Jump to content

NTX_Nitrix

Members
  • Content Count

    52
  • Joined

  • Last visited

Posts posted by NTX_Nitrix


  1. On 4/16/2019 at 6:39 PM, alphagamer1981 said:

    we are running a modded server and we have added scripts and customised some of the core script files, one of our moderaters added a script somewhere that turned off zombies, which of the scripts in game would that most likely to be because i checked all the mods and its not down to any of these

    You can look at this file economy.xml

    <?xml version="1.0" encoding="UTF-8" standalone="yes"?>
    <economy>
        <dynamic init="1" load="0" respawn="1" save="0"/>
        <animals init="1" load="0" respawn="1" save="0"/>
        <zombies init="1" load="0" respawn="1" save="0"/>           <----------- 
        <vehicles init="1" load="0" respawn="1" save="0"/>
        <randoms init="0" load="0" respawn="1" save="0"/>
        <custom init="0" load="0" respawn="0" save="0"/>
        <building init="0" load="0" respawn="0" save="0"/>
        <player init="1" load="0" respawn="0" save="0"/>
    </economy>


  2. 15 hours ago, Guy Smiley said:

    Hi.  Which pbo do I need to edit to adjust the hunger and thirst values of foods?  And is it possible to add a negative value to the thirst for powdered milk and cereal? 

    I have this mod published in Steam Workshop.

    https://steamcommunity.com/sharedfiles/filedetails/?id=1700581293

    This Mod completely eliminates hydration by eating cereals and milk powder and reduces the amount of hydration of certain canned foods.

    It also changes the hydration received by the food if they are raw, boiled, baked or burnt.

    Raw, rotten, burned meat will make you vomit.
    Some raw mushrooms will make you vomit.


    =======================================

    03/04/2019 Updated to 1.02

     

    The negative value has no effect, not for the moment.


  3. 9 hours ago, Greig Myles said:

    I have tried this, still can only see it in DZSA launcher. The ping for the server is 9999 also. I am not sure why that is considering the server is sitting next to me. 

    Verify that these ports are open.

    TCP: 2302,27015-27030,27036-27037

    UDP: 2302,4380,27000-27031,27036


  4. 57 minutes ago, Greig Myles said:

    Hi, 

    I made a server, but it is not showing in the server browser. I have port forwarded and I used steamQuery in the .cfg file. I have also configured my firewall to allow the necessary ports (2302-2305). Does anyone have any ideas I could try as I am out of ideas at this point. 

    The server is 100% running, I can send it commands and talk in game through the admin console. The messages of the day also shows up in the console. 

    If anyone has any advice I would appreciate it.

    Thanks,

    Astrotag

     

    **Able to see it in DZSA launcher**

    I had to add this port too 27016

    At the beginning of Server.cfg I added these lines
    steamPort = 2304;
    steamQueryPort = 2303;

     


  5. 16 hours ago, Miami_bat said:

    hmm no they are untouched, heres a couple of example lines:

    </type>
        <type name="gp_M249">
            <nominal>0</nominal>
            <lifetime>7200</lifetime>
            <restock>14400</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="1"/>
            <category name="weapons"/>
            <usage name="Military"/>
            <value name="Tier3"/>
            <value name="Tier4"/>
        </type>
        <type name="gp_VSS">
            <nominal>0</nominal>
            <lifetime>7200</lifetime>
            <restock>800</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="1"/>
            <category name="weapons"/>
            <usage name="Military"/>
            <value name="Tier3"/>
            <value name="Tier4"/>

     <type name="gp_M249">
            <nominal>0</nominal>                         <--------------------------- Enter quantity Example: 5
            <lifetime>7200</lifetime>
            <restock>14400</restock>
            <min>0</min>                                          <-------------------------- Enter quantity Example: 2
            <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="1"/>
            <category name="weapons"/>
            <usage name="Military"/>
            <value name="Tier3"/>
            <value name="Tier4"/>
        </type>

    • Thanks 1

  6. 25 minutes ago, Miami_bat said:

    Confused on how this actually works..

