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wormxwood2
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Pl@net DayZ Gaming Community | HC Veteran & Expert | Website, Forums & Whitelist | TeamSpeak - NOT Vilayer
wormxwood2 replied to byrgesen's topic in Mod Servers & Private Hives
That's an awesome idea, but what about a trusted list? Could start their names with [safe] or some bullshit. (I'm sure you can think of a better thing to start your name with.) Can you regulate what players names can be by script, and make it so only some people could have a trusted prefix? Or just list trusted players on the front post of this thread? Or is that all a bit overboard, and we should just list the bandits? Also, bounties could be claimed and verified via server log. The reward should be something to help bandit hunters react and move quickly, like cooked meat, camo clothing, Jerry Cans? -
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wormxwood2 replied to byrgesen's topic in Mod Servers & Private Hives
The first link looks good but I couldn't see where in that .fsm file he stops vehicles from being teleported. People in the comments were saying it does not work as well. Can someone explain how "playableUnits = [player,""test2""];" \n "allUnits = [player,""test2""];" \n "vehicles = [""test1"",""test2""];" \n "allMissionObjects = [""test1"",""test2""];" \n would prevent that? I've never written scripts for DayZ, so maybe it makes sense to yall. The second link looks really good! -
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wormxwood2 replied to byrgesen's topic in Mod Servers & Private Hives
Besides, if any camp has more then 5 vehicles, thats just lame for everyone else. :P -
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wormxwood2 replied to byrgesen's topic in Mod Servers & Private Hives
I agree that would be preferable, but I'm not sure if that would take up too much server resources. How would you track how far a vehicle has moved? Building a database of their current locations, comparing it to a database of their last location, and reverting any vehicles that went over x meters between builds? You'd have to rebuild the databases frequently enough that a vehicle never drove outside of your limit (how many meters traveled to have been "teleported"). I wasn't sure if that would take too much server resources. Not sure if we're running on an i7, or a Pentium 4, lol. Its also harder to write. -
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wormxwood2 replied to byrgesen's topic in Mod Servers & Private Hives
I also mentioned a script which checked the zombie kills of any player with an AS50 or M107, and deleted the weapon if they had less then 5. I'm guessing its unlikely a player would run into that script, and it would frustrate the hell out of a scripter. -
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wormxwood2 replied to byrgesen's topic in Mod Servers & Private Hives
This is ripper, some of you have met me in game, I drove a bus about the NE airfield for a while. :) I was talking about scripts to detect hacks, and I know someone posted earlier about it. If we can extract vehicle location data with a server side script, then we could have it save their locations every five mins. Then, if 5 vehicles ever showed up in the same 100 meters, it would revert all vehicles to their positions saved 5 mins ago. Keeps hackers from teleporting all cars together, which seems to be the most popular script right now.