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NachoNinjaGnome

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Everything posted by NachoNinjaGnome

  1. NachoNinjaGnome

    Custom Loadouts

    I am, currently, trying to create some custom random starting loadouts for my server and I know how to use the "player.RemoveAllItems();" to clear the default clothing and add what I want with the whole "player.GetInventory().CreateInInventory("________");itemBs = ItemBase.Cast(itemEnt);"... but, I was wondering if there's a way to determine the player's gender before specifying which "case" of the "switch" function to use, so that I may make two different sets of random loadouts for male and female characters. That way women don't spawn in equipped with a "ManSuit" and men don't end up with a "WomanSuit" or any of the various dresses, skirts and short shorts, though, that would be funny. I was also wondering if there's a way to have a character spawn in with, for instance, a belt with a sheath attached and a knife attached to the sheath, or maybe to have a character start with a IJ-70 with a full mag and a suppressor attached, or to have them start with a rifle with an attached optic that has a battery attached already. On a related note, would it be possible to have a character spawn in with a container, like a First Aid Kit with medical supplies in its inventory? Any help on the matter would be greatly appreciated.
  2. NachoNinjaGnome

    Filling Barrels

    Okay, so we all know that filling jerrycans and filling gas tanks is a bit time consuming, but for some reason, pouring a jerrycan into a barrel is even slower. I'm not sure why. It's not as if we're pouring into a small opening like when filling a water bottle, canteen or gas tank. When filling barrels, we open the lid and pour into a very wide opening, if anything, it should be faster. The same for cooking pots, though there is not lid opening animation, but the same principle applies. Also, since we can lift and carry 100% filled (with liquid) barrels, it would be nice if we could fill a hand held barrel at a gas pump, water pump or body of water. Additionally, it would be, absolutely, fantastic if we could toggle to fill or pour, rather than having to hold the mouse button for an hour (the time it takes to fill a barrel from Jerrycans). On a related note, it would be great if we could attach a generator to a barrel of gasoline via a hose, so that the generator will use the barrel as its gas tank.
  3. NachoNinjaGnome

    Cherno Sporting Complex

    Now, idk what exactly it's supposed to be, a kid's soccer field maybe, but the positioning aggravates my OCD to no extent. I would love to see this centered within the track.
  4. NachoNinjaGnome

    When bears are finally added.

    So, when you guys finally implement bears, it would be awesome if you didn't include that info in the official changelogs and update threads and just let people find out the hard way. Maybe just a hint toward the feature like, "And a special surprise for those who find it." Just the thought of players going, "Holy shit, it's a fuckin' bear!!!" is endlessly entertaining and makes me giggle and smile every time the thought pops into my head.
  5. NachoNinjaGnome

    Footwear Wear & Tear

    It seems to me, that footwear, with its current durability values, degrades a bit too fast. It's fairly unrealistic and cause me to have to duct tape my boots far too often. It would be great if we could get those values increased a bit.
  6. NachoNinjaGnome

    Finite Fuel

    One thing the bugs me, to know end, about DayZ, is this infinite fuel supply accessible across the map. Kind of make it difficult to create an apocalyptic feel when everyone is traversing the map via vehicles with no worry about fuel consumption. We can, already, use the settings in various files to reduce the prevalence of food and ammunition, but not gasoline. The only way that I found to do this is to block the pumps with static objects so that they are inaccessible, and sell jerrycans at the trader for a high price, or force players to hunt spawned jerrycans. This solution is, not only, unrealistic, but immersion breaking. I believe I have come up with a viable solution, that I am not certain can be modded in but, could certainly be coded into the vanilla game. 1. Create static reservoirs connected to a station's pumps that begin with a random (or designated via server settings) amount of fuel contained within. As players fill their receptacles with that fuel, the reservoir will deplete, eventually, becoming empty. 2. Set vehicles to spawn with a random amount of fuel in their tanks. It's just unrealistic to have every driveable vehicle dry as a bone. 3. Make static wrecks have gas tanks with random contents of their own. 4. Have gasoline drums spawn with random amounts of gasoline. 5. Create a feature that allows players to siphon fuel from any container. 6. Implement a system of biofuel creation. 7. Implement a system of converting vehicles to run on straight biofuel or hydrogen (water is plentiful).
  7. NachoNinjaGnome

