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Everything posted by Sid Debian
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Kyiara сообщила, что релиз 1.22 ожидается 29 августа.
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I see, what if I vive you an tricky idea that you may write a script for protection of bases? I'm using it on my PC server and it's not require any mod. It's just server-side script with configuration files. Condition check is based on SteamID64, if entered in "trigger zone" has wrong SteamID that unit would be dead. Zone is working by 2 ranges: 1st range (round radius + 50 meters) - when player entered to that location in text chat flows the message: "get out or die". If player is stupid enough and didn't stopped he entered into second range and then in few seconds he'll die. I wished to make a teleport to spawn location (by random) but I have no idea how to get random spawn coordinate to move player there.
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1st use Qoute of post, the author of quoted post will get a notification. 2nd all tents has 2 states: A: Packed and B: Unpacked and placed on the location. If you have stacking loot spawn of any kind of tents then it means that you had broken your spawn system configuration, that may cause a problem that item placed twoce on the same location. If youd been modded your loot tables tyen you shall search for backup and try to recover it with wiping (delete) database files: types.bin; types.001; types.002 (it's located inside storage_x\data, also remove the "backup" folder (still sure that server would try to recover data from that folder instead of creating of new empty file). After you delete those files - server would recreate types model for spawning items. Do not afraid removing of types.bin will not cause server full wipe.
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Hello I guess that you may not understand the problem that's hidden inside the game logic. When you spawn with any way you wish the Tent (for example the LargeTent), yours server automatically put it's data inside the server's databases no matter why. Same trouble on the PC servers with the barrels for example. There's only some ways to solve that problem, but I shall warning you that I'm talking about the SpawnObject function and not about the spawning through the .JSON: 1. Create by period (we have a function that each 20 minutes will: check coordinates, and will remove found objects (LargeTents) and then recreate it) That might working if you wish to make a somekind of mission. 2. On server start (when server started and mission loaded - remove all tents and place 'em again through the script ONLY). The problem that your LargeTent shall be spawned as packed item and not already installed "on the ground" item. 3. Don't use tents at all. The last option is search for Statistic Object, but that might be failed...
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В среднем тестовый период длится около месяца, если меньше - получается плохое обновление. Посмотри на дату публикации 1ого чейджлога и на текущую дату, на момент врени по часовой зоне Москвы, с момента первого чейнджлога для 1.22 прошел почти месяц (ещё 4 дня осталось, тк уже 21.08.23), значит если не будет выявлено крупных косяков, в следующем месяце мы получим стабильный релиз + кучку стабильных баг фиксов. Но я бы надеялся на конец месяца, чтобы 85% ошибок выявили и закрыли. К сожалению, DayZ - огромный проект и торопиться нельзя (не сломав игры). Разработчики как-то раз на такое натолкнулись и исправили (механика и десинхрон всех автомобилей), что ездить было крайне не удобно, теперь порядком лучше стало. В любом случае - проверяй каждый день секцию Stable Updates, вдруг сегодня или завтра будет релиз обновления.
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По полкам: 1. Обновление уже на стадии открытого Бета тестирования. Тебе надо установить DayZ Experimental, серверной части в открытом виде пока нет (дескать тест). 2. Примерный срок ожидания около 1.5 месяцев до релиза (это не точно, может завтра, может через месяц или через 2, если выявят адовые косяки, с которыми игра станет полным г). 3. Сохранить сервер не представляет проблемы - сохрани серверные файлы и папку миссии из mpmissions, (но зачем сохранять сервер, если у тебя не будет файлов клиента, для подключения к серверу?) 3.1 Настойчиво советую переименовать свою миссию, чтобы обновление не затёрло твои настройки и затем ты сам произвел(а) обновление настроек миссии. Пример как сделал я: переименовал dayzOffline.chernarusplus в myServer.chernarusplus, в своём server.cfg указываешь имя миссии "myServer.chernarusplus". Как только выходит обновление, я вручную запускаю скрипт обновления сервера, получаю изменения и с помощью WinMerge сверяю изменения между моими и обновлёнными файлами миссии. (Типа новые типы, события и тд.), применяю изменения и вот пожалуйста, всё работает и я не теряю особые тонкости своей миссии. 4. Примерное количество чего, люлей или джунглей? (Если не ясен вопрос, сформулируй его точнее, как ты это сам и сделал, по поводу ожидаемого количества обновлений на этот год - ответ очевиден и равен: неизвестно сколько.). Надеюсь, смог ответить на твои вопросы, хотя бы чуть-чуть.
