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Everything posted by Sid Debian
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I can give you an answer BE will say: "We've been checked information about your ban. It was legit and we have nothing to do with that. Thank blah-blah-blah..." About why and how: when you playing in any game with BE anticheat it's checking all your running applications and other stuff. If any application try to get access to process memory (an old WinAPI attack on the process that allow attacker to override values(data) of the game and change "balance" in your way will be considered as attack and will cause you a permanent BE ban + VAC bac (because A2OA, A3, DZ and Arma Reif - are using the SteamIDs (exactly your Battleye GUID is "BE"+SteamID64 that had been encrypted with MD5 hash function). Battleye had a contract with Steam for supporting bans and etc for giving punishment for cheaters. I suggest you to ask BE support about application that caused your ban and remove that application because BE may consider that application was tried to brake DayZ process memory and send wrong data to server to try to spawn or execute code that may give you a special adventures above players on server. I hope that BE will analyze your situation and will revoke your permanent ban (if it was a mistake) otherwise - "Welcome to the jungles"!
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It will not help you to make you file smaller but it will help your DayZ_x64 and DayZServer_x64 to work better.
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I'm not sure but i guess problem may be covered in texture paa file path and entire add-on system. 1st I have no idea is that a standalone mod or extension/support subaddon pbo (one of more addons in folder @COLD/Addons. 2nd full path of your texture should be like: @COLD/Addons/hoodie_cold.paa does it true? (Check addon prefix to be sure that path is right). 3rd I'm not sure but rewrite your requred addons list, place "DZ_Data" to the first place then apl other add-ons. 4th you have huge amount of useless links, you required only: "DZ_Data", "characters_tops" Other stuff is useless if you don't use it and just holding additional links in memory (that's freaking bad for memory management, and it's not care how much you have RAM on your PC). Other stuff looks fine to me.
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First any kind of barrels on server will saved in mission namespace and then would be saved to the server's "hive", database, shard [whatever it calls also], so barrel with the halls will appear again on same spot after server restart. You have several options: 1st - remove all barrels (in game at your position and in spawn file also known as trader's file). 2nd - write script that by overriding of chat cmds will remove item in hands and manually remove each barrel (version for fun and mad folks). 3rd - write a script that will start in init.c (after creating Hive, but better use OnInit override of mission to that time i guess database would be loaded) and will check does any kind of classname is on XZY position (simply get object at position -> list of objects -> delete items from list). And on server's start each time all barrels would be removed and by trader script would be spawned again. (Over and over again each restart of the game server (not a physical machine).
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Why are you using json files for object placement when you can create a simple script function and spawn necessary objects? It's light weight, more faster and more adjustable then using JSON arrays.
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Now understand please that the game is executables with libraries for parsing addons (.pbo). 😄
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Because before 1.21 any script crash was ignored (reported in logs and crashed script would be stopped). In 1.21 any crash in scripts will crash the server. No matter where would be that crash (mods/mission/mission script and perhaps serialisation and deserialisation json/XML errors). So now server owners shall be very careful with add-ons, configuration and pther settings of the server.
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Modded class injection inside of mission file (init.c)
Sid Debian replied to Marcus Collins's topic in Scripting
Logic dectates that it couldn't be happens. Why? Because nature of linked classes (for the mission) are limited by itself. If you wish to override any game/mod class you need to write own overrided class and then pack in your mod (a public mod). That would be only way to override a class. Why you shall make a public mod and not the server-side? Because if you change something in base class then you may break it for client (because code base would be different and client will have no idea about changes that applied on server-side. When sever will send any RPC to client it wold be different results and that migh cause a great desynchronization). -
Nevertheless shall we expect stability of this patch or DayZ dev team will "hecked" up like with 1.20 patch?
