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g4borg
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Everything posted by g4borg
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Changing the starting positions and Startloot on own server / Startpositionen und Startloot auf eigenen Server ändern
g4borg replied to Qaquabum's topic in Servers
The cast to ItemBs is only needed if you want to manipulate the amount on a stacked item or other functions which are part of ItemBase, an ancestor class of EntityAI. It is needed for the expression itemBs.SetQuantity(2); Why they have to cast it around, do not ask me. To me that sounds like broken object oriented design. If it is a subclass after all, you should be able to call the methods, nevertheless. I never tried if itemEnt.SetQuantity(2) works, because the examples all use the casting step inbetween. Otherwise the casting has to be inserted, because of course, like this it won't operate on the object in question. It is the same object, just as an ancestor. --- To compare, here is a helper function i use to create items (however with full health) to highlight the exact procedure: EntityAI EquipItem(PlayerBase player, string itemClass, int amount) { EntityAI item = player.GetInventory().CreateInInventory(itemClass); item.SetHealth("","",100); if (amount > 1) { ItemBase itemBase; if ( Class.CastTo(itemBase, item ) ) itemBase.SetQuantity(amount); } return item; } ... EquipItem(player, "Rags", 4); EquipItem(player, "HuntingBagpack", 1); in the init.c exactly this is done, the variables "itemEnt" and "itemBs" are just recycled after each create (while a helper function like mine has the downside of initializing the variable each time it is called), but I prefer readability over preoptimization. edit: sorry, the syntax highlighting uses similar colors like the forum layout, but i cant undo it. -
Changing the starting positions and Startloot on own server / Startpositionen und Startloot auf eigenen Server ändern
g4borg replied to Qaquabum's topic in Servers
if you change the spawning coordinates in the xml, you also have to delete the compiled spawnpoints.bin in storage_1 for it to take effect. then at next server start the server will regenerate the spawn points from your xml. only the .bin file is valid. it will not regenerate it simply because you change them in the xml. starting loot is all in the init.c; there are lots of examples out there for that. -
the RPC is basicly a function that gets sent as a signal to the client. what the client does with it depends on the signal. it is basicly a network message. "remote procedure calls" are the opposite of other general network code, they get used to trigger custom functions, opposite to the general network code which constantly syncs stuff like your player position internally. a "message" is by definition something custom, unpredictable, as opposed to predictable things. 🙂 but more on that you find in general literature, it is not a dayz specific thing. Any modern multiplayer engine uses this. rpcs are also important for mods, as they allow you custom commands/data to be sent from server to client and vice versa. there are a few predefined ones in scripts/3_Game/Enums/ERPCs.c, and the "user action message" is one of them. GetPlayers is a procedure, which writes the amount of players into the array you give it. Your snippet of code basicly sends the RPC to all players connected. So your code is basicly a "message to all players". It might be enough if you are alone. If not, you would have to filter for "your designated player" in the loop. It is fine not to know previous titles btw. the way arma was different. you can get an example of intercepting chat messages in some of the admin tool scripts you can find, like in vanilla plus plus; however, in scripts you can only read chat messages of players which are registered as admin. otherwise you need to write client side mods aswell, or may have a look at the mods in the workshop if something fits your needs, because you would have to intercept input on client side and send an rpc to the server for anything more sophisticated. good luck 🙂
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someone in the news thread reported, that the see-your-own-chat thing is just a client setting issue? Anyway, I really hope they overhaul the whole chat system in fact. having chat messages arrive with a string based username only is not ideal to know who wrote that message, if everyone is named survivor, and there is no option serverside to at least assign a name to unnamed players; imho this is a rather major issue, from my developer perspective, that i would rather overhaul sooner than later. if you really needed to display a message you can definitely still use the method with RPC directly (altough this rpc makes it appear red) Param1<string> Msgparam; PlayerBase player; PlayerIdentity playerIdentity; # fill those variables with GetPlayer() and GetPlayer().GetIdentity() Msgparam = new Param1<string>( "Hello world!"); GetGame().RPCSingleParam(player, ERPCs.RPC_USER_ACTION_MESSAGE, Msgparam, true, playerIdentity); also getplayers requires an array to write to: array<Man> players = new array<Man>; GetGame().GetPlayers( players );
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yes, documentation is sparse but to be honest, i would go for such a project as developing it as a mod, if you want to be able to share it, or just edit the files as they are if you don't. packing the pbos should be the same as in older games. you need your own bisign key of course. which is why replacing the original pbos might not be the way to go, as they are packed with bohemias key.
