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About Dancing.Russian.Man

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    Sup. Just your average gamer with extremely high patience.

    One day the Zone will take us all.
    If it's hostile, kill it.

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  1. Scripters Question & Answer Thread

    Oh I see, they were talking about function pointers. In C# (and C++), these would be called delegates, but I'm not sure if Enscript supports them. My first guess is no, but I'll get back to you on that. Edit: Two things: There is a keyword "func" in Enscript. That alone doesn't give much information. BUT.. In "proto.h", the keyword is used to define parameters for callback functions. proto float TraceLineEx(vector start, vector end, vector mins, vector maxs, out _entity cent, out float plane[4], out int content, out int surfparm, int flags, func filtercallback); proto float TraceLineExEx(vector start, vector end, vector mins, vector maxs, out _entity cent, out float plane[4], out int content, out int surfparm, int flags, func filtercallback, int layerMask); So.. Without being able to test it further right now, it seems like you're able have function pointers ("delegates") as arguments. The way you would use the parameter is type in the name of the function without its parentheses.
  2. Scripters Question & Answer Thread

    Yes it is. For example, the first thing I did was modify the init file so that the default loadout given is in a separate file, then I fiddled with it a bit: EntityAI item = player.GetInventory().CreateInInventory("HuntingKnife"); SetRandomHealth(item); Which I changed to, and is literally the same as: SetRandomHealth( player.GetInventory().CreateInInventory("HuntingKnife") );
  3. Scripters Question & Answer Thread

    Is it possible to initialize objects inline? Where is the code that implements the class for each item? What I mean by "initialize objects inline" is something like how C# does it. But for this to be viable, I'd need to know the properties of each item beforehand.
  4. Dayz standalone Scripting tutorial series

    I haven't found the time to dive into modding yet, but this is definitely going to be a big help, thank you! Couple suggestions though: Edit out unnecessary bits, like waiting for the game to boot. Plan what you're going to show throughout your tutorial beforehand, and record yourself doing it in smaller sections. There's lots of benefits for your audience from doing this: No "uhs" and "ahms" Less time spent on typos and "oh wait, damn it." (Showing small code mistakes like the weapon attachment part can be useful sometimes, though.) You won't be rambling or distracted by irrelevant things, like the contextual auto-suggest thing. Better structured tutorials, and it'll be easier for you to redo a part if you feel like you want to.
  5. Are wounds and puddles still coming?

    Sorry but I don't know.
  6. It's Been 6 Years

    There's no reason for why you should do anything. If you don't want mods, don't use mods. You can also turn off auto-update of course, if you're so stubborn and don't want updates.. You'll still need Steam to run your client and other players doing the same, or your server is going to feel lonely. How do you make this leap? DayZ isn't going to become free and BI isn't going to stop improving it. If you choose to isolate yourself, that's what you do. Plugging your ears and going "lalalalala" doesn't give your arguments any credit.
  7. It's Been 6 Years

    Still the same strawman argument. Nobody is asking for "final version with no further updates." You're being incredibly disingenuous.
  8. It's Been 6 Years

    No it doesn't, and that's not what people mean. You're picking apart a strawman and achieving nothing. You even kick it over right after you've created it by acknowledging that "finished" isn't the end. Edit: Gah, foiled again by the notification taking me to the last reply of a page.
  9. Name change

    Thanks @Bombarding for the ping. I'll pass the info on and hopefully the name change can be sorted out soon!
  10. Maps.

    Originally, the DayZ mod for ARMA 2 only featured the Chernarus map (link, link). Other ARMA 2 maps were later made compatible with the DayZ mod by fans of the mod, such as Taviana and even original maps like Namalsk. Currently, I don't think the devs have announced any official maps, but they also haven't said that there won't be any. Long before the modding tools were available, the ARMA 2 DayZ Namalsk creator worked with the DayZ Standalone devs to see what it would take to add a new map to the Standalone. Nowadays I think the Namalsk creator is officially working on DayZ, but has confirmed that he will be releasing Namalsk as an unofficial map for DayZ. Many other fans have also claimed to be working on map mods. I think that just about sums it all up.
  11. An Unofficial DayZ Discord Community.

    For what it's worth, we've kinda got an official DayZ Discord over here: https://discord.gg/kkprdc
  12. Stress Test vol.41

    In case you (or anybody reading) don't know what happened, the door's state changed to "open" on the server-side, but that information failed to get sent back to you. So when you try to walk where the door is on the server, the server gets confused and tries to put you back to where you should have stopped, which is the open door's surface. The server has authority on your movement and will try to correct it when weird things are happening. TLDR: Door was opened. Your client didn't get the memo. Server doesn't like you walking through things.
  13. Is this fun?

    First things first, because your whole post sounds like you're talking at me, I'm not a developer. I'm just another player like yourself, just also volunteering some of my time as a moderator. That said, I'm not really against the idea of putting a dot on the map with "you are here" on it. (Assuming you'd have to get the map first.) I'm just stating that it hasn't really been a thing officially, especially in the standalone. It's not like the game's a camping trip. Your character is either washed up or has been wandering around the shoreline, so I don't think everybody should be starting with a map and/or compass. The feeling of being lost should be a part of DayZ, at least in my opinion as that's one of the reasons why I personally enjoyed the mod. Being lost is a danger just like anything else, so you have to take that into account and prepare for it if you plan on exploring. If you don't want to get lost, follow the roads and signs. Memorizing the look of a town name is easy even if you don't know a single cyrillic letter.
  14. Is this fun?

    These are both network issues, "No message received" means you're disconnected and the game will try to reconnect for 30 seconds before going back to the menu. This is something the community has been discussing since Early Access started, but PC never got it and it wasn't always in the original mod either. The map-reading skill requirement is definitely one staple DayZ has always had, and like in the mod days, modders will probably have to add it themselves. To quote the wiki (because it's more concise than what I was about to write): "The Central Loot Economy (often abbreviated "CLE") is DayZ's unique management system for loot spawning and clean-up. It is a complex system of tags, categories, zones, maximums, minimums, averages, and so on. The CLE dictates exactly how many of each item can be present on a single instance of the game at a time (one server), with important factors like randomization and rarity baked in. These values can be adjusted at any time, without requiring players or servers to install a game update."
  15. Is this fun?

    @Darazun, try to be at least a little bit more respectful in the future. "shut up & git gud" is never the right response. Negative feedback is welcome and @bent.toe isn't alone in being frustrated at the (incomplete, which helps none) challenges in the game. It'll change, cars will come back, rates will be tweaked, and so on. However the only way DayZ can cater to as many people as possible is with modding.