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drgullen

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Everything posted by drgullen

  1. drgullen

    Persistant Items

    It's basically anything that you have added to the world that wasn't there to begin with and is not on your person. So, pitching a tent, adding loot to that tent, adding loot to barrels, burying loot, interacting with a vehicle, building anything -- all these changes to the world are supposed to end up in the persistence files. The trouble is, even one server crash can wipe out some or all of those files, so you could go weeks and have your base stay put or it could be gone in a few hours, for example -- it all depends how stable the server is and whether or not the server owner has a backup/restore plan in place or not. If there's no plan in place, it's like walking the tightrope back and forth in a tropical storm -- eventually, you're going to fall.
  2. drgullen

    how to move to another server

    It's because you're either moving between an official server and a community server or a community server to another community server. To keep your character and its gear, you have to stay within the same hive. I think there are a few community servers that are hived, but most of them are not, so you get a new character with each new server. Stick on the official servers for the most part if you want to jump around and keep the loot you have on you. In DZSALauncher, there's an option on the left called "played on" -- if you tick that, you'll see all the servers you've been on -- assuming you aren't dead on those servers, you should have characters with gear on them.
  3. drgullen

    Is the Server Browser Ping Correct?

    Most likely yet another new bug. Use this instead: https://dayzsalauncher.com/#/home
  4. drgullen

    cant launch the game data file too short error

    I don't even have that file in my Addons folder -- I have an animals.pbo and I have some other pbo files that begin with anims_{something}.pbo but no anims.pbo itself. I suggest you delete the entire Addons folder, then right-click on DayZ in Steam, select Properties and choose to verify your local game files. This should replace the Addons folder with a fresh one.
  5. drgullen

    tried playing the new modded map, Deer Isle.

    According to Reddit, if you want help with this map, best to hit them up on their Discord, which is: https://discord.gg/msWqTnj
  6. drgullen

    Server Ram

    What version of Windows are you running the server on? Is it a 64-bit OS?
  7. drgullen

    Do Vehicles carry over to other servers?

    It's a bit odd how they have it defined. The cars spawn as one of the events listed in events.xml: <event name="VehicleOffroadHatchback"> <waves>0</waves> <nominal>40</nominal> <min>18</min> <max>22</max> <lifetime>300</lifetime> <restock>0</restock> <saferadius>1000</saferadius> <distanceradius>500</distanceradius> <cleanupradius>200</cleanupradius> <flags deletable="0" init_random="0" remove_damaged="1" sec_spawner="0"/> <position>fixed</position> <limit>mixed</limit> <active>1</active> <children> <child lootmax="0" lootmin="0" max="40" min="30" type="OffroadHatchback"/> </children> </event> I've been basing my information off a DayZ Server spreadsheet that I found somewhere here on the forum. In it, is says that the "lifetime" parameter is defined as: How long (in seconds) something will be out before despawning, after being idle (no interaction). It also says that the nominal value is defined as: How many items spawn of this type, assuming there is enough loot spaces and CE queue is open, and restock timer is 0. It also says that the min value is defined as: Minimum count of item on map, effected by nominal. If count falls below this, they are prioritized in restock queue. So, what I think is happening is that the system chooses a random selection of spawn points for the cars (as defined in the cfgeventspawns.xml file) and then spawns a bunch of them when the server starts. If those spreadsheet definitions are accurate, it means that you have 5 minutes (since <lifetime>300</lifetime> is in seconds) to interact with it before it is marked to be despawned. At that point, the next time the restock timer reaches zero, cars that haven't been found will vanish, but since the nominal value is set to 40 and the min value set to 18, there should always be at least 18 cars sitting in spawn points somewhere on the server. Cars that vanish don't necessarily respawn on the same spot, so I think it's luck of the draw basically -- a car spawn point on the map may or may not have a car -- I haven't actually tried walking far enough away, waiting 5 minutes and then returning to see if one is there now, but I think that might be the case. I'm still learning how this all works though, so if wrong about that, somebody please correct me. If it is right, It certainly seems odd to me to despawn the car so quickly after it spawned.
  8. drgullen

    Base building and tent question

    If you really want to protect your loot, put it in a sea chest or dry bag -- anything you can bury -- then get a shovel and go into the woods somewhere and bury it. It is still vulnerable if someone by chance passes over it because they'll get the "UNDERGROUND STASH" tag pop-up on their screen, but if you place it where you think little traffic will pass, then you're good. With persistence as it is currently though, a server crash could wipe away portions of things added to the world, including buried loot, so no loot is 100% safe atm.
  9. drgullen

