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Everything posted by drgullen
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I like this idea, but only if you have enough room in your inventory for the empty can to fit. The server would lag out all the more if it had to keep track of everyone's empty cans, but having the empty can go back into the person's inventory to then be used for some of the things you've said here would work. If the player then discards the empty can, it could simply vanish rather than be placed on the ground (or despawn very quickly like after 60 seconds perhaps).
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Change the numbers in this line. At the moment, it's set to between 5% and 40%. If you want completely random, that is could be pristine all the way to could be ruined, change the 40 to 100.
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This will never be fixed. To fix it properly would require a complete redesign of the game to make the cars client-side. Let's be honest here...that ain't happenin' at this stage of the game. So long as the cars are server-side, if you want to drive cars, play on a low-pop server and they work fine.
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Exit code: 0x0000005 - STATUS_ACCESS_VIOLATION
drgullen replied to seizetheday4eva's topic in Troubleshooting
If you Google that, you'll get loads of threads talking about it -- hopefully one of them fixes it for you. -
Exit code: 0x0000005 - STATUS_ACCESS_VIOLATION
drgullen replied to seizetheday4eva's topic in Troubleshooting
Right-click on Windows Start button, select Event Viewer, expand Windows Logs on the left and then choose the Application log. There may or may not be an entry for DayZ when this access violation occurs, but if there is, it might highlight the faulting module, which might narrow down what is causing it. -
@TJSneed88 The other thing you can do is shut down the server, then cut and paste the entire storage_1 folder somewhere else (to save it for later sort of thing). Then, start the server up with the changes you've made to the xml files. This will generate new loot based on your changes, so you'll know if it's spawning as you want or not. A good place to start in terms of a guide is here: https://community.bistudio.com/wiki/DayZ:Central_Economy_setup_for_custom_terrains For starting loot, you change that in the init.c file.
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If you delete everything in there, you lose everything, so any built bases, buried loot, vehicles moved from their spawn point, etc. would all vanish.
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Exit code: 0x0000005 - STATUS_ACCESS_VIOLATION
drgullen replied to seizetheday4eva's topic in Troubleshooting
Hmm, what does Windows Event Viewer say? It might show something for "faulting module" other than just DayZ_x64.exe by itself. -
Check the cfglimitsdefinition.xml file for the various usage and value names you can use. In this case, you'd want to change the AKSU Tier value to whatever tier you want them to spawn in and then do the same for the AK74. Keep in mind that, unless you wipe your server by deleting the storage_1 files, it may take a while for these changes to show up. Without a wipe, you'd still see those guns in their original spawn areas until they reach their lifetime limits.
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Exit code: 0x0000005 - STATUS_ACCESS_VIOLATION
drgullen replied to seizetheday4eva's topic in Troubleshooting
It's definitely one of the mods. I had this in the past as well. Choose one of the mods and unsubscribe from it. Then, play a session of DayZ without that mod and see if you still get the error. If you do, put that mod back and unsubscribe from another. Rinse and repeat until the error goes away. One or more mods have some issue right now, so unsubscribing and resubscribing might fix it once you hit the right one. -
Or we just leave it as it is. Take your spark plug and/or car battery out, hide them somewhere or take them with you. If you come back and car gone, oh well, you have something new to do now.
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How did you fix it in case anyone else runs into this issue?
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You would edit the types.xml and add the names of the loot in there. Assuming there are adequate loot spaces in the world to spawn this new loot, the Central Economy over time should start spawning it in the world, based mostly on the nominal values of the loot you added. Depending on the map though, you're going to have to make adjustments to the amount of loot being spawned. Look in your server's .RPT files for the word overtime. If that value is greater than zero, it means the CE is struggling to place certain items (they will be listed in the RPT file as well). So, for example, I use the Land Rover Defender vehicle mod on my server and in my types.xml file, I have this: <type name="Defender110_dver_1_1"> <nominal>5</nominal> <lifetime>2700</lifetime> <restock>0</restock> <min>0</min> <quantmin>-1</quantmin> <quantmax>-1</quantmax> <cost>100</cost> <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0"/> <category name="vehiclesparts"/> <tag name="floor"/> <usage name="Industrial"/> </type> This particular item is the driver's front door and as you can see, I have the nominal set to 5, meaning ideally, the CE is going to make sure there are always 5 Defender front doors available to loot somewhere within industrial areas of the map. Again though, this assumes there are open spaces in the world to place these new things. If there aren't, they may not show up. In that case, you'd have to lower nominal values of other industrial loot to make room for these new doors. Make sense?
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Is there a separate customer service center here?
drgullen replied to wjdtn9411-8c1e0d82e9aafd2f's topic in General Discussion
Sure, here you go... -
Never been to Vancouver then?!
