to note: First thing to note here is that you cannot store more than 1 backpack (any type) in an ammo box. Contents will not save on restart if you put anything in to them in game. Not ALL ammo box's work. The ones that don't still appear in game, but generate an error when joining the server. You can define any kind of crate you like and try it yourself. The list of options can be found here for regular Arma and here for Operation Arrowhead. I can confirm that the following crate classes DO work just fine: USBasicAmmunitionBox_EP1 USVehicleBox_EP1 USOrdnanceBox_EP1 USLaunchers_EP1 UNBasicAmmunitionBox_EP1 UNBasicWeapons_EP1 While the following do NOT work, generating an error when joining the server: USBasicWeapons_EP1 USSpecialWeapons_EP1 Finally the contents: Pretty much everything else in DayZ CAN be stored in an ammo box in large quantities. (I've tested up to 100 of each item and it works.) Feel free to define your own ammo box contents using the format that "tent storage" uses. OR you can use one of the predefined loadouts I have tested myself and will supply below. You can just cut-n-paste into the "inventory" field and edit as necessary. 100 units of ALL ammunition in DayZ: [[[],[]],[["15Rnd_9x19_M9","15Rnd_9x19_M9SD","8Rnd_9x18_Makarov","6Rnd_45ACP","17Rnd_9x19_glock17","30Rnd_9x19_UZI_SD","30Rnd_9x19_UZI","BoltSteel","100Rnd_762x51_M240","200Rnd_556x45_M249","8Rnd_B_Beneli_74Slug","8Rnd_B_Beneli_Pellets","15Rnd_W1866_Slug","15Rnd_W1866_Pellet","2Rnd_shotgun_74Slug","2Rnd_shotgun_74Pellets","64Rnd_9x19_SD_Bizon","30Rnd_9x19_MP5","30Rnd_9x19_MP5SD","30Rnd_545x39_AK","30Rnd_762x39_AK47","20Rnd_762x51_FNFAL","10x_303","30Rnd_556x45_Stanag","30Rnd_556x45_StanagSD","10Rnd_127x99_m107","5x_22_LR_17_HMR","20Rnd_762x51_DMR","5Rnd_762x51_M24","10Rnd_762x54_SVD","5Rnd_127x99_as50","1Rnd_HE_M203","FlareWhite_M203","FlareGreen_M203","1Rnd_Smoke_M203"],[100,100,100,100,100,100,100,100,100,100,100,100,100,100,100,100,100,100,100,100,100,100,100,100,100,100,100,100,100,100,100,100,100,100,100]],[[],[]]] 10 of each weapon in DayZ: [[["MeleeHatchet","MeleeCrowbar","Colt1911","Makarov","M9","M9SD","revolver_EP1","glock17_EP1","UZI_EP1","Crossbow","M240","M249","Mk_48_DZ","M1014","Remington870_lamp","Winchester1866","MR43","bizon_silenced","MP5A5","MP5SD","AK_74","AK_47_M","AKS_74_kobra","AKS_74_U","FN_FAL","FN_FAL_ANPVS4","BAF_L85A2_RIS_CWS","LeeEnfield","M4A1","M4A1_Aim","M4A1_AIM_SD_camo","M4A1_HWS_GL_camo","M4A1_Aim_camo","M16A2","M16A2GL","M16A4_ACG","BAF_AS50_scoped","Huntingrifle","DMR","M14_EP1","M24","M107_DZ","SVD_CAMO"],[10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10]],[[],[]],[[],[]]] ALL weapons (10 of each), ALL ammo (100 of each), ALL vehicle parts (10 of each): [[["MeleeHatchet","MeleeCrowbar","Colt1911","Makarov","M9","M9SD","revolver_EP1","glock17_EP1","UZI_EP1","Crossbow","M240","M249","Mk_48_DZ","M1014","Remington870_lamp","Winchester1866","MR43","bizon_silenced","MP5A5","MP5SD","AK_74","AK_47_M","AKS_74_kobra","AKS_74_U","FN_FAL","FN_FAL_ANPVS4","BAF_L85A2_RIS_CWS","LeeEnfield","M4A1","M4A1_Aim","M4A1_AIM_SD_camo","M4A1_HWS_GL_camo","M4A1_Aim_camo","M16A2","M16A2GL","M16A4_ACG","BAF_AS50_scoped","Huntingrifle","DMR","M14_EP1","M24","M107_DZ","SVD_CAMO"],[10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10]],[["15Rnd_9x19_M9","15Rnd_9x19_M9SD","8Rnd_9x18_Makarov","6Rnd_45ACP","17Rnd_9x19_glock17","30Rnd_9x19_UZI_SD","30Rnd_9x19_UZI","BoltSteel","100Rnd_762x51_M240","200Rnd_556x45_M249","8Rnd_B_Beneli_74Slug","8Rnd_B_Beneli_Pellets","15Rnd_W1866_Slug","15Rnd_W1866_Pellet","2Rnd_shotgun_74Slug","2Rnd_shotgun_74Pellets","64Rnd_9x19_SD_Bizon","30Rnd_9x19_MP5","