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596 ExcellentAbout drgullen
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The HUD display, such as your hydration, stamina, blood, etc. as well as what you are carrying in your hands, are quite difficult to read when you are traveling across the snow in Namalsk and now the ice sheets of Sakhal. The game can detect that you are standing on these surfaces since the audio associated with them changes, so it would be nice if the HUD display changed as well, perhaps with putting a black background behind the symbols to make them visible while moving on these types of areas.
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Never mind, the problem was between the keyboard and the chair lol. I accidentally put an extra </type> in the file. If you experience weirdness with some of your loot, validate any XML files you've updated as you might have made a typo.
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Is anyone else experiencing issues with cargo attachments in 1.24? For example, I'm using the RFWC Whaler as a boat to get around in and I have this in my cfgspawnabletypes.xml file for it which should spawn it with all of these items in its inventory: <type name="RFWC_Whaler"> <cargo chance="1.00"> <item name="SparkPlug" chance="1.00" /> </cargo> <cargo chance="1.00"> <item name="TruckBattery" chance="1.00" /> </cargo> <cargo chance="1.00"> <item name="EngineOil" chance="1.00" /> </cargo> <cargo chance="1.00"> <item name="CanisterGasoline" chance="1.00" /> </cargo> </type> It spawns with nothing though. I also use a Land Rover Defender as a vehicle and it's the same there, it spawns like an Audi parked in the hood, it's stripped of everything! These both spawned correctly on 1.23, so trying to figure out if it's a mod problem or a game problem.
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This is just a general question to the devs regarding how the infected move. What is the logic behind having them go into "ape" mode, where they suddenly bend over and start running at you on hands and legs as if they are a chimpanzee or something? It's really kind of annoying and it's happened to me time and again over the years. I aim my MK II or crossbow or other weapon and just as I fire, they bend over and the shot misses. Once they are aggro'd on you, they should be coming at you upright as fast as they can, but invariably, they suddenly switch to this weird stance for some reason. They are supposed to be infected human beings not primates. Is there some specific reason for implementing them in this way? Has there been any thought to updating their movements in the future?
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@KyiaraThe unconscious times seem completely out of whack to me in general. If I fall and break my leg, I'm unconscious I would say for about 5 to 10 times longer than I am if I'm downed from being shot. Also, for the shooter, there should be the opportunity to move in on the unconscious player for an interaction, like tying him up for example. Usually though, the guy is already conscious again before I can get there because he's awake in about 10 seconds. This really needs some balancing. I think regardless of how it happened, unconsciousness should last around 60 seconds (maybe a random variable amount, so up to +/- 15 seconds, so sometimes conscious again as early as 45 seconds, other times, unconscious as long as 75 seconds).
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Shouldn't this read "there were translations"? 😜 We need these in game:
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@Xeonmeister I have wondered this as well. I guess just as a more general question that I would like answered is why can't the client and server sync with each other on a regular basis? Back in the day, I worked for a software company that dealt with punch clocks. We had something we called a totalizer that was a process that was running in the background on the server and checked every few seconds to see if there were any new entries in the punch card table. If there were, that meant there were totals out of sync, so it did its thing to update the totals in the system. Why can't DayZ do something similar? You could have the client check maybe once every 60 seconds to make sure its inventory and character state matches the server's inventory and state for that character. If they are not in sync, update the server with what the client has so that other players will see you the same as the server now sees you. @Kyiara Is something like this not possible and if not, why not? It is frustrating having to re-log to fix this as on a busy server, unless you have queue priority, you have a long wait to play again.
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I'll ask the question, but then explain myself so you understand where I'm coming from. The question is: Does the respawn value in the economy.xml only apply to ruined or dead things or does that also apply to something that has reached the end of its lifetime? Here is the situation. I have a vehicle event defined as follows: <event name="VehicleLandRoverDefender"> <nominal>15</nominal> <min>10</min> <max>25</max> <lifetime>7200</lifetime> <restock>0</restock> <saferadius>500</saferadius> <distanceradius>500</distanceradius> <cleanupradius>200</cleanupradius> <flags deletable="0" init_random="0" remove_damaged="1"/> <position>fixed</position> <limit>mixed</limit> <active>1</active> <children> <child lootmax="0" lootmin="0" max="25" min="10" type="CrSk_Land_Rover_Defender_110"/> </children> </event> As you can see, this event has a lifetime value of 7200 meaning that once it has been sitting in its spawn location untouched for 2 hours, the vehicle will disappear from that location. In my economy.xml I have vehicles set to not respawn like this: <?xml version="1.0" encoding="UTF-8" standalone="yes"?> <economy> <dynamic init="1" load="1" respawn="1" save="1"/> <animals init="1" load="0" respawn="0" save="0"/> <zombies init="1" load="0" respawn="1" save="0"/> <vehicles init="1" load="1" respawn="0" save="1"/> <randoms init="0" load="0" respawn="1" save="0"/> <custom init="0" load="0" respawn="0" save="0"/> <building init="1" load="1" respawn="0" save="1"/> <player init="1" load="1" respawn="1" save="1"/> </economy> I have reasons why I changed the 1 to a zero for vehicle respawns and I won't bore you with the details, but what I'm wondering is with this value set to zero, would an untouched vehicle that isn't ruined and that reaches its end of lifetime respawn or would it not? In other words, does the CE act the same in terms of respawning something regardless of whether its ruined or at its end of lifetime?
