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NoBeansForMe

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  1. No, sorry, I haven't looked into it any more.
  2. NoBeansForMe

    ask for help : How to disable recipes

    You will need a mod in order to disable recipes. I don't know how much you know about modding, but in order to make a mod that disables recipes you will need two files: 1. Create a folder called DisableRecipes 2. In this folder you create a file called "Config.cpp". This file is basically just a description of your mod and what it requires. 3. Put this into that file: class CfgPatches { class DisableRecipies { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = { }; }; }; class CfgMods { class DisableRecipies { dir = "DisableRecipies"; name = "DisableRecipies"; type = "mod"; dependencies[] = {"World"}; class defs { class worldScriptModule { value = ""; files[] = {"DisableRecipies/4_World"}; }; }; }; }; 4. In the same folder as the Config.cpp file is located in you create a new folder called "4_World" 5. Go into that folder and create a file called "DisableRecipies.c" (this file can be called whatever though, just an example). This is the file that does the actual disabling of recipes. 6. Put this into that file: modded class PluginRecipesManager { override void RegisterRecipies() { super.RegisterRecipies(); UnregisterRecipe("CraftWoodenCrate"); } } 7. Then you use DayZ Tools "DS Utils" to create a key for the mod and then "Addon Builder" to build the mod and finally "Publisher" to upload it to your Steam Workshop. If you want to disable more recipes you can find all the vanilla recipes in the file "E:\DayZPDrive\scripts\4_world\classes\recipes\recipes\pluginrecipesmanagerbase.c" or wherever you extracted your game files in DayZ Tools, and then just add a new line for each recipe you want to disable below the line "UnregisterRecipe("CraftWoodenCrate"); like: UnregisterRecipe("CraftTorch"); UnregisterRecipe("CraftFireplace"); Etc You can disable recipes from other peoples mods as well this way, you just need to make sure they are loaded first by adding their names to the "requiredAddons" section in the Config.cpp file above. You need to find that out from their own Config.cpp files which can be extracted using PBO Manager (https://github.com/winseros/pboman3). That file most likely also need to be unbinarized to be more easely read using the tool "CfgConvert.exe" that comes with DayZ Tools like "CfgConvert.exe -txt -dst C:\Temp\config.cpp C:\Temp\config.bin" but thats a whole other can of worms that can be opened depending on how much work you want to put into it. Then you need to find the name of their recipes as well, so you are going to need to dig into the code of the other files in the mod. I know this requires some knowledge in mod making, but there are tutorials on youtube that covers this.
  3. NoBeansForMe

    as a server owner, how do i find out territory flag pole owners?

    Yeah, it's serverside.
  4. NoBeansForMe

    as a server owner, how do i find out territory flag pole owners?

    Yeah, that sounds like it could be it. Is it "Instant Flag" at https://steamcommunity.com/sharedfiles/filedetails/?id=2812309047 you are using? Edit: I tried it and when used it doesn't get logged to the ADM file when someone places a flag pole. I made a mod called "LogFlagPolePlacement" that logs flag pole placements to a separate log file in your server's profile folder. You can get it here if you want to try it: https://steamcommunity.com/sharedfiles/filedetails/?id=2988841676 I noticed you get a crash log when you use the "Instant Flag" mod mentioned above (the game and server doesn't go down though). You get that crash log regardless if you use my mod combined with it or not, so it's not my mods fault even though it is mentioned in the crash log as well if you run them both.
  5. NoBeansForMe

    as a server owner, how do i find out territory flag pole owners?

    Strange. This is what I get when I log in with adminLogPlacement = 1; spawn a flag pole kit in vppadmintools, build it and raise the flag. ****************************************************************************** AdminLog started on 2023-06-12 at 17:14:33 17:15:26 | Player "TestNick" is connected (id=BYTFbvytfbTJVbtryVTRvbTHRCrhteVBChvretCTest=) 17:16:25 | Player "TestNick" (id=BYTFbvytfbTJVbtryVTRvbTHRCrhteVBChvretCTest= pos=<4647.5, 10338.1, 339.0>) placed Flag Pole Kit 17:16:49 | Player "TestNick" (id=BYTFbvytfbTJVbtryVTRvbTHRCrhteVBChvretCTest= pos=<4644.7, 10338, 339.6>) has raised Flag_Altis on TerritoryFlag at <4643.467773, 339.000000, 10338.107422> If I set adminLogPlacement = 0; and do the same procedure I get this: ****************************************************************************** AdminLog started on 2023-06-12 at 17:20:58 17:21:34 | Player "TestNick" is connected (id=BYTFbvytfbTJVbtryVTRvbTHRCrhteVBChvretCTest=) 17:22:42 | Player "TestNick" (id=BYTFbvytfbTJVbtryVTRvbTHRCrhteVBChvretCTest= pos=<4637.3, 10350.9, 339.0>) has raised Flag_Bohemia on TerritoryFlag at <4637.254883, 339.000000, 10352.299805> So are you sure you got adminLogPlacement = 1; cause that's seems to be the setting for logging flag pole kit placements.
  6. NoBeansForMe

    as a server owner, how do i find out territory flag pole owners?

    I missed one flag I've also set to 1 in my config: adminLogBuildActions = 1; I also start my server with the argument -adminlog. If none of these makes a different I don't know why it's not logging it. The log entry I posted above was me placing a flag pole kit on my test server and it logged it right away.
  7. NoBeansForMe

    as a server owner, how do i find out territory flag pole owners?