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Compiling Error due to Unknown type 'LightItemOnFire'
drgullen replied to SuprCG's topic in Troubleshooting
Some mods have dependencies, so you're probably missing a mod or two somewhere. -
This is never going to happen in the vanilla game, nor should it. If you want this, play DayZ on PC and join a modded server that has this.
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Here's something else to consider -- do NOT force kill the server using the /F switch. So, in other words: GOOD: taskkill /IM DayZServer_x64.exe BAD: taskkill /IM DayZServer_x64.exe /F When you shut down your server, the last line in your .RPT file should be something like this: 14:00:07.02 --- Termination successfully completed --- If you don't see this line, it means the server did not complete all of its normal shutdown functions. Some parts of these functions include doing any final writes to the persistence files (the .bin files in the storage_1\data folder). If you are force killing the exe with the /F switch, you are opening up the possibility of one or more of these .bin files getting corrupted. If the server was in the middle of writing to one of these files when it was force killed and the file gets corrupted, what do you think happens when the server restarts? What happens is that file gets deleted and recreated, meaning whichever items were being saved in the world in that file are now gone. So, in the case of vehicles.bin, this would mean all cars that had been touched/moved by players would vanish on restart. I have been messing around with DayZ servers since 1.0 launched. I have always shut down the server gracefully. I have NEVER had one of my cars disappear. The cost is only about an additional 15 seconds to shut down the server gracefully (i.e. without the /F switch). I highly recommend you do it that way to avoid this issue.
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@Melita01 Regarding your Case 1, this is configurable in the xml files -- you can change it so that ruined items remain longer on the server, although it will apply to all ruined items and will have an impact on performance. As for the mechanic itself, the CLE (Central Loot Economy) handles all ruined things the same regardless of what they are, so whether it's a ruined axe or a ruined car, they will both despawn. This is by design to satisfy the nominal value for the vehicle events to make sure there are that many non-ruined cars available on the server. Shortly after the ruined car despawns, a fresh car is spawned at one of the spawn points defined in cfgeventspawns.xml. I get the frustration regarding the items in the trunk, but personally, I like it the way it is. It forces you to make decisions when you're vulnerable -- you have to decide what items to take with you before you leave because you know the car is going to vanish and there may be players in the area. Regarding your Case 2, check your economy.xml file and make sure you have save="1" for the vehicles line. If it's 0 that means vehicles are not being saved in the persistence files and are therefore subject to despawn. You can check that as well -- the lifetime value in events.xml for the vehicle events. The value is in seconds, so increase that to have cars stick around longer.
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It is based on what is written in the events.xml file. Look for events with a name that begins with vehicle. The lifetime value there indicates how long a spawned vehicle will sit in its spawn point before it vanishes. The nominal value indicates how many vehicles ideally should spawn on server start. Whatever that nominal value is, you should have at least that many, but preferably a lot more, spawn points defined for that event in cfgeventspawns.xml. So, let's say you wanted spawned vehicles to stay put for 2 hours. In that case, the lifetime value should be 7200 since that's how many seconds there are in 2 hours.
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Problems Joining Experimental servers
drgullen replied to Soup-c49ee05fd1f0de26's topic in Troubleshooting
Are you using "DayZ Experimental" or "DayZ" for this? Experimental is its own game by itself, so make sure you're trying to connect with that version. -
Fruit spawns when players are in the vicinity of those trees -- so when you first start up a server with nobody on it yet, no fruit will be present. If you are testing this with just you on the server, I suggest you go to a town, run through that town, leave the town, turn around and go back to that town. At that point, check the trees as your presence should have spawned some fruit in.
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If you stay warm and dry, the cold will eventually go away even without pills. Build a fire, wring out your clothes if they're wet and stay by the fire for a while -- soon enough, cold gone.
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Most likely, yes. I am not using that mod and I believe it changes quite a lot of things. The example I gave you is from my Deer Isle server that is up and running, but doesn't use Expansion mod.
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You just add and delete as you like. So, if you wanted no rags and a backpack plus the rest of what I listed, then it would look like this: 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("MountainBag_Blue"); itemBs = ItemBase.Cast(itemEnt); itemEnt = player.GetInventory().CreateInInventory("TShirt_Red"); itemBs = ItemBase.Cast(itemEnt); itemEnt = player.GetInventory().CreateInInventory("Jeans_Grey"); itemBs = ItemBase.Cast(itemEnt); itemEnt = player.GetInventory().CreateInInventory("Sneakers_Green"); itemBs = ItemBase.Cast(itemEnt); itemEnt = player.GetInventory().CreateInInventory("SpaghettiCan"); itemBs = ItemBase.Cast(itemEnt); } }; I picked a random bag here -- you'd need to look through the types.xml file for the precise names to put here.