    Finite Fuel

    I said nothing about "need" for encouraging PvP. This is simply a desire for my own, low-pop server. And no, I don't play public servers, haven't for, well over, a year. I've got my 1000+ hours on vanilla and have moved on to broader horizons. Also, nobody said anything about putting traders in the vanilla game, nor was it implied that the finite fuel settings be applied to the official vanilla servers. My proposition was to implement the mechanic. Fuel spawn probabilities and specifications for when and if the reservoirs replenished would be controlled by server owners. There are FAR more community servers than there are official servers. For all I care, the vanilla servers can keep fuel pumps as is. But the ability to adjust such settings would be greatly beneficial to gameplay on community servers. Most players prefer private shards anyway, as it eliminates the possibility for server hopping.
  8. NachoNinjaGnome

    Finite Fuel

    YES!!!... though, converting a car to run on hydrogen is FAR less complicated.
  9. NachoNinjaGnome

    New maps, but not Livonia

    As much was stated IN the post... but thank you for the clarification.
  10. NachoNinjaGnome

    Finite Fuel

    Idk about "overkill". It really depends on how scarce you want resources to be on your server. And I never expect BI to implement any of my ideas, even though, they have in the past. Just trying to do my part, as a player, to help improve the game. Though, having each pump as their own receptacle wouldn't be very realistic. Irl, all pumps at a gas station are connected to the same reservoir. And some of these in game gas stations have, as many as, four pumps (though there might be one or two with more, idk).
  11. NachoNinjaGnome

    Finite Fuel

    Yes, empty "forever", or until server RESET. If it were only until RESTART, there wouldn't be anybody fighting over gasoline. The aim, is to encourage PvP. If gasoline is a finite resource, then players will have to ration their use and fight over stockpiles. Such a feature wouldn't matter much on vanilla servers as they're all on the public hive.
  12. NachoNinjaGnome

    respawns and squads

    It takes "awhile", yes, but not "hours", was my point. It takes, maybe, ONE hour to travel from one corner to the other on foot. And what vanilla server has 60 people? Also, 17 hours is NOT that many. Having seen 2 people in 17 hours on a vanilla server is actually pretty standard.
  13. NachoNinjaGnome

    New maps, but not Livonia

    Guess they contradict themselves... because the dev team list I saw WAS from BI. Though, that was awhile ago and DID list Dean Hall as the project head or whatever his title was and, from what I've heard, he is no longer on the team, or at least not the head... idk, too early to try to remember things right now... I need more caffeine.
  14. NachoNinjaGnome

    New maps, but not Livonia

    BI is a, relatively, small studio, in it of itself, and DayZ is a "side-project" for them. In addition to developing the old build and building the new one, they also had to deal with changes in staff. They did all this with a skeleton crew. While most companies developing a game of this magnitude would have a dev team in the neighborhood of 100 people, BI has been developing DayZ with a dev team of around 20. It's, actually, a wonder that they've gotten the game to its current state in the time that they have. People talk so much about how slow development is, because they're used to games from larger companies that are little more than a repolishing of the previous game from the year before. Those companies remake the same game, repeatedly with much larger teams, so it stands to reason that they'd pump out a "new" game every year. People talk so much crap about BI and DayZ's slow progress, but they fail to mention the sheer ambition of the game. They fail to realize just how much work goes into something like this and how long that work actually takes. I could go on about the scope of the mass's imperceptions, but I JUST woke up and don't have the motivation. Anyway, I do agree that DayZ is far from what most would consider "full release", but with their setbacks, they had to do something to keep the game afloat and I'm glad they did. It may still feel like beta with all the bugs, but, then again, so does Arma 3. Doesn't stop me from playing either one.
  15. NachoNinjaGnome

    Need less interface

    Perhaps they just need the option to create servers with mandatory HUD absence as they have the option to force 1st person view. Most players would not be happy if the HUD was removed from the vanilla game.
  16. NachoNinjaGnome

