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19 NeutralAbout Mizev
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I solved this problem only with IDA Pro.
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This caused big problems on my server. I had to solve it in a non-standard way.
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Why did you disabled the function "OpenFile"? Is this a temporary measure or forever? My server's mod was based on reading many arrays from files. Now I have to redo everything. :(((
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Thank you! Now I understand how it works!
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Да твой пример будет работать нормально. Дело не в этом. Я не хочу полностью переопределять OnRPC, а оставить классическую + добавить что-то свое. И вот тут начинается проблема. Если мы создадим класс modded class PlayerBase и добавим в нем стандартную функцию OnRPC(..., то два класса class PlayerBase и modded class PlayerBase не будут корректно как бы работать. modded class PlayerBase не видит остальные функции class PlayerBase, которые я не модифицирую. Я бы хотел добиться нечто похожего как с классами CustomMission и MissionServer.
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In creating my mod, I need to redefine the standard feature. modded class PlayerBase { override void OnRPC(PlayerIdentity sender, int rpc_type, ParamsReadContext ctx) {................ For the experiment, I first took a fully standard function from OnRPC. But this led to the crash of the game client. Then I began to remove some of the string functions until the only thing left: modded class PlayerBase { override void OnRPC(PlayerIdentity sender, int rpc_type, ParamsReadContext ctx) { super.OnRPC(sender, rpc_type, ctx); switch(rpc_type) { case ERPCs.RPC_SYNC_DISPLAY_STATUS: if( GetDisplayStatus() ) { //GetDisplayStatus().OnRPC(ctx); } break; } } } This does not result in a game client error. If you uncomment a line: //GetDisplayStatus().OnRPC(ctx); Then the game client crash happens again. Can someone tell me what I did wrong? p.s. Sorry about my English.
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This scripting language is no longer supported in the game.
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This works for the client, but you will have to disable the verifySignatures = 0 option on the server;
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This works for the server. Remove Scripts.pbo is not necessary.
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Why would I use that?
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You may not know, but you can debinarize scripts.pbo and create a scripts folder in the root of the game. To do this, you will need tools: PBO Manager or ExtractPbo Now the server will execute scripts not from ..dta\scripts.pbo, and direct from the scripts folder. So you can easily change the server scripts.
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It's complicated. There is a simpler method. Add the script to a file: ..\DayZServer\mpmissions\dayzOffline.chernarusplus\init.c override void OnInit() { GetGame().GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(NumPLayersOnServer, 30000, true); // 30 seconds } void NumPLayersOnServer() { ref array<Man> players = new array<Man>; GetGame().GetPlayers( players ); int numPlayers = players.Count(); for ( int i = 0; i < players.Count(); ++i ) { Man player = players.Get(i); if( player ) { string messPlayers = "Players on the server: " + numPlayers.ToString(); Param1<string> m_MessageParam = new Param1<string>(messPlayers); GetGame().RPCSingleParam(player, ERPCs.RPC_USER_ACTION_MESSAGE, m_MessageParam, true, player.GetIdentity()); } } }
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Better so: vector pos = player.GetPosition(); float distance = vector.Distance( safezone_center, pos ); if (distance <= radius) {... and it is not working. Disabled in patch 0.63: player.SetAllowDamage( false );
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vk.com/headhunterzru
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I only know the project where it works.