lbmaster
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Helicopter Hunter
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www.dieballerbude.de
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I pretty sure they are spawning. You said you flew around and checked. Did you consider that you have a Network Bubble of ~1km and this also applies to helicrashes. You have to be in range of the helicrash with your player. You could try to set the nominal to 100, ajust the max values too and wait a bit. You should see them popping up pretty quickly.
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Hey, It would be nice to have a parameter for setting the keys folder that should be used. I want to host multiple Server instances with different mods on our Server, but I don't want to download the Server for every instance. I can set the battleye folder, profiles folder, mission, but not the keys folder. Thats the only thing that is missing. Would be nice, if you could add that option. LBmaster
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lbmaster started following Die Ballerbude Custom Mods and more
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Hey, I'm one of the leaders and the main developer of "Die Ballerbude". We are a German Serverteam with mainly players from german speaking countries, but everbody is welcome. Our server was released about 1 Week ago and we already reached a peek of 89 Players. I create custom mods for the server, which already include: - a fully custom Spawn Menu to teamup with you friends faster - a Map with the ability to create squads and upgrade them for more slots - you can add markers on the map and you see your squadmembers, even if they are logged out. - a new base raiding system with no basedestruction. Instead you have to buy c4 to blow up walls - your squadmembers will still be able to destruct any walls - a custom loadingscreen - we modified the Balota airfield and the North-East Airfield for more military loot - and many more features are planned In addition to our mod we have the following mods installed: - Community-Framework, Community-Online-Tools, ZomBerry Admin Tools, BaseBuildingLogs, BuilderItems (Admin Tools) - Trader - you find trader at Green mountain and Devils Castle. Black Market is at the - Code Lock - Better Lock for your Base - OP_BaseItems - More Items for Basebuilding - Cl0ud's Military Gear - Many new clothing types - Mass'sManyItemOverhaul - More clothes and more Guns - MoreGuns - Even more guns - Die Ballerbude Server Pack - Our self modded Server Pack - DayZ-Expansion-Chat - Global chat for more player interaction and much fun - Uaz_Hunter_Beta - at least one car you can drive - GoreZ - Blood, blood, blood Links to all you will need: Website / Forum: https://www.dieballerbude.de Discord: https://discord.gg/byk43dJ Teamspeak: ts.dieballerbude.de DayZ Server: 149.202.87.78:2302 Please use the DZSALauncher to join us See you on our server and good luck surviving. LBmaster
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Hey, I already have scripted many things, but I still not 100% understand, when I have to use the "ref" keyword infront of variables. I understood, that I have to use them infront of arrays, otherwise DayZ gives me an error. Now I'm completly stuck with the following array: ref array<ref Param2<ref array<ref TStringArray>, ref array<ref TStringArray>>> loadouts = new array<ref Param2<ref array<ref TStringArray>, ref array<ref TStringArray>>>(); Looks a bit complicated ^^. I filled the array with variables when I created the object and it gave me the correct count of items in the array, when I checked it, but if I select an item from the loadouts list it returns a null reference and it seems like the "garbage collection" of the DayZ Engine may have deleted my variables. How can I fix this and when do I use those wierd references ? LBmaster
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I don't use the debug mode of the workbench and I did not even know that this exists ^^. I am using notepad++ and try to make as few errors as possible. Not really fun to do things like this, but as far as I heard there is no real alternative and the Workbench is a bit buggy for me.
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You will Not get the PlainId, because this method is called clientside. Only on the Serverside this would work. You have to request your PlainId via RPC when you connect to the Server and store it somewhere. I don't know if this is actually needed, or if this is done somewhere else anyway, but this is the way I got it working. The other solution would be to put this code on the Serverside if it is not necessary on clientside. LG LBmaster
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currently it should be 6 Hours until they despawn
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do you want do disable only the destroy function, or what is your plan ? You have to be a bit more specific
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How to Increase Timer for Destroying Bases
lbmaster replied to Weyland Yutani (DayZ)'s topic in Scripting
You can mod the following class: dta\scripts\4_World\Classes\UserActionsComponent\Actions\Continuous\ActionDestroyPart.c modded class ActionDestroyPartCB { override void CreateActionComponent() { m_ActionData.m_ActionComponent = new CAContinuousTime( 20.0 ); // Sets the time spent to destroy a Basebuilding Part to 20 Seconds } } Good Luck -
You have to look into the following file: DayZServer\dta\scripts\3_Game\tools\JsonfileLoader.c To load a file to an object: // Read from file JsonFileLoader<ref YOUR_CLASS_NAME>.JsonLoadFile( missionFolder + filename + ".json", this ); // Save to file JsonFileLoader<ref YOUR_CLASS_NAME>.JsonSaveFile( missionFolder + filename + ".json", this );
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If you change files only on serverside and have verifySignatures =2 or equalModRequired =1 set in your serverDZ.cfg set, you will get kicked, because the files do not match anymore. You should use a Mod to change values or set verifySignatures to 0 and equalModRequired to 0, but this will allow other players to modify their files and if they want, they can do anything on your server like teleporting, spawning items etc. So you have to create a Mod, load it on the serverside with the -mod parameter and install your key in the keys folder. If you have equalModRequired =1, you have to load the same mod on clientside
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I found this example in the Files: Material matColors = GetGame().GetWorld().GetMaterial("postprocess/glow"); SetMaterialParam(matColors, "Saturation", 0.8); float color[4]; color[0] = 0.5; color[1] = 0.8; color[2] = 0.7; color[3] = 0.6; SetMaterialParam(matColors, "OverlayColor", color); Try to use this method
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Your code should work. Maybe you messed up your Mod-Config or try to replace GetGame().ChatPlayer(1,"hello"); with PlayerBase player = PlayerBase.Cast(GameGame().GetPlayer()); if (player) { player.MessageImportant("hello"); }
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You can go into your MissionGameplay.c and send and RPC Command when MissionGameplay is started. It would look something like this: void MissionGameplay() { GetDayZGame().Event_OnRPC.Insert(OnRPC); } void ~MissionGameplay() { GetDayZGame().Event_OnRPC.Remove(OnRPC); } override void OnMissionStart() { GetGame().RPCSingleParam( NULL, MOD_RPCs.YOUR_RPC_NAME, NULL, true); } void OnRPC(PlayerIdentity sender, Object target, int rpc_type, ParamsReadContext ctx) { if (rpc_type == MOD_RPCs.YOUR_RPC_NAME) { Param3<int, bool, string> recParam; if (ctx.Read(recParam)) { // Handle Client Recieve Data } } } Then in ServerSide you have to do something similar: void MissionServer() { GetDayZGame().Event_OnRPC.Insert(OnRPC); } void ~MissionServer() { GetDayZGame().Event_OnRPC.Remove(OnRPC); } void OnRPC(PlayerIdentity sender, Object target, int rpc_type, ParamsReadContext ctx) { if (rpc_type == MOD_RPCs.YOUR_RPC_NAME) { Param3<int, bool, string> sendParam = new Param3<int, bool, string>(0, false, ""); if (sender) { GetGame().RPCSingleParam( NULL, MOD_RPCs.YOUR_RPC_NAME, sendParam, true, sender); } } }
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You need to create an addons folder inside your Mod folder. Then you put your modded pbo inside of the addons folder. In Publisher you then select your mod folder.