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Everything posted by Liven_28
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Zombies do not play a big enough zole in a Zombie GAME or DayZ...
Liven_28 replied to Box of Demons's topic in Suggestions
I'm preparing a new fully customisable zombie spawn system. It can help in some ways. -
https://steamcommunity.com/sharedfiles/filedetails/?id=1647286601
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ok It seem BI made a new tuto on that subject, I will take a look on it https://community.bistudio.com/wiki/DayZ:Workbench_Script_Debugging
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Can I acces in a config.cpp file to variable stored in an xml / txt / json file. I'm making a mode to tweak z health and I would like to make it easy for server admin to tweak the values without having to unpack the .pbo files.
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Ok, I see, thank you very much, I have new things to try now. Last question, you seem have some answers Do you use the debug mode of the workbench scripting tool? I tryed to follow this : https://github.com/maxkunes/Enscript-Workbench-Project-Setup but it didn't work (I reported the issue but sadly no solution find). Or maybe you use another tool? Not being able to use breapoints/step by step execution to see varaibles value make me loose so much time...
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Thank you for the answer I have already found the solution (the config.cpp was not done the right way)
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Hello I try to detect inputs of players I was thinking something like than would works, but it don't 😞 modded class MissionGameplay { override void OnKeyRelease(int key) { super.OnKeyRelease(key); if ( key == KeyCode.KC_B ) { GetGame().ChatPlayer(1,"hello"); } } } Is someone can help me?
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Thank you for the answer I have already found the solution too But I'm stuck with another problem, I see you give good answer maybe you can help me modded class MissionGameplay { PlayerBase player; override void OnKeyPress( int key ) { super.OnKeyPress( key ); player = g_Game.GetPlayer(); PlayerIdentity identity = player.GetIdentity(); string playerID = identity.GetPlainId(); if (identity.GetPlainId() == "76561198015051115") { Print("TestLiven if ID OK "); } else { Print("TestLiven if ID NOT ok "); } } }; I can get the the "player", the "player identity" but the "PlayerID" is always empty I don't know why
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ok, sorry I don't have more information on that.
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For this I think you have to use Community framework. You have an exemple of client-server communication on the github and maybe if you replace the "override void OnKeyPress" with an apropiate void you can send message to the server when a client is connecting (didn't try but I think something like that should works)
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the water icon is full near 1 200 units but the max water value is 5 000 for the food the icon is full at 900 and the max value is 20 000 So you can drink et eat a lot. For me the best place to store food is the stomac, I eat all what I find.
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Interresting video, good job! For the Zombies, I made my own dynamic and static spawn system because the vanilla one can't do what I am looking for (and I have modified the health/speed/friends of the zombies too).
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in \DayZServer\mpmissions\dayzOfflinePerso.chernarusplus\db\Globals.xml It is the QueueTimeSameServer or RespawnAttempt value (or both, just try it)
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Nobody to answer this? No doc? No tuto? No sample? for this simple fonction I looked at RPC and mods like CoT or Trader but nothing I tried works It begin to be really boring modding on Dayz. I feel wasting my time.
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Since the yesterday update I have a problem : the instruction GetGame().ChatPlayer(1 ,"Hello"); do not compile anymore (error message "incompatible parameter '1'") And if I try GetGame().ChatPlayer("Hello"); I have no error message but no message displaying in game when it worked well before the update
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Thank you, very useful piece of code, I'm now looking for such same thing for detecting player inputs Ok, that's make me progress in understanding those things. I already had a look in workshop mods code, but I can't differentiate what concern the server, what concerne the client, how they conmunicate with each other (tryed lot of things without succed). The script I am working on (the one sending message to players, witch run fine now) is in a subfolder of mpmission stuff and link to the init.c so it is a server modification (not realy a mod as it is not sign and packed), but now (if I understand what you say) I need to make a client side mod to detect players input. Can you give me some details on this point?
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Thank you for the answers, I'll look at it seriously tomorrow. Be sure I'll be back ,:-)
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For me RPC is a great mystery, I heard here and here that it is verry useful (essential), but I can't figure out how it works. For exemple, how to fill player and playerIdentity, what to do with the array<Man>, how to be sure RPC is activated, does it is link to the RPC framework mod or it is internal dayz function (I heard I have to I have to declare it on config.ccp ...). I searched a lot documention, help, tuto... but find nothing that helped me. All I need is a basic, simple, fonctionnal, complete exemple for sending message ingame (mostly to check variables values). I heard getting player inputs (detect when player hit a key) require RPC too, but I don't find how to do. Very sorry being so noob, I have a solide experience on Unity (for single player games) but I can't figure out how Enfusion works. I never done modding on arma so I don't have the workflow even for these "simple" things (witch make me lost a looooooooooot of time). Edit : Just finish writiing this and I find a solution that seem to work : Param1<string> Msgparam; PlayerBase player; PlayerIdentity playerIdentity; array<Man> players = new array<Man>; GetGame().GetPlayers( players ); for ( int i = 0; i < players.Count(); ++i ) { player = PlayerBase.Cast(players.Get(i)); playerIdentity = player.GetIdentity(); Msgparam = new Param1<string>( "Hello world!"); GetGame().RPCSingleParam(player, ERPCs.RPC_USER_ACTION_MESSAGE, Msgparam, true, playerIdentity); } Is it a good way for doing it. And I always look a way to detect player inputs...
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I am running DayZ on a server on my own machine (server and client on the same computer), so I tried GetGame().GetPlayer().MessageImportant("YOU ARE A MEME"); => Undefined function 'MessageImportant' GetGame().GetPlayers().MessageImportant("YOU ARE A MEME"); => Not enought parameters in function 'GetPlayers' I Am really stuck without that because I don't know how to see variable values évolution for debugging and playtests (I'm blind !)
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pls is someone can help me, I really need this to save hours (days) of work
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Do you know where can I find doc or examples on this subject. The only things I found concerne .c files not .cpp
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Is someone have an idea on that?