ulli_123
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Delete all files in mpmissions\dayzOffline.chernarusplus\storage_1\data
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GetGame().ChatPlayer( 0, sbKilled.GetPlayerIdentityName() + " Killed By " + manKiller.GetIdentity().GetName()); GetGame().ChatPlayer( 0, sbKilled.GetPlayerIdentityName() + " was killed " ); Not tested!
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Thank you, works great. Is there a possibility to give the players their steam name or something similar? If people do not give a name to the game in their startup option, call it Survivor or Survivor 1, and so on.
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Nobody understands these funny instructions from zalexki. Could not someone please post a manual, which one also understands.
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Always moaning about this, if something is introduced that you do not want, then it will be switched off again, luckily there are serverfiles now. There are still pretty few things inside, but I hope the devs add options, so you can switch certain things off or on.
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What do you care about what other people think is good or not good? Answer: A HUMOR is your concern. If you have any questions / disagreements, then do not read them and do not write rubbish that nobody can help.
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As I understand it, stand in the "mapgroupproto.xml" the wrecks zb. Wreck_UH1Y. And there category is specified, what should spawn there. I think if there is something else special spawn, there would have to create a new category with corresponding loot, what should spawn there I'm sorry for my english
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Now works 1a, thank you
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I think I've mispronounced myself, I want to know where the code comes from in init.c I tried so hard to test, but there is an error message when I start the server. 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(60,100); itemEnt.SetHealth("","",rndHlt); } override PlayerBase CreateCharacter(PlayerIdentity identity, vector pos, ParamsReadContext ctx, string characterName) { Entity playerEnt = GetGame().CreatePlayer(identity, characterName, pos, 0, "NONE"); Class.CastTo(m_player, playerEnt); GetGame().SelectPlayer(identity, m_player); return m_player; } override void StartingEquipSetup(PlayerBase player, bool clothesChosen) { player.RemoveAllItems(); EntityAI itemEnt; ItemBase itemBs; Switch (player.GetIdentity().GetPlainId()){ case "xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx": player.GetInventory().CreateInInventory("TTSKOPants");itemBs = ItemBase.Cast(itemEnt); player.GetInventory().CreateInInventory("TShirt_Green");itemBs = ItemBase.Cast(itemEnt); player.GetInventory().CreateInInventory("CombatBoots_Black");itemBs = ItemBase.Cast(itemEnt); player.GetInventory().CreateInInventory("CombatKnife");itemBs = ItemBase.Cast(itemEnt); player.GetInventory().CreateInInventory("Barrel_Green");itemBs = ItemBase.Cast(itemEnt); break; case "xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx": player.GetInventory().CreateInInventory("ParamedicPants_Green");itemBs = ItemBase.Cast(itemEnt); player.GetInventory().CreateInInventory("ParamedicJacket_Green");itemBs = ItemBase.Cast(itemEnt); player.GetInventory().CreateInInventory("KitchenKnife");itemBs = ItemBase.Cast(itemEnt); player.GetInventory().CreateInInventory("SalineBagIV");itemBs = ItemBase.Cast(itemEnt); player.GetInventory().CreateInInventory("BandageDressing");itemBs = ItemBase.Cast(itemEnt); player.GetInventory().CreateInInventory("Barrel_Green");itemBs = ItemBase.Cast(itemEnt); break; } // Give universal gear itemEnt = player.GetInventory().CreateInInventory("Rag"); itemBs = ItemBase.Cast(itemEnt); itemBs.SetQuantity(4); } }; Mission CreateCustomMission(string path) { return new CustomMission(); }
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What is the point in init.c?
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Where do I have to enter this and / or where do I have to change something?
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Which file has to be changed?
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And why does No Stamina work if it can not work that way?
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GetGame().GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(NumPLayersOnServer, 30000, true); // 30 seconds GetGame().GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(NumPLayersOnServer, 600000, true); // 10 Min.