    I've also done the changing of number values in the events.xml and global.xml as well with no luck, no real changes or just no zombies at all spawning.

    there any guides for server admins to use regarding adding more infected correctly without issue?
     

    At first you do not have to touch those files, it is best to create your own spawns or use a mod, if you really do not know what you are doing better do not touch those files at the moment.

    Scroll with your administration tool and place yourself at the point where you want to put a spawn, copy the data that appears in your debug monitor first and third number and write a new line in the file Addons / worlds_chernarusplus_ai / zombie_territories.xml

    At the end before </ territory-type> put your spawn

     <!-- Bridge Prision Infected -->       <-----------   Place / City
    <territory color="1910952871">
    <zone name="InfectedSolitude" smin="0" smax="0" dmin="4" dmax="8" x="2851.58" z="1992.88" r="20"/>    <--------- This is your new line
    </territory>

    x = first number
    z = third number
    r = radius in which your zombies will spawn
     


  7. 14 minutes ago, Miami_bat said:

    I got these mods installed correctly on my server and game folder, keys in the right folder, edited/added the types information to types. and spawntables files, folder structure is right. 

    I can spawn these mod weapons from my admin console fine in my server, the problem is they don't spawn in the server world.

    All I see are default DayZ weapons over and over again.

    Anyone have an idea what I did wrong, please help? 

    You have to put the weapons and ammunition and other objects of the mods indicated in the file YourMissionName/db/Types.xml.

    Maybe you have some Types.xml file inside the mods to be able to copy them to your server.

     

    If they still do not spawn, they should consider that they have not yet had time to leave, nor do we know how long they have been playing to see that these weapons do not come out.


  8. On 3/31/2019 at 4:14 AM, r8gato said:

    I'm not familiar with how servers work, but is it possible to have 75% day/25% night in one day cycle? Maybe more players would stick around for night time play if they knew it would pass sooner?

    Just my 2 cents.

    You have to play with these values to find what you are looking for.

    serverTimeAcceleration=12;                                  // Accelerated Time (value 0-24)  This is a time multiplier for in-game time. In this case time                                                                                                                     would move 24 times faster  than normal, an entire day would pass in one hour.

    serverNightTimeAcceleration=2;                              // Accelerated Night

    • Beans 1

  9. The problem in the init is that they have to give the two values to the maximum and that usually happens little, could force the minimum values of overcast and rain from 0.50 to 1.0 preo probably almost all the time it would rain


  10. 3 hours ago, SasGuatch said:

    Can not produce Storms in server, weather is so screwed up and broken right now, so until they fix it, if they ever do, or even know how, storms probably will not happen.

     

    It is not very frequent to be a storm, it seems that Overcast and Rain should be at maximum.
    In your Admin tools put values to 100 in Overcast and Rain then you will have a storm, but it is possible that the other players have to relog


  11. On 3/20/2019 at 7:36 PM, Guy Smiley said:

    I've got a few questions about editing this and what some of the values do.  I'm just wondering if I were to delete usage names in under specific items such as Ammo_762x54 and delete <usage name="Town"/>, <usage name="Village"/> will that remove them from spawning at those locations and does that mean removing those two locations would cause more to spawn abundantly in the other locations left?  If so, what values would I need to change to balance out the spawn ratio?

    If you remove spawning sites, you must also take into account that if for Ammo_762x54 you only want them to spawn in <usage name = "Hunting" /> also the Ammo_762x39, Ammo_12gaSlug and possibly some ammo more also have that place to spawn.


    The question is who spawned before? surely depending on <cost> 100 </ cost> if you lower this to 30 in any of the ammunition sure to spawn less of that ammunition can make it increase the one with the highest value, but this might not be so, I think the best thing is to try, I am sure that if some are very high and others are very low the possibility that the seniors will spawn more.


  12. On 3/22/2019 at 9:03 PM, MetalHead2112 said:

    @Guy Smiley It's located in the scripts.pbo file in the folder named 3_Game called Weather.c

     

    On 3/22/2019 at 9:10 PM, Guy Smiley said:

    Ok, cool.  Now I just need to figure this out lol

     

    If you modify any file inside Script.pbo and your server uses equalModRequired = 1; can not connect the client to your server.

