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Atnas666

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Everything posted by Atnas666

  1. Atnas666

    Admin tools

    What admin tools (flying spawning suff)are people using and how did u install them ?
  2. Atnas666

    ServerTime Settings not working anymore!

    This is the the config i use time works perfectly for me
  3. Atnas666

    ServerTime Settings not working anymore!

    /* Starter serverDZ.cfg config file made by TheGamingChief Comments can be added by adding a "//" in front of a line. */ // GLOBAL SETTINGS hostname = "UK High Zoombies, High Loot"; // Server Name password = ""; // Password for connection to the server passwordAdmin = "****"; // Password to become server admin logFile = "server_console.log"; // Tells DayZ server where the log file should go and what it should be named maxPing= 650; // Max ping value until server kick the user (value in milliseconds) timeStampFormat = "Full"; // Format for timestamps in the .rpt file (value Full/Short) logAverageFps = 60; // Logs the average server FPS (value in seconds), needs to have -dologs launch parameter active logMemory = 60; // Logs the server memory usage (value in seconds), needs to have the -dologs launch parameter active logPlayers = 60; // Logs the count of currently connected players (value in seconds), needs to have the -dologs launch parameter active /* WELCOME MESSAGE ("Welcome this is your world make it your own") // It can be several lines, separated by comma // Empty messages "" will not be displayed at all but are only for increasing the interval */ motd[] = { "Welcome this is your world make it your own", "", "" }; motdInterval = 30; // JOINING RULES maxPlayers = 100; // Maximum amount of players loginQueueConcurrentPlayers=5; // Number of players concurrently processed during login process. Should prevent massive performance drop during connection when a lot of people are connecting in the same time. loginQueueMaxPlayers=500; // Maximum number of players that can wait in login queue verifySignatures = 2; // Verifies .pbos against .bisign files. (use only 2) forceSameBuild = 1; // Server will allow connection only to clients with same exe revision as server when active (value 0-1) // OTHER IMPORTANT SETTINGS disableVoN = 0; // Enable/disable voice over network (value 0-1) vonCodecQuality = 25; // Voice over network codec quality (values 0-30) enableDebugMonitor = 0; // Shows info about the character using a debug window in a corner of the screen (value 0-1) respawnTime = 5; // Sets the respawn delay (in seconds) before the player is able to get a new character on the server, when the previous one is dead disable3rdPerson=0; // Turn on/off 3rd person view for players on the particular server instance (value 0-1) disableCrosshair=0; // Turn on/off cross-hair on the particular server instance (value 0-1) serverTime="2018/6/12/06/00"; // Server Start Time, initial ingame time of server. "SystemTime" means local time of machine. Another possibility is to set the time to some value in "YYYY/MM/DD/HH/MM" format, f.e. "2015/4/8/17/23" . serverTimeAcceleration=0; // Accelerated Time (value 0-24), this is a time multiplier for in-game time. In this case time would move 24 times faster than normal, an entire day would pass in one hour. serverTimePersistent=0; // Persistent Time (value 0-1), actual server time is saved to storage, so when active, next server start will use saved time value. guaranteedUpdates=1; // Communication protocol used with game server (use only number 1) instanceId = 1; // DayZ server instance id to identify number of instances per box and their storage folders with persistence files lootHistory = 1; // How many persistence history files should been kept by instance, number is looped over during save storeHouseStateDisabled = false; // Disable houses/doors persistence (value true/false), usable in case of problems with persistence storageAutoFix = 1; // Checks if persistence files are corrupted and replaces corrupted ones with empty ones (value 0-1) // MISSIONS CYCLE class Missions { class DayZ { template="DayZSurvival.chernarusplus"; // First part is mission name, second part is used map }; };
  4. Atnas666

    v3s spawns after patch

    Hay guys any one having problems with v3s's not spawning after the patch yesterday? I have re enabled them on the server every where i can think of.. Yet they seem not to be spawning. Any ideas?
  5. Atnas666

    v3s spawns after patch

    any new on this guys?
  6. Atnas666

    ServerTime Settings not working anymore!

    you need to set it in the correct format like so 2018/06/07/08/01 works for me
  7. Atnas666

    v3s spawns after patch

    Yeah no spawning normal or admin and with the admin spawn i can even spawn the wheels
  8. Atnas666

