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Your DayZ Team

Sid Debian

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Everything posted by Sid Debian

  1. Sid Debian

    Thermal Vision Eyepiece

    Thermal? Why for, whatever it's useless item and before 2010th thermals not used anywhere on military service, if shooter required such equipment he could get it, but it's not a part of standard military equipment. So it's no use, use thermal at military ok but it's not for huge distances. So I bet that thermal scope will not appear in the game.
  2. Sid Debian

    blocking for no reason

    1. Everybody lies. 2. Go to BE site and communicate with em who, why, and for why you got the ban.
  3. Sid Debian

    блокировка без причины

    Бла-бла-бла... 1. Все лгут и ты в их числе. 2. Ты не туда попал, чеши на сайт блядоайя и выясняй с ними - за что и как тебя забанили.
  4. Sid Debian

    A Good Way to Improve the CR-75

    Maybe you shall use Glock then CZ huh?
  5. Sid Debian

    Anyway to make weapons spawn with magazines around them?

    Yet only one PBO contains all scripts and (open/visible) mechanics of the game is the DayZ\dta\scripts.pbo, any other PBO is only the wrapper around that addon, also theres hodden mechanics it's already codebase of DayZ.exe. But need to find how loot spawn machine is working in the game (callbacks and base classes) amd try to exted them, then extend configuration of loot spawn machine (allow admins edit propertues of machine and implement custom types), like spawn with AKM only 30 rnd mags or only 75 rnd mags, or random, or only ammo and etc for each class for implementation of better randomization. Yet with spawnabletypes.xml you can configure to spawn weapons with different loadouts, same as implement only one attached magazine of prefered types (dummy but works).
  6. Sid Debian

    Anyway to make weapons spawn with magazines around them?

    You know I'd digged yesterday (by my timezone) scripts.pbo and didn't reached how loot spawn system works. Maybe bit later I'll try to search with other ways to reach the understanding coz that theme is quite interesting to me too. But yet no luck with it, anyway I think it shall be something quite simple and obvious but I didn't reach it yet xD
  7. Sid Debian

    Dayz inventory images

    Open the DayZ Editor and view images. Also if ipen image sets through the Notepad will also solve your trouble.
  8. Sid Debian

    Anyway to make weapons spawn with magazines around them?

    If you didn't played in DayZ Mod (DZM) I'll tell you that firearms in DZM spawned with mags nearby. Like one AKM and 1 - 5 mags nearby that AKM. Player wants to recreate the same stuff in current DayZSA and asked for the help about how can he do it. (He'd expected that's DZSA loot spawn system is the same like it was in DZM). Actually it's not cares will mag be attached or deattached (it's the matter of spawn behavior and taste of server's admin). I think that's an interesting idea for implantation and at the base base it can be extended. For example not simply spawn the mags in a pile around firearm but also some ammunition and let player charge the mags. Or even try to change logic to randomization of item behavior like in one spawn you may find AKM with 2 mags, on next spawn AKM with several ammo piles and so on and on. I hope that you can understand what do I mean 🙂
  9. Sid Debian

    Resources

    Also use ingame sources: DayZ\dta\scripts.pbo - huge code base with examples
  10. Sid Debian

    Anyway to make weapons spawn with magazines around them?

    I think there's only one approach it's called 'direct'. Basic loot spawn system is not considering spawn 'loot stack'. You need to create custom mod (or server mod) that shall override the loot spawn mechanics. Also you need to explore EntityAI.c that file contains methods for checking item for example EntityAI.IsWeapon(), then you may cast EntityAI -> WeaponBase and check does it has magazine(s) and create function for spawn mags near the object, but also don't forget that we have 3 different logic of firearms in the game: 1. Firearm with Mag (AR15s, AUGs, AKs..) 2. Firearm with Internal Mag (SKS, Mosin91/30, Winchester 70...) 3. Revolvers (has multiple barrels (based on game logic), each barrel has 1 chamber for cartridge) and double barrel shotguns. So for 2nd and 3rd cases you can spawn nearby the ammo stacks or ammo packs. But as I said b4 current loot spawn system not allowing to preset spawn of pile (2 or more items) on the same spot.
  11. Sid Debian

    Ambient Music Custom Map

    Search for DynamicMusicManager_Livonia, that's can be used as the base. All that new ambient attachet to the DynamicMusicManager class. More detailed I couldn't tell you coz removed dz and don't working with it anymore.
  12. Sid Debian

    Extracting PBOs

    They way how you want. On my way I prefer PBO Manager v1.4 an old (using sine 2010 year) but still useful program with fine GUI, what's BI was not able to do even in 2024 year.
  13. Sid Debian

    Need Help with Weapon and Armor mods.

    You know, the main issue of all mods is copying the classes and classnames. That's causing conflicts for the game. I think that's the case why your server is fail to start. Explore the logs to find why and what causing your server to crash.
  14. Sid Debian

    Dayz

    No man, just a filters for containing words. Nothing special actually, need only sequence on several letters to find is ut swearing or not. And it's made so dümb because of word it's self. Word is only amount of letters but meaning of the word that's the real case. But it requires another human for filtering or at least not ìdïotíc AI that's can spot meaning and not only letters but that means spending money but BI right now can mílkïng players and nothing more.
  15. Sid Debian

    Dayz Local Mod Loading on a Dedicated Server

    Again it's steam workshop id. If you have running steam client omega manager established connection to the steam client and request downloading of mod throw steam client library. So yeah that app shouldn't update the meta.cpp, coz it will be auto updated by steam itself. Waste some of your time and find how Steam performing update of mods and etc. you'll find many interesting information. Ut that idea shall visit your head quite long time ago.
  16. Sid Debian