    Very frequent server restarts

    Those are likely server crashes, not restarts.
  10. drgullen

    Large Military Tents

    I think you have to look down (or maybe it's up, I can't remember) at the center post and then you'll get an F option to pack it.
  11. drgullen

    Carry weapons around

    Rule #1 in DayZ: Don't get attached to your gear. You could bury them yes, but a server crash could take the buried loot away -- there's no 100% guarantee that buried loot will remain atm.
  12. drgullen

    Own Server Config

    To add the backpack, use player instead of itemTop: itemEnt = player.GetInventory().CreateInInventory("AliceBag_Camo"); itemBs = ItemBase.Cast(itemEnt); and then anything else you want to put on the character, use player as well: itemEnt = player.GetInventory().CreateInInventory("Canteen"); itemBs = ItemBase.Cast(itemEnt); itemEnt = player.GetInventory().CreateInInventory("UMP45"); itemBs = ItemBase.Cast(itemEnt); etc.
  13. drgullen

    Own Server Config

    If you're talking about the cfgspawnabletypes.xml file, that is used to determine what cargo and attachments are chosen for the spawned items, so for example, the prison uniform jacket: <type name="PrisonUniformJacket"> <cargo chance="0.33"> <item name="Rope" chance="0.14" /> </cargo> </type> This says there's a small chance that you'll find some rope in the containers (i.e. pockets) of the jacket, otherwise, it'll be empty. This file doesn't come into play though when you're talking about what initially spawns on your character -- that is defined in the init.c file. As for spawning things more frequently, that is in the types.xml file -- increase the nominal amount of the item you want more of and adjust its min and max values as well and the loot economy should spawn more of that item over time. You can also balance an increase with a decrease, meaning if you want more of one thing to show up somewhere, decrease the nominal amount of some other item that also spawns there. This will increase the chance of the item you want more of showing up more often. I don't know what else to tell you, dude. If your items aren't showing up, you've either made a typo somewhere or you are asking for more container space than your player has on him -- every time my character hasn't spawned with what I expected, it was one of those two things -- I made a mistake or the backpack didn't have enough slots to store all the things I was asking to be spawned.
  14. drgullen

    Own Server Config

    Do you not have the Server Files installed? All the item types are in the types.xml file. Search for the word alice and you'd find it: AliceBag_Black or AliceBag_Camo or AliceBag_Green are your choices. Alternatively, search for the word bag and you'd find all the different types of backpacks that you can spawn. To make it daytime 24/7, replace this: GetGame().GetWorld().GetDate(year, month, day, hour, minute); if (((month <= 9) && (day < 20)) || ((month >= 10) && (day > 20))) { month = 9; day = 20; GetGame().GetWorld().SetDate(year, month, day, hour, minute); } with this: GetGame().GetWorld().SetDate(2018, 6, 15, 12, 0); That would make it noon on June 15th, 2018 all the time.
  15. drgullen

    Own Server Config

    You need to spawn a backpack because you're running out of space which is why most of it isn't showing up.
  16. drgullen

