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drgullen

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Everything posted by drgullen

  1. drgullen

    cfgspawnabletypes.xml issue

    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.
  2. drgullen

    cfgspawnabletypes.xml issue

    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.
  3. drgullen

    Iztek

    The Iztek map seems to have disappeared off Steam. Anyone know why or if it's coming back? I literally just got our local LAN server setup perfectly and now the map is gone lol.
  4. drgullen

    Infected "ape" movements

    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?
  5. @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).
  6. drgullen

    venomous animals

    Shouldn't this read "there were translations"? 😜 We need these in game:
  7. drgullen

    Stable Update 1.21

    @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.
  8. drgullen

    Respawn Question

    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?
  9. drgullen

    Help! DayZ Server Unreachable

    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.
  10. drgullen

    PC Dedicated Server Help

    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.
  11. drgullen

    PC Dedicated Server Help

    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.
  12. drgullen

    PC Dedicated Server Help

    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.
  13. drgullen

    PC Dedicated Server Help

    Can you post your serverDZ.cfg and .bat file so we can see if it has anything wrong in it?
  14. I have experience setting up servers, so for the most part anyway, I know what I'm doing. I'm quite stumped on this one though, so I'm hoping this has happened to someone else who can tell me what the heck to do to fix this. Here is what happened: I'm setting up an Iztek Server locally here in the house for us to play on. Everything is working fine (and still is actually) with the exception that now for some reason that I don't understand, the world loads always at nighttime. The only thing I was changing was the cfgplayerspawnpoints values because I wanted to set some spawn points in non-default places. On one of them, I loaded in apparently in the water and in complete darkness. Since then, no matter what I do (changing date and time, deleting the persistence files, entering a previous value into cfgplayerspawnpoints that earlier was spawning in daytime) the server always loads dark. I can load into other LAN servers and Official or Community servers with no problem, but this one server now always loads like it's 3am no matter what I do. I set the time in the init.c file and it is currently set to 9:15am. This was working fine previously, but like I say, now it loads like it's sometime long before sunrise. I have no idea what I did wrong. Has this ever happened to anyone else on here that figured out how to fix it?
  15. drgullen

    drgullen's Weather Configuration

    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
  16. drgullen

    Server Showing Night No Matter What Time It Is

    So, I fixed it, but I really don't understand why this became a problem. This seems like a bug to me, but I'm not even sure how to properly describe it. It turns out it was the Favorites tab in the Server Browser screwing up. My localhost 127.0.0.1 server was showing up in two places on the browser -- in the Favorites tab and in the LAN tab. This morning when this was working, I was joining the server via the Favorites tab. I have always joined it via the Favorites tab and it always worked previously. After I apparently fell through the map earlier today on an errant spawn point, from that point forward, joining the server via the Favorites tab sent me into darkness. It was as if the configuration of the Favorites tab still thought I was spawning in the water in darkness even though I had since changed the spawn points in the cfg file. I was spawning where I expected to be, but the world was completely dark when it should have been mid-morning. I had my roommate connect to the server but it wasn't listed in her Favorites tab, so she joined it via the LAN tab and for her, it was daytime. So then for the first time today, I tried joining it via the LAN tab and sure enough, it was daytime for me to. The fix was I deleted the following file: \AppData\Local\DayZ Launcher\FavouriteServers.xml and as soon as I started the Launcher the next time, that file got re-created and then when my server showed up on the Favorites tab from that point forward, it showed the proper time of day. I have absolutely no idea why falling through the map would corrupt that particular XML file, but that seems to be what happened in my case because this Favorites tab bug showed up immediately after that happened. Anyway, it's fixed now, so if you're like me and you setup servers on your local laptop or desktop, if you start having weirdness with the Favorites tab, try the LAN tab and if it works properly there, this is probably the way to fix this weird issue.
  17. drgullen

    Server Showing Night No Matter What Time It Is

    Thanks for the reply. I basically did all your suggestions. I reinstalled the whole thing and bare bones, I can run a Chernarus server normally. I guess it has something to do with one of 3 mods: Iztek (the map itself) or Iztek_Zarge (required addons for Iztek) or CF (Community tools mod). Iztek requires all 3 of those mods to run and as soon as I add them, I'm back in the dark. If I take them off and run a Chernarus server with no mods, the time works correctly. What is so strange about this is literally this morning, I was running the Iztek map on this machine with no problem. The time was set for mid-morning and it loaded as mid-morning. I'm now using the same setup as I had this morning, but obviously something is different because with those mods active, it's once again always night no matter what the time is set to. Interestingly, when I mouse over the sun icon in the Server Browser, it comes up correctly as 9:15am which is what I have it set to in the init.c file. I have also unsubscribed and resubscribed to those 3 mods to download them fresh to no avail. I'm at a loss as to what changed. I'll keep at it until I figure it out.
  18. drgullen

    Static Heli Crashes

    In cfgeventspawns.xml underneath <event name="StaticHeliCrash"> I see this: <zone smin="1" smax="3" dmin="3" dmax="5" r="45" /> Does anyone know what those values mean?
  19. drgullen

    need some help with types.xml

    You might have to settle for 1 for each, but I think it's moot anyway because if I'm not mistaken, the game simulates the alternator charging the battery does it not?
  20. drgullen

    Help with a server log message

    You can safely ignore those messages. It just means that the CE (Central Economy) is taking a bit longer than usual to find a spot to respawn those items. Unless you subsequently get error messages saying those items failed or the like, they eventually do get respawned.
  21. drgullen

    The new cfggameplay.json

    Okay, I'll change that for my next restart, thanks for the info!
  22. drgullen

    The new cfggameplay.json

    On my server, it doesn't seem to be working properly...or I configured it incorrectly. I copied the JSON file to my mpmissions folder, in my server.cfg, I added enableCfgGameplayFile = 1; and in the JSON itself, I edited it and changed hitDirectionBehaviour to 0. I'm still getting hit direction indicators though. Did I f it up or is it broken?
  23. drgullen

    How exactly rare are NVGs now?

    Right, which is what I meant when I said they are not restricted to helis. They could spawn anywhere considered military, including helis.
  24. drgullen

    How exactly rare are NVGs now?

    @EzyStriderPS4 The way it's written in the types.xml, it's not restricted to heli spawns. You'd need a Tier assignment for that. As written, they could spawn in any military location.
  25. drgullen

    The new cfggameplay.json

    @Derleth I might not be understanding what you're looking for exactly but the things contained in that JSON file are described here: https://community.bistudio.com/wiki?title=DayZ:Gameplay_Settings
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