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caseymc

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About caseymc

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  1. UPDATED FOR 1.4.4, CONNECTION INFO @ survivaloperations.net
  2. This made me laugh. Any post there that smells like its possibly linked to DayZ, will get trolled and directed to this forum.
  3. No password, if you are trying to join my test server then you are doing it wrong. Join the one that doesnt read "BETA".
  4. [==========================================================] Survival Ops - Hard Corps (DayZ Chernarus - SOMC Style) Mod Pack Compiled by: Sgt MaC [==========================================================] PASSWORD ON WEBSITE Server: Survival Ops - Hard Corps IP: 199.21.113.82:2317 TS: ts.survivaloperations.net Hosted by: SurvivalOperations.net If you are not on our TeamSpeak server, you are doing it wrong. [==========================================================] SOMCz 1.4.4 [CHANGE] Loot piles only Have 4 items, down from 5. [CHANGE] Weapons only spawn with up to 2 mags, down from 3. [CHANGE] Animal corpses SHOULD not disappear. [CHANGE] Loot tables, once again. Few new items/weapons however. [CHANGE] Stamina was tweaked slightly. [REMOVED] Zeleno FOB, adding the top three new FOBS shortly. [NEW] Russian Barracks at the NEAF. [NEW] SMK Animations file tweaked to prevent the use of said files, some of you are still exploiting it. ! WARNING ! You have been warned, High Speed Helicopter Operations are a deadly business, you take chances when you hang from a chopper. Don't use auto-pilot. Your survivor is no longer a marathon runner. Use your food wisely. ! WARNING ! [==========================================================] [iNSTALLATION] Special thanks to 'TheSmileyOne' for hosting these mod files! FULL TORRENT - LITE TORRENT - LITE MEDIA FIRE LITE INSTALLER - Fresh Install [===========================================================]
  5. caseymc

    Survival Ops - Hard Corps (Dayz Mod)