    New maps, but not Livonia

    That's a bit of a self-contradicting statement. BI has been remaking this game from scratch. The engine, the renderer, the models, the textures, the sounds, etc, etc, are all being remade. Remakes, in it of themselves, ARE "new". Most of the content that most would consider "new" comes from mods. That's why they opened the game up to modding. They knew they needed more content, but were focused on fixing issues and remaking old, vanilla, content. And, though it still feels like a "beta" game, 1.0 marked the official "full release".
  17. NachoNinjaGnome

    New maps, but not Livonia

    I, for one, will not spend a dime on that DLC. Chernarus is small enough as is, idk why anyone would want a smaller map. I guess if you're trying to create something more fast-paced, but DayZ isn't about fast-paced action. It's about immersion, exploration, survival, establishment and random interaction.
  18. NachoNinjaGnome

    respawns and squads

    I don't understand why you keep saying "hours". It doesn't even take an hour to run from one corner of the map to the other. I think some people are just FAR too used to games like Call of Duty where gameplay is more fast-paced. If DayZ is too time consuming for you, perhaps you're playing the wrong game. I, for one, would prefer to see MUCH larger maps with less probability of running into other people. If you're really interested in an Arma style DayZ experience, you might go play some Arma, or make your own mod for SA that will bring you closer to what you're looking for.
  19. NachoNinjaGnome

    Server crashes "Unknown Module"

    Found a fix... just trying to find someone to make it a mod. All I did was delete the "weapons_nonlethal" pbo and pbo.dayz files from the server and my client. Had my friends do the same and we've been playing for awhile now with no crashes. Before this fix, today, we were crashing every few minutes. If anyone reading this knows how to make a mod that will do this, please do and msg me the link. The entire DayZ community will be grateful.
  20. NachoNinjaGnome

    Server crashes "Unknown Module"

    I'm getting the same thing from time to time. Always states whatever mod is on the end of my command line. Seems to be increasing in frequency as time goes on. DZ_Nonlethal_Shockpistol in DZ\weapons\nonlethal\shockpistol\ Mods: "@whatevermod is last on my command line" Version 1.05.152451 Fault address: E3F52623 00:E3F52623 Unknown module file: dayzOffline world: chernarusplus Prev. code bytes: CA 0F 2F F7 76 05 0F 28 FE EB 10 0F 2E F7 75 14 Fault code bytes: 42 8B 44 BF 50 39 44 8F 50 7D 09 4C 8B F9 44 8B ======================================================= note: Minidump has been generated into the file C:\xxxxxxxxxxxxxx\xxxxxxxx\xxxxxxxxxx\xxxxxxxxx\DayZServer_x64_2019-09-20_21-00-19_2019-09-20_21-01-22.mdmp
  21. NachoNinjaGnome

    Custom Loadouts

    Yeah, I figured out the attachment to attachment and the check for gender already. Still can't figure out how to attach a magazine without it glitching out the weapon. Thanks for the reply though.
  22. NachoNinjaGnome

    Custom Loadouts

    Yeah, you can edit those in the cfgspawnabletypes.xml file and are part of most servers as many vanilla weapons are configured that way by default. If I had a test server, I'd just play around with the code to see if the various functions I've encountered in the server files will work in other contexts, and if so, in what format. I don't know what programming language these files are written, but the syntax feels very foreign to me and my knowledge of the games functions and variables is limited.
  23. NachoNinjaGnome

    Altar Traders

    If you can't find a mod that adds it, it was a custom job.
  24. NachoNinjaGnome

    When bears are finally added.

    The bears in Life is Feudal were fun too.
  25. NachoNinjaGnome

    Stable Update 1.05

    "Fixed: It was not possible to equip bandanas as clothing"?... You've never been able to equip the bandana. You guys just gave the "Bandana" items properties of the "BandanaHead" item. The "BandanaHead" and "BandanaMask" items all function fine, except you can't 'craft' them into a "Bandana" and the "Bandana" doesn't craft into either. It would be cool, however, to have the "Bandana" craftable into a new "BandanaArmband" as well. Whenever you guys get around to fixing them, that is. It's hardly a priority. Also, being able to use them as a bandage again would be awesome.
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