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sgtsnug

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Everything posted by sgtsnug

  1. Well it isn't an issue with Ping, or net speed as tests done via Speedtest.net and Pintest.net both show 'A' quality connections with no issues. So it must be something else in my connection like a unnoticed firewall software or a port needing opened or something, could anyone give me any ideas? I'm going to go over all built in firewalls like windows firewall, Spybot s&d, AVG and ensure none are interfering. One thing that has given me issues on another program at some point was my Bigfoot Networks Killer but that's pure guess work on my part, grasping at straws now.
  2. I've discovered a new error I've been receiving without notice in the game that after a brief google isn't showing up at early glances in any topic. When I right click interactive items in my Inventory I receive this message "variable 'uicontrol' does not support serialization and should not be stored in the mission namespace" Which I then click 'Ok' and things go on as normal, if this is related or not I can't say but I'm desperate and will report anything out of the norm if it can lead to a solution. I have noticed a change however since the DMZ, whilst the issue isn't gone the playtime has at least doubled before I'm kicked from the servers.
  3. I have a wired connection to BT Home HUB V3 Type A. I do not know the settings I'm about to find out how to access this equipment and do so, any help would be great I've never been too great fiddling with these things. Addition: I have created a DMZ on my BT Home Hub and jumped into a game only to be kicked out again. I'm going to try a reset first and also disabling AVG which I'd left on and see if that settles anything. Additional Addition: No it failed, this has not solves the issue.
  4. sgtsnug

    Signature Check timed Out - constant kicks

    I'm having the same issue so I'm bumping your thread and linking mine, hopefully it will catch the attention of someone with an understanding of the issue to help us resolve this cursed annoyance. http://dayzmod.com/f...erver-relaunch/
  5. I've just had a friend get onto the same server as me to check if he see's any issues when I'm kicked, this is what he saw. "Player #####: signature check timed out" I'm going to browse the forum for a solution to that problem but if you know what it means and know a fix, please speak up.
  6. I hate to have to do this, it'd probably frowned upon by forum rules but...Self-Bump. Please, I really really wanna play, especially now Nimalsk is out.
  7. sgtsnug

    "You were kicked off the game"

    Nope, even a manual installation of the DayZ Mod doesn't fix the issue, so I'm utterly lost as to what the issue is, but at least know it's not the game files but some conflict with the Mod/Battleye most likely.
  8. sgtsnug

    "You were kicked off the game"

    I run everything as administrator and Yes I've verified the files on steam, ran arma, verified the OA ran OA to ensure it all works. I've done some fooling around and found out something new. This is a DayZ Specific issue, I can still run All the usual Arma games like Dominion or Insurgency without fail on battleye supported servers. This leads me to assume something's gone wrong in the dayz contents not the actual game itself or even possibly battleye. Reinstalling via dayzcommander, then will try a manual installation if that fails, and report back results.
  9. sgtsnug

    "You were kicked off the game"

    I can't help but I have the same issue and like you have been having it for about two weeks now. After logging in you get maybe 1-5 minutes game play then out of nowhere "You have been kicked from the server" no details, no reason, just that message. It persists over ANY server. I've tried as you have a FULL forum guided un-install of Arma 2, Arma 2 OA, Arma 2 BAF, Arma 2 PMC, Battleye and All Mods and Content that exist. I then reinstalled (using forum guides) properly every last thing in perfect order, and this issue still resumes. I use the latest beta patch, the latest battleye (I've installed it dozens of times using wizard/manual install methods) into Arma 2, Arma 2 OA and the relevant appdata folder. I use DayZCommander to load my game thou I have tried also using Steam, and Arma 2 Launcher also. From what I've gathered in other forum posts this is a Battleye issue, but theres no further knowledge or detail above that, and updating to the newest version or even backdating doesn't seem to fix the issue. Please, if you know a solution, or even have an idea what maybe the cause, help us.
  10. Hello I've been having an issue that's preventing me from playing DayZ, I'm not alone in this issue others have opened similar threads lost in the back end of the forum, non having met a conclusion. The issue is whenever I connect to a server after 1-5 minutes I get "You have been kicked from the server" and that's all, no further explanation. Things I have done: Performed a FULL (forum guided) Reinstall of all Arma 2, Arma 2 OA, Arma 2 BAF, Arma 2 PMC, all mods, Battleye, even new profile. (Registry included). From what I gather this is a Battleye issue, it has been stated many times in forum, so I've attempt to reinstall battleye countless times over various methods and guides. Take in mind I've been to the site, got latest files, installed them several times correctly into the arma 2 battleye folder and OA folder, and the appdata folder...what do I do? I want to play, I need a fix, and waiting is driving me nuts. Using Latest Battleye files, Arma beta patch, and dayz files. Using DayZCommander as my method of loading up the game and patching content.
  11. sgtsnug

