Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
-
Content Count
38 -
Joined
-
Last visited
Everything posted by Mizev
-
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. :(((
-
I solved this problem only with IDA Pro.
-
This caused big problems on my server. I had to solve it in a non-standard way.
-
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.
-
Thank you! Now I understand how it works!
-
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.
-
This scripting language is no longer supported in the game.
-
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.
-
This works for the client, but you will have to disable the verifySignatures = 0 option on the server;
-
This works for the server. Remove Scripts.pbo is not necessary.
-
Why would I use that?
-
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()); } } }
-
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 );
-
vk.com/headhunterzru
-
I only know the project where it works.
-
I just saw the server where it works.
-
You mean this? https://pp.userapi.com/c846321/v846321976/1040de/48VUr1sNQ4I.jpg
-
I wanted to make a mod like Hunger games. I needed the players to be immortal in the beginning. Until the games begin. There was a good feature for this, easy to use. Now I have to come up with some complex designs and at least some way out. Instead of one line of code, you now need a few dozen lines of code. And it won't give that power to the function. Я хотел сделать мод типа Голодных игр. Мне нужно было чтобы в начале игроки были бессмертны. Пока не начнутся игры. Была хорошая функция для этого, простая в использовании. Теперь мне надо придумать какие-то сложные конструкции и хоть какой то выход. Вместо одной строки кода, теперь нужно несколько десяток строк кода. И то это не даст той мощности функции.
-
I think it is disrespectful on the part of the developers of the game to the modders. Function SetAllowDamage locked for multiplayer, although the 0.62 patch it still works. In fact, we were banned from creating certain categories of game mods. It's censorship modding! I also noticed some limitations compared to patches 0.60-0.62 and the old scripting language.
-
I'm trying to assign an array element of type parameter: array<Param> ListZone = new array<Param>; Param2<vector,int> m_Zone; m_Zone = new Param2<vector, int>("3000 0 9000", 15); Print(m_Zone); ListZone.Insert(m_Zone); Print(ListZone.Get(0)); In the log: Param2<vector,int><94fb7990> NULL What am I doing wrong? p.s. sorry about my English.
-
I gave a simplified listing of the script. 1. The problem was different. I initialized the global variable in the wrong place. 2. As Jacob_Mango suggested, it is important to do so: ref array<ref Param> ListZone = new array<ref Param>;
-
The problem is solved!
-
I work a few hours trying different ways, but it didn't work.
-
Passed one week. Version 0.59 and is not present! No test servers. No comments developers. One gets the impression that the project was thrown in the trash.