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Zze

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Everything posted by Zze

  1. Zze

    [HELP] Crashing every time

    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.
  2. Zze

    DZSA lancher for mods crashing

    did you try adding back others without semicolon at the end?
  3. Zze

    [HELP] Crashing every time

    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?
  4. Zze

    crash server with this init.c

    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.
  5. Zze

    DZSA lancher for mods crashing

    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.
  6. Zze

    crash server with this init.c

    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.
  7. Zze

    Air drops

    do you also have an include line somewhere for airdrop.c?
  8. Zze

    crash server with this init.c

    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.
  9. Zze

    Trader Script

    trader script being tested
  10. Zze

    I can't get mods to work on my local test server

    lol :P np glad you got it.
  11. Zze

    I can't get mods to work on my local test server

    otherwise if DZSAlauncher is used and configured properly on server should dowload/load the mod automatically
  12. Zze

    I can't get mods to work on my local test server

    yes you use either game launcher or DZSA launcher and enable the mod
  13. Zze

    I can't get mods to work on my local test server

    ok, ya you need the mod on both server and the client https://github.com/SchnitzelPommes/DayZ-SA-Tomato#installing
  14. Zze

    I can't get mods to work on my local test server

    im confused lol, are we talking about DZSALauncher or the mod DayZ-SA-Tomato
  15. Zze

    I can't get mods to work on my local test server

    you downloaded the .exe and changed it to the one being started?
  16. Zze

    I can't get mods to work on my local test server

    https://dayzsalauncher.com/#/tools read this page :P
  17. Zze

    I can't get mods to work on my local test server

    I didn't sort it? I didnt have the problem.. lol all I was saying Im glad he got it working regardless
  18. Zze

    I can't get mods to work on my local test server

    lol, all good, glad you got it sorted
  19. Zze

    [solved]Server version & Client diffrent

    dont think you can run a server on experimental, pretty sure you have to run both client and server on stable
  20. Zze

    I can't get mods to work on my local test server

    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
  21. Zze

    Server global text chat

    hey, thanks for the reply. however i mean for everyone to be able to use global chat
  22. Zze

    I can't get mods to work on my local test server

    are you loading the mod both on client and server?
  23. Zze

    S D SC: Server Message

    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
  24. Zze

    I can't get mods to work on my local test server

    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)
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