HogsMaws
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Everything posted by HogsMaws
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1. Why is the list of available weapons shorter than the last time I played? 2. Is it possible to unlock these on a private server?
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everytime the update the dayz version the server admins have to redo all the server files right? btw, I don't understand why the newer versions took out weaps… there was nothing wrong with a lot of those weaps. supposed to get more not less.
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What is the name of this in the config file? It's not obvious. Anyone know?
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I think that's it thanks. the naming is … something else.
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Why can't items remember where they were in inventory? Is this ever going to be fixed? Having a chest harness and using the hotkey for a pistol in it is insanely aggravating as it will not remember to put it back in there but instead just throw it anywhere else but there. Argh...
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The instructions are explained below but its the spanwable xml file and it doesn't seem to work even if I have only 1 listed spawn coordinate it still uses the vanilla spawns? how is it referencing vanilla coordinates if i deleted them?
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hi guys - I recently got my provate dayz server up and am new to this. i'm trying to get my friend into this game but there is a huge learning curve so I setup my own server so he can PvE for a while until he becomes comfortable with the game. my issue is that I am trying to edit the items that a freshie gets in the beginning. I have the right file and here is the code: EntityAI itemTop; EntityAI itemEnt; ItemBase itemBs; float rand; itemEnt = itemTop.GetInventory().CreateInInventory("M4-A1"); itemBs = ItemBase.Cast(itemEnt); itemEnt = itemTop.GetInventory().CreateInInventory("Field_Backpack"); itemBs = ItemBase.Cast(itemEnt); itemTop = player.FindAttachmentBySlotName("Body"); if ( itemTop ) { itemEnt = itemTop.GetInventory().CreateInInventory("Rag"); if ( Class.CastTo(itemBs, itemEnt ) ) itemBs.SetQuantity(6); itemEnt = itemTop.GetInventory().CreateInInventory("Compass"); itemBs = ItemBase.Cast(itemEnt); itemEnt = itemTop.GetInventory().CreateInInventory("M4_OEBttstck"); itemBs = ItemBase.Cast(itemEnt); itemEnt = itemTop.GetInventory().CreateInInventory("M4_PlasticHndgrd"); itemEnt = itemTop.GetInventory().CreateInInventory("30Rnd_Standardized_Mag"); itemBs = ItemBase.Cast(itemEnt); itemBs.SetQuantity(3); itemEnt = itemTop.GetInventory().CreateInInventory("Standardized_Suppressor"); itemBs = ItemBase.Cast(itemEnt); itemEnt = itemTop.GetInventory().CreateInInventory("AmmoBox_556x45_20Rnd"); itemBs = ItemBase.Cast(itemEnt); itemBs.SetQuantity(10); SetRandomHealth(itemEnt); itemEnt = itemTop.GetInventory().CreateInInventory("RoadFlare"); SetRandomHealth(itemEnt); itemEnt = itemTop.GetInventory().CreateInInventory("StoneKnife"); SetRandomHealth(itemEnt); } the only thing that works is the compass, buttstock, handguard and just 20 rounds of the ammo. can anyone help me get this sorted out? ty
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not sure if anyone can do this but can i turn OFF deterioration? right now its set to degrade way too fast and its very unrealistic for a can opener to go from pristine to damaged from opening 10 cans...
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Can we repack them after initial setup?
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omg... thanks for the help. going nuts trying to fig it out
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i can't seem to get a menu to break it down? is there a trick?
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will items fill up the backpack if no room in top & bottom? nvm it does :)
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thank you so much for your help. i'm almost there, i just can't figure out why the quantity is not working. e.g. itemEnt = itemTop.GetInventory().CreateInInventory("PistolSuppressor"); itemBs = ItemBase.Cast(itemEnt); itemBs.SetQuantity(6); does the setquantity come before the itembase.cast?
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it has to do with the top garment code. i don't know where to inject the code for the backpack. the items are vying for space in my hoodie. the jeans stay empty so that leads me to believe that this code is filling the hoodie ONLY. not sure how to circumvent that. ideas?
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also, how do i made an item spawn more frequently? i.e. more likely?
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i do have the server files installed. i type those things in for the bag and it doesn't work. i think it's not in the spawnable tables xml. i think the spawnable tables is new?
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could you please help me? i want to spawn an alice camo pack but i think there was some name change recently? if you could tell me the name and where to put the code i would appreciate it immensely! also, is there a way to make it daytime 24/7?
