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Liven_28 started following .PBO repack, Stable Update 1.26, Experimental Update 1.26 (Change Log) and and 7 others
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I recommend tutos of this guy ofr basic modding tools
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My own mod is not loading on my DayZ server
Liven_28 replied to Gunny-e174dd68292a73e3's topic in General Discussion
Did you copy the mod public key in your server keys folder? -
DayZ Bat Generator : New useful tool for Admins, Modders and Players.
Liven_28 posted a topic in General Discussion
The stable 1.19 is approaching, we all know how it can be difficult to identify what mod is up to date or not, which mods conflict, why my fu*** server/game don't start... Good news, I released the "DayZ Bat Generator" that should help a lot of you! This is not a mod on the workshop but a kind of Launcher in the form of a good old fashion worksheet that allow to easily generate a .bat code to launch a local server (on your own computer) and the game at once with the mods you want. This tool can be useful for : Admins who need to identify conflicts between mods or mods not working (think about the coming 1.19), want to test new mods before pushing them live, refine their server config, prepare event configs (think about Halloween approaching)… all of this without disturbing players. Modders who need to switch between different configurations or between the stable or xp branch or use the debug mod… Players who want to test mods, train or experiment some game features without losing their online progression. Or players that just want to play solo with the mods they want (and with loot persistence that the DayZCommunityOfflineMode don't allows) Everyone who want to discover new public mods (avoiding the 99% of private or test mods of the workshop). The tool already list hundreds of mods (with steam link) and new ones will be regularly added. Here is some features : You can select all mods you want and switch between them very easily. You can run stable or XP branches. You can run the "DayZDiag_x64" (debug mod). You can run the DayZCommunityOfflineMode. Once configured all of this can be done with a couple of clicks! Bonus : This tool includes a .bat code to automatically clean your dayz logs. If you never did it maybe you will save a lot of hard drive space, even if you're just a player (I'm curious to know how much you will save, feel free to share it in discussion). Don't worry it will only delete these logs when you ask, not each time you use the tool. Note1 : This tool use https://www.libreoffice.org/ sadly the formulas break on OpenOffice or Excel. Note2 : Read the "Basic Settings" in the "Help" sheet to configure the tool the first time you use it. Download the "DayZ Bat Generator" : https://discord.gg/CASnaB87bS I hope you'll enjoy, if you have any question, feel free to ask! -
Mushrooms and Fruits spawns Mechanic (??) some EXPLAIN ??
Liven_28 replied to Amp4hilyon's topic in General Discussion
Maybe you will find some answers in this video : -
Pls BI don't forget to update the client, the workbench don't find matching version since today's update. Edit: My bad, I didn't close the launcher so the client was not updating
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How to get player head orientation on server side?
Liven_28 replied to abrakadobr's topic in Scripting
Thank you for trying to help but this peace of code only provide the angle of the camera, not the angle of the head. In my case it makes a big difference. -
How to get player head orientation on server side?
Liven_28 replied to abrakadobr's topic in Scripting
I spent lot of time searching it my side but never found. If at some point you find it it, pls share -
You can change settings directly in C:\Users\UserName\Documents\DayZ\UserName.dayz_preset_User.xml
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PBO manager is ok to unpack but not to pack. You should use Addons builder (official tool) or Mikero's pbo project. you can learn more in this tuto player for exemple:
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Dev said you should be able to switch back to the old config, look at your options.
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I don't think offline mod is a BI priority but note that you already can run solo kind of "solo" config. For this you have to run a dayz server on the same PC than the game (don't worry it is not so ressource consuming if you don't have a low end PC). Here is a tuto: Then you can tweak the zombie, loot... in the xml mpmission files. This guy make lot of tuto about that: https://www.youtube.com/channel/UCTGhcBU2SPZkE4NLraqTIog And of course you can add all the mod you want. Here is a mod that bring missions: https://steamcommunity.com/sharedfiles/filedetails/?id=1988925918 The only thing you asked that is not include in this solution is that you can't play offline. I think it is to avoid using "stolen" version of DZ. And of course it is not a ready to use config, you will have to work a little bit to make the server and mods running. I hope it is clear, English is not my natural language.
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For those playing on PC, note that the PvZmoD Customisable Zombies has an option to reactivate suicide by zombies.
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I saw that gas grenade code have been added in the 1.15 but not activated. Maybe dev will make it works at some point.
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Good modding practice : add a #define to the scripts to help other modders to fix conflicts.
Liven_28 posted a topic in General Discussion
What does a #define : It allows to know if a mod is loaded or not. How to add a #define : Create a file like this /YourMod/Scripts/Common/define.c and add this inside : #define THE_NAME_OF_YOUR_MOD (you can set the name you want but it have to be different from the other mods) And that’s all ! You see, very easy, very quick and trust me very useful ! How to use #define : If you’re a modder and have a conflict with another mod, sometime you can add code to your mod to solve this conflict. But doing this, it can add bugs for those using your mod but not the mod that conflict (when the fix need to refer to variables or classes included in the mod that conflict). To solve this situation you can use this type of code : #ifdef THE_DEFINE_OF_THE_MOD_THAT_CONFLICT The code of your fix… #endif or #ifndef THE_DEFINE_OF_THE_MOD_THAT_CONFLICT The code of your fix… #endif Use #ifdef or #ifndef depending if you need the mod that conflict be loaded or not be loaded to execute your fix. The last thing to do is to allow your mod to find the file where the #define is. For that you have to modify your root config.cpp file. For exemple if your fix is in /scripts/5_mission/YourScript.c you need to add in your « missionScriptModule » files path list : "TheModThatConflictName/Scripts/Common", place it before your own mission path and don’t forget the « " » and the « , » at the end of the path. I recommend to unpack the mod that conflict to verify in its root config.cpp the path it use because some of them use a « prefix » before the mod name (example : PrefixName/ModName/Scripts/...). If a prefix is used it have to be include in the path of the define folder. Additional Tips : You don’t need to create a #define if your mod only contain config.cpp files because this feature only concerns scripts in .c file. You can add your own internal #define, for example #define MY_DEBUG_MOD_ACTIVE, then you only have to comment/uncomment this define to active/deactive the code in all correspondant #ifdef at once, wherever it is in your scripts. (Just don’t forget to add the path the your root config.cpp) You can use the vanilla #ifdef SERVER to execute code only server side. And to believe the official documentation it is little bit more optimised than « if (IsDedicatedServer()) » or « if( GetGame().IsServer() && GetGame().IsMultiplayer() ) » Note that the code not supposed to be executed because of #ifdef / #ifndef is not compiled at all when the server/game is launch (that’s why #ifdef SERVER is less ressource consuming) Conclusion : I really think that if most of modders do that, it will make things lot easier to solve conflicts, sadly today it seems that only experienced modders know and use this feature whereas it is very easy to do. The ideal solution would be that the vanilla game automatically detect the mods loaded or not, but as far as I know it is not the case 😞 If you know modders, please share the information, I think #define can help to solve some situations. I don't know where else to post to be visible, as platforms like discord or reddit… don’t keep posts visible a long time. Maybe it would be a good idea to set page on the BI wiki but I can’t connect to it and don’t know if I could be allowed to post on it. PS1 : in case a BI dev read this, it would be nice if an automatic build-in solution could be done (based on the class name of the mod set in the root cpp for example, all mods have this file).