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I suggest you to search for mod in Steam Workshop. Who knows maybe it's existing in someway. Don't hurry up. Maybe someday or never who heck knows...
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Say the same for Ikarus truck and Mauser C96 (aka Red 9), also for M240, PKM and many others firearms, vehicles and items that was before 0.69 and have none except "broken" models in 1.22 I guess answer for you would be: never and forget.
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Try select subscribe to the mod and select "Recover/Repair", now get to !Workshop hidden folder in your DayZ installation directory and find there name of your mod. Inside that folder you shall have your publisherid as numbers, and not the SteamID or something. I guess it's some kinda unique ID of the Mod inside Workshop/DayZ/ structure of Steam Workshop. Next step just copy your meta.cpp from DatZ to yours MyAwesomeMod folder and perform the update of the Mod. Publisher will added those files and it wouldn't drive crazy the game. But in some mad way I guess that the game just don't give a heck about that file. It's only stats like Publisher ID for validation that mod is correct between Client PC and Steam Workshop Repo. The Protocol is std = 1, Timestamp - when mod last time was updated but hell knows what's dat mean (on Steam WS or on Client PC). Hell if you wish to I can place the example of mine meta.cpp you'll try to include it inside your mod (DayZ's Workshop folder) and perform the Recovering of mod. That may cause your mod set those values...
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Sorry man maybe I'm crazy maybe I went mad but I didn't understood your question. Do you wish to ask why your mod didn't published or why you not recieving updates when your mod is just updated or even something else? Nevertheless I'll try to help you. 1. You need to create correct folders and files structure for your mod that should be published, let's call it "MyAwesomeMod". 2. In folder MyAwesomeMod create next folders: Addons and Keys, from files in the root you shall place the meta.cpp and mod.cpp (but yet we have no 'em and we'll forget about 'em for awhile.) 3. In folder Addons you shall place all PBOs and .bising signatures (that's mean that you had been signed all your PBOs. 4. In the folder Keys shall be contacted your Sign key: BalhBlahBlah.bikey (and nothing else). When you're ready open the DayZ Tools (from Steam Library) and doing next steps: 1. Open Publisher tool (that stuff allow you to appload your mod into Steam Workshop) 2. If you has your project - just check firlds if you had no - select in left part of the window (new Workshop item), if you're already has just check it. a. Set name of your mod. b. Set visibility of your mod: (1) private - Only for your eyes; (2) friends - only you and your friends can find and see that item; (3) Public - everyone can use it (see subscribe and etc). c (Section Files) You need to set the location of yours "MyAwesomeMod" folder, each time on each update. d. Verify that all your addons a signed by the label: "Signatures" e. Field Description - here you may set all your necessary data that describes your mod like you have no right to touch it, swearing on it, de/un/repack and reapploadingit. f. Section "Change Notes" - if you made the update - it's awesome what to submit what's new in your mod. g. Last stand - picture and checkbox something like: "Shut up and take my money!" (Kidding it's totally free and out of charge.) h. Now you can upload it into Steam Workshop. When you're done with upload you need to make the last action - navigate to your Workshop item and put your subscription on it. Now you've done. Congratulations you can install your kod on yours server and use it inside the game. Bit later I'll put contents of mod.cpp to you and after subscribing you can get your newly generated by Steam meta.cpp name = "MyAwesomeMod"; picture = "MyAwesomeMod/logo/Logo.edds"; logo = "MyAwesomeMod/logo/Logo.edds"; logoSmall = "MyAwesomeMod/logo/logo.edds"; logoOver = "MyAwesomeMod/logo/Logo.edds"; tooltip = "MyAwesomeMod"; overview = "This is a mod for MyAwesomeMod server."; action = ""; author = "{YOUR NAME WAS HERE}"; authorID = "PLace your SteamID64 if you wish something like 7656119...."; version = "Double data type value like 1.01"; P.S. And yeah, Fender Precision Bass will save the Earth! 😄
