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WalkerDown (DayZ)

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Everything posted by WalkerDown (DayZ)

  1. It depends by the map.. if it's a map using a custom mission pbo (ie: Namalsk) then you may be missing certain init parameters *if* you used (as base) the mission.pbo downloaded directly from the Control Panel, since they aren't updated. Use the versions linked by ersan instead (Namalsk): http://dayzmod.com/forum/index.php?/topic/88632-dayzst-30mo-for-50-slot-useu-servers-1744-instant-setup-custom-panel-live-map-tool-privatecommunity-hives-taviana-rmod/page__st__1520#entry1087923 or the ones officially provided by Bliss.
  2. WalkerDown (DayZ)

    DayZ: Namalsk

    You must be very lucky guys.. it must be because i run one of the most used Namalsk server and the number of cheaters/dupers/script kids is incredible high.. the first thing that i had to do was to disable the ER7, and even now there's time to time some idiot that spawn it via script.. luckily i can identify em pretty easy now!
  3. WalkerDown (DayZ)

    DayZ: Namalsk

    Yuppo, the type of tools that anyone has on DayZ (for whatever reason.. hacking.. legit.. no matters.. they are there). So leaving ER7 "on", is dumb: half of your server users (regular players) will collect it withing a week.
  4. WalkerDown (DayZ)

    DayZ: Namalsk

    I can say the opposite: you can leave it enabled! So there's no point to post here (in both ways). Then why we're talking (writing) here? It must be because this is a forum....
  5. WalkerDown (DayZ)

    DayZ Standalone Closed Testing?

    Giving beta testing access to fanboys (like rhino) doesn't help to improve the product, but only to advertise it... and don't get me wrong, that's EXACTLY what a publisher should do to be sure to sell more copies. Look at EA, when they had to decide to who give the beta access to BF3, did they opted for the hardcore players? Naaa.. they only gives you trouble asking to change this and that, they gave it to a bunch of random kids. Playing arma or dayz by long time, knowing deeply how it would, what to adjust, and stuff like this wouldn't help to access a closed beta.. but if you have been here screaming how amazing are the [exact same gfx of the current mod] "new" screenshots, will sure help. It's 2013 ppl.. stop believing into Santa, it's a money affair... this game has to sell, not to please a bunch of few nerds.
  6. WalkerDown (DayZ)

    DayZ: Namalsk

  7. WalkerDown (DayZ)

    DayZ Standalone Closed Testing?

    Being a The War Z beta tester counts as a minus experience point.
  8. Nope, coz this is a general problem... if i send a ticket i may have the banlist reset and uploaded manually (ie: if i provide my own one), but then the problem will be moved only to the next 2 days.. i (we) need a way to import and export the banlist whenever we wants from the CP.
  9. Ersan.. i rarely annoy ppl on a forum.. but i start to feel being ignored. What about the bans.txt .. any news? Do i have to live with this shit forever or there will be a solution soon? (i'm referring to the bans.txt import/export).
  10. WalkerDown (DayZ)

    DayZ: Namalsk

    Well he's right.. bloodsuckers and those rifles coming from halo and alien are childish, ruining any "original/genuine" dayz mood, basically they are made for those 12yo kids screaming: "loooooooook!! A MONSTER!!! bang bang bang" .. luckily they provided a way to remove em, and in fact most of the succesfull Namalsk servers doesn't have any BS (acronym for BloodSuckers or even BullShit) and NVR. It's not a matter of making it harder/easier to play.. none is afraid to die in a videogame lol, it's a matter of atmosphere: most of us "old players" have started dayz because of a survival zombies realistic (whenever you can call zombies "realistic") experience, we play (i host) Namalsk because it's a nice map, to give ppl an althernative to Chernarus (and other great maps), not to find aliens and other shit.. otherwise we'll go play another game rather than this. :)
  11. WalkerDown (DayZ)

    Flying from one map to another ?

