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Everything posted by Zze
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doesn't have to be, if you get output from the server when you connect you can determine the characters uid (usally the first entry for admin) and simply delete or mark it dead, and it'll delete just that account from the players.db using an sqllight browser.
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did you try adding back others without semicolon at the end?
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is the server, or is the client crashing? if its client/server, what error are you getting? and if client what output does the server show as you try to connect? and is anyone else able to connect? and have you ever been able to connect? or in other words is this a new problem, or did it never work to begin with?
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I messaged Not a Banana, to ask if there was any limitations on objects, he said there is no current object limit, but there is a known bug if you place an object in certain places, it will cause the server to crash, so most likely the case here... also that the issue should be fixed with the next stable release.
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well two things I see, but not to say its the problem, but here they are... 1. you dont have an @ for DayZ-Sa-Tomato, now if thats how the folder is actually named that should still technically work, but check on that.. 2nd thing is, in the past experiences, its showed me, it really doesn't like a semicolon ';' at the end of the mods, just inbetween each mod so for example: -mod=@DayZPlus;@weapon_redux_pack;@RPCFramework - Good -mod=@DayZPlus;@weapon_redux_pack;@RPCFramework; - Bad so for starters double check folder name on DayZ-Sa-Tomato see if it has @ infront or not then try removing the last extra semicolon at the end.. and if that doesn't work, trying adding the mods one by one till it breaks it to help narrow down which is causing the issue.
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was using customShiza as an example, it wasn't complete. take a look in the spoiler for what the actual code i used.. however didn't include the tail end as I assumed you would figure that out :3.. anyway the entire init.c i used to test was: Read ^^^ and again, keep in mind this roughly half or less then half of the objects you originally specified.
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you need to create a seperate void for the objects you are trying to add for one. like this void customShiza() { Object obj; obj = GetGame().CreateObject("Dam_Concrete_20_Floodgate", "13153.000000 18.914499 3276.913086"); obj.SetOrientation("34.000000 0.000000 0.000000"); obj.SetPosition("13153.000000 18.914499 3276.913086"); } and then call it from main void like this void main() { Hive ce = CreateHive(); if ( ce ) ce.InitOffline(); Weather weather = g_Game.GetWeather(); weather.GetOvercast().SetLimits( 0.0 , 1.0 ); weather.GetRain().SetLimits( 0.0 , 1.0 ); weather.GetFog().SetLimits( 0.0 , 0.25 ); weather.GetOvercast().SetForecastChangeLimits( 0.0, 0.2 ); weather.GetRain().SetForecastChangeLimits( 0.0, 0.1 ); weather.GetFog().SetForecastChangeLimits( 0.15, 0.45 ); weather.GetOvercast().SetForecastTimeLimits( 1800 , 1800 ); weather.GetRain().SetForecastTimeLimits( 600 , 600 ); weather.GetFog().SetForecastTimeLimits( 1800 , 1800 ); weather.GetOvercast().Set( Math.RandomFloatInclusive(0.0, 0.3), 0, 0); weather.GetRain().Set( Math.RandomFloatInclusive(0.0, 0.2), 0, 0); weather.GetFog().Set( Math.RandomFloatInclusive(0.0, 0.1), 0, 0); weather.SetWindMaximumSpeed(30); weather.SetWindFunctionParams(0.1, 1.0, 50); GetGame().GetWorld().SetDate( 2018, 6, 20, 7, 5); customShiza(); } and this last part i dont get but maybe just too many objects but for example when I do this it works fine, however if i do the full list of objects you were trying it crashes the server... so play around with that.. maybe less objects ot simply just one bad one causing it, not sure.
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lol :P np glad you got it.
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otherwise if DZSAlauncher is used and configured properly on server should dowload/load the mod automatically
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yes you use either game launcher or DZSA launcher and enable the mod
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ok, ya you need the mod on both server and the client https://github.com/SchnitzelPommes/DayZ-SA-Tomato#installing
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im confused lol, are we talking about DZSALauncher or the mod DayZ-SA-Tomato
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you downloaded the .exe and changed it to the one being started?
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https://dayzsalauncher.com/#/tools read this page :P
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I didn't sort it? I didnt have the problem.. lol all I was saying Im glad he got it working regardless
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lol, all good, glad you got it sorted
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dont think you can run a server on experimental, pretty sure you have to run both client and server on stable
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pretty sure both, although haven't tested it, but based on this: https://github.com/SchnitzelPommes/DayZ-SA-Tomato#installing step 5 says: Set start param -mod=DayZ-SA-Tomato at Server/Client
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hey, thanks for the reply. however i mean for everyone to be able to use global chat
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are you loading the mod both on client and server?
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dont believe so, its not the script itself, just the way the message is outputted by the server the code for the player counter for example is this void PlayerCounter() { array<Man> players = new array<Man>; GetGame().GetPlayers( players ); int numbOfplayers = players.Count(); GlobalMessage(1,"Players: "+ numbOfplayers.ToString()); } only message being passed is "Players: "+ numbOfplayers.ToString() however you can disable the messages completely, believe in the config, or just manually commenting out the code
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did you download DZSALModServer.exe from https://dayzsalauncher.com/#/tools and lanuch that instead? from what I've read base dayz sa isn't really setup to handle the mod requests on its own, basically leaves it up to player/server owner to communicate what is needed (least for the time being)