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Well, I guess let's start with the basics and tell us what you've done in terms of troubleshooting. For example, if you ping that server from another computer on the network, do you get a response back or is it timed out? Are you running some version of Windows Server on that box? Could it be a permissions issue? Tell us the things you've tried and then maybe we can suggest something you haven't tried.
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I now don't see an error in the way is it written, so no I can't figure it out. It looks correct to me. A lot of others have had this type of issue though. I did this Google search: https://www.google.com/search?q=serverDZ.cfg+encountered+instead+of+'%3D' It seems similar errors go back to the old Arma days. One on that list suggests to start over and edit a fresh serverDZ.cfg that you know by default works. You could maybe try with this one on GitHub as the base: https://github.com/sinipelto/dayz-scripts/blob/master/serverDZ.cfg Sorry, don't know what else to suggest. Hope you figure it out. If you do, please let us know what it was.
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Might just be my browser, but this is how I see this. There's a space between the a and the m and between the Q and the u. If that's how you actually have it, remove those spaces and try it.
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This line looks a bit odd to me. Why do you have double quotes around the exe and -mod=? It may make no difference, but on my start command, I have "DayZ Server" in quotes as you do, but the rest of that line, including my list of mods, have no double quotes around them. Also as Draowyr just said (I was literally writing this as he replied), use the regular server exe for this. Other than that, I see no issues. If you can load into it via the LAN tab but the outside world can't see it, there must be a firewall issue somewhere. You could try doing a trace route to it from somewhere outside the WAN and that might show you where the bottleneck is.
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Can you post your serverDZ.cfg and .bat file so we can see if it has anything wrong in it?
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I have played around with the weather configuration quite a bit lately and have had a lot of success with it. I've seen a lot of posts on here, on Steam and other sites on the Internet asking "Why is it always raining on this server?" I have figured out the main reason why. It is mostly related to this line in the init.c file: weather.GetRain().SetForecastChangeLimits(0.0, 0.1); What that says essentially is change the weather either not at all or by no more than 10%. So, depending on what you have the forecast time limits set to, if they are high (meaning the weather doesn't change that often) and it's already raining and you have the limits set to a value similar to this, it's gonna rain for a long, long time. That second value there, the 0.1, needs to be 1.0 so that the rain can stop with a single change. So, I've coded a little configuration section that you would put at the top of your init.c file to control the weather on your server exactly as you like. I've placed a lot of comments in the code, so I won't repeat myself here, but essentially all you have to change are 5 variables to get exactly the weather you want on your server. I've included a spot to set the exact date and time for your server as well. As is, the code defaults to basically no weather at all, just clear skies and a random amount of wind, so if you want clouds and/or rain and/or fog and/or storms, change the appropriate value. Here's the code for the init.c: void main() { //INIT ECONOMY-------------------------------------- Hive ce = CreateHive(); if ( ce ) ce.InitOffline(); Weather weather = g_Game.GetWeather(); weather.MissionWeather(true); // leave this set to true if you are about to configure the weather here in the init.c // drgullen's Weather Configuration // ================================ // Change the 5 integer values down below (CloudCover, POP, ReallyFoggy, Thunderstorm and TimeChange) to control the weather on your server. // // CloudCover: The percentage of the sky that might be covered in clouds (0 = Clear sky all day; 100 = Potential for completely overcast) // POP: The probability of precipitation as a percentage (0 = No Rain all day; 100 = Will definitely rain at some point, but not constantly) // (Note: Set CloudCover and/or POP to -1 for a random amount of clouds and rain to start with that will change over time) // ReallyFoggy: Set the chance of fog occuring (-1 = Never any fog; 0 = Chance of some fog; 1 = Very foggy; 2 = Extremely foggy) // Thunderstorm: The percentage chance that lightning and thunder will accompany the rain (0 = No Chance; 100 = Storm always present if raining) // TimeChange: The minimum number of seconds until the weather changes (the maximum will be up to twice as long as this number) (Default is 300 which is 5 minutes) // // Examples // ======== // If you want it to eventually be cloudy, perhaps