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Hello, good daytime and answer please on the simple question: Can devs put "raw textures" for future modding? I mean raw texture for TTsKO and other camo patterns (that will allow to users or mods retexture base assets to keep 'em in one colour same as adapt current items for generating better sets. For example if we had the Woodland USMC camo pattern from the game we could adapt Plate Carriers (same as attachments fo it) to set em to the single color set like vest + backpack '+ pants + jacket it could sound nicely. Or the same for TTsKO Jacket + Pants + Backpack (it's out of color with the Jacket and Pants). I think that might give modders some abilities to make game better. I think GitHub could be a nice repo for such textures just a simple Images without overcovered assets like dark places, assests that means only raw 2000x2000px camo pattern texture. Heh if there were same stuff for Arma 3 then I gues I'd tried to move some camos to the DayZ SA 😄 That might be nice, funny looking and mostly important is helpful. Thanks and with my regards to you and developers.
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From first point i suggest you to shoot yourself. Now about the code. Not enough parameters always means that you passed not enough values into the function. You gave tonn of bulls*** but not passed the header of function dress_player. Now the primary question: how the f*** someone can help you to solve your problem if you don't have any idea what a hell did you are doing? 1. You need to check passing parameters. 2. You need to validate that you are really passing the PlayerBase and List<string> (based on code fragment and expectations) as arguments.
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Idk, I suggest you verify DZ files, DZ Tools files. The when you're done with verifications - get to DZ Tools Folder and Start it As Administrator. When you're done, try to unmount the Z: drive and remount is again. When you finish with it - start the Game Files Depacking. It will take awhile but I think you shouldn't get any trouble with it. Also I suggest you check access rights to the folder with the unpacked game's files. That's maybe not quite secure, but I suggest you to set assess rights for user/group: All/All for full access, same as for DZ game root folder. I hope that might help you to fix and solve that trouble for sure. I don't know, coz I have no source of DayZ Tools -> Unpacker, to be sure that all possible exceptions was captured for sure.
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Hey man don't spot BI strategy of wasting out of DZ!
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I won't bet but i guess that your trouble is hidden in OnFinishProgressServer(), it will no be called if it's not existing anymore. I sugg5you to checkout original script for workarounds same as class and subclasses of animals, it might be that event was removed or had been changed the types of construction. Coz in other way it shall working fine I guess.
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1st is nothing lasts forever. 2nd is release of Arma 2: Operation Arrowhead was released in 2008, and yet still has some players (about 330 - 350 players is still playing). The point is that after reaching of end of life dz will not suppose to get updates. So anyway it would become to outdated. So just don't hurry and play.
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I mean that most of current editors are still using prefered settings for formatting and intending. Most of common current libraries lise NewtonSoft.Json.NET, Qt v5 - 6 - are just don't give a heck about intention of lines. Damn just take the Notepad++, install JsonTools, make a copy of file and validate file's copy, also checkout all lines and opening and closing brakes. That will gave you enough information. But I not sure about new line symbols, for windows std is: \r\n, for Linux is: \n - that may drive serialisation crazy. Take Gibson Explorer and search for why your Json not working right. Also in one of last chage logs I'd seen that theres a method how to check is json file migh be (de)serrializated.