30Rnd_9x19_MP5SD","30Rnd_545x39_AK","30Rnd_762x39_AK47","20Rnd_762x51_FNFAL","10x_303","30Rnd_556x45_Stanag","30Rnd_556x45_StanagSD","10Rnd_127x99_m107","5x_22_LR_17_HMR","20Rnd_762x51_DMR","5Rnd_762x51_M24","10Rnd_762x54_SVD","5Rnd_127x99_as50","1Rnd_HE_M203","FlareWhite_M203","FlareGreen_M203","1Rnd_Smoke_M203","PartEngine","ItemJerrycan","PartFueltank","PartVRotor","PartGeneric","PartGeneric","PartWheel","PartGlass"],[100,100,100,100,100,100,100,100,100,100,100,100,100,100,100,100,100,100,100,100,100,100,100,100,100,100,100,100,100,100,100,100,100,100,100,10,10,10,10,10,10,10,10]],[[],[]]] ALL Tools (20 of each): [[["ItemCompass","ItemEtool","ItemFlashlight","ItemGPS","ItemKnife","ItemMap","ItemMatchbox","ItemFlashlightRed","ItemToolbox","ItemWatch","NVGoggles","Binocular_Vector"],[20,20,20,20,20,20,20,20,20,20,20,20]],[[],[]],[[],[]]] ALL Medical Related (50 of each) plus 1 Coyote Backpack (1 unit): [[[],[]],[["FoodSteakRaw","FoodSteakCooked","FoodCanBakedBeans","FoodCanSardines","FoodCanPasta","ItemSodaCoke","ItemSodaPepsi","ItemSodaMdew","ItemWaterbottle","ItemAntibiotic","ItemBandage","ItemBloodbag","ItemEpinephrine","ItemHeatPack","ItemMorphine","ItemPainkiller"],[50,100,50,50,50,50,50,50,50,50,100,50,50,50,50,50]],[["DZ_Backpack_EP1"],[1]]] ALL Skins (10 of each) and 1 Coyote Backpack: [[[],[]],[["Skin_Soldier1_DZ","Skin_Survivor2_DZ","Skin_Camo1_DZ","Skin_Sniper1_DZ"],[10,10,10,10]],[["DZ_Backpack_EP1"],[1]]] Other Stuff (10 of each). Flares, Smoke, Chemlights, Grenades etc... [[[],[]],[["HandChemGreen","HandChemBlue","HandChemRed","HandGrenade_west","HandRoadFlare","ItemSandbag","ItemTankTrap","ItemTent","ItemWire","TrapBear","PipeBomb","SmokeShell","SmokeShellRed","SmokeShellGreen","SmokeShellYellow","SmokeShellOrange","SmokeShellPurple","SmokeShellBlue","PartWoodPile"],[10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10]],[[],[]]] To make them save to the database This part is not tested but should work All of this is done in the dayz_server.pbo Go to your compile folder and in the script server_playerSync and server_updateNearbyObjects add the classname of the object that you want to update after tentstorage. Eg for classname "USBasicAmmunitionBox" } forEach nearestObjects [_pos, ["Car", "Helicopter", "Motorcycle", "Ship", "TentStorage","USBasicAmmunitionBox"], 10]; Add the classname to the table "deployable" and note the id number Now go to your instance_deployable table and insert a new entry. Leave id blank and make up some crazy UID for the UID field. Under owner ID put the ID (Not UID) of your created survivor. Worldspace explanatory. You can create an inventory or leave it blank. All other values are not needed. Create the entry. Restart your server and it should spawn in like anything else. If you put more than 80-90 different items in it will error out and not spawn. eg. 100 m4a1 and 100 stanag mags would only count as 2 items. For Other Scripting Ideas Read Here- http://opendayz.net/...additions.9003/ Server Maintenance and Protection Tools- Whitelist or no Whitelist?- Completely up to you and how you want to run your server. Whitelisting offers one extra step in terms of a security blanket to you and your players as they are all verified by their GUID’s. When you first get your server it might be better to remain unwhitelisted as it allows new players to freely join your server and see what you have to offer. If you build your player base and wish to move forward here is a free download for whitelisting program- https://github.com/d...zWhitelisterPro Anti Hax- For quality anti hax simply go to http://opendayz.net/ and search for one that suits you and your server as there is always options. Rcon- http://www.armaholic...age.php?id=9647 Allows you to actively ban/kick/review logs and post administrative messages. Dart- http://dayzmod.com/f...