completely overcast over time, but with no rain at all and maybe some fog, set them like this: // CloudCover = 100; POP = 0; ReallyFoggy = 0; Thunderstorm = 0 // // If you want no clouds and no rain, but a very foggy day: // CloudCover = 0; POP = 0; ReallyFoggy = 1; Thunderstorm = 0 // // If you want the chance of some clouds, rain and the slight chance of a storm, but no fog: // CloudCover = 50; POP = 30; ReallyFoggy = -1; Thunderstorm = 10 // // If you want a random chance of clouds and rain (could still result in clear skies), but no chance of storms or fog: // CloudCover = -1; POP = -1; ReallyFoggy = -1; Thunderstorm = 0 // // If you want the most extreme weather possible, with lots of clouds, rain, storms and fog: // CloudCover = 100; POP = 100; ReallyFoggy = 2; Thunderstorm = 100 // // If you want basically no weather at all, just always clear skies (THIS WAS THE DEFAULT SETTING FROM THE POST ON THE FORUM): // CloudCover = 0; POP = 0; ReallyFoggy = -1; Thunderstorm = 0 // // As for wind, a random maximum amount is generated down below. You can change the higher number for a different maximum if you like. // // Keep in mind that it's the POP value that dictates if the weather engine will make it rain or not. // For example, you would think setting it to CloudCover = 0 and POP = 100 would result in clear skies, // but because you're asking for a 100% chance of rain there, it produces clouds to account for the rain. // For the sake of realism, if you want the chance of rain, the CloudCover value should be at least 50 or higher with POP at least 10 or higher. // Also remember that POP is a probability, meaning even with a value greater than 0, it still might not rain. The closer to 100 you get, the more likely it will rain. // // The default for TimeChange is 300 which means the weather will change every 5 to 10 minutes. // If you wanted it to change on average about every 45 minutes, you would change this number to 1800, meaning it would change every 30 to 60 minutes. // If you wanted it to change on average about every 2 minutes, you would change this number to 90, meaning it would change every 1.5 to 3 minutes. // // IMPORTANT NOTE: Remember that the weather changes slowly over time. No matter what you set these values to, it may take a few cycles of changing weather // for it to look as you've requested it here. So, if you set it for rain and there isn't a cloud in the sky, give it 2 or 3 change cycles before thinking there's an issue. // It's the same the other way around -- if it's raining now and you set your POP to 30, it'll stop raining shortly and then may go hours without raining again. // // ==================================================== CHANGE THE 5 VARIABLES BELOW TO CONTROL THE WEATHER ================================================================= int CloudCover = 0; int POP = 0; int ReallyFoggy = -1; int Thunderstorm = 0; int TimeChange = 300; // ==================================================== CHANGE THE 5 VARIABLES ABOVE TO CONTROL THE WEATHER ================================================================= float rndMinOvercast; float rndMaxOvercast; float rndMaxRain; float rndMinFog; float rndMaxFog; float rndTS = (Thunderstorm / 100); if ( POP == -1 ) { rndMaxRain = Math.RandomFloat( 0.0, 1.0 ); } else { rndMaxRain = (POP / 100); } if ( rndMaxRain > 0.3 ) { rndMinOvercast = Math.RandomFloat( 0.4, 1.0 ); rndMaxOvercast = 1.0; } else if ( CloudCover == -1 ) { rndMinOvercast = 0.0 rndMaxOvercast = Math.RandomFloat( 0.0, 1.0 ); } else { rndMinOvercast = 0.0 rndMaxOvercast = (CloudCover / 100); } if ( ReallyFoggy == -1 ) { rndMinFog = 0.0; rndMaxFog = 0.0; } else if ( ReallyFoggy == 2 ) { rndMinFog = 0.9; rndMaxFog = 1.0; } else if ( ReallyFoggy == 1 ) { rndMinFog = 0.6; rndMaxFog = 1.0; } else { rndMinFog = 0.0; rndMaxFog = 1.0; } weather.GetOvercast().SetLimits(rndMinOvercast, rndMaxOvercast); weather.GetRain().SetLimits(0.0, rndMaxRain); weather.GetFog().SetLimits(rndMinFog, rndMaxFog); weather.GetOvercast().SetForecastChangeLimits(0.1, 0.25); weather.GetRain().SetForecastChangeLimits(0.25, 1.0); weather.GetFog().SetForecastChangeLimits(0.0, 0.1); weather.GetOvercast().SetForecastTimeLimits(TimeChange, TimeChange * 2); weather.GetRain().SetForecastTimeLimits(TimeChange, TimeChange * 2); weather.GetFog().SetForecastTimeLimits(TimeChange, TimeChange * 2); weather.GetOvercast().Set(Math.RandomFloatInclusive(0.0, 0.0), 0, 0); weather.GetRain().Set(Math.RandomFloatInclusive(0.0, 0.0), 0, 0); weather.GetFog().Set(Math.RandomFloatInclusive(0.0, 0.0), 0, 0); // Change the second number on the next line for a different maximum possible wind value (THE DEFAULT ON THE FORUM POST WAS 50). int WindMax = Math.RandomInt( 0, 50 ); weather.SetWindMaximumSpeed(WindMax); weather.SetStorm(rndTS,rndTS,TimeChange); int year, month, day, hour, minute; year = 2023; month = 05; day = 06; hour = 6; minute = 0; GetGame().GetWorld().SetDate( year, month, day, hour, minute ); } Give that a try and let me know how it goes for you. If you have any questions about this, feel free to post them here. Hopefully now, it stops f****** raining on your server! lol