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Json in implementation of BI is glorious bull***t. You need to keep correct intents, with spaces instead tabs and absolutely correct file intension. The best point if you're create new instance of object, fill it with any kind of testing data and make export of it in the text file with JsonFileLoader<T>.JsonSaveFile(path_to_testing_file, newClassInstance); Based on this file you'll able to make all necessary file(s). But I want to remind you that intents are freaking important here, because of 'em Json serrializer (saving and loading functionality) ain't working right.
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I guess that you may has problem with class reference. You're using: class Quilted...; But did you set module reference? You have only "DZ_Data" as reference and nothing else but you're using class reference and how the game shall find where is that class? You shall add reference to addon class in section requiredAddons[]; that might gelp you to solve the situation because in other case case you have fine configuration but also i shall warning you I don't know were are you from from example if use UTF-8 code page English "C" has a code: U+0063, and Russian letter "С" has a code: U+0441, both letters has same glyphs, but codes are different and I guess that your config may has the same problem. If check the error logs the compiler told you that cymbol "c" is unknown and compiler has no idea how it shall be interpritated. I suggect you remove "c" letter from your config and set it again (be sure that you are using En layout) and I think you might solve you problem. Good luck!
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How can I take item from the ground into inventory (on shoulders)?
Sid Debian replied to [email protected]'s topic in Scripting
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No, you can repack the dta\languadgecore.pbo BUT if you'll try to connect to any server you may have 2 different state: State 1: You will be kicked away - because of your modificated file. State 2: You may got a ban on official servers because your game client data is modified. That's why I recommended you to localuze with Korean the stringtable.csv (it's inside the dta\languadgecore.pbo) and publish on the big tracker as a ticket. I guess you wish to ask: why for? Answer: This will report developers of FayZ about new ticket, also other Korean language users may join and support you and your idea and the last one it will give you in double times more opportunity that developer team will include Korean localisation string in future releases. So please try it out and I hope devs will help you with such state, I think that devs really with to make this game more popular around the wold!
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That might work but only for those servers that using this add-on, in other cases you'll be kicked with the reason: You have the addon that has not on server. Next - I'm not sure but you might write to BI tickets that you iwsh include support of Korian language and youight it next way: unpack current client build, /dta/languagecore.pbo - perform translation of strings and submit for opened ticked. I suggest you to use specific language table in DZ style like: "original","english","korean", (that should be more than enough. If devs will be agreed with you they will include support of Korean strings in future updates). Q: Why you can't use your localisation strings simply? A: Your client would have an it own strings that will bring a huge amount of trobles like: strings mismatch (you've strings that has no on server), different game content and the worst: you can't override values of already existing strings. You can't add an additional language by addon without overriding all items in the game (new class instance and etc), the game is protecting own items from overriding of strings. Just for example - try to override any weapon strings without new class instance.
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How can I take item from the ground into inventory (on shoulders)?