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there are two types of crash russian and huey one of them smokes, the other does not. i think the russian does not. actually i was trying to add smoke to it aswell.
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@Fun Automat no idea then you might want to ask at the launcher forum as well. i wanted to test this feature aswell, but had no time yet, if i do, i will revisit this. if you manage to solve it please give an answer. might also be a bug no one noticed yet? 🙂
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you still need to add the mod in -mod aswell afaik. -ignoremod is only for dayzsaserver -mod gets passed to the real dayz server but every mod in ignoremod is not passed to the clients. this is how i understood it.
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steam had issues last night, and nobody could join our server e.g. not even myself the imgur image is deleted, so i dunno what your error was, for me it was written in console, that "Steam connect failed" it resolved itself after time (started 10 pm, resolved 5 am utc) , but others reported the same issues on their servers.
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to a certain extent, yeah. Given I know I am kind of that niche player, who actually loves weapons like the bow also in RL (It was the first item I tried to craft in 1.0 without knowing it was removed) - So even tho I had a deep interest to get that weapon, I was less stressed when I realized I have to wait for it. However I heard it more often by now by friends, or strangers I met aswell. Given it is one of the most basic weapons of Ark, Rust or Minecraft players, I get the "demand". Bicycle however was mentioned even more. Which however does not interest me that much, even tho mountain bikes were cool in the mod, and might have been more successful if it were not such a late addition.
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i think there is a consensus amongst a lot of players, at least i heard this proposal quite often until now, that bicycles and bows would be wonderful to have. i also think, it would be nice if experimental features can be activated by private servers, so we can test them out, like certain weapons or vehicles, which are not yet done. it would give the community something to do. -- i still think the biggest actual issue is, that many things are client and server side blocked, there is no way to have autoloading of mods when you join. I know I repeat myself, but too many issues seem to show, this should be the one biggest feature they should work on yesterday. Downloading a server side mission to the client in arma might have been annoying, from time to time also an easy way to implement cheats, but given you could just do it in myriads of other ways even more efficiently, and it could be also used to mark cheaters in fact, it was definitely a nice way to deliver content and scripts to the client for your personal use case. We do not have this option in dayz, instead we have mod support. But none of this is really working. DayZSALauncher already has a working third party solution, all dayz team would need to do is implement a similar system into the current client. Well I will write this together in a suggestion.
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afaik you add -ignoremod to the DayZSALauncher startup parameters. which would mean, you just add "-ignoremod=@yourignoredmod", between freezecheck, and your "-mod" command (or you can also add it after, just make sure you add a comma between each entry, as the last line usually does not already have one) did you try this?
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Run DayZ Server without the need of the DayZ Client
g4borg replied to MaxTheSurvivor's topic in Servers
Actually I am pretty sure documentations mention that fact, but I would have to revisit those which I used to install. they definitely mention, that you cannot use an anonymous account to download DayZ Server (which has its own ID on steam), you have to use a steam account. You do not need to buy anything tho. (Other Servers, like Ark, e.g. allow anonymous download) Exception are mods, which you have to download with the client, and upload them manually to the server (which is unfortunate, as this could also be automated otherwise) And as others have noted, technically you can run the server without steam, however I for one would use at least a steamcmd installation, and a dedicated empty steam user for your server, to make it easier to upgrade your server binaries. Good luck. Edit: Maybe this sentence made you ask yourself: however this is dated. it definitely works without owning the client, and also back then it just meant, you have to have the client to download the files (not for using the server) -
Content is #1 Priority, Not Persistence.
g4borg replied to Survivor1431's topic in General Discussion
I just whish he would not troll about slow zombies on larger servers, which obviously use mods to slow them down. :P I do think, that content atm. fits the "minimal viable product" marketing scheme. You have a gun from every niche, one car, a few tents. So we can relax, as this clearly shows, the main agenda is getting the product stable, and expand upon that. -
I have sudden stutters even if i am alone on a server, and even if that server runs from a ramdisk on a beasty machine in the local area network. On the other hand I had encounters, where the other player popped up out of nowhere, and my experience was totally lag free. So I bet on no. I more likely assume, they send data bursts, as it usually coincides with e.g. getting closer to towns. However, that weird feeling, someone is watching you... is usually true.