     

    On 3/22/2019 at 4:55 PM, SasGuatch said:

    Where the heck is the Thunder N Lightning for servers? Can get in offline mode, unable to when start and run a server?

    This should be re-enabled.

     

    On 3/25/2019 at 6:06 PM, SasGuatch said:

    I've tried adding weather.SetStorm( 1, 0.1, 120);  in the init.c, but still can't get storms(Thunder/Lightning) in server, any ideas?

     

    These are the values that the offline mode has in Weather.

     

            //Offical DayZ SA weather code
            Weather weather = g_Game.GetWeather();

            weather.GetOvercast().SetLimits( 0.0 , 2.0 );
            weather.GetRain().SetLimits( 0.0 , 2.0 );
            weather.GetFog().SetLimits( 0.0 , 2.0 );

            weather.GetOvercast().SetForecastChangeLimits( 0.0, 0.0 );
            weather.GetRain().SetForecastChangeLimits( 0.0, 0.0 );
            weather.GetFog().SetForecastChangeLimits( 0.0, 0.0 );

            weather.GetOvercast().SetForecastTimeLimits( 1800 , 1800 );
            weather.GetRain().SetForecastTimeLimits( 600 , 600 );
            weather.GetFog().SetForecastTimeLimits( 600 , 600 );

            weather.GetOvercast().Set( 0.0, 0, 0 );
            weather.GetRain().Set( 0.0, 0, 0 );
            weather.GetFog().Set( 0.0, 0, 0 );

            weather.SetWindMaximumSpeed( 50 );
            weather.SetWindFunctionParams( 0, 0, 1 );


  13. 1 hour ago, C4-timah said:

    @BaseBuildingLogs; @ConfigurableMetabolism; @ DayZ-Expansion-Chat; @Easy Signs; @KillFeed; @OP_BaseItems; @RPCFramework; @WeaponReduxPack; @Simple Roof

    Es posible que una de las modificaciones anteriores esté causando el problema también, pero no tengo idea de cuál.

     @Easy Signs 

    @Easy Signs [by Cl0ud]           <-----------    do not worry about the holes between the words. The client loads the mod with that name

    Is another option


  14. 6 minutes ago, C4-timah said:

    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.

    Must have some mod not updated on your server or some corrupt mod, or a missing key in key folder


  15. 1 minute ago, C4-timah said:

    Tendré que esperar hasta que el servidor esté vacío y probar los tres. Hasta ahora, verifique las firmas = 2; e equalModRequired = 1; dar como resultado una patada inmediata por mala versión.

    Well, I hope you no longer have problems when you can put "forceSameBuild = 1;"


  16. 3 minutes ago, Guy Smiley said:

    Ok, ¿esto es solo para desencadenar un evento con cierta posibilidad? Si es así, entonces eso funciona perfecto para el campo de fútbol / fútbol en Cherno

    Estaba hablando más sobre esto en worlds_chernarusplus_ai.pbo wolf_territories.xml

