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Everything posted by Fester808
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Hi all, I understand the loot economy is a rather fluid entity, constantly changing as by the developers vision. Was as wondering if anyone has the latest loot economy map showing the areas in which more rarer items are found. I’m currently going by this.. Or has it changed to this.. Any links, help and advice would be appreciated. Cheers! Evan
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Apologies, this actually contains the information I was looking for, albeit outdated, I think. I was mixing up this post with the below post. Thanks for linking this, this is the image I was looking for but I had imagined it differently, and resembling the original post. Exactly, although you may find the same buildings across the map, these buildings have tiers with Low, Medium and Rare items. Meaning anything found in the red zones (Tier 1) will be much more high end. The devs actually explain it in an old Dev log explaining the new (Enfusion build) loot economy system (see below) I may reach out to https://www.reddit.com/user/iv_maradox (the map designer for iZurvive - https://dayz.ginfo.gg/ ) and see if he can muster up a more updated map from my original post. Given the loot economy tool is now available it must be must easier to understand now in comparison to 2 years ago.
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That was where I pulled the picture from - thanks but sadly I think that is outdated. That is from 0.61. Come on dude - that doesn't even have Tisy on there lol - but I do appreciate the effort 😃 When the modding tools were released I am certain the devs previewed a picture similar to this, which showed much more up to date information with bubbles on the economy on the loot Does anyone know the image I mean?
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Do servers owners need to wipe the database for this patch?
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Congratulations guys! Did I underand correctly, do server owners need to wipe the entire database with 1.0 release?
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Utiliser Community Offline Mod par Arkensor here Bonne chance
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In short, no. Unfortunately there are no servers like that currently. Overwatch comprises of many features (mods/scripts) and I will list their current functionality: Safezones - partially working, headshots will still kill a person due to the way the game currently handles damage Traders - partially working (and unreleased). AI - only zombies and animals at this stage Persistence - broken. Bases you build, tents you fill and cars you repair are randomly despawning due to bugs in the game. Leaving a large part of the end-game elements that Overwatch added useless if implemented. Advanced bases (digital locks, assigning building permission to friends) - not developed/released Friends/Groups - not developed/released AI/Zombies Killed stats in Debug - not developed/released Vehicles - currently only one car which is set to spawn as default in the server files and that is still very buggy In conclusion, people are hard at work developing mods/features which can be bundled together to create an Overwatch/Epoch/Exile 'style' server. Unfortunately these mods rely on a stable backbone (game) to build upon and work in conjunction with, and DayZ persistence is currently broken/buggy. These mods will come in due time and these bugs will hopefully get fixed soon. Watch this space!
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It would be very difficult for even the most skilled developers on here to help you delete only the partially built bases without deleting all base structures on the server. People would need to have a very strong and in-depth knowledge of SQL databases and the game functions to do that. Hopefully though someone knows! Good luck!
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Sounds like it has something to do with Vilayer. Did you install DaOne mission via an automatic install on your game panel? If you click update mod (DaOne mod) in game panel it will revert all changes to default (75000 0 75000 etc.). Two options. Option 1 - Uninstall the mod via automatic install on game panel then install manually without Vilayer auto-install. Option 2 - explain this to Vilayer (open a ticket) and ask them why this is happening. Everyone else (including me) is not having the issue with the SafeZone. Are all commands broken now or just /godmode and /spawnarmed? Because you had other commands working a few days ago (see below).
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Strange. No one else has been reporting this issue (on here and in the issues section of his GitHub). Are you certain you are making the changes to the SafeZoneFunctions.c whilst the server is stopped? Try this. 1. Stop your server. 2. Run a backup. 4. Navigate into your server files mpmissions/DayZSurvival.chernarusplus/ScriptedMods/Modules/SafeZone/SafeZoneFunctions.c then delete the SafeZoneFunctions.c file. 3. Navigate to the SafeZoneFunctions.c file on his zip file/folder you downloaded from his GitHub. 4. Make the changes to coordinates using your desired file editor. Save the file. Close the editor. Reopen the file and ensure your changes have saved. 5. Upload the edited file to your server via FTP or usual method of transfer. 6. Start your server. And begin walking from more than 500m away from the set location. Let me know how it goes!