    Defibulator

    I have started a thread on this (way back when) myself and commented on several subsequent threads thereafter, and the following is my interpretation of implementing this concept in a fair and semi-realistic manner. 1. It has to be as rare as NVG's if not more so. 2. It would be a backpack itself and have little capacity and I mean little like 4, this prevents everyone having one cause they can't carry loot and instead encourages group play where one guy is medic and protected, plus your less (just less, not completely) likely to be shot by a lone bandit cause you can't be carrying much for him to use and he won't have use for an item that resurrects OTHERS. 3. It would work only 5 minutes post death, during this time the injured player will have the option to sit it out or just give up and die with all in-game communications disabled cause your unconscious. Debatable addition, like with the bandit detection thing they tried maybe the fresh corpses could emit a weak heart beat for detection purposes until they actually die 5 minutes later, daytime should be fine but night-time could make it hard otherwise, again this is just an additional idea and with or without works fine. 4. To actually revive a player would also consume and need a blood pack and bandage (maybe 2?), cause starting a heart alone isn't enough to bring someone back to life, and should only bring back say 2000 blood back not full health, so player would still be hurt and need further meds, injuries would also carry over so if zombies got you, chance is legs would be broken and both morphine and painkillers needed. 5. During the process of reviving the player the medic himself like when your bandaging would be vulnerable and stuck in an animation (for 10 seconds or so), the defibs would produce a loud consistent noise so if zombies are around they will run toward the scene, about the range of a pistol shot should suffice, so for effective revivals you'll need a group of three or more. These are my suggestions, and to those who simply deny ideas like this and not instead provide constructive criticism both for and against, making your case as to why not and what conditions you think would have to be met for the idea to actually be implemented, shame on you, that's what were here for, not merely to think it over once and just say no. Work together people, and we will see this game through into a masterpiece.
  12. sgtsnug

    Player Revival

    I for one have been that guy who heads out with his group and ends up being the one who gets shot, or knocked out by a single zombie and eaten while the others try and find me only for me to die. Would it be unbalanced to offer a player the chance with a rare set of Defibulators and a blood bag (blood bag needed) to revive that fallen player for the next 5 minutes? This would make someone with a healing role in the group MUCH more valuable, a protected asset cause if stocks allow it you can bring a recently deceased player back. Defibs would be as rare as NVG's so it won't be common, and you can't use it on yourself so not a benefit to lone bandits only those who work together a counter to the bandits current ability to shoot n loot. It would also take some time to do and make a bit of noise so your vulnerable while your performing this revival, much like when you bandage yourself.
  13. sgtsnug

    Wheelchairs anyone?

    To be blunt, if your in a wheel chair, you ain't gonna make it when zombies break out. Segways on the other hand, that would be amazing.
  14. I and others have created threads regarding reviving fallen players, and suggested adding defibrillators to the game that would work on a downed player for several minutes post death allowing teams to get a man back on his feet should he meet an untimely demise. These should be as rare as NVG's, and have some form of set consequence to balance; Take your pick: Cooldown period, rare battery ammo, really loud revive process attracting zombies, single use etc...
  15. sgtsnug

    Simulate zombie sense of smell?