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atm. you can just kill them one by one by opening the door shortly, and they let go of you if you are out of sight long enough, so being surrounded in a building is not really a thing. especially in late game if you got ammo, it is easy to just kill them through windows. it is a matter of game experience. zombies are almost 0 threat if you do it right usually. it is the "i overestimated the situation" kinda thing which gets you killed. or players. or the environment.
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well actually you can hide until they let go. it is just not so easy, since they follow your player object, and not just the last position they saw you - which is probably due to efficiency. it is different if they follow a sound, then they actually move to the position the sound came from which attracted them. but yes, of course, i did not mean, they just casually open the door. instead, they should bash against doors, and especially, if they "get stuck" in front of a door, manage to open it after a while - by basicly bashing it in. this would of course depend on the door. i personally would give them a value for agitation, instead of just 3 states, and the more agitated they are (E.g. you make lots of noise, etc.) the more likely it is for them to bash against a door, and open it eventually, while others might just let go, like they do right now. stopping attacking you if you are down sounds a bit weird for a zombie. instead, they should switch to eating-mode. but the new damage system isn't superb imho, bleeding is usually not a problem, except you are out of rags, then it most likely can be fatal.
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even dayzsalauncher seems to have incorrect ping results. even if they are better. which is especially funny, as if i run my test server which only uses one core, but has the same setup and runs on the same machine, the ping results are extremely low and steady, while our main server which runs on 6 cores, fluctuates. basicly, do not trust the ping at all, imho, only take it as a rough estimate.
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lot of servers have hordes actually, including ours. it was one of the first scripts to arrive actually :) more zombies is another thing however. to be honest, the main reason zombies get dangerous is when they group up on you, and it can happen anytime anywhere in the wrong situation, and all they actually really need to get super dangerous is the ability to open doors...
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I do not know of anything that can tell you which mods to run, other than research outside of the salauncher.* However you could definitely flag it as a false positive in your antivirus, so it does not quarantine it. If you know, which mods a server uses, you can use the built in dayz launcher, by right clicking on dayz in steam, and selecting it. In the parameters menu, second tab, you should checkmark the Ip and Port, and write them in (always do both, even if it is a default port, otherwise the game hangs at start), and you can select in that tool aswell which mods to activate (after you subscribed for them on steam) DayZSALauncher also gets the mods, by subscribing to steam (it does not work without steam in fact) *)Optionally, and this might be advanced practice, if you know a server has mods, and you know IP and port, e.g. through dayzspy website, add 10 to the port number, and open it in a webbrowser as IP:Port. If you get an answer, you should see mod information displayed. This is how the SALauncher itself communicates with servers by default. so for default dayz port 2302, on a fictional IP 127.0.0.1 you would use http://127.0.0.1:2312/ and extract the info manually from there. But it might be easier to find out, how to make your antivirus stop deleting the file.
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the new ones to be honest - as some of the movement was pretty crazy. not saying that they could not get even more moves down the line. or... opening doors :P
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If a player has not set a name, let the mission decide a name for him (so expose SetPlayerName or give Identity a SetPlayerName) could be something like OnCharacterDefaultName() { return "Survivor"; } Chat Events should contain the identity, not just the username (holy mf) There should be a chat event for all chats, not just admins. don't call a variable "characterName", if it is supposed to be a "characterClassName" (missionBase.c) simple, and already quite dated. also you can find it as a recurring issue on the forum, or scripter discussions.
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damn this was for suggestions.
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BI is Making it Harder to be an Admin...Why?
g4borg replied to Weyland Yutani (DayZ)'s topic in General Discussion
after testing a bit, and reading up the code further, i have yet to decrease my "competence view" of the script code of dayz. Like always, exposed api calls are totally worthless, and the "characterName" variable in question refers to the character class name (SurvivorF_Maria e.g.) so setting it does not work while the name itself is coded into the identity class, which is - of course - managed C code. even worse, not logged in chars do not trigger any events if they chat, and logged in ones never trigger it with identity, only with character name, which is sometimes just Survivor, making it indistinguishible who the hell is talking in scripts. what a mess. + to OP. -
messages.xml restart works fine. you do not need BEC to do that. there is a nice night acceleration parameter additionally to the default time acceleration parameter, as well as the option to set a fixed starting time in the configuration file. the init.c of the mission file actually has it covered aswell, so you can do more advanced initialization there. you can control ingame time per script if you really want to finetune it. there are day-only servers, aswell as long-day / short-night servers. our server is long-day, but since it restarts every 12 hours and resets time to 6 morning on a beautiful summer day, its basicly day-only, e.g. so imho the problem is only the settings for public servers.