SwissArmy1984
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So, no one knows how this system works nor where I can find an explanation for it, including examples of how to implement it?
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Chinese Communist 3PLA hacking? LOL
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Rather than modify the init.c file, there is an easier solution using the DayZ Editor and the DayZ Editor Loader mod (plus the BuilderItems mod). You can place exactly the way you want the building wherever you want on your specific map in a 3D editor much like the Eden Editor in Arma III. Check the Steam Workshop page for the editor for links on how to use it. Here's the github page for it with the best explanations, hotkeys, etc.: https://github.com/InclementDab/DayZ-Editor/wiki Once you've placed all your buildings (and many other objects available in the editor), you save the file. You'll have to go hunting for it in your C drive as the file is saved in the DayZ folder in the hidden AppData/Local folder set under your User folder (so in essence it's at Users-->(yourusername)-->AppData (a 'hidden' folder)-->Local-->DayZ-->Editor folder). The file, to which you'll have given a name during the file save routine in the editor, will have an extension .dze. In your server and on your clients, load the mods DayZ Editor Loader and BuilderItems. Run the server once and shutdown. You will see a folder called "Editor" in your server profiles folder (mine is called simply ServerProfiles). Copy the .dze file you created with the DayZ Editor into that Editor folder. Once you start the server again, the buildings and objects you laid down and saved in the .dze file will appear. Easier than trying to figure out an init.c file. Hope this helps!
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Do you mean this in the types.xml file? The example here I'm using is for AKMs on a Namalsk server. <type name="AKM"> <nominal>3</nominal> <lifetime>3600</lifetime> <restock>1800</restock> <min>1</min> <quantmin>-1</quantmin> <quantmax>-1</quantmax> <cost>100</cost> <flags count_in_map="1" count_in_hoarder="0" count_in_cargo="0" count_in_player="0" crafted="0" deloot="0" /> <usage /> <category name="rifles" /> <tag name="civilian" /> </type> <restock>1800</restock> in this context means if the minimum of 1 AKM is on the map (since only <flags count_in_map="1" in the line further down, no other AKMs are counted because the rest of the flags only have "0"), then a new AKM will respawn on the map every 1800 SECONDS (= 30 minutes) UNTIL we're back to the <nominal> amount of 3. The number in the 'restock' parameter thus means the number of seconds to spawn a new object of the type until the 'nominal' amount is reached again. Counting is based on the 'flags' parameter.
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I'll change the code in my init.c file to follow your RandomInt instead and see what happens.
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The amount of loot that spawns is regulated by .xml files on the server side, specifically the most important are 'types.xml', 'cfgspawnabletypes.xml', 'globals.xml', and 'cfgrandompresets.xml'. These can be easily modified on the server side so that certain items and types of loot are rarer or more abundant.
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The despawning gardens & fireplaces.
SwissArmy1984 replied to Raphael_RJ2's topic in General Discussion
Now you've got me on the track to investigate what parameters can be changed so that gardening becomes a possibility again. Are you using a console or a PC? If console, you're essentially screwed (can't mod), but if on PC, there may be a solution (no thanks to the crappy DayZ Wiki that Bohemia doesn't develop). A first answer may be in the 'types.xml' file in the server mission folder for your particular map. For Chernarus, for example, here is the parameter for one of the plants you grow: <type name="Plant_Pepper"> <nominal>0</nominal> <lifetime>28800</lifetime> <restock>0</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="1" deloot="0"/> <category name="tools"/> </type> The 'lifetime' parameter limits the life of the plant to 28800 seconds = 8 hours. You can easily change this to a much longer lifespan by changing the number. This is done on the server side. -
The 'lifespan' of plants is probably regulated by some variable somewhere in the system, most likely in the 'types.xml' file on the server side, just like the 'friendliness' level between zombies and predators (wolves and bears). Here is an example of one of the plants in the types.xml file: <type name="Plant_Pepper"> <nominal>0</nominal> <lifetime>28800</lifetime> <restock>0</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="1" deloot="0"/> <category name="tools"/> </type> The 'lifespan' parameter limits the life of this plant to 28800 seconds = 8 hours (of gameplay time, not in-game time). If you want more time, you can increase this parameter to whatever amount of time (say, for example, 72 hours = 259200 seconds). Of course, you need to have to get whoever administers the server side to do this for you.
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I headshotted someone and he got me with a legshot
SwissArmy1984 replied to Homeschooliazon's topic in General Discussion
There is ALWAYS lag, even if you don't necessarily notice it. Happens all the time on Arma III servers. No different on DayZ servers. It's the nature of the program having to cycle through thousands of instructions and checks all the time. Everyone would love for things to be without time lags. Won't happen until we all have far more powerful computers, far more powerful servers, and a communications/network system with almost zero pings. Maybe in a few years. -
Playing such a complicated game on an unmoddable platform like a console is your first problem.
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Psychic Wolves miles away that Aggro me & ignore the infected.
SwissArmy1984 replied to Raphael_RJ2's topic in General Discussion
There is a mod for Wolves (and Bears) fighting with Zombies. It's called ZombiesvsWolves (and includes Bears). It's a very small mod that works fine. Sorry for you 'console' players, but then again, why are you playing this game on such a ridiculous platform for a complicated game? -
Will the price go any lower in six months to a year? Will the game be more stable by then?
SwissArmy1984 replied to Dayzo's topic in General Discussion
I've seen sales recently at reasonable prices. Heck, Arma III with ALL the DLCs except the two externally developed ones could have been bought on Steam this past weekend for less than $30. I'm sure DayZ will get there too. As to a 'stable' version, I've spent HOURS on servers and my own servers. I've seen very little in terms of stability issues, even with 20-30+ mods included. -
There are servers with serious admins who 'hunt down' cheaters and there are servers that don't. If you don't want any cheaters around, set up a private, PASSWORDED server and only give out the password (and whitelist) to people you trust won't cheat. As to OPEN private servers with no passwords, get to know the admins on them and see how they handle things. There are OVER 3000 PRIVATE DAYZ servers out there. If you can't find one that satisfies you, you're aren't making much of an effort either.
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Well, this is why playing on console is so useless for DayZ. If you can't use mods to change what you don't or do like, you end up unsatisfied. Get a real computer and things will be very, very different.
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Like Parazight said, expecting to NOT get killed but having the ability to steal is typically BANNABLE behavior on PVE servers. I am working on a Namalsk server that will allow PVP BUT will have a heavy environmental survival element to it, including rare to very rare loot possibilities and LOTS of zombies. No trader either. In my scheme, someone could HOARD specific loot and none of it would spawn again unless used. So your choice when seeing someone else is either shoot them for whatever they have on them or talk and trade with them on the chance they have something you can't find any more on the map. My next step is to introduce a 'specialization' system (with learning possibilities). As a new spawn, you're randomly given a couple 'skills' with levels of which only one can be fairly high (medic, for example). In my example, if you're NOT a medic, you won't be able to do certain things (like IVs, etc.) and your use of medications could create more random effects, such as overdoses, underdoses, with real health effects. So maybe that guy or gal you see running around has a specialty you don't have but could benefit from? Just like in real life (division of labor based on skill levels).