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Everything posted by C4-timah
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Instead of changing nominal and min values and waiting a couple of days for the server to eventually (if at all) to despawn the extra massive amounts of loot, is there a faster way to specifically remove loot by force? Then update the nominal/min values with the desired lower values for desired amount of fresh spawned loot items on Chenarus?
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Was curious if anyone knows how to make vehicle doors, trunks, hoods spawn on the static wrecked cars only on Chernarus. No more doors/hoods/trunks in houses, sheds etc. I don't mind battery, radiator, headlights, spark plugs or tires spawning at their current locations. Any hints on how to pull this off is greatly appreciated.
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Infected numbers and response to gun shots etc is soooo much better. I'd be ok with increasing the numbers even more, especially in the larger cities and military area's. Hordes. As of right now, the infected activity in high loot area's in where the game default should have been. We'll see what the next few weeks bring. Trying to cover all the major cities across the map currently.
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Not at all. It's actually the amount of memory the server is using to load all the mods, assembled cars, 60+ heli sites and 60+ police crash sites, etc. If I remove all the mods it only uses about 2.68GB out of 16GB of available memory. Played on it last night, no issues at all. Will be making my way towards some of the more larger cities/NWAF to test out the numbers. I'm hoping to be completely overwhelmed by infected by firing a weapon. In survival, if you make just one mistake, it should always be near fatal, if not FATAL. Every time. Depending on the severity of your mistake of course. AssembledCars|PVP/PVE|BaseBldg+|KillFeed|WeaponRedux OR AssembledCars 2|Vanilla|HARDCORE|PVP/PVE|1P If anyone is interested in giving it a run. Both only 20 slot low pop servers.
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Uploaded the new file. Restarted the Server and will compare tonight after work. Can't wait. Expecting big things now that you've conquered the spawn radius issue. I'll update with results in a couple of days. Hopefully this update will ring true on our slogan...Only 3% will Survive... Thanks! Update: I noticed the server memory usage jumped from 3.11GB to 3.63GB after applying that update. If this means more infected on the field in high risk/high reward areas, then its great news!
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I'd like to update this Crossbow mod for my server but am not sure where to start. I have DayZ Tools installed. I have no desire to change the mechanics or anything about the mod, I simply want to update it for the 1.03 release. The author is no longer going to keep it up to date and has released permissions to unpack/repack etc. Are there any tutorials on basic mod creation or at least a tutorial to update existing mods so they are playable with updated releases of DayZ by Bohemia? https://steamcommunity.com/sharedfiles/filedetails/?id=1693727516
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Currently I use a server hosted through gtx gaming. I have not been able to force the use of mods of since 1.0. Is anyone aware of this? This is what I've tried so far: equalmodrequired=1 - I get kicked for bad version the moment I click play. This happens with the mods installed or deleted from client side. I used the Steam Dayz Launcher and DZSA Launcher when the mods are installed and still get kicked with this option active. equalmodrequired=0 - I can use DZSA Launcher, DayZ Launcher option from steam, or launch normally and can join the server WITH or WITHOUT mods installed. verifySignatures = 2 appears to have no affect in the process what so ever. I have not tried disabling it yet. It seems to enforce only the game version. I have tried the above options, with and without the DZSA Launcher Mod Sync Tool on the server. You can join with or without mods either way.
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I was so hoping you were right...unfortunately, it's there. Large as life.
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So after disabling @BaseBuildingLogs. equalModRequired = 1; which will stop people from joining without mods....WORKS with @BaseBuildingLogs disabled. equalModRequired = 1; works like it should with all my other mods enabled (together and individually). @BaseBuildingLogs prevented the server from booting all the way when it was the only mod enabled. I'll have to inquire to the reason. Issue considered resolved.
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I was wrong on the forceSameBuild = 1; It was already enabled and I had entered it a second time which caused the server to freakout. forceSameBuild = 1; works
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GTX gave me a test server to work out the bugs. I should know something in the next couple of hours.
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verifySignatures = 2; - no issues with this option forceSameBuild = 1; - currently keeps the server from starting, so investigating that equalModRequired = 1; - kicks players for bad version I currently have verifySignatures = 2 and equalModRequired = 1 enabled. 181.214.133.55:2302 if you want to try and connect with DZSA Launcher. My server shows up there with the required mods. @BaseBuildingLogs;@ConfigurableMetabolism;@DayZ-Expansion-Chat;@Easy Signs;@KillFeed;@OP_BaseItems;@RPCFramework;@WeaponReduxPack;@Simple Roof Its possible one of the above mods is causing the issue also, but I have no idea which.
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Checked that already. I wiped the server purposely for that reason. Unsubscribed from all my mods. Deleted all files client side. Reinstalled the server, re-added all the mods, re-subscribed to all mods in steam, ran the steam update.....*sigh* I may do another full wipe this weekend and just be methodical in the re-install.
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For some reason, "forceSameBuild = 1;" is preventing my server from completing the startup cycle. Will have to research the logs to see why its hanging.
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Clean install, no modification to any server files. verifySignatures = 2; -check forceSameBuild = 1; -haven't tried equalModRequired = 1; -check I'll have to wait til the server is empty and try all 3. So far verifySignatures = 2; and equalModRequired = 1; result in an immediate kick for bad version. And thats with or without the correct mods.
