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Phalanxer

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About Phalanxer

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    On the Coast
  1. Phalanxer

    Dayz Local Mod Loading on a Dedicated Server

    I have dug quite a lot, that's why I've come to the forum to ask for help! I can see Omega Manager doesn't change the meta.cpp file. Possibly this is a feature of Omega Manager that can't be replicated using a standard launcher and is internal to their architecture. Since Omega is a closed source (As far as I can tell) I can't see what it modifies with the following file_id parameter, and I was hoping someone in the community might know. "mods": [ { "directory": "@CF", "disable_updates": false, "disabled": false, "file_id": 0, "server_side": false }, { "directory": "@Community-Online-Tools", "disable_updates": false, "disabled": false, "file_id": 1564026768, "server_side": false }
  2. Phalanxer

    Dayz Local Mod Loading on a Dedicated Server

    Thanks for the advice. Basically what happened a while ago was a workshop mod got pulled from the workshop temporarily while the mod owner updated some things for 1.26. Because the mod didn't exist on the workshop anymore the sever started to report "Mod xxx has a workshop ID of 0". In Omega manager I was able to circumvent this by setting the workshop ID to 0 in the configuration so I could continue to use the mod locally temporarily until the updated version came out. In case this ever happens again, i'd like to be able to stop the sever checking the workshop for the mod if required. I'm not sure how to replicate what setting the workshop ID to zero did in the Omega Manager config. I had a suspicion it possibly altered the meta.cpp file workshop ID, but I've not had any success there.
  3. Hey everyone, I run my own dedicated server and launch using the DayzServer executable with arguments. I used to use Omega Manager, but it's a lot handier to boot the server when the server hardware powers on with the .exe and task scheduler. I've figured out how to do everything through the .exe + launch parameters except one thing, loading local mods. In Omega Manager config this was easy, I just set the workshop ID to zero in the config and voila, worked like a charm. However I haven't been able to figure out how to load a local non-workshop mod using the .exe + launch parameters, any ideas?
  4. Phalanxer

    ServerMonitor with updater (including mod updates)

    Edit, wrong thread!
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