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Everything posted by robotstar
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Loot locations - making certain things only spawn in certain places...
robotstar posted a topic in General Discussion
Hey all. So my question should be relatively simple to answer I hope. Remember when the SVD and M4 only spawned at Tisy in 0.62? We like that on our server. We don't like being able to wander into Balota Airfield as a fresh spawn and loot yourself a fresh shiny sniper. We want to put it back. Now, I've thinned the herd quite considerably in our types.xml and it's working well. And I know that tier1, tier2, tier3, tier4 are the various zones on the map. My question is this... If I change the M4 spawn to <tier4> will it only spawn in military areas up there, or do I have to set it to <Military> AND <tier4>? I'm thinking if I don't include the military tag we'll have them spawning in any civilian building at that part of the map. Or if i add military as a tag will it put them in any military area on the map? Any ideas? Also, if anyone had the types.xml from 0.62 that would be AMAAZING, as I can look at the loot locations from that and tweak accordingly. -
As a server owner I feel for the owner of yours :D With all the stable patches each one breaks something else, or wipes persistency, or wipes the database etc. Sometimes we're able to seamlessly update without any issues, and other times it deletes things we don't want deleted. I'd just say have patience, there are all sorts of issues and each update fixes some and causes new ones... Or, someone nicked your stuff ingame. Shoot them in the neck Tribezrp.co.uk
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Has the latest stable release screwed up combining of items, or is it just my server? Can't open cans or anything that requires combining one item with another. I hope it's not just my server that's messed up!
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Also, couldn't help notice you said you were "flying" with the admin tool to find the spawns. If it's the admin tool I use, then freecam will not let you see spawns far away from your character. You'll have noticed that if you use freecam to fly around the map you'll never see another zombie or player. This is because your character is still where it was when you left it, only the camera is moving around the map which won't trigger spawn events. You need to physically teleport yourself to the car spawn points if you want to check they're spawning.
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Hey dude. I have mine set slightly different to you, but with similar results to what you want. Firstly, I run a 4 hour scheduled restart, and set time acceleration to 4. So we get one full day/night cycle per restart. Next, I change my ingame time in the config.cfg from "System time" to a real world time. DayZ runs on a real dawn/dusk cycle based on Moscow. Moscow's longest day is June 21st with dawn around 4am and dusk around 10pm. So set your time format to the following: "2018/06/21/05/00" and you'll have a long day cycle and a short night cycle that won't get completely dark for very long before it restarts. You're welcome :)
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It's a real pain in the ass. I also run super-wide on my second monitor and, as a server owner, I need my other monitor visible to see admin tools etc. The only way to stop the game from going to black when I alt-tab out to see other things is to have it in windowed mode, which of course is now useless as I can't have it bordered, and can't drag it to the right size. MEH!
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Any idea how to add loot to the custom buildings? PM me if you know! I know how to add it, but tricky getting my head round adding code into the (void)
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Beautiful Bastard :) Yep, works perfectly now :)
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I've got this sort of working, although I think the name for the dam is incorrect as it's not showing on my server. Pic attached here https://imgur.com/a/h14EReX . Anyone know the correct filename for the dam? Because Dam_Concrete_20_Floodgate seems to be incorrect
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Loot locations - making certain things only spawn in certain places...
robotstar replied to robotstar's topic in General Discussion
I've found these two images for it, which explains how the tiers work. -
You need to set their persistency to on in the economy.xml <building init="0" load="0" respawn="0" save="0"/> - change the save to 1. That will make them persistent... HOWEVER... Don't do it! While your barrels will now happily stay there when you put things in them, they cause other problems over time, such as doors not being able to be opened in certain places, namely car doors and military barracks. You can walk straight through the doors when they're closed, but it's glitchy. We've turned them back off on our server.
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Spawned object will disappear after server restart
robotstar replied to Lucas Films's topic in Servers
Economy.xml <building init="0" load="0" respawn="0" save="0"/> - change this line. I'm not entirely sure, but I think you need to at least change save="0" to save ="1" - that will turn the persistency on for them... However, be warned. It's so broken. Tents are broken for definite! -
So I've seen a few servers dotted around with an emote wheel you can access using the > key, similar to the original offline mode. My question is where is the code for it??? Anyone have any ideas?
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Anyone have any ideas?
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ah gotcha - in there now. I've removed the comments for both opening and closing, but no difference in game. Is there somewhere else I need to remove comments?
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So this only seems to be happening on our server, but some doors won't open ingame. You can still run through them though. Apparently this is usually caused by the server running a different version to the client. But it's definitely running the correct version. I've checked! Any ideas what else it could be?
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I've found the root of the issue. It's those damn barrels again! We had issues with barrels when we first implemented them (disappearing, glitchy and not persistent) so we promptly took them out again... After a fair few people were using them without issue I put them back in and made them persistent in the globals.xml. Turns out that line (building init) is the one that screws things up. So we've pulled them out again and I'll stop being so eager to play!
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Hi Baty, yep tried many restarts. The problem seems to be getting worse for us. Before, it was just military doors and some car boots. Now it looks like it's almost every door in game :(
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cftools does none of those things chap. cftools is great for seeing who's online - global and vac bans etc and some server messages - but you can't spawn items or anything like that using cftools. Unless I'm massively mistaken! We certainly can't anyway!
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Hiya, so our server, tribez, is all running really nicely. We've got loot, modded all the bits we want, but we're looking into making certain areas more zombie-arrific. Particularly NW airfield and Tisy. We want lots more zombies there, to make it less easy for a fresh-spawn to spend ten minutes and be fully geared. It needs to be more of a planned entry. Any ideas where in particular I need to change numbers? Any help greatly appreciated! Thanks.
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How to increase zombie spawns in military areas
robotstar replied to robotstar's topic in General Discussion
Thanks chap. I finally cracked it. It's a mixture of what you said and also editing globals.xml and events.xml and then balancing like mad :) For anyone else looking into it I found this really good resource with both the events.xml and the world_chernarus_ai.pbo already pre-built. Warning - it's crazy high! You'll have to do some rebalancing yourself unless you actually want the Walking Dead hordes! Link to the files here V https://drive.google.com/file/d/0B62rKYh-HRpRTU5LcHdyMmRqX0JlOXVyQWw0Mi1uSXhEcE9N/view -
I'm using CFTools and it's brilliant. We've got auto VIP slots so that when we whitelist it'll automatically kick non-whitelisters if the server is full to allow VIPs to join. We also get Kill/death messages. The dev is very helpful too and fixed all our issues with FTP access. Go have a look at cftools.de - start a ticket with new server inquiry to get started.
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In the absence of server admin tools to see when players are KOSing others (We're a no KOS server), I'd really love to get death messages "Jeff shot Bill from 300m with Mosin" until we have admin log control. I've seen a post about it previously where it was working, but the code owners were apparently unwilling to share how they achieved it (Why?!). Anyone have any ideas on how we could do it?
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This is the response I've had from our server provider: You need to tell dev that your server it's running on a cloud hosting using tcadmin control panel, i suspect dev build up that tool thinking on VPS and Dedicated Machines hosting their own servers and not thinking about server providers and control panels. Your FTP it's working, CFtools might need some "special" FTP permission or request to work, but seems it's not working with tcadmin and only dev can make it compatible, in fact, he should make it, because most of servers that exist are hosted on cloud services using a control panel like tcadmin or alternatives. Not sure if this helps you at all, but worth knowing I guess!
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Apparently it definitely is configured properly from my server side? But there is no .ADM file that CFtools can read?