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I bet that xbox folks would be first victims of the future 😀
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installed trader mod but it creates crash logs
Sid Debian replied to DarthYodaSoda's topic in Scripting
Some other mod conflicts with trader mod. Stadart situation. Make backup of you server's database, remove all mods and connect 1 by 1, SchanaGlobalChat and Treder mod works well together. I think that MuchCarKey causes error, becase of Trader mod also included the vehicle keys system. You need to choose what you wish to have Traders or that mod (for me it's obvious coz trader the way it better then other s***t. And perhaps if you has long time used MuchCarKey - you should wipe vehicle.bin from your server, because no one can say to you what will happen if this mod will not appear. -
Detect if player is new or respawn
Sid Debian replied to Gunny-e174dd68292a73e3's topic in Scripting
I'm sorry for long answer but you may override with that method: override PlayerBase OnClientNewEvent (PlayerIndentity identity, vector pos, ParamsReadContext ctx) { //Blah blah blah super.OnClientNewEvent(identity,pos,ctx); } -
custom spawn gear with primary weapon and secondary weapon slots equiped
Sid Debian replied to StreetkillnHD's topic in Scripting
Actually it's quite simple to make. (Create firearm with attached mag and with cartridge in the chamer BUT, function for weapon with external magazine and function for weapons with internal magazine is different). And the funniest part that if you attach mag you may breake your gun (mag couldn't be detached), with function from Weapon.c - you not breaking mag and firearm and will abre to change the magazine. -
custom spawn gear with primary weapon and secondary weapon slots equiped
Sid Debian replied to StreetkillnHD's topic in Scripting
Don't standing like a dump and wait when smbdy tell you what to do. Get to Google and find how to spawn item to player's inventory (it's quite simple). How to spawn weapons on player (I tell you not in player's hands, so last spawned weapon always be in hands exception is when you spawn not in hands.). So what da heck shall you do: explore, search and lean to scripting. It's too easy to be carried about. Find, understand and use it. Not like a dummy child - sitting and awaiting when you'll able to get someone's home work... -
How to block the attachment of the sight? ( optic stacked )
Sid Debian replied to kubrick32's topic in General Discussion
There's no direct way to solve it. But you may try to: a. Override optics. (v1: create new slot and append there all optics that may fit that slot (each optics shall ve overwritten to accept this new slot) v2: override optic (hunter or acogs) to fit one slot type. b. Try left only one slot to prevent installation of two optics. c. (I don't know how) but check on attach event (check on Mosin 91/30 rifle you can attach: 1 - compensator, 2 - bayonet, but you can't do it in wrong order (for example 2 then 1)) and check is attachment slot is emty. If it so - model shall accept attachment if not - model shall not accept the attachment. -
Technically you can't. In many countries around the world radio transmitting is restricted by government where "radio lovers" may use only several radio frequencies and can't leave that range coz it's restricted by laws. For example in Russia there's restrictions for Hz amd algorithms for example all civilian walkie-talkie shouldn't use any encryption, also restrictions on range (power levels of antenna of radio).
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Well dear devs and Bohemia Interactive, I can understand that you wish to make community to be happy but please hardly test fitst then release any updates! You've done the worst job ever I'm playing that game since 0.30 patch and never ever seen such amazing troubles around. I can accept that you wish to make a present to 14 feb for community but that present went too bad. And yes if some one ride on the Offroad_02 aka Hmvvy you may play with neutral gear to desync you gear to 1st theb switch to R or D and start speeding up normally. Also you may try to override current gear by pressing E for gear up or Q for gear down. It's temporary but allow you to star riding not from 4th gear you may downgear to 1st and start fine riding. But i was not able to find how to reset gear for rear speed, somehow gearbox considering that we also has Xn rear gears... 😄
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1st noway. Why? Game has no documentated version of loading external dll/so library so no way to create chatbot for discord. But you may use chat admin tool (there's script for server and you may create there necessary functions for your actions), based on json files you may assign file name to SteamID64 (aka 7656119.....) and load from file necessary items, and create items near player or in his hands. It's not so hard but requires some time for exploring game scripts.pbo in dta folder and some time for creating and testing of your code. And the best option that is this mod is server-side so need to put it to mod for players.
