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Everything posted by Sid Debian
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Our characters should require periodic sleeping to restore stamina
Sid Debian replied to Judley's topic in Suggestions
No need to make the Rust from DayZ. Sleep - yeah I think that's nice idea but not the same way like it's implemented in Rust (character is always on the map not matters are you online or offline). I understand that's player unit is on the drugs, weed and energy drinks (instead it's blood), but it's really dummy. I think that's the game required complete rewriting of stamina, including the stamina persistent regression (less regeneration of health and blood levels, less ability to carry heavy weights and so on). And resetting of that state shall be passed only through the sleep. Like fall asleep for 30 minutes (but not less then 10 minutes) everything became to normal (ability for health, stamina, carrying heavy weight and so on). You can eat the drugs and stimulators for staying awake and I suggest the devs to sit on that stuff for 1 week and don't sleep at all. I bet, at the end of the week they will be mad the way worse then the mad bull. Also it will improve the idea with tents and intending for implementation of sleeping bags... -
You can get tye ban because of next cases: 1. You played on official servers. 2. You used cheats. 3. You PC has a virus or some kind of app(s) that's running in the background looked like/fit to the cheating software. At the same time you shall understand that there's 2 types of bans: 1. Global - contact with Battleye 2. Local - ban on server coz server's admin is jêrk. But again, DayZ and Battleye (game's anticheat system) is 2 different cases, the Game Devs can't ban you, but anticheat can. And you shall talk to 'em about why and etc. Mail 'em and don't forget to put your SteamID64 (like: 7656119....) in the message body it will help em to find your ban and investigate the case.
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No, don't yet try to remove, keep the searching, coz something had been brake the event system of your server, that's causing the issues. You know, you may try to cheat on that - i don't know which map do you using, but try to get original files for the map and replace events related to the trains. Also check the .RPT logs for related event configs. Also check the events.xml amount of train events, that might be the case. Hm, what if you try to set the train event in events.xml to next setting: min = 0, maximum= 0, nominal = 0? That shall prevent the event from spawn after server restart. Then you need to validate with your eyes that's really no any trains (except the static ones around the map). If there were none of 'em, you can preset event config for: Max = 5, minimum= 1, nominal = 3 and check again after the server restart. Also possibly you shall check the trains wagons in types.xml and set their classes to min, max and nominal to 0 (zero), because they shouldn't spawn as normals, but they should be spawned as part of the event and only at the event positions. P.S. It's the forum, so for notification better use action: "Quote", then user that's you're quoting will get the notification. 🙂
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Check all XMLs: Cfgeventspawns.xml, Events.xml, Types.xml. Validate all XMLs, because broken XML on the server-side can cause lots of issues. And to be honest better when one person has ability to make changes at the mission and server itself. First and most important - it will gives the understanding of who, what and why, secondary peoples are peoples and we all make mistakes, that's why need to validate all jobs and tasks. The XML syntax is quite accurate and if you forgot one " (for example) you can ruin the server's database (at runtime and in server's data storage). So better folk or you will waste some time for the explaining why do you/he make the changes then gives ability to ruin all at once. Also I don't know but might be you're using mods on your server, so last update of any mod could break something. Really, ask everyone who made changes what do they done and then you can find the possibility where the mistake was done.
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If it will be the real world then yeah, but for the game with respawns - pf, go to respawn. And be vice and don't take a lot of different loot for nothing. Abd nevertheless while friends are 'electric', it's not a friends, it's only the bytes.
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Why shall you drug the body, take a pistol or knife and make the job done...
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Arma 3 Experience already imported to DZ. I guess they will move Takistan Map to DayZ Official part of the game for another 35 bucks. And what do we have: chrno - feeling síck from it, limonia/enoch - bug land which was described 'for free', but DZ game license raised on limonia addon price and Vsrakal - paid version of ïdīotíc map called as Namalsk. Amazing, throw your doshes, for another cr@p for DayZ, coz we have the same amount of features, vehicles and items like it was in 0.63, oh we don't... What a cr@ppy...