-v092-23042013/ Similar to Rcon here is a list of features and download links. Now that you have your server situated we can move forward. Advertising- This will play a vital role in the success to your server. When posting make sure to list all of your features, names of your admins to contact and of course the IP. When you advertise make sure not to be over the top and post everywhere on Mod Forums as we want staff to have low blood pressure. Simply advertise here-http://dayzmod.com/f...ive-discussion/ and update as you make changes and have your player base post to keep it active. Your next step is to register your server on gametracker http://www.gametracker.com/ make sure when you complete registration you post yourself as server owner in the proper section. This will allow players who want to give feedback or communicate with you an easier way to locate who is in charge of the server. The Keys- Now that you have the keys to your new server you are the sole dictator of how it will expand. Never forget that you were a player once and treat your player base respectfully. Every player you come in contact with will have a reflection on how their experience was whilst on your server. Always follow the golden rule and treat others how you would want to be treated. Everyone will have bad days, accusations, hack attacks and all other abuse. You have become an admin because you were tired of dealing with people who were bad examples. Start with yourself and be the one to have a cool head and take care of your community. We now open the thread to all Q&A related questions regarding your new Private Hive. Remember have fun and support your fellow Private Hives and Dayz Community. Regards Steak and Amber- 27 replies
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Private Hive Administration For Dummies
Steak and Potatoes replied to Steak and Potatoes's topic in Mod Servers & Private Hives
Thank you Bone -
Heli thief, nearly got away with it
Steak and Potatoes replied to Hetstaine's topic in DayZ Mod General Discussion
:beans: shit don't come for free -
Inventory Doesn't Display Correctly. Vertical while line.
Steak and Potatoes replied to nsix's topic in DayZ Mod Troubleshooting
I figured, I always do the same thing when I switch to Arma 3 and forget the keys accidentally throwing a nade in the start of missions trying to look through inventory by pressing G. -
Inventory Doesn't Display Correctly. Vertical while line.
Steak and Potatoes replied to nsix's topic in DayZ Mod Troubleshooting
Are your trying to access the leaderboards? Or your actual inventory? It will make that line when accessing the leaderboards. -
Hell yes working on it as we speak
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What size you want? I'll screw with it and see what I can get tonight.
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You can get it to work there is a thread here on it @ BIS http://forums.bistud...o-animate/page2 Page 3 has the line of script
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I agree with your avatar on lapuas
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Cant you go into controls/infantry controls and reassign num 0 to another key so you can use insert properly?
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Heres the OA manual if that helps you http://cdn.steampowered.com/Manuals/33930/ARMA2OA_manual.pdf page 8-11 has keys See if you can locate and rebind it