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I tried it and the knife, compass and the can opener is the only thing that spawned. the weaps just wont work. is there a spawnable table that needs to be edited? the cfgspawnabletypes.xml??? btw, how do I turn off weap deterioration and also make items spawn Pristine? here is my init below: ------------------------------------------------------------- void main() { //INIT WEATHER BEFORE ECONOMY INIT------------------------ Weather weather = g_Game.GetWeather(); weather.MissionWeather(false); // false = use weather controller from Weather.c weather.GetOvercast().Set( Math.RandomFloatInclusive(0.4, 0.6), 1, 0); weather.GetRain().Set( 0, 0, 1); weather.GetFog().Set( Math.RandomFloatInclusive(0.05, 0.1), 1, 0); weather.GetRain().SetLimits( 0, 0.1 ); //INIT ECONOMY-------------------------------------- Hive ce = CreateHive(); if ( ce ) ce.InitOffline(); //DATE RESET AFTER ECONOMY INIT------------------------- int year; int month; int day; int hour; int minute; GetGame().GetWorld().GetDate(year, month, day, hour, minute); if (((month <= 9) && (day < 20)) || ((month >= 10) && (day > 20))) { month = 9; day = 20; GetGame().GetWorld().SetDate(year, month, day, hour, minute); } //-----------------------X-mas array<vector> treePositions = { "6560.29 0 2462.12", "1652.66 0 14230.71", "3801.06 0 8847.76", "9442.32 0 8829.03", "7903.16 0 12576.52", "11617.75 0 14663.98", "12830.08 0 10115.18", "11221.94 0 12225.89", "3471.93 0 12988.33", "13933.42 0 13228.44", "12022.64 0 9082.89", "10468.54 0 2373.16", "2725.48 0 5288.75", }; Object treeEntity; for ( int i=0; i < treePositions.Count(); i++ ) { vector treePos = treePositions; float posY = GetGame().SurfaceY(treePos[0], treePos[2]); treeEntity = GetGame().CreateObject("ChristmasTree", Vector( treePos[0], posY, treePos[2]), false); } } class CustomMission: MissionServer { void SetRandomHealth(EntityAI itemEnt) { if ( itemEnt ) { int rndHlt = Math.RandomInt(55,100); itemEnt.SetHealth("","",rndHlt); } } override PlayerBase CreateCharacter(PlayerIdentity identity, vector pos, ParamsReadContext ctx, string characterName) { Entity playerEnt; playerEnt = GetGame().CreatePlayer(identity, characterName, pos, 0, "NONE");//Creates random player Class.CastTo(m_player, playerEnt); GetGame().SelectPlayer(identity, m_player); return m_player; } override void StartingEquipSetup(PlayerBase player, bool clothesChosen) { /* player.RemoveAllItems(); EntityAI item = player.GetInventory().CreateInInventory(topsMissionArray.GetRandomElement()); EntityAI item2 = player.GetInventory().CreateInInventory(pantsArray.GetRandomElement()); EntityAI item3 = player.GetInventory().CreateInInventory(shoesArray.GetRandomElement()); */ EntityAI itemTop; EntityAI itemEnt; ItemBase itemBs; float rand; itemTop = player.FindAttachmentBySlotName("Body"); if ( itemTop ) { itemEnt = itemTop.GetInventory().CreateInInventory("Rag"); if ( Class.CastTo(itemBs, itemEnt ) ) itemBs.SetQuantity(6); itemEnt = player.GetInventory().CreateInInventory("HuntingKnife"); itemBs = ItemBase.Cast(itemEnt); itemEnt = itemTop.GetInventory().CreateInInventory("Compass"); itemBs = ItemBase.Cast(itemEnt); itemEnt = itemTop.GetInventory().CreateInInventory("CanOpener"); itemBs = ItemBase.Cast(itemEnt); itemEnt = itemTop.GetInventory().CreateInInventory("Canteen"); itemBs = ItemBase.Cast(itemEnt); itemEnt = itemTop.GetInventory().CreateInInventory("RoadFlare"); itemBs = ItemBase.Cast(itemEnt); itemEnt = itemTop.GetInventory().CreateInInventory("UMP45"); itemBs = ItemBase.Cast(itemEnt); itemEnt = itemTop.GetInventory().CreateInInventory("Mag_UMP_25Rnd"); itemBs = ItemBase.Cast(itemEnt); itemEnt = itemTop.GetInventory().CreateInInventory("PistolSuppressor"); itemBs = ItemBase.Cast(itemEnt); } rand = Math.RandomFloatInclusive(0.0, 1.0); if ( rand < 0.25 ) itemEnt = player.GetInventory().CreateInInventory("SodaCan_Cola"); else if ( rand > 0.75 ) itemEnt = player.GetInventory().CreateInInventory("SodaCan_Spite"); else itemEnt = player.GetInventory().CreateInInventory("SodaCan_Pipsi"); rand = Math.RandomFloatInclusive(0.0, 1.0); if ( rand < 0.35 ) itemEnt = player.GetInventory().CreateInInventory("Apple"); else if ( rand > 0.65 ) itemEnt = player.GetInventory().CreateInInventory("Pear"); else itemEnt = player.GetInventory().CreateInInventory("Plum"); } }; Mission CreateCustomMission(string path) { return new CustomMission(); }
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I was hoping that someone on 1.0 could post a working init file that has a backpack and a rifle as spawnable items.
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I think that is the disconnect we are having. they changed stuff again...
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are we talking about 1.0? can you post your entire init.c file contents? at this point I am just trying to spawn in with a backpack... I wanted an M4 too but its just too complicated.