    Dayz Local Mod Loading on a Dedicated Server

    Dig and find or don't dig and suffer. Now the reality that's hidden because you can not use simple notepad. Go to addon folder and you'll find 2 files: meta.cpp and mod.cpp Meta.cpp - steam file that contains basic information from Steam about Workshop item such as: 1. Protocol -> idk what's that 2. PublishedID -> Workshop ID of addon 3. Name -> Workshop name of addon 4. Timestamp -> Timestamp of last addon update. Mod.cpp - file for DayZ game and server, contains next fields: 1. Name -> name of addon ingame menu & default DZ Launcher. 2. Picture & logo -> icons for ingame menu (just in case if it's not defined in main addon file 3. Logosmall -> ... 4. Logoover -> ... 5. Tooltip -> for hinds in main menu of game 6. Overview -> short info about addon, used in main menu. 7. Action -> URL for web browser. 8. Author -> Name of creator 9. AuthorID -> SteamID64 of creator/owner of addon 10. Version -> useless string about whole version of addon.
  17. Sid Debian

    Dayz Local Mod Loading on a Dedicated Server

    Depends on type of mod you have 2 possible cases. Case 1: "-mod=@My Awesome Mod1;@My Awesome Mod...;@My Awesome ModX" Case 2: "-servermod=@My Awesome Mod1;@My Awesome Mod...;@My Awesome ModX" Each case has 2 sub-cases: Case A: "-mod=@My Awesome Mod1" <- mod shall be stored inside DayZ server folder aka same folder like DayZServer_x64.exe Case B: "-mod=C:\...\@My Awesome Mod1" <- any location on the drives of the system. So based on both approaches and possible combinations of it you can load mods to your server. However if your mod(s) using configurations only (no GUI tasks) it might be loaded as server-side mod and that will not required the client has that mod installed. Other case if your mod using GUI (idk crafting recipes, strings overrides and other stuff) you shall load mod as decency in -mod section (and server will requred the connecting user to have that mod). Have fun.
  18. Sid Debian

    Dayz

  19. Sid Debian

    Dayz

    Call it simply - game became to the milking stuff and abandoned product. I don't know, while were 1.12 patch I thought that's DZ will grow up and forward, but already 1.26 nothing interesting appeared only bags, bugs and removed items. I can purely say that's I wasted my money on useless game and that's why I will not bought any addon for DZ same as any new game by bohemia. I better safe my money for something more useful then supporting abandoned in future products...
  20. Also try to reach the CFtools discord and talk with 'em about that case. For the future, count of d@mmie$ in admins will not go down so many ïdïots will use that c®@p on their servers.
  21. So what's a problem, the same crp with infiSTAR, you can be banned there without any warning and will not able to join the servers where using infiSTAR BRC (analog if DaRT), if it's A3 the infiSTAR admin panel it has system in library that's checking infiSTAR Ban list and auto bans on player connection. Based on answers about how awesome BE and BI actions for solving cheaters problem on official servers - BI and BE will done nothing with that. Search for server's that's don't use bad software for bad administration.
  22. Sid Debian

    Spawnabletypes Inheritance Question

    1st you can't. Logic of that system is simple, you're working NOT with Name of the Object, BUT WOTHT THE CLASSNAME OF THE OBJECT. That means if you don't made your own class of VehicleHatchback02Christmas - you will not able to use that name in the spawnabletypes. But you can solve it by modification of configs and creating of own class (it's required the addon for clients and your server), don't give up it's the same stuff that onlyeans that it shall be onstalled at client and server also. Also I shall point you that spawnabletypes shall be unique (no duplicates), because in other case your new instances of class will override previous definition of the class (inside spawnabletypes). Have fun.
  23. У тебя должно юыть понимание 3х вещей: 1. ДЗ есть дойка. Ты платишь деньги за продукт, который находится в состоянии бета. Игра игнорируется разрабочками конкретно тк всё что мы видим - обход лицензий самой Армы (красивай пример Лимония (enoch, карта из Арма 3 дополнения Contact и Сахал (за основу взята карта Таноа и просто менены декорации, механики по большей степени криво взяты с Намальска). 2. Доход богемии основан на дойке ДЗ (согласно их открытым финотчётам). 3. Лимония, которая теперь часть игры позиционируется как что-то отдельное от самой игры, при этом стоимость игры подлетела за счёт стоимости самой Лимонии. Если тебя устраивает дойка - пускайся во все тяжкие, заведи новый аккаунт и запрлати за "Cool Edition", чтобы тебя ещё раз отдоили и далее играй на офиц серверах, чтобы в ближайшем будущем вновь быть отдоиным по кругу. Если тебе не очень нравится дойка от богемии - не трать время на этот глупый форум и чеши на сайт батлая, пиши им обращение и тж и тп, возможно они разберутся и анулируют твои 2 бана (да, в ДЗ тебе выжаётся 2 бана за 1н раз: 1й в батлае, 2й в вак (стим) бан. Приятного понимания и игры!
  24. Sid Debian

    How Toxic Gas Dynamic Zone works?

    That's the basement case. Idea is simple: you will be moved to the safe area ONLY if containment area is live on current your's location, and not for first 0.1 - 5 minutes, BUT if containment are just started it's your trouble how shall you leave that area and supposed to be that's you shall get out from there somehow. If you'll just leave the server while contamination are event is live - you can get 2 possible cases: Case 1: you'll spawn on the same place and no one cares how will you leave the place. Case 2: you'll be spawned on the coast as new character. I guess that's all about it...
  25. Sid Debian

    My game version is not updating Steam

    Do you know such simple word - "patience". Don't hurry, that could be some issues related to publishing of update or something. Don't hurry.
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