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So i understand correctly you are only editing the globals.xml? And if you change 1500 back to 1000 you spawn normally? Editing the total zombies which the server will allow to spawn should not affect your spawns. Are you certain you have not made any other edits?
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Pretty sure the changing keybinds you are doing is a prototype of the finished function (NOT FUNCTIONAL CURRENTLY). I seen it mentioned here in the ‘added’ section and the update after that didn’t mention it so i presume it is still non-functional.
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I noticed you changed the title to SOLVED - care to share how you fixed it to help others in the future?
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Can I see a snippet of the code you entered for the coordinates? Also what distance have you set to bubble around your coordinates? If you teleport inside the safezone I don’t think you get the ‘YOU HAVE ENTERED THE SAFEZONE’ (or whatever it says) message. You need to walk naturally into the ‘bubble’ you set.
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Try this worlds_chernarusplus_ai.pbo with modified zombie_territories.xml This was modified by another guy but was too much for my server. It takes time to get it right with slight adjustments. The spread of zombies is not always favourable with this method but could always just add more events to get the spread you want. I followed this old reddit post and got an amount I was happy with without compromising too much server FPS. Goodluck
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Not that you asked this but you can also do some other changes to edit zombie spawns. It will require some testing as it affects the FPS of the server, which is also difficult just now as many people are experience FPS drops after the most recent update. Anyway... Step 1. Navigate to the directory mpmissions\missionName\db\ Open events.xml Go to line 196 Locate <event name="InfectedArmy"> Change <min>25</min> Change <max>250</min> Scroll down and locate an array of <children> Change all <min> and <max> tags Repeat for every Infected Array Step 2. Open globals.xml Change ZombieMaxCount
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I can't say I've had this issue. But perhaps try looking here there is a tool you can use as well as verifying the files. Not sure what the bad configs are that he refers to but perhaps this will help? Go to Steam>DayZ>Properties>Verify Integrity of game files and check the configs box to delete bad configs. Also, has he ever played the game before? Could be a firewall issue.
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What edits are you making to the server (files changed and changes made)?
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/spg canteen works for water - it spawns full. The water well and fuel pump work, it’s just these items spawn lower than ground level so maybe run the command on a rock or fence but kinda hacky way to solve an simple issue. For food I haven’t tested all the items (fruit, vegetables, all cans etc) but spawning animals work, then just kill them, gut them and cook them...or eat them raw /spg Animal_BosTaurus_Brown Goodluck
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Awesome work! Is this something you will release? Also does this modification add the vehicles as persistent entities or temporary?
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Look at DaOne Vanilla++ mission here. This mission comes with many features including a zombie horde feature. It has an installation guide on his GitHub.
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What exactly would you like to do? You can can (currently) add buildings, roads, props (chairs, tables) etc to the existing map using Arkensors Offline Mode to load Chernarus+ then export the added buildings, roads to your mission. Then even add those new buildings to the economy so that the coresponding loot spawns inside. Adding new terrain is another story and I don’t unfortunately don’t have the answers for that.
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1. Find the coordinates you want to spawn each vehicle at. You will need the X coordinate, the Z coordinate and the A coordinate (orientation). The X & Z coordinate relates to the exact location you want that car to spawn (can use this map to get them), or use the debug in game. Then the A coordinate is the yaw/orientation of the car - you can just use any number below 360 or if you want precise placement I would look at Arkensors offline mod and use XZA from that. 2. Stop the server. Then go to mpmissions/{missionName}/cfgeventspawns.xml open cfgeventspawns.xml press CTRL + F to find (or find manually) the Offroad Hatch back, it will have a list of about 70 different spawn points. Now enter the XYA coordinates for each vehicle you wish to spawn from step 1 using the format shown in the .xml now save the xml and restart the server. Please note, the server tries to spawn (maximum) 40 hatchbacks as default. There are more than 40 spawnpoints as default. This means that following this tutorial won’t guarantee a vehicle to spawn at these ‘new spawn points’ right away. Let us know if you have any issues.