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Use Steam Web API protocol. I don't have protocol specifications near by me but you may find how connect for css servers. DayZ uses same trick. Here the example: steam://startgame/221100/xxx.xxx.xxx.xxx:zzz You need to find how to start the game and then just submit ip:port. Description startgame is as example i have no steam api cmd for start the game right now but that's working since 0.32 path of DayZ and still working. But you may met a problem that the game has no idea wotchods your server using but on client side if you has app you may fix that coz Bohemian launcher using bohemian's server list woth mods in that so you may parce it and start the game. Here for you an update: https://developer.valvesoftware.com/wiki/Steam_browser_protocol steam://connect/<IP or DNS name>[:<port>][/<password>] steam://rungameid/<id> Same as run, but with support for mods and non-Steam shortcuts So it should be: steam://run/221100/IP:Port Also if you has any questions about implementation at client side code of connection to game server I'll be glad to help you if i could my discord is Sod_Debian#2110 please type to me in 10am - 9pm of UTC/GMT +3 (Moscow time aka -12 PT).
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Oky then here for you some info that may help you: CustomMission overrides (aka init.c): Now the file $mission:\\Classes\\PlayerInfo.c:
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You need to create own mod.based on those mod that you're using. Server-side has CustomMission.OnPlayerSpawn fnc, OnDisconnect. Onplayerspwn - check does your server has file like SteamID.json in your profile folder. And check amount of disconnections. If you has it then player at least 1 time disconnected and already had a character. OnDisconnect - create or override file SteamID.json with disconnectinonCounter + 1 Now the full scheme: 1st situation we has a totally new player: He/she did connected (file not existing) - OnPlayerRespawn use std fame coords that passed as argument of fnc. He/she disconnected - create file SteamID.json and write there DisconnectionCount = 1 Situation 2: he/she had been disconnected several times but less then 20 (for example), on 21th respawn checkout if DisconnectCount = 20 - send RPC for start mod with selection of point. If less then use std coords. Situation 3: if player is good - simply set a fix standalone point for him or her. In other cases - brainhack your brain... Heck that's something about that.
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Addon Builder error after Windows 10 re-install
Sid Debian replied to Sauwercraud's topic in Official Tools
You loosen your key files. You required to have 3 files for key: 1. File.bikey 2. File.biprivatekey 3. Key.txt Bikey you copied to your addon folder for release, biprivatekey - is only yours and .txt is file with MD5 checksum for validation of correct information about the keys. But what do i can say for sure: a. It's irrelevant what's name of PC do you using. (I have all 3 files on same PC but at the same time i had several times reinstalled Win10 on different HDDs and transfered key from old one PC to new one and still has no problems). b. It's irrelevant Windows PC's name. (My current one is different then my old one and still has no problems with singing). If you had no all yours 3 files with key information - you may recreate your keys coz old one is useless also you need to update your addons coz new key will conflict with old one and noone will able to connect. -
Modifying constants.c and playerconstants.c not working
Sid Debian replied to definiteintegral's topic in Scripting
Greetings. 1st you shall understand that in game there's 2 type of addons. a) Client-addon addon (need on both sides server and client) b) Server mod (required only on server-side and will be downloaded automatically on user connected). A-type connection over -mod=... and required keys. B-type only on server-side and not required the keys. Connection to the server through -server-mod=... For editing of Constants you required server-side mod that should be enough. But keep in your head that paths must be the same like in overrited addons. For example: "scrips\blackjack\h**kers.c", and in your server-side mod it should be like "MyBlackJackAndHo\blackjack\h**kers.c". That's should be enough for make your addon working. Also keep in mind that Server-side addon has no rights for working with the clients GUI and dialogs. Also checkout mission files there there's some overrides of constants and it's not required server side mods -
You better connect through the launcher and not through the game. It's useless last 3 years. Also you may try to search your server with steam api and if you found it check server variables (shows is server op or non op). If you wish then you may try to PM to me your server's name or ip:port and I'll check it manually and will abser you with server's data (name, game ip, query ip, server variables, players (online & max)