    Admin tools

    v3swheel not spawning in after patch
  9. I have also asked this seem no body knows
  10. Atnas666

    Admin For Dayz Standalone (Works)

    So can i ask what i have done wrong here.. as it will not laun bool verify_admins = false; // true=verify presence of BI UID in admin list string cmd_prefix = "/"; // Must be special character ref TStringArray admins = {"STEAMIDHERE"}; // Add your STEAM64 ID bool IsPlayerAnAdmin(PlayerBase player) { bool found = false; for ( int i = 0; i < admins.Count(); ++i ) { if(player.GetIdentity().GetId() == admins) { found=true; break; } } return found; } void SendMessageToPlayer(PlayerBase player, string message) { Param1<string> param = new Param1<string>( message ); GetGame().RPCSingleParam(player, ERPCs.RPC_USER_ACTION_MESSAGE, param, true, player.GetIdentity()); } bool IsPlayer(string name) { PlayerBase p; array<Man> players = new array<Man>; GetGame().GetPlayers(players); for ( int i = 0; i < players.Count(); ++i ) { p = players.Get(i); if(p.GetIdentity().GetName() == name) return true; } return false; } PlayerBase GetPlayer(string name) { PlayerBase p; array<Man> players = new array<Man>; GetGame().GetPlayers(players); for ( int i = 0; i < players.Count(); ++i ) { p = players.Get(i); if(p.GetIdentity().GetName() == name) return p; } return NULL; } override void OnEvent(EventType eventTypeId, Param params) { super.OnEvent(eventTypeId,params); int i; PlayerBase player, temp_player; array<Man> players = new array<Man>; GetGame().GetPlayers(players); if(eventTypeId != ChatMessageEventTypeID) return; // Is chat message ChatMessageEventParams chat_params = ChatMessageEventParams.Cast( params ); if(chat_params.param1 != 0 || chat_params.param2 == "") return; player = GetPlayer(chat_params.param2); if(player == NULL) return; if(verify_admins && !IsPlayerAnAdmin(player)) { GetGame().AdminLog("[ADMCMD] (Unauthorized) " + player.GetIdentity().GetName() +" ("+player.GetIdentity().GetPlainId()+", "+player.GetIdentity().GetId()+") tried to execute "+ chat_params.param3); return; } string message = chat_params.param3, prefix, param0, command; TStringArray tokens = new TStringArray; message.Split(" ", tokens); int count = tokens.Count(); param0 = tokens.Get(0); param0.ParseStringEx(prefix); if(prefix != cmd_prefix) return; param0.ParseStringEx(command); GetGame().AdminLog("[ADMCMD] PLAYER: "+ player.GetIdentity().GetName() +" ("+player.GetIdentity().GetPlainId()+", "+player.GetIdentity().GetId()+") CMD: "+ command); switch(command) { case "spawn": { if(count != 2) { SendMessageToPlayer(player, "/spawn [object]"); return; } GetGame().CreateObject(tokens[1], player.GetPosition(), false, true ); SendMessageToPlayer(player, "[ObjectSpawn] Object spawned: " + tokens[1]); break; } case "goto": { if(count != 2) { SendMessageToPlayer(player, "/goto [player]"); return; } temp_player = GetPlayer(tokens[1]); if(temp_player == NULL) { SendMessageToPlayer(player, "[Teleport] Can't find player called: '"+tokens[1]+"'"); } else { player.SetPosition(temp_player.GetPosition()); SendMessageToPlayer(player, "[Teleport] You teleported to " + temp_player.GetIdentity().GetName()); } break; } case "allgoto": { PlayerBase allgoto_target; if(count != 2) { SendMessageToPlayer(player, "/allgoto [player]"); return; } allgoto_target = GetPlayer(tokens[1]); if(allgoto_target == NULL) { SendMessageToPlayer(player, "[Teleport] Can't find player called: '"+tokens[1]+"'"); } else { SendMessageToPlayer(player, "[Teleport] You teleported everyone to your location"); for (i = 0; i < players.Count(); i++) { temp_player = players.Get(i); SendMessageToPlayer(temp_player, "[Teleport] You have been teleported to player " + allgoto_target.GetIdentity().GetName()); temp_player.SetPosition(allgoto_target.GetPosition()); } } break; } case "here": { if(count != 2) { SendMessageToPlayer(player, "/here [player]"); return; } temp_player = GetPlayer(tokens[1]); if(temp_player == NULL) { SendMessageToPlayer(player, "[Teleport] Can't find player called: '"+tokens[1]+"'"); } else { temp_player.SetPosition(player.GetPosition()); SendMessageToPlayer(temp_player, "[Teleport] You have been teleported to admin " + player.GetIdentity().GetName()); SendMessageToPlayer(player, "[Teleport] You teleported " + temp_player.GetIdentity().GetName() + " to your location"); } break; } case "allhere": { SendMessageToPlayer(player, "[Teleport] You teleported everyone to your location"); for (i = 0; i < players.Count(); i++) { temp_player = players.Get(i); SendMessageToPlayer(temp_player, "[Teleport] You have been teleported to admin " + player.GetIdentity().GetName()); temp_player.SetPosition(player.GetPosition()); } break; } case "time": { if(count != 3) { SendMessageToPlayer(player, "/time [hour] [minute]"); return; } GetGame().GetWorld().SetDate( 2018, 1, 7, tokens[1].ToInt(), tokens[2].ToInt()); SendMessageToPlayer(player, "[Servertime] You have set the servertime to " + tokens[1] + ":"+tokens[2]); break; } case "kill": { if(count == 2) { temp_player = GetPlayer(tokens[1]); if(temp_player == NULL) { SendMessageToPlayer(player, "[Kill] Can't find player called: '"+tokens[1]+"'"); } else { temp_player.SetHealth(0); SendMessageToPlayer(player, "[Kill] You killed " + temp_player.GetIdentity().GetName()); } } else { player.SetHealth(0); SendMessageToPlayer(player, "[Kill] You killed yourself"); } break; } case "killall": { SendMessageToPlayer(player, "[Kill] You killed everyone"); for (i = 0; i < players.Count(); i++) { temp_player = players.Get(i); if(temp_player.GetIdentity().GetId() == player.GetIdentity().GetId()) continue; temp_player.SetHealth(0); } break; } case "heal": { PlayerBase heal_target; if(count == 2) { heal_target = GetPlayer(tokens[1]); if(heal_target == NULL) { SendMessageToPlayer(player, "[Heal] Can't find player called: '"+tokens[1]+"'"); } else { SendMessageToPlayer(player, "[Heal] You healed " + heal_target.GetIdentity().GetName()); } } else { heal_target = player; SendMessageToPlayer(player, "[Heal] You healed yourself"); } if(heal_target != NULL) { heal_target.SetHealth(heal_target.GetMaxHealth("", "")); heal_target.SetHealth("", "Blood", heal_target.GetMaxHealth("", "Blood")); heal_target.GetStatStamina().Set(1000); heal_target.GetStatEnergy().Set(1000); heal_target.GetStatWater().Set(1000); } break; } case "offroad": { SendMessageToPlayer(player, "[Offroad] Vehicled spawned"); EntityAI v; v = GetGame().CreateObject( "OffroadHatchback", player.GetPosition() + "1.5 0 1.5"); v.GetInventory().CreateAttachment("SparkPlug"); v.GetInventory().CreateAttachment("EngineBelt"); v.GetInventory().CreateAttachment("CarBattery"); v.GetInventory().CreateAttachment("HatchbackHood"); v.GetInventory().CreateAttachment("HatchbackTrunk"); v.GetInventory().CreateAttachment("HatchbackDoors_CoDriver"); v.GetInventory().CreateAttachment("HatchbackWheel"); v.GetInventory().CreateAttachment("HatchbackWheel"); v.GetInventory().CreateAttachment("HatchbackWheel"); v.GetInventory().CreateAttachment("HatchbackWheel"); v.GetInventory().CreateAttachment("HatchbackWheel"); // spare break; } default: { SendMessageToPlayer(player, "Unknown command: " + command); break; } } } void main() { Hive ce = CreateHive(); if ( ce ) ce.InitOffline(); Weather weather = g_Game.GetWeather(); weather.GetOvercast().SetLimits( 0.0 , 1.0 ); weather.GetRain().SetLimits( 0.0 , 1.0 ); weather.GetFog().SetLimits( 0.0 , 0.25 ); weather.GetOvercast().SetForecastChangeLimits( 0.5, 0.8 ); weather.GetRain().SetForecastChangeLimits( 0.1, 0.3 ); weather.GetFog().SetForecastChangeLimits( 0.05, 0.10 ); weather.GetOvercast().SetForecastTimeLimits( 3600 , 3600 ); weather.GetRain().SetForecastTimeLimits( 300 , 300 ); weather.GetFog().SetForecastTimeLimits( 3600 , 3600 ); weather.GetOvercast().Set( Math.RandomFloatInclusive(0.0, 0.3), 0, 0); weather.GetRain().Set( Math.RandomFloatInclusive(0.0, 0.2), 0, 0); weather.GetFog().Set( Math.RandomFloatInclusive(0.0, 0.1), 0, 0); weather.SetWindMaximumSpeed(30); weather.SetWindFunctionParams(0.1, 1.0, 50); } class CustomMission: MissionServer { void SetRandomHealth(EntityAI itemEnt) { int rndHlt = Math.RandomInt(40,100); itemEnt.SetHealth("","",rndHlt); } override PlayerBase CreateCharacter(PlayerIdentity identity, vector pos, ParamsReadContext ctx, string characterName) { Entity playerEnt; playerEnt = GetGame().CreatePlayer(identity, characterName, pos, 0, "NONE");//Creates random player Class.CastTo(m_player, playerEnt); GetGame().SelectPlayer(identity, m_player); return m_player; } override void StartingEquipSetup(PlayerBase player, bool clothesChosen) { /* player.RemoveAllItems(); EntityAI item = player.GetInventory().CreateInInventory(topsArray.GetRandomElement()); EntityAI item2 = player.GetInventory().CreateInInventory(pantsArray.GetRandomElement()); EntityAI item3 = player.GetInventory().CreateInInventory(shoesArray.GetRandomElement()); */ EntityAI itemEnt; ItemBase itemBs; itemEnt = player.GetInventory().CreateInInventory("Rag"); itemBs = ItemBase.Cast(itemEnt); itemBs.SetQuantity(4); SetRandomHealth(itemEnt); itemEnt = player.GetInventory().CreateInInventory("RoadFlare"); itemBs = ItemBase.Cast(itemEnt); } }; Mission CreateCustomMission(string path) { return new CustomMission(); }
  11. Atnas666