    Own Server Config

    I am on 1.0 but I just don't use their init.c because of how they defined the weather. I see where you got the if statement from now, my bad on that. I noticed in your original post you are referencing the M4 and the Field Backpack before you have defined ItemTop -- that is part of the problem. Also, in types.xml, the M4 is listed as M4A1 and not M4-A1. There also is no item called Field_Backpack -- search for the word "bag" in the types.xml to see all the different backpacks as they are defined. Here is the official 1.0 init.c file that came with 1.0.150000 -- use this and substitute their item names for other valid item names as defined in types.xml and it should work: void main() { //INIT WEATHER BEFORE ECONOMY INIT------------------------ Weather weather = g_Game.GetWeather(); weather.MissionWeather(false); // false = use weather controller from Weather.c weather.GetOvercast().Set( Math.RandomFloatInclusive(0.4, 0.6), 1, 0); weather.GetRain().Set( 0, 0, 1); weather.GetFog().Set( Math.RandomFloatInclusive(0.05, 0.1), 1, 0); weather.GetRain().SetLimits( 0, 0.1 ); //INIT ECONOMY-------------------------------------- Hive ce = CreateHive(); if ( ce ) ce.InitOffline(); //DATE RESET AFTER ECONOMY INIT------------------------- int year; int month; int day; int hour; int minute; GetGame().GetWorld().GetDate(year, month, day, hour, minute); if (((month <= 9) && (day < 20)) || ((month >= 10) && (day > 20))) { month = 9; day = 20; GetGame().GetWorld().SetDate(year, month, day, hour, minute); } //-----------------------X-mas array<vector> treePositions = { "6560.29 0 2462.12", "1652.66 0 14230.71", "3801.06 0 8847.76", "9442.32 0 8829.03", "7903.16 0 12576.52", "11617.75 0 14663.98", "12830.08 0 10115.18", "11221.94 0 12225.89", "3471.93 0 12988.33", "13933.42 0 13228.44", "12022.64 0 9082.89", "10468.54 0 2373.16", "2725.48 0 5288.75", }; Object treeEntity; for ( int i=0; i < treePositions.Count(); i++ ) { vector treePos = treePositions; float posY = GetGame().SurfaceY(treePos[0], treePos[2]); treeEntity = GetGame().CreateObject("ChristmasTree", Vector( treePos[0], posY, treePos[2]), false); } } class CustomMission: MissionServer { void SetRandomHealth(EntityAI itemEnt) { if ( itemEnt ) { int rndHlt = Math.RandomInt(55,100); itemEnt.SetHealth("","",rndHlt); } } override PlayerBase CreateCharacter(PlayerIdentity identity, vector pos, ParamsReadContext ctx, string characterName) { Entity playerEnt; playerEnt = GetGame().CreatePlayer(identity, characterName, pos, 0, "NONE");//Creates random player Class.CastTo(m_player, playerEnt); GetGame().SelectPlayer(identity, m_player); return m_player; } override void StartingEquipSetup(PlayerBase player, bool clothesChosen) { /* player.RemoveAllItems(); EntityAI item = player.GetInventory().CreateInInventory(topsMissionArray.GetRandomElement()); EntityAI item2 = player.GetInventory().CreateInInventory(pantsArray.GetRandomElement()); EntityAI item3 = player.GetInventory().CreateInInventory(shoesArray.GetRandomElement()); */ EntityAI itemTop; EntityAI itemEnt; ItemBase itemBs; float rand; itemTop = player.FindAttachmentBySlotName("Body"); if ( itemTop ) { itemEnt = itemTop.GetInventory().CreateInInventory("Rag"); if ( Class.CastTo(itemBs, itemEnt ) ) itemBs.SetQuantity(4); SetRandomHealth(itemEnt); itemEnt = itemTop.GetInventory().CreateInInventory("RoadFlare"); SetRandomHealth(itemEnt); itemEnt = itemTop.GetInventory().CreateInInventory("StoneKnife"); SetRandomHealth(itemEnt); } rand = Math.RandomFloatInclusive(0.0, 1.0); if ( rand < 0.25 ) itemEnt = player.GetInventory().CreateInInventory("SodaCan_Cola"); else if ( rand > 0.75 ) itemEnt = player.GetInventory().CreateInInventory("SodaCan_Spite"); else itemEnt = player.GetInventory().CreateInInventory("SodaCan_Pipsi"); SetRandomHealth(itemEnt); rand = Math.RandomFloatInclusive(0.0, 1.0); if ( rand < 0.35 ) itemEnt = player.GetInventory().CreateInInventory("Apple"); else if ( rand > 0.65 ) itemEnt = player.GetInventory().CreateInInventory("Pear"); else itemEnt = player.GetInventory().CreateInInventory("Plum"); SetRandomHealth(itemEnt); } }; Mission CreateCustomMission(string path) { return new CustomMission(); }
  17. Thanks @aaronlands I'm glad you're enjoying it. I will bump up the maxping value a bit which will hopefully reduce the frequency of your kicks.
  18. drgullen