    Jokes apart, i was thinking at this possibility a while back.. and with some minor client tweaking, it would be possible. There's already a sort of teletrasportation system in cherno life, where you take a bus to "move" on another point of the map, while during the journey you see a pre-loaded anymation of you sitting in the bus (if i'm not wrong), extending the concept to another level it would be possible to launch a "join" (to another server) command from within a game, in example taking a fictional airplane, or a boat etc., where the "loading" screen is changed with something else (you travelling..). The rest is a matter of technical things, like having multiple servers sharing the same database (instance_id) .. so you share your weapons and stuff across the maps. So, it is possible, and it wouldn't be that hard to do... but i see the current dayz daying, for both the number of cheaters and the standalone approaching... so i wouldn't dream much of waiting for new cool stuff.
  12. Hi ersan, any news on the bans.txt exporting/importing .. it still drving me crazy, i'm to the point now that i cannot remove a ban if a place it by mistake because of the total banlist mess.
  13. Ersan.. i'm getting crazy to manage the ban list, please lemme know if there's any news about the possibility to import and export our bans.txt ... or if there's any other solution to this mess. My banlist now contains like 2800 entries, wrong keys lenght, duplicates and any sort of shit.
  14. A script kid (he doesn't know anything about hacking) can teleport anyone in a specific location (including himself.. just to not let you notice who's the idiot alone) and then have everyone dying (including himself), leaving absolutely NO TRACES in the logfile (and i mean NO TRACES at all..) .. forcing all the users on your server to leave (coz they'll be all died). So the question: "how easy".. well it doesn't exists, there's NO WAY to caught the disruptive script kids. You can catch who teleport alone, who spawn a weapon .. and stuff like this, but ironically these are only cheaters, while the ones that will heavily impact on your server are those ones who mass-kill the other players, and unfortunately there's no solution for this. Unless you want to "white list" your server, having only the allowed users on it (not public). On my server, after a mass-kill i roll back the database... but that's assuming that i'm online, and that the script kid won't mass kill anyone again right after the rollback.
  15. Hi ersan, i believe we need a value added service for our server, it's: TeamSpeak. Not it will also help to sell (more?) your service, but it will increase the dayz experience as well if all the users will start to learn to use it: TeamSpeak can handle about 500 users per each GB of RAM (voice encryption off), the CPU usage is irrilevant (if compared with the ram), and it uses around 7 kilobit of bandwidth per user (7mbit each 1000 users). It means that on a single dedicate server (with the same specs used by DayZ) you can probably host ALL the channels (and possible users) required by each individual server... or at least 1000 channels with an average usage of 3 users per channels (since there will be many empty ones). Doing some calculation the additional cost per server is around 0.5$/mo, so you can easily give it to us for free as an added value service without impacting on yuor finances/income (but even by paying an additional $1/mo to differentiate who really wants it by who doesn't care, would be fine).
  16. WalkerDown (DayZ)

    DayZ: Namalsk

    Looking at the removed sniper rifles in the nosniper config loot, i see the CZ550 isn't there (not listed in the removed rifles..) ... is this intentional or? And why?
  17. I've figured out what's wrong with the Namalsk mission.pbo .. the one provided (clicking on the default button) by DayZ.st is not updated to the current version (Namalsk 0.73), in fact both the init and mission files are missing certain parameters (like the configurable loot type) that are mandatory for Namalsk.. preventing it to spawn the loot and zeds. Until ersan fixes it, use the official mission and server pbo's attached to this messange. IMPORTANT: you myst change the dayz_instance in the init.sqf with your own istance_ID, you also need to configure the other parameters manually (like the bloodsuckers spawn etc. in the same file), you need also to modify the description.ext if you want to activate the side chat. Good luck! dayz_mission.zip
  18. WalkerDown (DayZ)

    Why the AS50?

    It's the same (if not more.. i didn't checked tbh) for the zeds, it's just for the other players (nowaday they are a way more thangerous than zeds hordes.. :) ).
  19. You cannot export the bans.txt.. neither you can import em with any of those tools, only Gotcha has that feature but it's heavily bugged.. in fact my bans.txt now is completely corrupt, to not count how many times it resets for no reason, i have no other chance than contacting the support asking each time to import it again.. and copy manually all the bans i set into a txt file on my PC.. it's just crazy, we need the import/export function on the control panel please. On another matter, i believe the mission.pbo export/import is someway bugged.. if i use a custom mission.pbo on a Namalsk server, the zeds and the loots stops to spawn. This happens even if you do not modify the mission.pbo from the default one. To repro: download the mission.pbo.. and reupload it without touching it at all > the server won't spawn any zed or loot then.
  20. I never tried it.. anyway yes, set the Z-pos to 0, and use the number you had there in the vectorUp .. it should works.
  21. It's just some additiona steps, you converted the mission 3d file (sqf) to 2d (sqm), so you already have your mission.sqm file. - Download the mission pbo from your server, unpack it using this tool: http://www.armaholic...age.php?id=1434 It's time to merge your mission.sqm file with the dayz mission.sql file: - Open your new (additional buildings) mission.sqm file, and copy the whole "class Vehicles" - Open your original (DayZ) mission.sqm file, and scroll down to the end of "class Markers", there you'll paste the section you copied above. You'll end with something like this: class Groups { ... }; class Markers { ... }; class Vehicles { <your_stuff_here> }; - Add the "this setVectorUp [0.0001,0.0001,1]" to the interested building init section to "elevate" it; - repack the mission.pbo file and upload it again.
  22. Same for Namalsk... Lift scripts ... i did NOT tested it yet .. coz im drunk, but it should works. :D <removed since it contains instance_id you must customize it anyway... unfortunately>
  23. http://www.armaholic.com/page.php?id=1434 ...whenever i suggest you to do not mess with this files if you really dunno what you're doing (or you risk to have your server down and being forced to "reset" it). As dayz.st says: they doesn't offer support for custom pbo files, if something goes wrong they'll ask you to revert back your server.
  24. The directories structure is inside the pbo file, so you need to download it, unpack, add/modify the files, repack the pbo, and upload it again... yes you need some tools to do it.
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