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Everything posted by BCBasher
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Can we please get the server files on steam updated to the game client version please, they're kinda useless one version behind. And add the fucking helicopter you promised.
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Whoops.
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It doesn't work like that, I can be on a server with one other person and he'll find me a shoot me in the face for no reason every time.
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The dynamics zones are this block in events.xml, mine are at 15 instead of 3, just set the <active>1<active> to 0 to turn them off completely. <event name="StaticContaminatedArea"> <nominal>15</nominal> <min>0</min> <max>0</max> <lifetime>2100</lifetime> <restock>0</restock> <saferadius>0</saferadius> <distanceradius>120</distanceradius> <cleanupradius>0</cleanupradius> <flags deletable="1" init_random="1" remove_damaged="0"/> <position>fixed</position> <limit>parent</limit> <active>1</active> <children> <child lootmax="0" lootmin="0" max="4" min="2" type="ContaminatedArea_Dynamic"/> </children> </event> The static ones or at least the toxic fog part are in the cfgeffectarea.json but the NBC zombie spawns and contaminated zone loot are handled elsewhere and will still spawn if you remove the fog.
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"Dayz was a tech demo for a tech demo of Arma 4" I knew the DayZ engine replacement was a crowdsourced tech testbed for ArmA4 but never saw another early access cashgrab like reforger coming.
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My steam account got hacked and, I received a VAC bann or in game bann due to this.
BCBasher replied to JoFo LoCz's topic in Troubleshooting
Well good luck with that... ¯\_(ツ)_/¯ -
My steam account got hacked and, I received a VAC bann or in game bann due to this.
BCBasher replied to JoFo LoCz's topic in Troubleshooting
You're going to get absolutely zero help for a steam ban here. This is a software company who sells their product through steam, they don't manage or even have access to your steam account. -
You're missing the } at the end I think? This kind of code goes screwy if you don't close brackets. Try like this? { //Start bot mission module BotGroupMissionC1(); BotGroupMissionC2(); BotGroupMissionC3(); BotGroupMissionC4(); BotGroupMissionNWA(); BotGroupMissionPav(); BotGroupMissionZel(); BotGroupMissionKab(); BotGroupMissionTroick(); BotGroupMissionTisy(); }
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I was told there'd be helicopters, not impressed. Not surprised either at this point.
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So I'm trying to get a PvE experience out of this engine eventually. I've been messing around on my own lan server driving around with impunity parking my ride and setting up tents wherever I want, no other player to take my stuff. Has anyone seen infected retrace your steps like it smells you (I think mapped your sound data) like it kind of knows you were there and is checking it out? 99% of the time they seem slow to react and or all or nothing agro on your exact location. I've encounter two or three lone ones wander in some time after I'd killed all the visible ones and ones who agroed on noise near the edge of a spawn zone. I do my looting routine and get back in my truck where I'm safe and I believe less visible to AI, I check my IRL texts or sort ammo in the truck, go for a smoke 5-10 minutes after shooting and looting. I see a lone infected wander in not agroed but retrace my steps to varying degrees it seems. The best one was and army one who wandered in from the left walked into the long barracks that was my last stop before getting in my truck, came back out and wandered to where I spawned in, seemed to go back to normal random wander at that point. Do they have some higher level search/sensory functions that just don't show up in large groups or for some other reason, most of the time I can kill half them in a town or base running them over before their AI even "wakes up"?
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I can figure out the rest but what does the -1 mean in the quantmin/quantmax columns and what does cost do? <type name="HikingBoots_Black"> <nominal>35</nominal> <lifetime>5600</lifetime> <restock>0</restock> <min>15</min> <quantmin>-1</quantmin> <quantmax>-1</quantmax> <cost>100</cost> <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0"/> <category name="clothes"/> <tag name="floor"/> <usage name="Town"/> <usage name="Village"/>
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I gave it break for a year and half, came back to the news "it's a finished game", it isn't. Not announcing my departure but sure making it a point of mentioning how pissed I am at the marketing lies. The new engine problems are BS, the new engine was in when I took my break and it seems more fucked now than then?
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If you have a newish computer and 12g of ram or more you can run both on one machine, you can also run a 1 player server on pretty much any old junk laptop or tower if you have a disused one lying around, I'm doing it on a 4 core laptop with 8g and still getting 500 server fps with more infected per spawn zone and 80 complete cars.
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Thank you, I think you answered a half dozen other questions I had in that link too. Coincidentally my server crashed overnight and after a bit longer than normal start up it did a self restore. To be perfectly clear, I'm not really trying to force anything, I just successfully got the answer(s) I was trying to get by asking in the right places for a week or two.
