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Everything posted by Violt
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RPCFramework does not overwrite your init.c from what i know. Can you send me your init.c i used to use the same admin script so i'll be able to help :)
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Hey Guys, I joined a server that had a MOTD once you joined the server. How do you do this? Thanks!
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But shouldn't there be another way like a script that you add in the init?
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I meant player join messages as in "PLAYERNAMEHERE joined the server!" or "PLAYERNAMEHERE Left the server"
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Hey Guys how do you change the weight limit that you start losing your stamina cap.
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How to Increase Timer for Destroying Bases
Violt replied to Weyland Yutani (DayZ)'s topic in Scripting
https://steamcommunity.com/sharedfiles/filedetails/?id=1602898310 -
It is on the PC Forums. So it is on the PC :)
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Hey is there anyone that knows how to higher the Durabilty of any item ingame?
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What about axes? On my opinion Axes get Ruined way to quick when you chop some trees down.
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Hey Guys i was wondering why my server started using 1gb more ram after the latest update. How many GB's of ram is your server using?
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My server was using 1.9 GB now it's around 3.7 gb. I mean it wasn't a very big update and even when i clean my database it still uses 3 gb. It's vanilla pretty much accept a couple of little changes.
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Hello guys, So i found a Horde Plugin for DayZ 0.63: link: https://github.com/Da0ne/DZMods/blob/master/mpmissions/DayZSurvival.chernarusplus/ScriptedMods/Modules/ServerEvents/InfectedHordes.c But it's a whole mission so including only the infectedhordes.c would not work. So what i am asking is does anyone have a standalone horde plugin that does not require the whole mission folder?
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Well i want just 1 horde over the whole map. I want the players to be notified where the zombie horde spawn. that can't be done with what you do mate.
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Try and add it to your init.c and don't use #include
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[BUG] [quick help] Plank Stacks in sky (higher each restart)
Violt replied to mr_donald_duck's topic in Servers
Thank mate! -
[BUG] [quick help] Plank Stacks in sky (higher each restart)
Violt replied to mr_donald_duck's topic in Servers
What do you mean by respawn? The Restock? -
Hello, I am reworking a script i found on this forum (Not Copyrighted) So the purpose of this script if a player's SteamID64 is in the admin list that if he uses any of these commands thing will happen for example: /offroad = spawns a offroad car. Here's a list off all the available commands. /offroad /heal [playername] /killall /kill [playername] /time [hour] [minute] /allhere /here [playername] /allgoto [player] /goto [playername] /spawn [object] The Problem is that i am new to scripting and don't have any experience yet. I don't know the steps how to do something like this. Could someone please help me with this? Thanks! Here is the script i was working on there's still a lot of things that are missing / not right at all. // Admin Tools string cmd_prefix = "/"; // Must be special character string SteamId_adminlist = { "76561198122914475", //Violt "76561198155447330" //Sidemavv }; if (player.GetIdentity().GetPlainId() == SteamId_admin1) { isAdmin = true; { found=true; break; } } return found; } void SendMessageToPlayer(PlayerBase player, string message) { Param1<string> param = new Param1<string>( message ); GetGame().RPCSingleParam(player, ERPCs.RPC_USER_ACTION_MESSAGE, param, true, player.GetIdentity()); } bool IsPlayer(string name) { PlayerBase p; array<Man> players = new array<Man>; GetGame().GetPlayers(players); for ( int i = 0; i < players.Count(); ++i ) { p = players.Get(i); if(p.GetIdentity().GetName() == name) return true; } return false; } PlayerBase GetPlayer(string name) { PlayerBase p; array<Man> players = new array<Man>; GetGame().GetPlayers(players); for ( int i = 0; i < players.Count(); ++i ) { p = players.Get(i); if(p.GetIdentity().GetName() == name) return p; } return NULL; } override void OnEvent(EventType eventTypeId, Param params) { super.OnEvent(eventTypeId,params); int i; PlayerBase player, temp_player; array<Man> players = new array<Man>; GetGame().GetPlayers(players); if(eventTypeId != ChatMessageEventTypeID) return; // Is chat message ChatMessageEventParams chat_params = ChatMessageEventParams.Cast( params ); if(chat_params.param1 != 0 || chat_params.param2 == "") return; player = GetPlayer(chat_params.param2); if(player == NULL) return; string message = chat_params.param3, prefix, param0, command; TStringArray tokens = new TStringArray; message.Split(" ", tokens); int count = tokens.Count(); param0 = tokens.Get(0); param0.ParseStringEx(prefix); if(prefix != cmd_prefix) return; param0.ParseStringEx(command); GetGame().AdminLog("[ADMCMD] PLAYER: "+ player.GetIdentity().GetName() +" ("+player.GetIdentity().GetPlainId()+", "+player.GetIdentity().GetId()+") CMD: "+ command); switch(command) { case "spawn": { if(count != 2) { SendMessageToPlayer(player, "/spawn [object]"); return; } GetGame().CreateObject(tokens[1], player.GetPosition(), false, true ); SendMessageToPlayer(player, "[ObjectSpawn] Object spawned: " + tokens[1]); break; } case "goto": { if(count != 2) { SendMessageToPlayer(player, "/goto [player]"); return; } temp_player = GetPlayer(tokens[1]); if(temp_player == NULL) { SendMessageToPlayer(player, "[Teleport] Can't find player called: '"+tokens[1]+"'"); } else { player.SetPosition(temp_player.GetPosition()); SendMessageToPlayer(player, "[Teleport] You teleported to " + temp_player.GetIdentity().GetName()); } break; } case "allgoto": { PlayerBase allgoto_target; if(count != 2) { SendMessageToPlayer(player, "/allgoto [player]"); return; } allgoto_target = GetPlayer(tokens[1]); if(allgoto_target == NULL) { SendMessageToPlayer(player, "[Teleport] Can't find player called: '"+tokens[1]+"'"); } else { SendMessageToPlayer(player, "[Teleport] You teleported everyone to your location"); for (i = 0; i < players.Count(); i++) { temp_player = players.Get(i); SendMessageToPlayer(temp_player, "[Teleport] You have been teleported to player " + allgoto_target.GetIdentity().GetName()); temp_player.SetPosition(allgoto_target.GetPosition()); } } break; } case "here": { if(count != 2) { SendMessageToPlayer(player, "/here [player]"); return; } temp_player = GetPlayer(tokens[1]); if(temp_player == NULL) { SendMessageToPlayer(player, "[Teleport] Can't find player called: '"+tokens[1]+"'"); } else { temp_player.SetPosition(player.GetPosition()); SendMessageToPlayer(temp_player, "[Teleport] You have been teleported to admin " + player.GetIdentity().GetName()); SendMessageToPlayer(player, "[Teleport] You teleported " + temp_player.GetIdentity().GetName() + " to your location"); } break; } case "allhere": { SendMessageToPlayer(player, "[Teleport] You teleported everyone to your location"); for (i = 0; i < players.Count(); i++) { temp_player = players.Get(i); SendMessageToPlayer(temp_player, "[Teleport] You have been teleported to admin " + player.GetIdentity().GetName()); temp_player.SetPosition(player.GetPosition()); } break; } case "time": { if(count != 3) { SendMessageToPlayer(player, "/time [hour] [minute]"); return; } GetGame().GetWorld().SetDate( 2018, 1, 7, tokens[1].ToInt(), tokens[2].ToInt()); SendMessageToPlayer(player, "[Servertime] You have set the servertime to " + tokens[1] + ":"+tokens[2]); break; } case "kill": { if(count == 2) { temp_player = GetPlayer(tokens[1]); if(temp_player == NULL) { SendMessageToPlayer(player, "[Kill] Can't find player called: '"+tokens[1]+"'"); } else { temp_player.SetHealth(0); SendMessageToPlayer(player, "[Kill] You killed " + temp_player.GetIdentity().GetName()); } } else { player.SetHealth(0); SendMessageToPlayer(player, "[Kill] You killed yourself"); } break; } case "killall": { SendMessageToPlayer(player, "[Kill] You killed everyone"); for (i = 0; i < players.Count(); i++) { temp_player = players.Get(i); if(temp_player.GetIdentity().GetId() == player.GetIdentity().GetId()) continue; temp_player.SetHealth(0); } break; } case "heal": { PlayerBase heal_target; if(count == 2) { heal_target = GetPlayer(tokens[1]); if(heal_target == NULL) { SendMessageToPlayer(player, "[Heal] Can't find player called: '"+tokens[1]+"'"); } else { SendMessageToPlayer(player, "[Heal] You healed " + heal_target.GetIdentity().GetName()); } } else { heal_target = player; SendMessageToPlayer(player, "[Heal] You healed yourself"); } if(heal_target != NULL) { heal_target.SetHealth(heal_target.GetMaxHealth("", "")); heal_target.SetHealth("", "Blood", heal_target.GetMaxHealth("", "Blood")); heal_target.GetStatStamina().Set(1000); heal_target.GetStatEnergy().Set(1000); heal_target.GetStatWater().Set(1000); } break; } case "offroad": { SendMessageToPlayer(player, "[Offroad] Vehicled spawned"); EntityAI v; v = GetGame().CreateObject( "OffroadHatchback", player.GetPosition() + "1.5 0 1.5"); v.GetInventory().CreateAttachment("SparkPlug"); v.GetInventory().CreateAttachment("EngineBelt"); v.GetInventory().CreateAttachment("CarBattery"); v.GetInventory().CreateAttachment("HatchbackHood"); v.GetInventory().CreateAttachment("HatchbackTrunk"); v.GetInventory().CreateAttachment("HatchbackDoors_CoDriver"); v.GetInventory().CreateAttachment("HatchbackWheel"); v.GetInventory().CreateAttachment("HatchbackWheel"); v.GetInventory().CreateAttachment("HatchbackWheel"); v.GetInventory().CreateAttachment("HatchbackWheel"); v.GetInventory().CreateAttachment("HatchbackWheel"); // spare break; } default: { SendMessageToPlayer(player, "Unknown command: " + command); break; } } } // End of Admin Tools
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oh and Btw, how do you find your BI UID? Thats the reason why i wanted to use my SteamID64 just because i couldn't find my BI UID.
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Question, does it require you to login with admin password? As the whole server will see that i use commands because if you logged in everything an admin types will be send globaly
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Yeah, anyways quick question. Do you put your SteamID64 or ur BattlEye UID up Tstring array admins = ? and does it require to use #login adminpass or doesn't it as long as your name is in the admins list
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Hey Mate, can you maybe send me your whole Init.C i want to see how you added everything.
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Hello, So i have the standard loot table. but i am noticing that there is almost no loot in military buildings. i've looted whole NWAF and i only found 2 mosins and 1 akm. Why is this? Does anyone have another loot table?