    Just check the servers ADM logfile in the profile folder. All placements of flag pole kits will be logged to it like this: 20:38:12 | Player "SomeDude" (id=UNHGukygNUgbN jBKIYTUiuHHmmMHTYGnyn= pos=<4658.0, 10323.2, 339.0>) placed Flag Pole Kit When I hosted a server I kept those files forever and when I needed to find something I just opened them all in Notepad++ and used "Find in all opened documents". Just search for "flag pole kit". If there have been a lot of flag pole kits placed on the server you will probably get a log of results, but since you know the coordinates of the one you are interested in you can probably find it. I don't know if there is a better way. Edit: You might need to set "adminLogPlacement = 1;" in the serverDZ.cfg in order for it to log those actions if you haven't already. I don't think it's there by default. If not, then it's not logged who placed that flag pole and I'm not sure it's possible to find out who owns it.
  8. The code below works for me. I don't have to specify they should be placed on the back of the player, they just do anyways. Put it in the init.c class CustomMission: MissionServer { // Vanilla code override void StartingEquipSetup(PlayerBase player, bool clothesChosen) { // Vanilla code // M4 private Weapon_Base weapon1; weapon1 = player.GetInventory().CreateInInventory("M4A1"); weapon1.GetInventory().CreateAttachment("M4_OEBttstck"); weapon1.GetInventory().CreateAttachment("M4_RISHndgrd"); weapon1.GetInventory().CreateAttachment("ACOGOptic"); weapon1.GetInventory().CreateAttachment("Mag_STANAG_30Rnd"); ChaimberWeapon(weapon1); // AKM private Weapon_Base weapon2; weapon2 = player.GetInventory().CreateInInventory("AKM"); weapon2.GetInventory().CreateAttachment("AK_WoodBttstck_Black"); weapon2.GetInventory().CreateAttachment("AK_RailHndgrd_Black"); weapon2.GetInventory().CreateAttachment("PSO11Optic"); weapon2.GetInventory().CreateAttachment("Mag_AKM_30Rnd"); ChaimberWeapon(weapon2); } // Put a round in the chaimber of the weapon. void ChaimberWeapon(Weapon_Base weapon) { int muzzleIndex = weapon.GetCurrentMuzzle(); float ammoDamage; string ammoTypeName; Magazine magazine = weapon.GetMagazine(muzzleIndex); magazine.LocalAcquireCartridge(ammoDamage, ammoTypeName); weapon.PushCartridgeToChamber(muzzleIndex, ammoDamage, ammoTypeName); } }; When you attach a magazine to the weapon this way it doesn't put a round in the chaimber, so I made a method for that. For some reason the first shot will click, but the second and following rounds will fire as normal. I don't know why that is. If you don't want a round to be put in the chaimber, but rather the player has to do it themself by clicking "R", just remove that function and the calls to it. Also, the magazine will only be visible in the attachment slots for the weapon until the first round is fired or the weapon is placed on the ground and picked up again. Everywhere else it will look like the weapon doesn't have a magazine (but it does). But after having done either of those two manouvers the magazine will be visible everywhere. I don't know why that is either. I'm guessing some more code is needed when attaching a magazine to make it work properly, but I haven't figured out what that is and I'm too lazy to dig into it any further.
  9. NoBeansForMe

    editing starting energy and water.

    in init.c: override void StartingEquipSetup(PlayerBase player, bool clothesChosen) { // Default vanilla code here. // Set the energy and water level here to whatever you want. player.GetStatEnergy().Set(5000); player.GetStatWater().Set(5000); }
  10. NoBeansForMe

    can't put my local server publick

    You have to port forward those three ports, 2302, 2304 and 27016, in your router (from the WAN IP) to the IP address of the computer that is hosting the DayZ server. If you don't specify any specific port in the serverDZ.cfg file the server should open and listen on those three ports. If you need to use other ports then you need to port forward those ports instead. If you are running a firewall on the computer hosting the DayZ server you need to open up those three ports as well.
  11. NoBeansForMe

    can't put my local server publick

    You need to port forward these ports: 2302 UDP 2304 UDP 27016 UDP
  12. NoBeansForMe

    DayZ Tools and windows update

    They seem to have fixed it now. I'm no longer limited only to my desktop. I can browse my entire computer. Yay.
  13. NoBeansForMe

    DayZ Tools and windows update

    I have the same problem with some type of file requesters in DayZ Tools. For example when selecting the source directory and the destination directory in the Addon Builder only my desktop is shown as the root directory and I can't browse to beyond it. I have to copy the path from my file explorer and paste it into the input field of the path to get anything done. It's annoying. However, for other file requesters this doesn't happen, for example when browsing for the key to sign the PBO. That works just fine, but it's another kind of file requester for some reason. A solution to this is to disable OneDrive's sync of the desktop. If I do that, then this problem doesn't appear. However, I need to have sync enabled so I gotto live with it.
  14. NoBeansForMe

    mod doesn`t work

    There seems to be missing a \ between "Mods" and "@FirstMod" in your path to the mods. Unless you named the mod "Mods@FirstMod" for some reason.
  15. NoBeansForMe

    How to get player head orientation on server side?

    I took a quick look at the source code of the mod SchanaModCompass where the compass updates no matter if you turn your entire body or just your head. I found this method which returns the angel the camera is looking at. Not sure if that's what you are looking for but here it is anyways. float SchanaGetAngle () { vector direction = GetGame ().GetCurrentCameraDirection (); float angle = direction.VectorToAngles () [0]; return angle; }
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