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Another FNX45, rly?
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Why Are DayZ Mods Better Than Official Content?
Sid Debian replied to Allan Barcelos's topic in General Discussion
Because mods is about to make your desires to life (inside the game), when game dev is about: write tonns of white spaces at the end of the file to get more longer source code for better salary. Game dev isn't about perfection it's only about the money, that's why you can make the Vsrakal and ask about 2/3 of the game price when map is about only the terrain with few buildings and future states like Limonia (will be thrown away for basically 'free' cost which is not a free (game license increased almost on the cost of Limonia addon). And you will draw your own conclusions. -
Why just not to set max=24, min=23, nominal=23?
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Vehicles (vanilla+custom) does not spawn after database wipe.
Sid Debian replied to Bubbehn's topic in Servers
Solution is simple. Vehicles has cool down for event spawn. Resetting in types <restock> to 0 (zero) shall resolve the issue, also you shall delete types.bin, types.001 ... That will reset timeouts for spawns. -
But to compare with, check on EA games master servers. Can you play Medal of Honor Warfigher, or Battlefield Bad Company 2, or BF Vietnam, 2142? Nope, oh sadly... So there's no perfect games, developers, companies and etc. Current reality shows that developers shouldn't fight for the memory of their games (like it was in old games), just left 4Gb trash at the RAM after the complete closing the game. Software Engineering regression is on the run. Everyone using 'high-end' langs and don't cares about resources of target PC anymore. Problem is in the basement (software development) and not at the top (client device).
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Well man you shall understand that you paying for something. For example on official servers you paying for ability to meet offline server, on community servers you paying for bugs, issues (related to players and admins). It's sadly to write but there's no 'pefect' games and servers.
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Hm, that's odd, coz it helped me. But it's a huge project (I'm about the server itself) and any admin will meet the issue that will blow his/her head and other parts of the body (kidding in some way) 🙂 Really sometimes you need to search solution around the full server and not only in some kind of subsystem. On my experience some small mistake in one subsystem might brake all others subsystems that's not even related between each other...
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Basics said nope. There's no way for create simple proxy as you said before it's required unbinarized P3D model, that's violated the 'contract' or 'agreement' between you and BI. As we know we have DayZSA share a-like license which denied you to perform decompilation of game files (which is actually can be applied to the PBO's and config.bin's). But some models has hidden features like FAL that can handle the suppressor (AK), SSG-82 5.45x39 rifle that can carry the AK suppressor and so on. It needs to be explored, also I suggest you check on the new slot for bags that carries the tools, perhaps P3D model can be used to other tools and can be applied more wild-way. But again there's no direct way for creating the Proxy on model without the unbin model and that's a tragedy of DayZ.
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Ok, we can try in other way, I'll PM you, coz forum rules asking to use English only.
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Actually it's not so loud, as I told you. When drum is empty rotation spring is under the tension/pressure, and it will always be umder the presure until you will not disassemble the drum mag. Point is while you're shooting you will not spotted huge difference between std mag and drum. That noice will appears if you're wrong assemble the drum mag (by rules of serving that drum you need to insert section roller/follower and by your hand make a 1 full round of that roller/follower, to set the tension on the spring and then it will work fine as it should. Yes drum mag is same like AR15 is awesome but if you're not at the battlefield. If standart mag you can disassemble put some lubricant/soft shooting oil on the parts and then remove it (without huge remains of that oil and assembly back the mag it will op like it's mostly new one), with drum mag it requires to put some lubricant on inner ways/roads/channels where your ammunition follows (reduce the friction over those sideways and it's done no more clangs or unnormal sounds). All the same like in the normal life. And same as I said before serve your drum mag well and it will not jam even in hot combat, the same for the firearms. What's brings us back to main position of BI about DZ : DZ is not the simulator. It never was and never will be the simulator, that's why many suggestions was and will be fallen apart.
