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Tit4nNL

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About Tit4nNL

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    On the Coast
  1. Tit4nNL

    Experimental Update 1.04.151974

    Is your control key broken? If you hold control and click on items in your inventory they drop to the ground, which is expected behaviour. Do you have a controller plugged in or any macro from software like Logitech game software that might be using control(CTRL) in any way.
  2. Hey peeps, been messing with serve files a bit, and got a bit stuck on something. There is a few lines of code by default but also in a lot of examples I have seen that is override PlayerBase CreateCharacter(PlayerIdentity identity, vector pos, ParamsReadContext ctx, string characterName) { Entity playerEnt = GetGame().CreatePlayer(identity, characterName, pos, 0, "NONE"); Class.CastTo(m_player, playerEnt); GetGame().SelectPlayer(identity, m_player); return m_player; This makes it so the character model is random each time after you die. For example: You spawn random character You die You exit the game You boot up the game You select character Lewis in menu You spawn as character Lewis You die You hit respawn(So you don't exit the game) You spawn random character What I did, is simply comment out that whole part (or remove it) What happens now is: You spawn random character You die You exit the game You boot up the game You select character Lewis in menu You spawn as character Lewis You die You hit respawn(So you don't exit the game) You spawn as character Lewis The key difference here, is that even after I died, I spawned as character Lewis, because I selected him in the menu before joining the server. Now the issue is that as long as I never close the game (server doesn't matter), I will always spawn as Lewis. The only thing that stops me from spawning as Lewis, is if I have closed my DayZ session and rebooted it. If I change my character model in the menu, and respawn, I will always respawn as that character, again, until I close the game down. TL;DR: The game doesn't seem to save your selected character model when you close down the game, only for your current session. So one way I was looking for to fix this, is to start up the game with a launch parameter, so that instead of having to go to the char menu every time, I could simply make the game set it itself with a launch parameter. The same works with your character name with -name= and I was hoping if anyone knew of a way to do that to the character model or even the whole preset(model+clothing). Keep in mind though, I don't want to set a specific model for everyone on the server, I want the server to still treat all clients the same as an un-modded server(apart from the code being commented out). Or if anyone knows of any other way to somehow save the character preset selection I'll be glad to hear it.
  3. This has been happening to me too. Definitely not an isolated issue.
  4. Tit4nNL

    Experimental Branch: 0.53 Discussion

    Yes, used it multiple times to get a shotgun and a mosin up to roofs in the last 5 versions or so:)
  5. Tit4nNL

    Campfire overhaul suggestion thing

    When you say it like that it almost sounds weird. It almost makes it sound like 'Oh well it's just a fireplaace calm your tits' and obviously that is true:P But, I think that one of the key survival aspects is indeed fire so it would be nice to flesh it out a 'bit'. Even if it looks like a lot of shit, in the end, it's only a few timers and simple calculations which ould make a world of difference
  6. Introduction So, a day or so ago I saw a post on Reddit suggesting the usage of a flare to light a campfire and I wanted to reply to him saying that I also had the idea to put something like that in the game but never really did anything with it, but I scrapped that reply and decided to make my own post with fleshed out details about how I feel campfires could be a little more challenging. I got a reply from a dude asking me if I posted this on the forums yet and I realized that I did indeed read something about the devs moving away from reddit so I created a forum account and so here we go. ;) The basics Now, the idea I originally had was to have a survivalists way of making a fire, matches and a flare. I had the idea that doing it: - the Bear Grylls style using a bowdrill would be the hardest way to light a fire with the lowest chance of success but easiest to the obtain the tool(sticks), - the matches to be moderately hard with a medium chance of success to light a fire and moderatly hard to find - the flare to be the easiest way to light a fire with almost a 100% chance of success but the hardest to find But I realized this was far too simple. It was just plain and boring and didn't really provide any sort of authenticity either. So I came up with this scheme https://dl.dropboxusercontent.com/u/20897007/Untitled-2.png The link above leads to it, but preferably don't look at it yet. It's probably a bit overwhelming anyway. The idea So what I basically decided that you would need to make a fire was a Tool, Kindle and Fuel. Also the use of 'Extras' to improve burn time or ignition chance. To make it a bit easier I put links to images for all the items so everyone understand a bit better with what I mean with some items. Tools: Flare - in game Matches - in game Flint + Knife - any tool in game used similar to knife Bowdrill - http://backyardwilds.com/wp-content/uploads/2011/03/BowDrill.png Magnifier - http://freedesignfile.com/upload/2012/10/Magnifier-4.jpg Kindle: Book - in game Grass - http://jessgibbsphotography.com/wp-content/uploads/2009/11/purple_flowers_grow_in_long_dry_grass_beside_river.jpg?236d10 Leaves - http://www.ilankelman.org/themes2/autumn6.jpg Paper - in game Twigs - http://johnmichaelkorpal.com/wp-content/uploads/2011/06/pile-of-twigs-06-07-111.jpg Rag - in game Extras: Gasoline - in game(maybe smaller amounts though) Firelighters - http://www.caterwarehouse.co.za/image/cache/data/BLITZ-500x500.jpg Magnesium powder - http://i00.i.aliimg.com/photo/v0/533790856/Passivation_magnesium_powder.jpg Charcoal tabs - in game Fuel: Forest logs(that you chop from trees) - in game Firewood(the ones near houses that is 'pre dried') - https://thesmellofgunsmoke.files.wordpress.com/2014/10/three-cords-of-wood.jpg Sticks - in game Briquettes - http://www.fintrim.co.uk/media/catalog/product/cache/1/image/5e06319eda06f020e43594a9c230972d/b/r/briquettes_1.jpg The idea was to have all items be either dry or damp to make fire with and that above damp(wet/soaked) it woul be unusable. The items being damp would have a serious penalty for success chance of lighting a fire over dry items so the player would have to find ways to keep or make items dry. Now https://dl.dropboxusercontent.com/u/20897007/Project2.pngis a very basic image of a ui concept I just cooked up in a minute or two to show you what it might actually look like ingame. The red is the burn time indicator. All items automatically get sorted into their respective slots ie kindle goes into kindle when added to the fire etc. Now I advice you to read the "example" at the bottom of the first image I linked(or click here->) https://dl.dropboxusercontent.com/u/20897007/Untitled-2.png The yellow boxes are a quick explenation of what each column is on the left. On the right of the yellow boxes is a very basic timeline which makes it a bit easier to understand what is actually happening in the "example". Thank you for your time notes: I absolutely realize that some of the end results might be a bit unbalanced but that is simply because I didn't take the time yet to calculate each and every single combination of items. :thumbsup:
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