Sid Debian replied to [email protected]'s topic in Scripting
In other topic I'd written for you an example for loadout with AKM and SKS, there has some code that will fix your problem at all. It might be used on almost every gun in game. So basically use player.getinv.createininventory fnc, catch the spawned EntityAI in your inventory, casting in useful classes instances and make what you need with it. -
custom spawn gear with primary weapon and secondary weapon slots equiped
Sid Debian replied to StreetkillnHD's topic in Scripting
Main problem of guns - some may have an internal mag (like Winchester 70, SKS, Mosin, etc). Here some tricks how to chamber your rifle and spawn with full internal mag or with attached mag. For the code I'll use some std classes: Slot Wpn A = AKM (with attached drum and with cartridge in chamber) Slot Wpn B = SKS with 10 loaded ammo in internal mag. EntityAI AKM_Entity = player.GetInventory().CreateInInventory("AKM"); AKM_Entity.SetHealth(AKM_Entity.GetMaxHealth()); // Remove any damage from item EntityAI Kobra = AK_74Entity.GetInventory().CreateAttachment("KobraOptic"); // set attachment Kobra.GetInventory().CreateAttachment("Battery9V"); // add battary for attachment AKM_Entity.GetInventory().CreateAttachment("AK_Bayonet"); // let's add some muzle attachment AKM_Entity.GetInventory().CreateAttachment("AK_PlasticHndgrd"); // I hate to feel the smell of my hands, let's set handguard AKM_Entity.GetInventory().CreateAttachment("AK_PlasticBttstck"); // I wish to kick zmbs a**es so I need the buttstock! player.SetQuickBarEntityShortcut(AKM_Entity, 0, true); // Set ours AKM to prime slot of quick bar. Weapon wpn1 = Weapon.Cast(AKM_Entity); // Now we cast or AKM to Weapon-instance class Weapon_Base wpn_bs1 = Weapon_Base.Cast(wpn); // For safe way recast to WeaponBase Magazine mag = wpn_bs1.SpawnAttachedMagazine("Mag_AKM_Drum75Rnd"); // Attach mag to ours AKM = 75-1 (coz 1 cartrige placed ain camber mag.LocalSetAmmoCount(mag.GetAmmoMax()); // Intent our Mag has full cap for local player instance mag.ServerSetAmmoCount(mag.GetAmmoMax()); // Same fr Server instance // On that stage we have a full AKM with mag and chambered! EntityAI SKS_Entity = player.GetInventory().CreateInInventory("SKS"); // Will be placed to the sholder - wpn slot B SKS_Entity.SetHealth(SKS_Entity.GetMaxHealth()); // Remove any damage from item SKS_Entity.GetInventory().CreateInInventory("PUScopeOptic"); // Let's set PU Optics SKS_Entity.GetInventory().CreateInInventory("SKS_Bayonet"); // Let's set SKS Bayonet player.SetQuickBarEntityShortcut(SKS_Entity, 1, true); Weapon wpn2 = Weapon.Cast(SKS_Entity); // Set ours SKS to secondary slot of quick bar. Weapon_Base wpn_bs2 = Weapon_Base.Cast(wpn2); wpn_bs2.SpawnAmmo("", WeaponWithAmmoFlags.CHAMBER); // Fill ammo into the chamber and internal mag (rnd masybe std maybe tracer) Tryout it will works like a charm. Checkout /dta/scrips.pbo -> Weapon_Base.c for usefull fncs like WeaponBase.HasInternalMagazine() => true is internal, false = external (attaching). -
As suggestion - I suggest you to checkout your temperature of CPU, GPU and SSD if you're using it. Application hanging only because of 4 possible reason. 1. Too high temperature (not enough to restart system by BSoD, but enough to reduce CPU Clock by BIOS, for reducing amount of calculations and temperature). 2. Hight temperature for GPU (GPU by own bios trying to protect it self from meltdown, with the same resolution slowing calculation amount and clocking values for attempt to cooling GPU card. 3. Highly RAM temperature - causing memory page failure, overheating of RAM chips and because of temperature reduced the speed of RAM switching states. 4. SSD speed might be sliwed down becase of any chip has one basic issue - if it's overhead - it's going slower and slower, because of crystalline structure became more separated and might starting of collapsing actions inside of chips structure, mext step might be a "memory page corruption" or death of drive because of melting of controller. Why all of that happening - temperature of PC components and high clocking values (fast reading and writing operations) may corrupt your system, it's a kind of school knowledges about basic physics (thermodynamics, electronics) and chemistry. Exception STATUS_APPLICATION_HANG might be caused only by memory or calculation (CPU/GPU) failure, that status reports that executable trying to allocate resources and awaiting when OS will allocate 'em. Because of slowing down of some parameters of system increased time for locking resources, same may happens of failure of allocation memory or even IO operations (HDD/SSD and RAM). Check out state of your system, that might be that it's already damaged... P.S. I gave you an idea - you shall make a choice: checkout or don't give a heck, but it's your choice.