    Body times

    Hi guys any one know how long bodys remain on the server? And how and if u can change it?
  12. Atnas666

    Body times

    variables> <var name="CleanupAvoidance" type="0" value="50"/> <var name="CleanupLifetimeLimit" type="0" value="50"/> <var name="QueueTimeSameServer" type="0" value="15"/> <var name="RespawnAttempt" type="0" value="2"/> <var name="RespawnLimit" type="0" value="20"/> <var name="RespawnTypes" type="0" value="12"/> <var name="SpawnInitial" type="0" value="1200"/> <var name="ZombieMaxCount" type="0" value="1000"/> <var name="CleanupLifetimeDefault" type="0" value="45"/> <var name="ZoneSpawnDist" type="0" value="600"/> <var name="RestartSpawn" type="0" value="100"/> <var name="CleanupLifetimeRuined" type="0" value="330"/> <var name="AnimalMaxCount" type="0" value="200"/> </variables> would any of these be it
  13. Atnas666

    Body times

    hmm any idea of a name lol
  14. Atnas666

    Body times

    I want to make em stay longer ? How can i do this
  15. Atnas666

    Admin tools

    in the E:\server\Dayzserver\mpmissions\DayZSurvival.chernarusplus\ScriptedMods\Modules\ServerMission DayZSurvival.c
  16. Atnas666

