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Tarkules

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Everything posted by Tarkules

  1. Tarkules

    How to spawn new M1025 on private server?

    There's a typo - Change "Offroad_2" to "Offroad_02"
  2. I know it's only a Preview version, but I can't find info about the use of radio and broadcasting towers. What's the purpose of the towers? Is it supposed to interact with a car battery? (Maybe two?) Does it work on XBox or PC ? What's the range of this thing? I carried a car battery for a day just to avoid those questions.. so any tip or info will be appreciated.
  3. New Night Missions were added to the server.
  4. Name: Last Resort - PVE, Friendly Community, Base building IP: 51.195.61.20:2402 Discord: https://discord.gg/6Jmmsj4 Website: https://www.last-resort.net/ The Last Resort offers a "vanilla" PVE hardcore survival experience. Less canned food, smaller animal herds, weapons and mags are harder to find and custom missions with loot. The map is split into 2 main areas: PVE with rules & PVP without rules. As we encourage mutual respect and fair play, we also have a few basic rules to prevent unfair "KOS" and base raids. Main Features: - PVE & PVP (with basic notifications) - Day / Night Cycle: 7 hours / 1 Hour, 3 cycles a day - Real date and lunar cycles (real-time date) - Dark nights - Improved Weather System: configured to represent real seasons and atmosphere - Predators (animals) change locations with every season change - Custom static events across the map - Low quantities of canned food - Extensive gas strikes and additional areas - Improved horticulture - Exploding Fireplaces Flags and Base Raids We do not allow raids on bases with a raised flag in PVE areas. Missions Use a radio to find missions. We use Survivor Missions mod which allows us to create rewarding and exciting missions for players who are looking for thrilling action and rewards. In addition to the traditional missions, the Last Resort has it's own unique missions as well. Weekly & Monthly Events: - PVP events with and versus other servers. - Occasional Unique events on different customized maps and settings. - Server Owners / Community Managers are welcome to contact us for event collaborations - please contact us via Discord. Mods - Notes - Survivor Missions (server mod) - Summer Chernarus (during autumn and summer) - Winter Chernarus (during winter) - Namalsk Survival (during winter) Look us up in Discord for more details and support: https://discord.gg/6Jmmsj4 Website: https://www.last-resort.net/
  5. Tarkules

    Experimental Update 1.12 (Changelog)

    I noticed that some items are no longer "protected" by the flag from de-spawning (no flag icon). For example - Gas Lamps, Gas Stoves, campfires (outdoor fireplace) and even stone ovens. Is this an intended change, @Kyiara ? I don't see anything in the changelog related to flags and persistence. Also, if I may suggest - As a server owner I'd like to be able to choose which items should be "protected" by the flag, maybe we can get an xml file for our own customized settings ?
  6. Tarkules

    Experimental Update 1.10 (Changelog)

    +1 Still doesn't work. @lynn.zaw
  7. Tarkules

    Stable Update 1.09

    I dropped an animal pelt and an axe on the ground in my base, and even now, after at least a week - they are still on the ground. I also made a simple fireplace and haven't touched it for more than a week and it's still there, with it's tripod and the pot. None of the above has a flag symbol on it, but I assume that the flag is preventing them from de-spawning, which is great in my opinion.
  8. Tarkules

    Experimental Update 1.09 (Changelog)

    I was going to ask the same question, I'm in the same situation exactly - The flag symbol appears on every watchtower, fence, gate, barrels, the fireplace inside the house, and even the small tent in the middle of the base. But I placed a car tent just outside of the base (~10m from the flag), and it has no flag symbol on it. 1. What is the radius of the flag ? (if it really works on radius...) 2. If I build 2 flag poles inside a base, what happens to the items in between ? how do I know which one covers any item in the base ? For example, if one flag is still raised and the other reaches the bottom, which of items will start to de-spawn ? 3. If I build a base with a flag pole in an area infested with zombies, will it prevent them from spawning inside my base ? Will it prevent animals from spawning there too ? And a question about the kits - Why does it take 3 seconds to place kits, but it takes 12 seconds to fold them ? Adjusting fences and towers is already a time consuming task as it is...
  9. Tarkules

    Experimental Update 1.08

    Ammo box is bugged. I filled it with items and put it in my backpack. After ~30 min all the items inside just vanished. Happened twice in a row, lost my frying pan to this bug... Reported on feedback tracker: https://feedback.bistudio.com/T151425
  10. Tarkules

    Stable Update 1.07

    The apartment buildings don't have any spawn points for loot, that's why they are set to 0. It won't help if you'll change the values anyway. Same goes for the City Hall at Novo, the C130 plane at NWAF, the lost Swan of Chernarus and the suspicious farm Hopper in Livonia.
  11. Tarkules

