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Everything posted by Mingus
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Hi, I'm in the process of setting up a vanilla DayZ mod server on an unmanaged VPS that I rent. The server is up and running and everything seems to be working alright, except for one thing. No vehicles are spawning/spawned. Now, I'm certainly not a professional at this so if I'm on the wrong track here please tell me. I'm wondering if when the database was created I did something wrong. What I did was make a database called 'dayzhivemind', loaded each of the 1.8.6.1 SQL scripts, and ran them. Some gave warnings about the @ symbol, which I guess is why I think I did something wrong. Are there any more comprehensive guides on database creation? Am I supposed to be editting the SQL scripts before running them? Am I even on the right track?
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Hmm.... Sometimes Steam has issues with running a server and a client on the same box. This is something I haven't been able to do yet, and I think that it is the problem that you are facing.
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Great video Kerbo! The Lee is a beast of a gun.
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IP:66.150.121.207 FINALdayZsurvivor.net Hello, My name is Cyril. I'm the admin of the FINALdayZ Vanilla Chernarus server. Our goal is to provide a top quality vanilla DayZ mod server in which players can learn to love the mod and meet new friends. It is my belief that DayZ is as it should be. Survival is a challenge. Whether that means finding a water bottle, crafting a splint, or choosing to meet another player. That feeling of risk is what makes DayZ special. The server is set up as follows: 99.9% Vanilla code - side chat enabled GMT-8 timezoneFull day/night systemCrosshairs OFFMap Waypoints OFFNo AINo MissionsVanilla ZombiesApproximately 55 Vehicles The server has been hosted in New York City since July 2014 and benefits from a high quality internet connection. This connection allows players from as far away as Australia or Japan to successfully play the game with <300 pings. If you are looking for a friendly community where you can learn the mod, or a stable server where your group can play, I welcome you to come join us. FINALdayZ Vanilla Chernarus (1.8.6.1) - Cyril
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Side chat is now off. We've gone full vanilla :) Edit: After massive community response side chat has returned!
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DayZMod Dev-47fb212 - PreRelease of V-1.8.7
Mingus replied to r4z0r49's topic in Mod Announcements & Info
This looks great! The Z's are smarter and the loot system seems really nice. Excellent job and thank you! -
DayZMod Dev-47fb212 - PreRelease of V-1.8.7
Mingus replied to r4z0r49's topic in Mod Announcements & Info
Played for a few min this evening... There were quite a few heli crashes - about 11. At first they were not spawning Z's, but it seemed to get sorted out after I visited a few crashes.Z pathing seems to be great.Dev tools are enabled and makes my life very easy :) -
Removing the conversion of sheet metal into nails.
Mingus replied to Silaros's topic in DayZ Mod Suggestions
That makes sense, I had no idea that metal bases were in the works. -
Removing the conversion of sheet metal into nails.
Mingus replied to Silaros's topic in DayZ Mod Suggestions
As a player I would never go looking for individual nails to use while building. They may be useful for storage upgrades but when it comes to building fences/gates there's no reason why I would not go to train cars and pick up metal sheets. Is there a tool requirement for this conversion? It seems to me like it would be something that would be fairly difficult to actually do. -
Beautiful morning in Chernarus to do some fishing and vehicle hunting. Cheers survivors!
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Dayzmod + bots patrols on a local server?
Mingus replied to Bushmills's topic in DayZ Mod General Discussion
The crossbow files are part of the client mod. The server needs to be running both "@Dayz" (client mod) and @Hive. Maybe this will get you to the next stage? :) -
Is there a tool available that can be used to kick all of the players from a server prior to restart? Ideally it would be able to be triggered via BEC (or a batch triggered from BEC). After a lot of research there have only been a few methods that worked in the past. Some people talk of a whitelist BEC toggle (#whitelist on) but that doesn't work. The most promising is rcon_kicker by nanomo. After building the most recent github version it is throwing errors that are beyond my very limited C++ skill. This program seems to be included in pyBEscanner as well, but the same errors are being encountered. Does anyone have a solution to this problem? I would like to be able to kick any players prior to server restart.
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If it were me I'd definitely try a different ethernet cable and also a different jack on the router.
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To make sure that each players info is written to the DB prior to killing the server.
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The pMain procedure should be running by default, triggered by a timed function called 3h restarts or something like that, I had an issue similar to this and found that the problem was that MySQL event scheduler was not running by default, and therefore the trigger was not enabled and was not running the pMain procedure. You can turn this on and off from MySQL workbench, fyi.
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Seems like this is the change to fix the issue. Better off joining the slack group probably.... https://github.com/DayZMod/DayZ/commit/0a742ce852fcc8246cf87b5c5d97218a175a88d7
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To accomplish this I editted BattleNET in C++ to include some code from rcon_kicker. It works wonderfully. If anyone would like a copy PM me.
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Most of the changes that you are talking about happen in the SQF files and not in the database. The database is like... a big save file. Scripts are developed and released in small little packages, typically with tutorials on how to install them. Installing a few can be fun, but installing a lot can be a pain as a server owner. There is nothing that guarantees that all these scripts play well together :) Spawn selection and walking zombies would be script edits. Base building may have been a separate mod (Epoch perhaps), or it may have been vanilla. They both have base building, though Epoch's is more robust at this point. Epoch would be considered a completely different mod, it was developed from an older version of DayZ (I think). In that case you would need to find scripts that are Epoch specific. Good luck!
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The DayZ mod that you get from steam is generally referred to as Vanilla. There are some mods that are a branch of earlier versions of DayZ, epoch and overwatch come to mind. If you load up vanilla DayZ and try to join one of these other servers I think you will see a message like the one you have displayed.
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There's lots to learn! If you have any questions or problems drop a message and we'll see if we can get you sorted. Good luck!
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Vanilla DayZ mod for Arma 2 would be my recommendation. It probably does not have the most players, but you should be able to find an active server. I would recommend it because in my opinion it is the hardest and most involved version of DayZ. Also, Arma 2 goes on sale for about $7. If that doesn't work for you there are plenty of other mods for Arma 2 that you can try, at no further cost. Standalone may be OK, I've never played it. I was in your position and someone said that I should try the mod. Never looked back.
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Dayz Launcher: http://dayzlauncher.com/
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trying to get back into the mod after being away - several issues
Mingus replied to zombieland78's topic in DayZ Mod Troubleshooting
DayZ launcher and commander use different names for the mod folders. If I were you I would start to download the mods you already have and check to see what folder name it is looking for. Specifically I would be looking to see when they were created. Then stop the download and rename your folder from commander. That should get you up and running, assuming that the most recent version of the mod is supported in commander (which isn't always the case). As for a panthera server, I can't speak much about that. Edit: I a word. -
That is an interesting approach! Thank you, it seems like this is very doable. I think I will try to do basically the same thing, but instead of having 50 jobs I'll have one batch file that will run all of the kicks through BattleNET rcon. Cheers!
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Thank you for your reply kichilron. While the bat I mentioned above will manually run pMain it is cumbersome and the database isn't really working as it was intended. After some sleuthing work I discovered the event_scheduler table which indicated that the 3h updates event was not triggering successfully. All of the other events had recent timestamps (likely from pMain being manually triggered) except for the 3hRespawns line, which looked to be the event that triggered pMain from within the database. Long story short - MySQL seems to have the event scheduler function disabled by default. A quick change in Workbench, and a restart, and everything was working as intended. Thanks for the help!