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Everything posted by rocket
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AI Death squads, bullet lethality and delayed disconnect
rocket replied to =MeRk= Morbo513's topic in DayZ Mod Suggestions
Spawning in AI to run around and shoot will be very problematic, beyond very small numbers being spawned in as part of some side missions. ArmA2 is already running close (beyond?) its limits with 50 players, 500 zombies, and 1000's of bodies and loot spawns. Spawning in AI, even locally controlled, they will have very erratic behavior and also quite likely run into the dreaded "max group" bug. RE: Lingering player characters. All objects, zombies, etc... are spawned locally (i.e. on player computers). The server only synchronizes with the database. When that player disconnects, those objects are transferred to the control of the server. The server then plays "hot potato" with those items, as it is running very close to capacity at the best of times. Hence, the minute a player's avatar and any zombies they were controlling are handed over - it disposes of them as quickly as possible. The server deletes the zombies immediately. The players avatar has its state saved to the database, then it is deleted too. The current PVP punishment system applies locally, but is being expanded to be synchronized across all servers together with rapid login/logout cooldowns to prevent ammo exploitation. -
Within the next hour. workin on it. They are up now. Everything was in german... not easy lol.
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Yes vehicles are persistent. Monkey zombies are what I nicknamed them. Crawler, hopper, rabbit. Many people have called them different things. They walk weird, they're a bit slower but harder to see
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Fix Server Hopping/Quick Leaving (Borderline Cheating)
rocket replied to wattle's topic in DayZ Mod Suggestions
Expect fix prior to weekend. -
DE might need some assistance. can the hoster contact [email protected]
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Are you running the ArmA2OA Beta? You can only join US4/5 with that.
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Why direct chat may not be working
rocket replied to bondematt's topic in DayZ Mod General Discussion
dayz_spaceInterrupt = {private ["_dikCode", "_handled"]; _dikCode = _this select 1; _handled = false; //if (_dikCode == 57) then {_handled = true}; // space //if (_dikCode in actionKeys 'MoveForward' or _dikCode in actionKeys 'MoveBack') then {r_interrupt = true}; if (_dikCode in actionKeys "MoveLeft") then {r_interrupt = true}; if (_dikCode in actionKeys "MoveRight") then {r_interrupt = true}; if (_dikCode in actionKeys "MoveForward") then {r_interrupt = true}; if (_dikCode in actionKeys "MoveBack") then {r_interrupt = true}; if (_dikCode in actionKeys "ForceCommandingMode") then {_handled = true}; _handled }; (findDisplay 46) displayAddEventHandler ["KeyDown","_this call dayz_spaceInterrupt"]; Thats the code above. Its pretty common to bind a function to run on a key press, but just to be sure I'll run up a test with this entirely disabled. Anyone with any thoughts, please let me know. -
No, i tested that. I also tested one of my theories (the large group). Unfortunately, the problem has persisted. It now appears quite likely that its either something else within the mod (looking less likely now), the use of selectPlayer (seems most likely), or something else internally in ArmA2 (unlikely)
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As noted, the main issue is the lag associated. And it makes no difference if the vehicle is a tank or a bicycle - it still causes lag and performance issues. Patch 1.5.3 may have addressed this somewhat, we shall see. If it has, then all placed objects will be able to be made persistent, including sandbags and fences and fortifications.
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Previously tent, vehicles, and characters simply flagged themselves for update, and the server "got around" to updating them. Characters then changed to also force a save on exit. I ripped out the entire "flagging" system and now saves are forced (as this was working very well), but they aren't done as often (every 30 seconds). There is a cooldown to vehicles to stop them forcing a save more than once every ten seconds. To force a save of your vehicle, get in, and then get out. Getting out of a vehicle forces a save of its position.
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Bandit Skin change issue (all lost)
rocket replied to Riddick (DayZ)'s topic in DayZ Mod Troubleshooting
Fixed now, when 1.5.3 is released. Until then.Turn into bandit (or back), at your peril! -
Items disappearing from backpacks after turning into a bandit and back
rocket replied to Unforsaken Assassin's topic in DayZ Mod Troubleshooting
No, i'm afraid. We receive an email every ten minutes now (I'm not exaggerating). I don't even have time to pee at the moment. I'm afraid all i can do realistically is apologize and hope that no more bugs like this crop up. -
Items disappearing from backpacks after turning into a bandit and back
rocket replied to Unforsaken Assassin's topic in DayZ Mod Troubleshooting
Fixed in 1.5.3 (I just fixed it then). -
By the way, your signature. You're my new personal hero.
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Items disappearing from backpacks after turning into a bandit and back
rocket replied to Unforsaken Assassin's topic in DayZ Mod Troubleshooting
Known bug. Sorry, working on it. -
Bandit Skin change issue (all lost)
rocket replied to Riddick (DayZ)'s topic in DayZ Mod Troubleshooting
Known bug. Working on it. Very sorry that happened. -
I am currently the only one who has worked on in-game scripts. Celery is not a team member but has kindly provided me advice on balancing issues and design, particularly around future changes to the spawn mechanics.
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Sam's response is bang on, we don't want to rip out anyone elses work. However, this is not about doing everything my way :) I opened up my entire source to MH6 to see if he can help out, and Nux also reviews the code to make suggestions where possible. ANY talented scripter is welcome, but we don't want to rip others work nor try and hack others peoples stuff in if it is offered. New code should be developed by the team and reviewed as such. tl;dr - we're looking for people to join the team, not submit bits and pieces of code
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The "throwing bottles" mechanic was my first toy with changing some of the zombies behavior. There have been some good suggestions in this and other threads. Focus at the moment is on the real big issues raised - but occasionally I might get time to expand the little things a bit, just to stop myself going completely insane. Anyone who is keep to out with scripting please contact [email protected] DayZ takes a radically different approach to coding from CityLife and such, so I'm not sure there is much opportunity for cross-pollination. I could be wrong though.
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Please update dayz_v1.2.2.rar I can still see your characters, this means that file is outdated, as the new file makes initial characters invisible. You cannot join any server if this file is out of date.
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Good summary and breakdown there of some of the key issues we're facing. The DayZ forums have spoken, and I've now listened, as this thread and a number of others have convinced me of the need to dedicate some more time to balancing beyond just the game-breaking login issues and DC. So much to do,... so little time....
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stuck at "waiting for server response"
rocket replied to skurcey's topic in DayZ Mod Troubleshooting
"PLOGIN: Requesting Authentication... (REMOVED - PM ME if you need my UID)" "PLOGIN: Request sent with... ([REMOVED - PM ME if you need my UID, ])" Please include everything except the UID (the number itself) The reason you are experiencing this will be because of the data in there. 60% of the time, it is because people are using an outdated or corrupt dayz_v1.2.2, and there will be or something similar in there. 30% of the time is because of the server being overloaded. 10% of the time is due to some random weird issues with ArmA2 initializing differently on different computers. -
A case for "classic" Zeds
rocket replied to Goose Springsteen's topic in DayZ Mod General Discussion
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Yes, you're also a player. If you cause damage to yourself it will punish you if you try and avoid the effect of that damage.
DayZ Hero