    Stable Update 1.07

    The big apartment buildings (there are 2 types) will not spawn anything. Their loot values are set to 0. I hope they will remove those assets completely. Except for their height - they are useless, ugly and claustrophobic. As for Schools - they share the same loot as towns and villages, and while they have a max loot value of 30, they will actually spawn ~3 items (usually a dress and child's bag). Once Books and Pens will be re-introduced, they will fill the void at schools, but maybe not enough, unless they will have a priority setting for assets.
  12. Tarkules

    military loot in hospital and village hospital

    I believe you can disable it, but I haven't tested it. Look for the file: \db\globals.xml Change the value to 0 : <var name="LootProxyPlacement" type="0" value="1"/>
  13. Tarkules

    Let's talk about car despawn ...

    Yes, and you can also use wooden crates, btw. Barns and warehouses (with 2 blue doors) also have an elevated flat ground, and yet, cars tend to bounce if parked inside after restarts. I visited an abandoned base after 2 weeks and found inside 3 partially ruined cars, with ruined wheels, one of them was laying over the side of a tent. I followed their positions after each restart until they got destroyed.
  14. Tarkules

    Let's talk about car despawn ...

    I share your frustration, as an owner of a private server I receive complaints on a daily basis about "disappearing cars". It is a proven fact that if you leave a car on any inclined ground, slope, hill - the car will move, bounce and even flip (depends on the inclination degree of the ground) after a server restart. Sometimes this happens with freshly spawned cars with 1 or 2 wheels, if the car is not standing in a balanced way. With each restart, the car will "bounce" sideways a little bit until it will get damaged and destroyed. The only place you can park your car safely is on flat grounds and roads (concrete). For ruined cars - I have 3 suggestions for you (if you have a private server): 1. You can change the cleanup time, although it's a general setting and will apply to ALL ruined items, so use it carefully: \db\globals.xml <var name="CleanupLifetimeRuined" type="0" value="330"/> 2. You can raise the "lifetime" value for car parts (Radiator, Car battery, wheels, etc..) to few hours. So if your car is ruined, you can at least drop the parts on the ground somewhere and come back later to pick them up. For example - a Car Radiator is set to despawn after 4 hours, wheels are set to 3 hours by default, you can extend this value. \db\types.xml 3. Use Sea Chests in your trunk. You can fill them up and put them in the trunk. If the cars gets destroyed you can take it out and even stash it (for 45 days) with all it's contents. For bases: * Generators, spotlights and cable reels will despawn after 7 days, you can extend their lifetime. "Interacting" with them will reset the timer, but switching them ON and OFF does not count as an interaction (which is ridiculous). If you change the values, they will take effect only the next time you place/deploy the objects. * Barrels will despawn after 45 days, unless you interact with it's inventory, which will reset the timer. * In general - fences and watchtowers are meaningless since they don't prevent zombies and animals from entering (bug), can't shelter you from rain and you can't even place anything under or inside the towers. They are just useless and a waste of time. I have no doubt that the developers barely play the game, and if they do, probably not enough.
  15. Tarkules

    Water/food

    Try fishing. You will need a knife, rope (6+6 rags), long stick, some fishing hooks (or bones) and some worms. Basically, if you find 2 small stones and a chicken - you'll be fine.
  16. Tarkules

    Only female zombies in cities

    I can confirm that. After your post I changed the values (now the sum of all children's values is 100), and suddenly many missing zombies started to spawn (like the blonde skater with red jumpsuit). Maybe using percentage is a more versatile approach to allow modding. What happens if you adjust and raise the values of "InfectedArmy" to match 100 ? Currently there are 7 children types, each is set to 5, 35% should spawn. So, 35% of what ?..
  17. Tarkules

    Only female zombies in cities

    Good observation, Derleth ! Edit 2: The settings for "InfectedPrisoner" and "InfectedReligious" also support your case: both seems to be set for "100%" for the single zombie type they have inside: <child lootmax="5" lootmin="0" max="0" min="100" type="ZmbM_priestPopSkinny"/> <child lootmax="5" lootmin="0" max="0" min="100" type="ZmbM_PrisonerSkinny"/> while the amount of the spawned zombies is handled in zombie_territories.xml. I wonder if the calculation itself is wrong (percentage instead units) or just wrong/old default file settings.
  18. Tarkules

    Stable Update 1.07

    When the engine's RPM is too high and the engine light is blinking in red, does it really damage the engine ? And how do you fix a gas leak ?
  19. Tarkules

    DayZ in 2020

    Does this include: trucks, buses, music, books and broken bones? You know, all the missing fun stuff that you keep teasing with in trailers and posts on twitter for the past 4 months ?
  20. Tarkules