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It's a non issue for me at this point, you said in another post this morning it's 30 seconds so I looked in my backup folder and it's only backing up every 30 minutes if players are connected apparently. You work for the company, you tell me how it it gets no more that 30 seconds lost when it's only making backups every 30 minutes? I've asked two or three times in EXP to get an explanation on why it's 12 half-hour segments instead of 2 five minute ones or a maybe give us a line in serverDZ.cfg to tune the interval ourselves.
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My server is in my house and haven't felt a need to crash the last two patches to prove a point about timestamps I can see. I look in the storage backup folder and the timestamps on the backups are still at 30 minute intervals not 30 seconds like you said in another post. That kind of means if you crash 29 minutes after a backup you're loosing about ah half hour, I can't for the life of me understand why it needs 12 roll back points as far back as 6 hours either?
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I'm currently creating a "lightweight" zombie spawn mod to spice things up in Chernarus. Let me know what you think.
BCBasher replied to repzaj1234's topic in General Discussion
Yeah the one that's not a .pbo but has the same name, just a hunch because addon builder wouldn't overwrite a .pbo and just gave a vague error. I'm guessing the DSeditor might have the same problem? I'm working on something similar although I'll probably never finish anything worth sharing so the signature is a non issue for me at this point. I just noticed the tools don't like overwriting stuff, if there's and existing file you're replacing, rename or deleting it might be worth a try. -
A workaround is being tried on PC, you can still loose a half hour or more worst case but better than nothing at this point.
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I'm currently creating a "lightweight" zombie spawn mod to spice things up in Chernarus. Let me know what you think.
BCBasher replied to repzaj1234's topic in General Discussion
Not sure if you deleted the original signature file first? I haven't tried resigning but had a heck of a time getting .pbos repacked until I figured out the utilities won't overwrite a file with the same name. -
Take the "game" on Judge Judy? Read your EULA you paid to borrow the pixels on your screen from BI and all other game makers just so that exact argument doesn't somehow end up in court ever. You can't let people find ways to justify a duping glitch tor regain virtual losses or there's no limit you how certain people will find ways to justify how they were "wronged".
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I used DayZ tools to unpack the game, not actually sure how I did it honestly but it worked. I found what I wanted to start changing /DZ/AI/config.cpp I'm modding the game to be 1-2 player solo/co-op so I want less dense infected but spawning out to greater distance, I want them to be more sensitive to sound especially and search much longer if they alert so in cities on military bases loud gunfights will have them keep migrating towards the disturbance with unpredictable direction and timing, I hope. The edits shouldn't be a big deal but stuff I did with ArmA2/3 was all in the mission script or separate .cpp and .sqf files, never bothered unpacking and repacking .pbo files. Anyways it came apart exactly how I expected but I was just hunting and packing to figure that part out and so excited when I was seeing all exact stuff I was looking for and more I don't even remember how, absolutely lost on how to put it back together after I make my edits. Searching google and here came up with older stuff using ArmA tools but I'd prefer to use the DayZ tools and notepad++ if possible, not a lot of documentation floating around yet.
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Feeling like a bit of a dummy, addon builder won't overwrite... Started deleting the original or saving my replacement elsewhere. Shot the first group from the roof of the car then moved to the store and hid for a bit, they kept wandering in over the course of ten to fifteen minutes. If they hear a shot out to 350-400m they will keep wandering slowly until the make it to the source. They hear footsteps out to 150m and get curious, I limited their stamina so they spread out searching and you can out run them for a bit but if you can't find cover or run out of ammo they would overwhelm you.
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Got busy with other things but the bit I've played around gave me more questions than answers. Why are they set up with a stamina drain of 5 and a regen of 10, they never run out of stamina as they're set up now? With a drain of 10 and regen at 2.5 they charge, then fall behind and having their sound range turned up if you stay in a spot shooting they just keep wandering in around corners and if you try and leave you find yourself slowly surrounded and get a trail following you. I have their target memory on attraction turned up to 10 minutes so they keep wandering from quite a distance spreading the wave out instead of having every one in a small bubble run right to you then nothing in the bubble. For some reason I could pack AI.pbo easy with the addon builder, ended up trying PBO manger for ArmA3 to unpack and edit zombie_teritiories.xml in worlds_chenbarusplus_AI.pbo because I was getting errors with addon builder. Working towards bigger quantities for mini hordes that build organically as one player or a small group shot their way through a town.
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Figured it out, just needed to doctor AI.pbo in the addons folder to start tweaking most of the things I wanted changed repack it with addon builder. For now I'll just doctor my whole game I'm sure I could figure out the mod system now if I cared. I gave them a much longer hearing range and memory of their target before they go back to idle wandering. I also enabled stamina on the infected, they were currently set up to regen stamina faster than they burn it, not sure if that was intention to test something or a mistake. I'm going with 4:1 stamina use/regen and I get them to start showing up a few at a time , then a few more, so on. If you shoot and keep moving you can get away or thin them out but if you stop or get cornered you can get overwhelmed.