    I though I was pretty hellbent on ensuring credit was given in every place it was due, will be sure to triple check next time I suppose. "ModPack" might not be as universal a term as I originally thought. Edit: I think the readme got deleted in my most recent upload to the ftp. Was initially confused by the "learn to include credits" statement, but now I know the origin. Thanks for the heads up mate.
  6. Here is my clans server, with this implemented full swing. Plus many more tweaks, thanks to the many arma mods out there.
  7. Enable default/custom character models on your 1.7.2.6+ Private Hive Ever wanted custom skins or models for your private hive past DayZ 1.7.2.4? Got role players? Dont like trips to the debug plain when you morph? Tired of dying in a gun fight because you are doing the cupid shuffle while switching to your secondary? Enjoy losing Gear when you morph? Tired of the Humanity system?Want to add more tiers or skins to it? Want to remove it? Here is how.. ==================================================================== Required files to remove humanity morphing: client files > dayz_code.pbo > actions > player_wearClothes.sqf To remove the morphing function find this segment: _humanity = player getVariable ["humanity",0]; switch (_item) do { case "Skin_Sniper1_DZ": { [dayz_playerUID,dayz_characterID,"Sniper1_DZ"] spawn player_humanityMorph; }; case "Skin_Camo1_DZ": { [dayz_playerUID,dayz_characterID,"Camo1_DZ"] spawn player_humanityMorph; }; case "Skin_Survivor2_DZ": { _model = "Survivor2_DZ"; if (_humanity < -2000) then { _model = "Bandit1_DZ"; }; if (_humanity > 5000) then { _model = "Survivor3_DZ"; }; [dayz_playerUID,dayz_characterID,_model] spawn player_humanityMorph; }; case "Skin_Soldier1_DZ": { [dayz_playerUID,dayz_characterID,"Soldier1_DZ"] spawn player_humanityMorph; }; }; Make it look like this: [code]_humanity = player getVariable ["humanity",0]; switch (_item) do { case "Skin_Sniper1_DZ": { [dayz_playerUID,dayz_characterID,"Sniper1_DZ"] spawn player_humanityMorph; }; case "Skin_Camo1_DZ": { [dayz_playerUID,dayz_characterID,"Camo1_DZ"] spawn player_humanityMorph; }; case "Skin_Survivor2_DZ": { [dayz_playerUID,dayz_characterID,"Survivor2_DZ"] spawn player_humanityMorph; }; case "Skin_Soldier1_DZ": { [dayz_playerUID,dayz_characterID,"Soldier1_DZ"] spawn player_humanityMorph; }; }; ==================================================================== To remove the restriction to character models or add your own server files > dayz_server.pbo > compile > server_playerLogin.sqf Find: if (!_isNew) then { //RETURNING CHARACTER _inventory = _primary select 4; _backpack = _primary select 5; _survival = _primary select 6; _model = _primary select 7; _hiveVer = _primary select 8; if (!(_model in ["SurvivorW2_DZ","Survivor2_DZ","Sniper1_DZ","Soldier1_DZ","Camo1_DZ","Bandit1_DZ","SurvivorW2_DZ"])) then { _model = "Survivor2_DZ"; }; } else { _model = _primary select 3; _hiveVer = _primary select 4; if (isNil "_model") then { _model = "Survivor2_DZ"; } else { if (_model == "") then { _model = "Survivor2_DZ"; }; }; To remove this completely and open any models: if (!_isNew) then { //RETURNING CHARACTER _inventory = _primary select 4; _backpack = _primary select 5; _survival = _primary select 6; _model = _primary select 7; _hiveVer = _primary select 8; } else { _model = _primary select 3; _hiveVer = _primary select 4; if (isNil "_model") then { _model = "Survivor2_DZ"; } else { if (_model == "") then { _model = "Survivor2_DZ"; }; }; To add specific models if you are a public hive to keep the scriptfags at bay.. to some degree, add the class name to this line like i do with "FR_TL". For multiples, do like so "FR_TL","FR_AC","FR_GL": if (!(_model in ["SurvivorW2_DZ","Survivor2_DZ","Sniper1_DZ","Soldier1_DZ","Camo1_DZ","Bandit1_DZ","SurvivorW2_DZ","FR_TL","FR_AC","FR_GL"])) then { _model = "Survivor2_DZ"; ==================================================================== How this prevents others from starting at a heap of code trying to figure out what rocket did IOT make humanity work and block extra models. This may keep clans a regulars on your server. With this you could as an admin/owner: -Clan based models -Create new clothing parcels and add tons of droppable civilian clothing. -Tiers humanity system -Punish players for whatever reason -Enhance role playing, think of the back stories -Enable the use of the tons of Arma 2 community/default models on your server Use your imagination. "Sgt MaC, Out."
  8. Awsome. Now need is a super synergy for additional mods. Private hives can develope and share new content for DayZ.
  9. caseymc

    Airborne virus. V4

    Has anyone started working on this as a mod for DayZ? Since the announcement of standalone and the support of private hives, there has been very little 'modding activity' in the community. Very weird, DayZ is a mod for a milsim that has a rich history of being modded. If you use this script, associate it with an already created ai patrol script that references the DayZ zombies. Make it a random spawn on server start using the same method as crash sites. I feel this will be very successful for private hive communities and the true 'Z' players.
  10. caseymc

    Private hive with custom loot table

    Edit the DayZ_Anim file like Lewis stated. Remove the banned items you wish to implement. Edit the DayZ_Code file, within there should be CfgLoot & CfgLootTable or some shit. Open it up and assign those items and its probability to its respective 'loot zone'. Repack, distribute to client and server. Bam, new itms.
  11. Your statement is erroneous.
  12. caseymc

    Hero spawn benefits.

    Im pretty sure the player ratios are as so: medics - 5% organized mil groups from arma - 5% survivors-10% lone bandits-20% group bandits-45% Script kiddies- 15% Based on my personal encounters on live/private/roleplay servers.
  13. caseymc

    [MOD REQUEST]

    Here is my official request, I am giving it the ol' college effort, but have never modded or coded before. Goal To use the ARMA II and community character models and faces for DayZ Private Hives. -Civilian models and PMC could all be selectable from the profile menu. -Clans and Organizations "Roleplayers" could use military or insurgent models based on character roles to identify themselves more, assignable by server admins to regular groups by class ID. -Prevents Chernarus, Utes, Lingor, Tak from having 40+ Identical "Survivors" running around its map. -Removal of the character morphing unless in a "civilian" model. If anyone can offer guidance or assistance with code, PM! ^^^ Hope this will be part of my story.
  14. Anyone use rMod that has successfully used the character models for its players? Are they persistent? Which files and strings do you have to modify to call the models from arma pbos?
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