    <territory-type>
        <territory color = "4291611852">
            <zone name = "Water" smin = "0" smax = "0" dmin = "0" dmax = "0" x = "2595" z = "5947.5" r = "60" d = "2" />
            <nombre de zona = "Rest" smin = "0" smax = "0" dmin = "0" dmax = "0" x = "1695" z = "6187.5" r = "247.5" d = "2" />
            <nombre de zona = "Resto" smin = "0" smax = "0" dmin = "0" dmax = "0" x = "1777.5" z = "5760" r = "187.5" d = "2" />
            <zone name = "Rest" smin = "0" smax = "0" dmin = "0" dmax = "0" x = "952.5 "z =" 6225 "r =" 172.5 "d =" 2 "/>
            <nombre de zona =" Rest "smin =" 0 "smax =" 0 "dmin =" 0 "dmax =" 0 "x =" 2160 "z =" 5722.5 "r =" 157.5 "d =" 2 "/>
            <nombre de zona =" HuntingGround "smin =" 0 "smax =" 0 "dmin =" 0 "dmax =" 0 "x =" 1792.5 " z = "5910" r = "300" d = "2" />0 "dmin =" 0 "dmax =" 0 "x =" 1792.5 "z =" 5910 "r =" 300 "d =" 2 "/>0 "dmin =" 0 "dmax =" 0 "x =" 1792.5 "z =" 5910 "r =" 300 "d =" 2 "/>
            <zone name = "HuntingGround" smin = "0" smax = "0" dmin = "0" dmax = "0" x = "997.5" z = "6217.5" r = "255" d = "2" />
            < zone name = "HuntingGround" smin = "0" smax = "0" dmin = "0" dmax = "0" x = "907.5" z = "5100" r = "225" d = "2" />
            <zone name = "HuntingGround" smin = "0" smax = "0" dmin = "0" dmax = "0" x = "540" z = "4252.5" r = "217.5" d = "2" />
            <nombre de zona = "HuntingGround" smin = "0" smax = "0" dmin = "0" dmax = "0" x = "1605" z = "6397.5" r = "217.5" d = "2" />
            <zone name = "HuntingGround" smin = "0" smax = "0" dmin = "0" dmax = "0" x = "982.5" z = "6705" r = "180" d = "2" />
            < zone name = "HuntingGround" smin = "0" smax = "0" dmin = "0" dmax = "0" x = "2242.5" z = "5662.5" r = "157.5" d = "2" /> 2 "/>2 "/>

    If that's okay, everything has to be zero


  17. 7 minutes ago, Guy Smiley said:

    I was looking at the pbo for that, worlds_chernarusplus_ai wolf_territories and it shows 0 in the dynamic min and max spawn section.  Actually all animals are that way yet they are spawning on my server as are all the other animals that should be but it's all very random and seldom

    For that you must put the wolves with the chickens

    <event name="AmbientHen">
            <waves>0</waves>
            <nominal>2</nominal>
            <min>0</min>
            <max>15</max>
            <lifetime>33</lifetime>
            <restock>15</restock>
            <saferadius>40</saferadius>
            <distanceradius>0</distanceradius>
            <cleanupradius>0</cleanupradius>
            <flags deletable="0" init_random="0" remove_damaged="0" sec_spawner="0"/>
            <position>fixed</position>
            <limit>mixed</limit>
            <active>1</active>
            <children>
                <child lootmax="0" lootmin="0" max="1" min="0" type="Animal_GallusGallusDomesticus"/>
                <child lootmax="0" lootmin="0" max="1" min="0" type="Animal_GallusGallusDomesticusF_Brown"/>
                <child lootmax="0" lootmin="0" max="1" min="0" type="Animal_CanisLupus_Grey"/>
                <child lootmax="0" lootmin="0" max="1" min="0" type="Animal_GallusGallusDomesticusF_Spotted"/>
                <child lootmax="0" lootmin="0" max="1" min="0" type="Animal_GallusGallusDomesticusF_White"/>
            </children>

    <event name="AnimalWolf">
            <waves>0</waves>
            <nominal>20</nominal>
            <min>1</min>
            <max>2</max>
            <lifetime>180</lifetime>
            <restock>0</restock>
            <saferadius>200</saferadius>
            <distanceradius>0</distanceradius>
            <cleanupradius>0</cleanupradius>
            <flags deletable="0" init_random="0" remove_damaged="1" sec_spawner="0"/>
            <position>fixed</position>
            <limit>child</limit>
            <active>1</active>
            <children>
                <child lootmax="0" lootmin="0" max="1" min="1" type="Animal_CanisLupus_Grey"/>
                <child lootmax="0" lootmin="0" max="1" min="1" type="Animal_CanisLupus_White"/>
            </children>
        </event>

     

    You can play with the Min and Max but be careful you can leave too many wolves, these values do not leave more than 1 or 2 wolves, but can leave more often in those areas.

     


  18. On 3/20/2019 at 1:47 AM, Guy Smiley said:

    Want hardcore?  I challenge someone to post a video of being able to drink from the water fountain in the town of Balota on my server

    You can also make it more difficult by implementing wolves in the spawn of chickens, that's why you have wolves in any city and town or place where there are chickens.

×