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Well folks you shall understand that Player Behavior (not actual players but playable unit) is creazy dūmb, it can use any type of firearm, knows how to unjam, can repair any tipe of firearm, but can't build more then dümmy walls, and towers. Idk DayZ Expansion gaves in dozen more abilities, I think that BI shall talk with Exp Mod team and add their mechanics in the game, because current base building is ridicùloúsly simple that even chield can make it better. I can accept that behavior @ 1.00, or 1.05 but it's already 1.27 and still useless base building. Really that's not fun.
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Actually drum has a spring inside it's valled rotation spring. Check on photo. AKM Drum inside And I've got some bad news it was designed for RPK, but still has ability to be attached to AKM, because mag size and mag systems of the mag well for RPK and AKM is the same, like for RPK-74 and AK-74/M. Spring in the drum is under the tension so it's not so loud while you shooting same as internal sectis creating the pressure and special rows on edge of back plate and front part preventing from noise , it might be noisy when you're jumping but not more. If you didn't understood, I'll repeat you the BI com manager: "DayZ is not simulator", so if you didn't understood I've got some good news, that's why it doesn't matter what's type of mag do you using, heck man I reached the 1 tonn weight (1000 kg) and still not dead and could moving. Drum mag didn't reduce reload speed because mag full of ammo is heavy but not enough to slow down reloading speed sorry checked that on my Saiga (funny Russian's carabine of AK-103 7.62x39 is called Saiga). But as I checked on old AKM full auto fire full drum is actually adding the barrel stability and reduce recoil. Then M4 shall jamming every 10 rounds, because of it's construction, but I've got some bad news, if you serve your drum well it will not jamming, because if you didn't server your firearm not important is that AK or M4 or any other firearm it will jam or will broke down. So stop please those fairy tails...
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Maybe issue is hidden not in mod but in your configs? Honestly I have no idea how long do you working with DayZ Servers, but did you checked your mod (in single player mission) before the publishing , or on test server (you can run it on another PC or at the same one. I'm checking my mods before publishing and yes I'm not pretty dev, but I'm the human who can make a mistakes. I suggest you to try with that way and you'll find that sometimes small things can ruin everything.
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I have my watermark mod and it's working on my server last 2 years. Even after 1.27 tools update. At the base you have done something wrong and your mod isn't working. That's all how I can help you based on information you'd been submitted, if you'd submitted more details I could point about mistakes.
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Take the base: 1 hour = 3600 seconds. By your numbers: lifetime = (7200 / 3600) = 2 hours. restock = (86400 / 3600) = 24 hours. So your item just spawned, it will be on the same place next 2 hours, then it will be removed, since that 'mark' started 24 hours cooldown. When 24 hours is ended item shall be spawned again (possibly at different location).
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Just place the quantmax in front of quantmin, or any also xml-tag. And scheme of XML would be broken and case the 'magic carpet ride'...
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If you're brake your types - that's fine behavior. If you didn't breake the types - that will not ever happens. Also you forgot about flags behavior, if you didn't set Count_In_Players flag for the item, the Central Economy (CE) will not check that case and if item will be stored somewhere else then on ground, CE will reconsider that's item's count isn't enough and in emergency case will request for respawn items of that class.
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Idea of system is simple. Max - Min = between <- this value would amount of items on your server. Like: max = 2, min = 1, mid = 1, so 1 item of that class you can find around the map. Now the lifetime: lifetime is the value, that's defined how long will your item will be stored on the server. Keep in mind, that if item was changed (putted into/out vehicle/storage -> lifetime will be resetted to MAX), each second the lifetime will be moved down, when lifetime of current item reaches 0 -> item would be removed from server. Since that second started the cooldown period (24 hrs, based on your definition), and in range 24 hrs item of that class will not appeared anywhere. That's how it works. When 24hrs timeout is ends - server can spawn new item of that class, and so on...