    "Nominal" in Events.xml

    You can lower the clean-up time of dead infected from 5.5 minutes to 30 seconds, so the server can spawn infected again faster, where needed. globals.xml: CleanupLifetimeDeadInfected = 330 Also, maybe using Static max & min (smax & smin) in the zombie_territories.xml file can help you scatter around a minimum amount of infected where you need them to be always (Berezino, in this case) and reduce the usage of Dynamic spawns. Regards Nominal: I think that as long it has a lower value than the minimum, the minimum value wins. So if "AnimalBear" has Nominal=0, min=2, max=2, and active is set to 1, the map will spawn 2 bears. I know for a fact that raising the value of Nominal from 0 to a higher number than the max value, works. I don't have enough experience with this and also trying to figure this out.
  21. Tarkules

    Stable Update 1.07

    It's a visual bug. Those numbers belongs to items in your inventory. They should disappear when scrolled down, but their counters are not hidden well. For example, 48 is probably the counter of your vitamins box (we can see it's cap).
  22. Tarkules

    Stable Update 1.07

    Thank you for fixing the doors in my home :) (Altar radio station)
  23. Tarkules

    Experimental Update 1.07

    @Greensek Should we expect a map wipe due the implementation of the new assets (amusement parks) ? If not, what will happen if I have a base or a buried stash in 1.06 right where the assets should be in 1.07 ?
  24. Tarkules

    1.06 Suggestions | 34 QoL Improvements

    The broadcast system (the panel) as for the current version (1.06) functions as a one-way transmitter, as it should. Zenith Radio Broadcast Station is one of the most important key assets in the original concept of DayZ, and this unique building should get special and dedicated care by the developers: 1. It should be possible to broadcast simultaneously on all frequencies, using cassettes. 2. Microphone should have ON / OFF option. 3. The system should draw electricity from the building's grid. 4. The building should have dedicated slot for (emergency) generator, which powers up the broadcast system. 5. Connecting and powering up this beauty should turn on the aircraft warning lights on top of the antennas, so everybody should know that Altar is occupied. You can think of dozens of scenarios where this station can be useful. I would love some day to be able to broadcast something on loop, go to a town, turn on the PA and broadcast the music from the radio to the PA. Without crashing.
  25. Tarkules

    Experimental Update 1.07

    Some new and old bugs: 1. Items on my belt cannot be accessed/picked up after I use them once. The "occupied" grayed-out icon is always there after first use. Right-clicking the item (canteen, knife, pistol) causes the item to disappear. Relogging brings the missing item back. The only way to avoid this is by assigning them to hotkeys. 2. Holding items while logging out causes a bug when logging in - the character automatically uses the item (Auto hold F). If it's a knife, it shaves, if it's a jerrycan with fuel... starts to drink it. (old and annoying bug) 3. After placing a fence kit with 2 logs and a collision is detected, the game prevents me from building (which is a good 1.07 feature) but I get a bug: the fence kit GUI gets duplicated, a new spot of an invisible fence kit appears between me and the fence, and it keeps duplicating everytime I repeat this action. Also and maybe related; before the dupes, I got an option to "pick up" something when aiming at the fence kit, I guess it was meant for the rope, but I did not get it when I pressed to pick it up. 4. I got sick from eating raw fat (cow). Took vitamins for 2 days and it went away. Finally, I was able to eat properly, I ate a whole steak and suddenly threw up again, the disease came back for 5 minutes and went away, this time for good. I don't know if its meant to be this way, and I do want this to be complex, but it's a little bit confusing. 5. Planks. The continuous action is a blessed relief. But still, I can only pick up stacks of 10, can't combine 10 + 10, but 9 + 11 or any amount in my hand that is lower than 10 combines with stacks of more than 10. So just make up your mind guys, stack = 10 or 20? Pick up a number please and sort it out, its like I'm playing shuffling cards in the lumber yard every time. 6. Inventory bug in crates. I placed an item in a wooden crate (actually moved it directly from one crate to another) and could not pick it up again. When I picked up the crate in my hands only then I could take the stuck item. Trees: Cutting down big trees should give you materials in the opposite order: sticks first, small logs, and big logs only when the tree falls. I can harvest 2 big logs from pines without taking them down at all ( 2 cycles out of 3 ). I'd really appreciate it if you consider setting up new Experimental servers which are dedicated for specific tests only. Experimental for PVP only Experimental for PVE only As much as we want to test new features, we spend too much time just to find whatever new feature we got, weapon, cars and assembling them, or in case of basebuilding, finding materials for hours is a waste of time. Make us spawn with all the tools that we need to test the building actions. Make us spawn in NWAF with all the new weapons so we could test them. Spawn all cars near our spawn points, with all their attachments. I remember some of the 0.63+ Exp. updates / Stress Tests, we spawned at NWAF with tons of LADAs, we could debug alot in 10 minutes.
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