    Own Server Config

    Thanks, but it's @HogsMaws who was asking for the help, not me
  19. drgullen

    Own Server Config

    I am still using the 0.63 format for my init.c because I want to be able to adjust the weather values -- so far at least, it seems to work fine. Here's the entire init.c that I'm using: void main() { Hive ce = CreateHive(); if ( ce ) ce.InitOffline(); Weather weather = g_Game.GetWeather(); weather.MissionWeather(true); weather.GetOvercast().SetLimits( 0.1 , 0.3 ); weather.GetRain().SetLimits( 0.0 , 0.0 ); weather.GetFog().SetLimits( 0.0 , 0.0 ); weather.GetOvercast().SetForecastChangeLimits( 0.0 , 0.2 ); weather.GetRain().SetForecastChangeLimits( 0.0 , 0.0 ); weather.GetFog().SetForecastChangeLimits( 0.0 , 0.0 ); weather.GetOvercast().SetForecastTimeLimits( 300 , 600 ); weather.GetRain().SetForecastTimeLimits( 150 , 420 ); weather.GetFog().SetForecastTimeLimits( 300.0 , 600.0 ); weather.GetOvercast().Set( Math.RandomFloatInclusive(0.0, 0.3), 0, 0); weather.GetRain().Set( Math.RandomFloatInclusive(0.0, 0.1), 0, 0); weather.GetFog().Set( Math.RandomFloatInclusive(0.0, 0.2), 0, 0); weather.SetWindMaximumSpeed(3); GetGame().GetWorld().SetDate(2018, 6, 22, 16, 0); } class CustomMission: MissionServer { void SetRandomHealth(EntityAI itemEnt) { int rndHlt = Math.RandomInt(40,100); itemEnt.SetHealth("","",rndHlt); } override PlayerBase CreateCharacter(PlayerIdentity identity, vector pos, ParamsReadContext ctx, string characterName) { Entity playerEnt; playerEnt = GetGame().CreatePlayer(identity, characterName, pos, 0, "NONE"); Class.CastTo(m_player, playerEnt); GetGame().SelectPlayer(identity, m_player); return m_player; } override void StartingEquipSetup(PlayerBase player, bool clothesChosen) { EntityAI itemEnt; ItemBase itemBs; player.RemoveAllItems(); itemEnt = player.GetInventory().CreateInInventory("Rag"); itemBs = ItemBase.Cast(itemEnt); itemBs.SetQuantity(2); itemEnt = player.GetInventory().CreateInInventory("TShirt_Blue"); itemBs = ItemBase.Cast(itemEnt); itemEnt = player.GetInventory().CreateInInventory("Jeans_BlueDark"); itemBs = ItemBase.Cast(itemEnt); itemEnt = player.GetInventory().CreateInInventory("MilitaryBoots_Black"); itemBs = ItemBase.Cast(itemEnt); itemEnt = player.GetInventory().CreateInInventory("Plum"); itemBs = ItemBase.Cast(itemEnt); } }; Mission CreateCustomMission(string path) { return new CustomMission(); }
  20. Survivors, I have made the following changes to this server in the hopes to increase the interest level and player count: It is now a 60-slot server (increased from 30) Persistence backups every hour For those looking for a harder survival experience, I have now eliminated loot completely from the infected (was previously reduced by half) The result of this is that canned food has also been reduced, but is still present in certain areas and sometimes can be found in the containers of certain items like backpacks The loot re-spawn rate has been significantly decreased to help reduce loot cycling Cars now contain a spare battery and a Field Transceiver for wide map in-game communications -- I will be on frequency 96.6 if you want/need to talk to me when I'm online -- hop on and say hi before you kill me lol! Finding a car and getting it going is now a piece of cake -- there are several of them parked on the runway at the Northeast Airfield, fully-assembled Their trunks contain everything you need to get them operational (12 bottles of water for a full radiator; 4 bottles of motor oil; a Jerry can full of gasoline): PERSISTENCE Persistence seems to be working fine on this server, so if you're looking for a reliable place to build a base or hide your loot, give this server a shot! As a special bonus when I launched this server, I buried a sea chest somewhere on December 31, 2018 just prior to launching the server on New Year's Day. I took the above screenshot today (Sunday, January 13, 2019) and the stash is still there! Check the in-game server messages for a clue as to where it's buried and then go get it -- lots of goodies in that chest! Server located in US West -- game time on server matches real time PST (GMT-8) Search for the word "weather" (without the quotes) using your server browser filter or connect directly via 23.106.215.64:2302 NOTE: Turn on server messages for important information sent at random intervals.
  21. drgullen

