Jacob_Mango
DayZ Modding Support-
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33 GoodAbout Jacob_Mango
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Rank
Scavenger
Contact Methods
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Website URL
http://jacobmango.co/
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Steam
Jacob_Mango
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Twitter
Jacob_MangoR
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Twitch
Jacob_Mango
- YouTube
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Discord
Jacob_Mango#2458
Profile Information
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Gender
Male
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Location
Australia
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Interests
Modding games, programming.
Profile Fields
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Bio
Notable achievements:
* Moderating r/DayZ (2018-present)
Yeah, I'm boring.
Recent Profile Visitors
6736 profile views
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Jacob_Mango started following Greensek
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Jacob_Mango started following ImpulZ
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Jacob_Mango started following Tom_48_97
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Licensed Data Packages Now Available For DayZ Modders
Jacob_Mango replied to Tom_48_97's topic in News & Announcements
This is the second best thing that happened so far in 2019. Thank you for finally updating the licenses ❤️ -
Jacob_Mango started following The DayZ (Unofficial) Modders Discord
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This discord was created by myself, @Arkensor and @DannyDog whom you may recognize from either the DayZ discord server or around these forums as well as on reddit. This discord server has access to some wonderful members of the community and dedicated channels to specific topics. For instance, say you needed help with Mikero's tools and setting up Visitor 3 in DayZ Standalone, you could ask him yourself in the mapping channel or if you get stuck on a scripting issue you could ask one of the many scripters available in the discord such as myself in the scripting channel. The invite to the discord server can be found at this link here: https://discord.gg/NEX27Gx While I have your attention I would like to show you this wiki which has been created by @thurston https://thurston.pw/Main_Page which although is incomplete can help also server as a reference to helping you.
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You can't yet without modifying the exe and to modify the exe would mean to disable battleye and play on servers without battleye. Also modifying the exe is against the EULA.
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This is you MrSisterFister... https://xkcd.com/979/ If you ask for help and then figure something out, maybe I don't know, uh, share that knowledge? if you won't, then don't bother asking for help. Gave you the benefit of the doubt, you could've gone to sleep, who knows. But it's now been over 24 hours and you have not shared any information. For those that still want to know, you would have to have to override the 'OnClientRespawnEvent' function in missionServer.c and just use 'GetGame().ObjectDelete( player )' where player is one of the parameters of the overridden function.
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ref array<ref Param> ListZone = new array<ref Param>; ref 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)); This should work.
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Make sure missions send over from the server to the client and can be run on both client and server similar to ARMA. Right now, only missions work on server and the client always runs the gameplay mission. The only current way to override that is to package the scripts into a PBO for a mod. Needs to work like ARMA. Can the developers answer if their is any confirmation if that same system will make it's way back at a later date? That would be great.
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How long until the server files are avaliable for download? Very excited. I should be asleep right now but this hype keeps me awake. https://steamdb.info/app/223350/history/ https://store.steampowered.com/app/223350/DayZ_Server/
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Well lets hope all goes well and then I'll be able to start making some mods work on servers :)
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Will this also include server files today?
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He does state it should be possible but currently it isn't. Including myself, 4 people have tried individually to create a character move which we have all failed to do so. Right now I am on the belief that it could just be something that the client isn't compiled to handle but the server files will allow.
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Well, that gives me hope for my question that I made but never got a reply from in the modding subtopic. Thank you.
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Bot Movement: A Probably Already Planned Scripting Ability Suggestion
Jacob_Mango posted a topic in Scripting
Hello, Before I start, just want to clarify that I do 100% get that modding is not yet 110% supported nor would it be until the tools come out. I am not going to be arguing against that. What I am talking about is the confirmation (if will happen) or suggestion of a change to some code. Specifically, the overriding of player movement, aiming and controls. Currently, these functions only work on a player controlled by a keyboard/mouse and don't work on new players that may be initiated through other means. The functions I am talking about are in this imgur image in the file "3_Game/human.c" Why do I (and most likely others) want this available? It will allow us to make our own bots that already use the pre-existing movement and animation logic that is already in use while incorporating just our own pathfinding/action logic. I believe it wouldn't be hard to enable in say the next stress test or a future content patch. Hopefully we do get this available for non-player controlled Humans sometime in the future. Have a good day/night and thanks for reading this, Jacob (Hopefully this makes sense, in a bit of a rush right now, will clarify any mistakes/misunderstandings later)- 1 reply
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Thank you :) What do you mean by Anglia though? Also yeah, I will soon show off some work I've been doing myself but it's not ready for showing off yet and the hardcore dayz fans wouldn't really like it anyways. More for just the casual ones.
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Because you asked so kindly.
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Are we allowed to share progress of currently in development mods?
Jacob_Mango replied to crazy mike's topic in General Discussion
Little conflicting information here because I was told it was okay to share the mods. Atleast that's what I did with my helicopter mod (0.63, enables internal code similarly to the other vehicles) and I haven't yet been told to take it down. I'll reply with link in a second to the twitter thread. Edit: hmm, the tweet was deleted? The tweet youtube usually makes when uploading videos. The actual video is still accessible through my channel.