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SwissArmy1984

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Everything posted by SwissArmy1984

  1. Sorry for the rant, but the DayZ Wiki is even worse than the completeness of the Arma III Wiki. This has got to be one the LAZIEST 'efforts' on the part of Bohemia. It leads to HOURS if not DAYS of wasted time trying to find answers to basic questions. I give Bohemia a 'D+' for the Arma III Wiki but an 'F' for the DayZ Wiki. There isn't even a list of all the commands specific to DayZ like the list in Arma III. Bohemia knows the information best but has let YEARS go by without developing this resource for the community. Maybe the Chinese Communist Party's company Tencent, who recently bought 40% of Bohemia, will whip them into action, though that's a terrible source for 'stimulation'.....
  2. SwissArmy1984

    Notification System

    So, no one knows how this system works nor where I can find an explanation for it, including examples of how to implement it?
  3. SwissArmy1984

    Notification System

    Where can I find more detailed information on how to use the Notification System commands in DayZ? There is absolutely nothing in the Wiki that I can find. Is there a document somewhere that goes into more detail about this with how to implement it? Thanks in advance for constructive responses.
  4. SwissArmy1984

    All Asian Pacific Servers Down

    Chinese Communist 3PLA hacking? LOL
  5. SwissArmy1984

    init.c problems what did i do wrong

    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!
  6. SwissArmy1984

    Explanation of Restock please?

    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.
  7. SwissArmy1984

    Fresh spawn loadout

    I'll change the code in my init.c file to follow your RandomInt instead and see what happens.
  8. SwissArmy1984

    1.12 Lots of food

    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.
  9. SwissArmy1984

    The despawning gardens & fireplaces.

    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.
  10. SwissArmy1984

    Plants no longer grow

    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.
  11. SwissArmy1984

    I headshotted someone and he got me with a legshot

    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.
  12. SwissArmy1984

    Ridiculous Zombie Awareness

    Playing such a complicated game on an unmoddable platform like a console is your first problem.
  13. 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?
  14. 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.
  15. SwissArmy1984

    Cheaters 2021

    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.
  16. SwissArmy1984

    New melee ruined it for me

    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.
  17. SwissArmy1984

    Does DayZ accommodate my game-style?

    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).
  18. SwissArmy1984

    Started a new server , have questions

    While drgullen's answer is correct, there may be a simpler system before getting to his details. Does your weapons mod, in its folders, have a 'types.xml' file and a 'cfgspawnabletypes.xml' file (or some variation of those names)? If so, it is EASIER to keep those files and the information held therein SEPARATELY. Here's how: 1. Create a folder in your specific mission folder (e.g. dayzOffline.chernarusplus) with the name of the mod. For example, I have FOX WEAPONS on my server. I created a 'FoxWeapons' folder. 2. Edit the 'cfgeconomycore.xml' file and add these lines right after the '<classes>...</classes>' section (I'm using the example of FOX Weapons here): <ce folder="FoxWeapons"> <file name="FOX_types.xml" type="types" /> <file name="FOX_cfgspawnabletypes.xml" type="spawnabletypes" /> </ce> Make sure you copy the two files mentioned above to that folder. FOX WEAPONS, for example, provided those two files in its mod folder. This all makes it easier to manage new mods without having to go through a growing list of lines in the main 'types.xml' file. Then you can manage individual spawns according to drgullen's explanation in these mod-specific types and cfgspawnabletypes files. Hope this helps.
  19. SwissArmy1984

    Connect/Disconnect Messages without Modding

    I believe this MAY be possible by using the messages.xml file which is in the 'db' folder of the specific server mission folder. HOWEVER, I believe the Notification System commands that exist in DayZ may be the better solution. Unfortunately, the Wiki on the Bohemia site for DayZ is really bad (you'd think it would be better after a few years) about explaining all this. For an explanation of the messages.xml format, check this page in the Wiki: https://community.bistudio.com/wiki/DayZ:Server_Messages
  20. SwissArmy1984

    cfgeconomycore

    Here is a copy of my cfgeconomycore.xml for my Namalsk server. It has explanations for the different items. <economycore> <classes> <!-- These are rootclasses to be used by economy. Do not forget to add attribute act="character", if root class represents character (player, infected, animal) Do not forget to add attribute act="car", if root class represents moveable vehicles --> <rootclass name="DefaultWeapon" /> <!-- weapons --> <rootclass name="DefaultMagazine" /> <!-- magazines --> <rootclass name="Inventory_Base" /> <!-- inventory items --> <rootclass name="HouseNoDestruct" reportMemoryLOD="no" /> <!-- houses, wrecks --> <rootclass name="SurvivorBase" act="character" reportMemoryLOD="no" /> <!-- player characters --> <rootclass name="DZ_LightAI" act="character" reportMemoryLOD="no" /> <!-- infected, animals --> <rootclass name="CarScript" act="car" reportMemoryLOD="no" /> <!-- cars (sedan, hatchback, transitBus, V3S, ...) --> </classes> <ce folder="db"> <file name="types_dzn.xml" type="types" /> </ce> <!-- Morty Weapons --> <ce folder="Morty_ce"> <file name="Morty_types.xml" type="types" /> <file name="Morty_cfgspawnabletypes.xml" type="spawnabletypes" /> </ce> </economycore> I recommend copy-pasting it to Notepad++ for the coloring scheme. The only items for which there are no explanations are the <ce> ...... </ce> sections. These define folders in which you can place additional 'types' and 'spawnabletypes' files. They make it easier to manage multiple mods that add items to the game. I'm going to change my handling of the mod FOX WEAPONS, for example, to include the 'types' and 'spawnabletypes' files either in the 'Morty_ce' folder or its own folder. The 'types_dzn.xml' file, for example, was an addition by the Namalsk Island or Namalsk Survival mod (not sure which one) to add frozen items to the map. The file actually sits in the 'db' folder with the standard 'types.xml' file.
  21. SwissArmy1984

    Fresh spawn loadout

    This is the code I have in my init.c file: if (itemEnt) { // sets the health of the clothing items float rndHlt = Math.RandomFloat( 0.65, 0.95 ); itemEnt.SetHealth01( "", "", rndHlt ); } So, you're telling me, from what you indicated, that this code, because of the 0.65 to 0.95, that my clothing 'health' would somewhere between damaged to ruined? Or is there a problem with my code because I'm using Math.RandomFloat RATHER THAN Math.RandomInt?
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