    Own Server Config

    I'm not sure why you have the If statement in there -- I don't think it's necessary -- here's an example loadout from on my server -- just change my entries to match yours and add your extra items. Also, for things like AmmoBox_556x45_20Rnd, you don't set a quantity for those -- if you want 10 boxes of ammo, list that entry 10 times. The quantity value associated with an item are for things you can stack into one section of inventory slots like rags or burlap sacks. override void StartingEquipSetup(PlayerBase player, bool clothesChosen) { EntityAI itemEnt; ItemBase itemBs; player.RemoveAllItems(); itemEnt = player.GetInventory().CreateInInventory("Rag"); itemBs = ItemBase.Cast(itemEnt); itemBs.SetQuantity(2); itemEnt = player.GetInventory().CreateInInventory("TShirt_Blue"); itemBs = ItemBase.Cast(itemEnt); itemEnt = player.GetInventory().CreateInInventory("Jeans_BlueDark"); itemBs = ItemBase.Cast(itemEnt); itemEnt = player.GetInventory().CreateInInventory("MilitaryBoots_Black"); itemBs = ItemBase.Cast(itemEnt); itemEnt = player.GetInventory().CreateInInventory("Plum"); itemBs = ItemBase.Cast(itemEnt); }
  22. drgullen

    Adding items to item spawn

    You probably need to wipe your persistence files -- ammo boxes have a lifetime of 45 days, so the ammo boxes you are looking at might have been spawns from before you made this change when they were empty.
  23. drgullen

    Bases being deleted

    Most servers are having this issue -- it regards server crashes corrupting the persistence files -- have a search of these forums and you'll see plenty of threads/discussions about it.
  24. drgullen

    Adding items to item spawn

    Each item needs its own cargo tag, like this: <cargo chance="1.00"> <item name="Ammo_556x45" chance="0.50" /> </cargo>
  25. drgullen

    Server Crash vs. Server Restart

    There are a lot of posts on here complaining about persistence being broken. In fact, it is working as designed. I know you're probably getting ready to flame me right now for saying that, but hear me out. I'm not saying it is a good design, in fact, it is an awful design, but it technically does work correctly. I think part of the problem here is that people don't realize how often the servers are crashing. It's the server crashes that are the real problem -- they are the culprits for the loss of persistence, not the persistence system itself. Let me show you what I mean. I used my own server to place a tent on Skalisty Island. I then issued the command taskkill /F /IM DayZServer_x64.exe which simulates a server crash, since the /F switch forces the exe to close immediately. The result was this: followed by... THIS IS A KEY POINT HERE. I can't tell you how many streamers I've watched playing DayZ that think this was a scheduled restart. Every time you get that "No message received..." red text error message in the middle of the screen, that is a server crash and not a restart and at that moment, it means the server is now in a "persistence loss" state because if the server comes back up without the binary files (which are now corrupted) in the storage folder(s) being replaced with some backup files, the result is this: I logged back in and sure enough, the tent is gone. Why? Because the binary files were corrupted, so the system loads a fresh Chernarus from the XML files and creates a new set of storage persistence files. Now, let's try it again, this time waiting for a scheduled server restart. On my server, it restarts every 2 hours, so I place another tent in approximately the same location... ...and then when the server restarts, I get this message: THIS IS A KEY POINT AS WELL. This message leads you to believe that THIS was a server crash, when in fact, it was not. It was a scheduled restart of my server. I wait for a minute for the server to come back up, click Play to log back in and... ...the tent is still there because the restart shut down the exe gracefully, meaning no binary file corruption occurred (NOTE: my server is in real time, so the sun has set a bit which is why the image looks a bit different). The point I am trying to make here is that this is not going to be a simple fix by Bohemia to resolve this problem. It would be a major redesign of how persistence is handled. The binary file system would have to be scrapped altogether for something else. The question is will Bohemia actually do that to fix this problem now that the game is officially released? Regardless of whether they do or not, all you server owners out there be aware that you absolutely need to be creating backup files on a regular basis and restoring the latest backup prior to restarting if you get a server crash otherwise you will definitely have persistence loss on your server. If your GSP doesn't allow you to do that, consider moving your server to someone who allows game servers on a virtual server, which will give you full access to the server to do as you please. On my server, I have a batch file taking backups every hour, so worst-case for me is, we would have to roll back 59 minutes of persistence if the server happened to crash in the 59th minute of the hour just prior to the next scheduled backup being taken. So, is persistence broken? Technically, no, it isn't. It does what it's supposed to do -- save the state of the world on the server and in the result of corruption, load a new world instead. So "when are you going to fix persistence?" is not the question we should be asking. The real question we should be asking is...why is the server crashing so often? Figuring out the server crashes will go a long way towards helping the stability of persistence.
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