    Admin tools

    Thanks. I got working by doing it this way #include "$CurrentDir:\\mpmissions\\DayZSurvival.chernarusplus\\ScriptedMods\\ModuleManager.c" #include "$CurrentDir:\\mpmissions\\DayZSurvival.chernarusplus\\ScriptedMods\\Tunables.c" #include "$CurrentDir:\\mpmissions\\DayZSurvival.chernarusplus\\ScriptedMods\\Modules\\AdminTool\\AdminTool.c" #include "$CurrentDir:\\mpmissions\\DayZSurvival.chernarusplus\\ScriptedMods\\Modules\\AdvancedLoadouts\\AdvancedLoadouts.c" #include "$CurrentDir:\\mpmissions\\DayZSurvival.chernarusplus\\ScriptedMods\\Modules\\Misc\\BuildingSpawner.c" #include "$CurrentDir:\\mpmissions\\DayZSurvival.chernarusplus\\ScriptedMods\\Modules\\SafeZone\\SafeZoneFunctions.c" #include "$CurrentDir:\\mpmissions\\DayZSurvival.chernarusplus\\ScriptedMods\\Modules\\ServerEvents\\InfectedHordes.c" //#include "$CurrentDir:\\mpmissions\\DayZSurvival.chernarusplus\\ScriptedMods\\Modules\\Misc\\MOTDMessages.c" class DayZSurvival : MissionServer { private ref set<ref ModuleManager> m_Modules; ref InfectedHordes m_ZombieEvents; protected float m_LogInTimerLength = 1; //in seconds the spawn timer when players login! bool m_StaminaStatus = false; void DayZSurvival() { Print("VANILLA PLUS PLUS IS ALIVE!!"); m_Modules = new set<ref ModuleManager>; RegisterModules(); } void ~DayZSurvival() { } void RegisterModules() { m_Modules.Insert(new ModTunables(this)); if (ModTunables.Cast(GetModule(ModTunables)).IsActive("AdminTools")) { m_Modules.Insert(new AdminTool(this)); } if (ModTunables.Cast(GetModule(ModTunables)).IsActive("AdvancedLoadouts")) { m_Modules.Insert(new AdvancedLoadouts(this)); } if (ModTunables.Cast(GetModule(ModTunables)).IsActive("SafeZone")) { m_Modules.Insert(new SafeZone(this)); } } void InitModules() { for ( int i = 0; i < m_Modules.Count(); ++i) { m_Modules.Get(i).Init(); } } ModuleManager GetModule(typename moduleType) { for ( int i = 0; i < m_Modules.Count(); ++i) { ModuleManager module = m_Modules.Get(i); if (module.GetModuleType() == moduleType) { return module; } } return NULL; } override void OnInit() { super.OnInit(); InitModules(); if (!ModTunables.Cast(GetModule(ModTunables)).IsActiveMisc("Debugmode")) { Hive ce = CreateHive(); if (ce) ce.InitOffline(); } if (ModTunables.Cast(GetModule(ModTunables)).IsActiveMisc("ProxyExportMode")) { CETesting TestHive = GetTesting(); TestHive.ExportProxyProto(); TestHive.ExportProxyData( "7500 0 7500", 15000 ); } if (ModTunables.Cast(GetModule(ModTunables)).IsActiveMisc("SessionFeed")) { g_Game.SetProfileString("SessionFeed", "true"); } else { g_Game.SetProfileString("SessionFeed", "false"); } if (ModTunables.Cast(GetModule(ModTunables)).IsActiveMisc("CustomBuildings")) { ref BuildingSpawner bldspnwer = new BuildingSpawner; bldspnwer.Init(); } if (ModTunables.Cast(GetModule(ModTunables)).IsActiveMisc("StaminaStatus")) { m_StaminaStatus = true; //Disable Stamina } if (ModTunables.Cast(GetModule(ModTunables)).IsActive("InfectedHordes")) { m_ZombieEvents = new InfectedHordes; } //----------- GetGame().GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(this.PlayerCounter, 110000, true); //Default 120000 2 mins Looped //GetGame().GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(this.CustomMOTD, TIME_INTERVAL, true); //Default 120000 2 mins Looped //----------- } override void OnPreloadEvent(PlayerIdentity identity, out bool useDB, out vector pos, out float yaw, out int queueTime) { if (GetHive()) { useDB = true; queueTime = m_LogInTimerLength; } else { useDB = false; pos = "7500 0 7500"; yaw = 0; queueTime = m_LogInTimerLength; } } override void TickScheduler(float timeslice) { GetGame().GetWorld().GetPlayerList(m_Players); if( m_Players.Count() == 0 ) return; for(int i = 0; i < SCHEDULER_PLAYERS_PER_TICK; i++) { if(m_currentPlayer >= m_Players.Count() ) { m_currentPlayer = 0; } PlayerBase currentPlayer = PlayerBase.Cast(m_Players.Get(m_currentPlayer)); currentPlayer.OnTick(); if (m_StaminaStatus) { currentPlayer.GetStaminaHandler().SyncStamina(1000,1000); currentPlayer.GetStatStamina().Set(currentPlayer.GetStaminaHandler().GetStaminaCap()); } if (GetModule(SafeZone)) { SafeZone.Cast(GetModule(SafeZone)).SafeZoneHandle(currentPlayer); } m_currentPlayer++; } } override PlayerBase CreateCharacter(PlayerIdentity identity, vector pos, ParamsReadContext ctx, string characterName) { Entity playerEnt; playerEnt = GetGame().CreatePlayer(identity, characterName, pos, 0, "NONE"); Class.CastTo(m_player, playerEnt); GetGame().SelectPlayer(identity, m_player); return m_player; } override void OnEvent(EventType eventTypeId, Param params) { super.OnEvent(eventTypeId,params); switch(eventTypeId) { case ChatMessageEventTypeID: ChatMessageEventParams chat_params = ChatMessageEventParams.Cast(params); if (chat_params.param1 == 0 && chat_params.param2 != "") //trigger only when channel is Global == 0 and Player Name does not equal to null { Param4<int,string,string,string> request_info = new Param4<int,string,string,string>(chat_params.param1, chat_params.param2, chat_params.param3, chat_params.param4); AdminTool.Cast(GetModule(AdminTool)).RequestHandler(request_info); //Send the param to Admintools } break; } } void GlobalMessage(int Channel, string Message) { if (Message != "") { GetGame().ChatPlayer(Channel,Message); } } void PlayerCounter() { array<Man> players = new array<Man>; GetGame().GetPlayers( players ); int numbOfplayers = players.Count(); GlobalMessage(1,"Online Players: "+ numbOfplayers.ToString()); } override void StartingEquipSetup(PlayerBase player, bool clothesChosen) { ItemBase itemBs; EntityAI itemEnt; if (GetModule(AdvancedLoadouts)) { if (AdvancedLoadouts.Cast(GetModule(AdvancedLoadouts)).CheckTunables("StaticLoadouts")) { bool reqld = AdvancedLoadouts.Cast(GetModule(AdvancedLoadouts)).LoadRandomStaticLD(player); } else if (AdvancedLoadouts.Cast(GetModule(AdvancedLoadouts)).CheckTunables("RandomizedLoadouts")) { AdvancedLoadouts.Cast(GetModule(AdvancedLoadouts)).LoadRndGenLoadout(player); } else { //Vanilla itemEnt = player.GetInventory().CreateInInventory("Rag"); itemBs = ItemBase.Cast(itemEnt); itemBs.SetQuantity(4); itemEnt = player.GetInventory().CreateInInventory("WaterBottle"); itemBs = ItemBase.Cast(itemEnt); itemEnt = player.GetInventory().CreateInInventory("TaloonBag_Green"); itemBs = ItemBase.Cast(itemEnt); itemEnt = player.GetInventory().CreateInInventory("SpaghettiCan"); itemBs = ItemBase.Cast(itemEnt); itemEnt = player.GetInventory().CreateInInventory("HuntingKnife"); itemBs = ItemBase.Cast(itemEnt); } if (AdvancedLoadouts.Cast(GetModule(AdvancedLoadouts)).CheckTunables("SpawnArmed")) { //Gun spawner Handle //SpawnGunIn( PlayerBase player, string ClassName, bool isPrimary, TstringArray Attachments, TstringArray Extras) NOTE: Set bool to 'true' IF weapon was primary int oRandValue = Math.RandomIntInclusive(0,2); switch(oRandValue.ToString()) { case "0": AdvancedLoadouts.Cast(GetModule(AdvancedLoadouts)).SpawnGunIn( player , "fnx45", true, {"fnp45_mrdsoptic","PistolSuppressor"},{"mag_fnx45_15rnd","mag_fnx45_15rnd"} ); break; case "1": AdvancedLoadouts.Cast(GetModule(AdvancedLoadouts)).SpawnGunIn( player , "CZ75", true, {"PistolSuppressor"} , {"Mag_CZ75_15Rnd","Mag_CZ75_15Rnd"} ); break; case "2": AdvancedLoadouts.Cast(GetModule(AdvancedLoadouts)).SpawnGunIn( player , "makarovij70", true, {"PistolSuppressor"} , {"mag_ij70_8rnd","mag_ij70_8rnd"} ); break; } } } else { //Vanilla itemEnt = player.GetInventory().CreateInInventory("Rag"); itemBs = ItemBase.Cast(itemEnt); itemBs.SetQuantity(4); itemEnt = player.GetInventory().CreateInInventory("WaterBottle"); itemBs = ItemBase.Cast(itemEnt); itemEnt = player.GetInventory().CreateInInventory("TaloonBag_Green"); itemBs = ItemBase.Cast(itemEnt); itemEnt = player.GetInventory().CreateInInventory("SpaghettiCan"); itemBs = ItemBase.Cast(itemEnt); itemEnt = player.GetInventory().CreateInInventory("HuntingKnife"); itemBs = ItemBase.Cast(itemEnt); } } }
  17. Atnas666