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I have a problem with the DZSALauncher too. You can go to Battlemetrics.com and filter the type of server you want to connect to. You'd still have to connect with the IP under the community tab so not sure how much help that would be except you wouldn't be using the game to search for the server since you did it through battlemetrics. So after searching, maybe hit the community tab right away, enter the IP and see if that works for you.
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Thirst and Hunger have been leveled out so your not needing to eat and drink every 10 minutes. Plenty of loot. Not too much, but not sparse either. Cars are ASSEMBLED. In any apocalyptic scenario, you're not going to have to assemble every vehicle you come across, why be forced to do it in a game? 60+ Cars on the map at all times, 60+ Heli sites, 40+ Police Car crash sites. Base building is encouraged. Day cycle is normal. 1hr of dawn, 10hrs daylight, 1hr dusk. Server restarts every 12hrs for backups. TS3 Server is free and you may request your own channel to be password locked for privacy. You want to do it solo, play here. You want a team, play here. You want to play nice then betray your team, that's right, play here. It's survival. We're not here to hold your hand and wipe your @$$. Newbz, Vets and every player in between are welcome. Have fun, build, hunt, team up, sabotage. It's your playground. Make your mark. We can meet at the Mos Eisley Cantina afterward. Drinks are on you. https://steamcommunity.com/groups/the3percent Only 3% will survive... We fill our hot tubs with the tears of baby-whiner snowflakes. Spam is a 3 meal staple. Our favorite pub is the Mos Eisley Cantina. Where our Friends don't like you and We don't like you either. DayZ Server Name: The 3% DayZ Server IP: 181.214.133.55:2302 DayZ TS3 Server: 74.91.123.176:1015 Current Mods: ConfigurableMetabolism DayZ-Expansion-Chat *DisableBaseDestruction (currently disabled due to debate) Easy Signs [by Cl0ud] KillFeed OP_BaseItems RPCFramework Simple Roof WeaponReduxPack Auto Subscribe to all Mods here: https://steamcommunity.com/sharedfiles/filedetails/?id=1601267878 For the Best Gaming experience, please connect using the DayZ Launcher from Steam after auto subscribing to the mods or download and use he DZSA Launcher found here: https://dayzsalauncher.com/#/tools to auto download the mods before connecting to any DayZ server. Server Admin: C4-timah
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I've always found them in the single garage/shed that has the double doors on front and single door on the side. Found in most medium to large towns. I've never had to go to the larger cities like Cherno to find them but have found them in the large cities too.
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Is there a way to force people to install mods before they join your server?
C4-timah replied to robotstar's topic in Servers
I have no pbo's modified. If I use equalmodrequired = 1, you can't join. VerifySignatures = 2 is set by default but players still connect without installing mods. VerifySignatures = 2 worked til 1.0 -
Is there a way to force people to install mods before they join your server?
C4-timah replied to robotstar's topic in Servers
Already using DayZ Launcher Mod Sync which does basically the same thing. It not only updates the mods on the server to the latest versions but checks each client prior to connecting to make sure they also are up to date or give them the option to download the mods if they don't have have them. This would eliminate me needing to use equalmodrequired = 1, or so I though. I guess something about the current version of DayZ has broken this feature. I have people connecting without using the DayZ Launcher from the client side to join and I can't stop them. If I use equalmodrequired = 1, no one can join. Otherwise, everyone can join no matter what. 😭 -
Is there a way to force people to install mods before they join your server?
C4-timah replied to robotstar's topic in Servers
I just did a fresh install of my server, using equalModRequired=1 and I get an error saying "Bad Version" and I can't join. At this point, No .pbo files have been modified. I'm using the following mods: @BaseBuildingLogs;@ConfigurableMetabolism;@DayZ-Expansion-Chat;@Easy Signs;@KillFeed;@OP_BaseItems;@RPCFramework;@Simple Roof;@WeaponReduxPack If you use equalModRequired=0 , everyone can join, obviously, but they do not have the mods required to play on the server properly. Not sure why when no pbo files have been modified I still can't join my own server with equalModRequired=1 enabled. I use the DayZ Launcher to join. I also have DZSA Launcher installed on my server. -
What are your settings for the 'events.xml' for the Hatchback? And is there anyway to speed up the respawn times?
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Recently Hatchback spawns are now spawning with the bottom of the car level with the ground. The axles are flush with the ground and half the tire is then below ground. Approaching the car, sometimes it begins to twitch or spin. If you get in the car or get too close, it either knocks you out or kills you. If you can wait long enough for the car to stop having a seizure and for the tires to stop spinning, once it has all the parts in it (this has to be done all at once), you can hop in and the car sits on top of the ground like its suppose to. However this results in the gas tank being damaged to the point that a full tank leaks out to empty in less than 15min. Is there a reason that the spawns are slightly below ground, killing players attempting to get in them before they are properly repaired? (Screenshot will be forthcoming)
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Does anyone know how long it takes for new car spawns? I've been going around and destroying every hatchback that is glitched into the ground (every single one so far) and not a single car has respawned in the last 5 days.