    Admin tools

    i would share the love but i have no idea how i did it
  18. Atnas666

    Admin tools

    i really do not know! i just did the same thing for like the 25th time and it worked. But does any one know how i can now get my spawn gear sorted now intial.c does not do this void main() { Hive ce = CreateHive(); if ( ce ) ce.InitOffline(); Weather weather = g_Game.GetWeather(); weather.GetOvercast().SetLimits( 0.0 , 1.0 ); weather.GetRain().SetLimits( 0.0 , 1.0 ); weather.GetFog().SetLimits( 0.0 , 0.25 ); weather.GetOvercast().SetForecastChangeLimits( 0.0, 0.2 ); weather.GetRain().SetForecastChangeLimits( 0.0, 0.1 ); weather.GetFog().SetForecastChangeLimits( 0.15, 0.45 ); weather.GetOvercast().SetForecastTimeLimits( 1800 , 1800 ); weather.GetRain().SetForecastTimeLimits( 600 , 600 ); weather.GetFog().SetForecastTimeLimits( 1800 , 1800 ); weather.GetOvercast().Set( Math.RandomFloatInclusive(0.0, 0.3), 0, 0); weather.GetRain().Set( Math.RandomFloatInclusive(0.0, 0.2), 0, 0); weather.GetFog().Set( Math.RandomFloatInclusive(0.0, 0.1), 0, 0); weather.SetWindMaximumSpeed(15); weather.SetWindFunctionParams(0.1, 0.3, 50); } class CustomMission: MissionServer { void SetRandomHealth(EntityAI itemEnt) { int rndHlt = Math.RandomInt(40,100); itemEnt.SetHealth("","",rndHlt); } override PlayerBase CreateCharacter(PlayerIdentity identity, vector pos, ParamsReadContext ctx, string characterName) { Entity playerEnt; playerEnt = GetGame().CreatePlayer(identity, characterName, pos, 0, "NONE");//Creates random player Class.CastTo(m_player, playerEnt); GetGame().SelectPlayer(identity, m_player); return m_player; } override void StartingEquipSetup(PlayerBase player, bool clothesChosen) { /* player.RemoveAllItems(); EntityAI item = player.GetInventory().CreateInInventory(topsArray.GetRandomElement()); EntityAI item2 = player.GetInventory().CreateInInventory(pantsArray.GetRandomElement()); EntityAI item3 = player.GetInventory().CreateInInventory(shoesArray.GetRandomElement()); */ EntityAI itemEnt; ItemBase itemBs; itemEnt = player.GetInventory().CreateInInventory("Rag"); itemBs = ItemBase.Cast(itemEnt); itemBs.SetQuantity(4); SetRandomHealth(itemEnt); itemEnt = player.GetInventory().CreateInInventory("SodaCan_Pipsi"); itemBs = ItemBase.Cast(itemEnt); itemEnt = player.GetInventory().CreateInInventory("TaloonBag_Green"); itemBs = ItemBase.Cast(itemEnt); itemEnt = player.GetInventory().CreateInInventory("SpaghettiCan"); itemBs = ItemBase.Cast(itemEnt); itemEnt = player.GetInventory().CreateInInventory("HuntingKnife"); itemBs = ItemBase.Cast(itemEnt); } }; Mission CreateCustomMission(string path) { return new CustomMission(); } Quote
  19. Atnas666

    Admin tools

    I FIXED IT!!!! I HAVE NO IDEA WHAT I DID BUT I FIXED IT!!
  20. Atnas666

    Admin tools

    done still no luck
  21. Atnas666

    Admin tools

    did i read sum where that it cant read the admin id from the text file and need to add some code in??? Cant find it now tho
  22. Atnas666

    Admin tools

    /* Starter serverDZ.cfg config file made by TheGamingChief Comments can be added by adding a "//" in front of a line. */ // GLOBAL SETTINGS hostname = "UK High Zoombies, High Loot"; // Server Name password = ""; // Password for connection to the server passwordAdmin = "*****"; // Password to become server admin logFile = "server_console.log"; // Tells DayZ server where the log file should go and what it should be named maxPing= 650; // Max ping value until server kick the user (value in milliseconds) timeStampFormat = "Full"; // Format for timestamps in the .rpt file (value Full/Short) logAverageFps = 60; // Logs the average server FPS (value in seconds), needs to have -dologs launch parameter active logMemory = 60; // Logs the server memory usage (value in seconds), needs to have the -dologs launch parameter active logPlayers = 60; // Logs the count of currently connected players (value in seconds), needs to have the -dologs launch parameter active /* WELCOME MESSAGE ("Welcome this is your world make it your own") // It can be several lines, separated by comma // Empty messages "" will not be displayed at all but are only for increasing the interval */ motd[] = { "Welcome this is your world make it your own", "", "" }; motdInterval = 30; // JOINING RULES maxPlayers = 100; // Maximum amount of players loginQueueConcurrentPlayers=5; // Number of players concurrently processed during login process. Should prevent massive performance drop during connection when a lot of people are connecting in the same time. loginQueueMaxPlayers=500; // Maximum number of players that can wait in login queue verifySignatures = 2; // Verifies .pbos against .bisign files. (use only 2) forceSameBuild = 1; // Server will allow connection only to clients with same exe revision as server when active (value 0-1) // OTHER IMPORTANT SETTINGS disableVoN = 0; // Enable/disable voice over network (value 0-1) vonCodecQuality = 25; // Voice over network codec quality (values 0-30) enableDebugMonitor = 1; // Shows info about the character using a debug window in a corner of the screen (value 0-1) respawnTime = 5; // Sets the respawn delay (in seconds) before the player is able to get a new character on the server, when the previous one is dead disable3rdPerson=0; // Turn on/off 3rd person view for players on the particular server instance (value 0-1) disableCrosshair=0; // Turn on/off cross-hair on the particular server instance (value 0-1) serverTime="2018/6/12/06/00"; // Server Start Time, initial ingame time of server. "SystemTime" means local time of machine. Another possibility is to set the time to some value in "YYYY/MM/DD/HH/MM" format, f.e. "2015/4/8/17/23" . serverTimeAcceleration=0; // Accelerated Time (value 0-24), this is a time multiplier for in-game time. In this case time would move 24 times faster than normal, an entire day would pass in one hour. serverTimePersistent=0; // Persistent Time (value 0-1), actual server time is saved to storage, so when active, next server start will use saved time value. guaranteedUpdates=1; // Communication protocol used with game server (use only number 1) instanceId = 1; // DayZ server instance id to identify number of instances per box and their storage folders with persistence files lootHistory = 1; // How many persistence history files should been kept by instance, number is looped over during save storeHouseStateDisabled = true; // Disable houses/doors persistence (value true/false), usable in case of problems with persistence storageAutoFix = 1; // Checks if persistence files are corrupted and replaces corrupted ones with empty ones (value 0-1) // MISSIONS CYCLE class Missions { class DayZ { template="DayZSurvival.chernarusplus"; // First part is mission name, second part is used map }; };
  23. Atnas666

    Admin tools

    i did the whole thing... new folder with C:\Dayzserver\mpmissions\DayZSurvival.chernarusplus
  24. Atnas666

    Admin tools

    I still cant get any of these settings to work... none of the command are working. None of the commands are working.. Im sure its only summin simple but for the love of god of me i cant get it working
  25. Atnas666

    Admin tools

    i tried that and like a lot of other people i was able to log in but none of the commands actually worked. could free cam or any thing
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