    Are you suggesting we take baths?
  16. sgtsnug

    A cure for hemoplilia?

    In regards to bleeding as a whole, the chances of it are somewhat too high, I mean you bleed over anything, falling off a small ledge, hitting something in a car, practically 50/50 everytime a zombie hits you. Really the chances need reduced, especially depending on the cause, car crashes generally lead to concussion and pain, whiplash and the likes, not bleed outs...unless you really hit something hard. And zombies if I perceive correctly pummel you not gouge with claws, so you shouldn't bleed so very easily. Breaking bones makes sense, thou why your legs and not your arms which you'd be blocking with I'm not quite sure. And being knocked out...sure that fits in because you could take a blow to the head or have bloodless, but I'd not have it possible when your health is very high, more half way down.. at least a quarter down.
  17. sgtsnug

    Infected Water

    I'll not dismiss the idea entirely, as they have already added sickness into the game and I could see space for a mild illness gained from drinking still water from lakes (not wells, it's hard enough getting close to those things, you've earned it). I don't find it too hard to get a fire going, so purifying water is not beyond the realm of convenience, I mean if your at the point your out in the wilderness drinking from ponds and lakes you likely have a hatchet and matches already at hand, if not, your bad. But I'd make whatever illness very mild, perhaps making you dehydrate faster (simulating vomiting/diarrhea symptoms) making purified water more sought after but not a necessity.
  18. sgtsnug

    Assorted suggestions

    The only thing I'll comment on is #5 - There is no situation where you'd be able to come back as a zombie, case in point; the only situation you'd want to come back as a zombie is when a player killed you....the player would have killed you with bullets and bullets does not = zombie, it = dead corpse. Rocket has identified this is an infection, not raising the dead so...bullet = dead, no reincarnation. And if your killed by a zombie IE infected, then there's no reason to be a zombie...plus you'd be practically half eaten and as stated above..no reincarnation.
  19. Actually I believe the idea is that Rocket wants us playing hard core, IE no third person and no txt over peoples heads revealing their name, distance and location even if you can't actually see them just aiming in their direction. So I don't see why they would implement this, when in fact were not supposed to be even using it.
  20. sgtsnug

    Dynamic loot drop rates dependent on Humanity

    As I've just stated in ANOTHER anti bandit thread, bandits are a designed part of the game, we are encouraged to blow each others brains out, it's survival, and if someone has something you NEED...well shit you put a bullet in their heads and take it.
  21. sgtsnug

    Anti-maniac feature

    Adding features that punishes bandits goes against the games concept, rocket has explicitly stated players not the zombies are the CORE threat in the game, he wants us shooting each other why would he make things harder for doing what he wants? If anything he should be cackling madly watching over us drumming his fingers together like Mr Burns chiming 'Excellent!'...infact...I imagine he does o.o
  22. sgtsnug

    DOORS - THE KEY TO SOCIETY BUILDING

    Read the forums before you post, there has literally been a post including this within the last ten minutes or so.
  23. sgtsnug

    The importance of fine-tweaking stealth

    #1 - Entirely agree, this has gotten me into trouble so many times as well and turns a usually successful sneak into a sudden and unfairly forced combat scenario. However It's likely due to asset placement just being mildly off and is more a beta issue not alpha (because it doesn't need fixing, it's just a little mistake in placement). #2 - Another good and valid point, my first time playing my instinct was to close the door expecting it to hold the horde at bay, however I found they merely walked right through it. I'd love to see a solution and even zombies breaking the door in for a few moments but this is an AI problem and a lot of the AI issues are not fixable because it's ARMA 2 not the mod causing the problem. #3 - I completely back up this concept, I myself have relentlessly posted over and over zombies shouldn't engage things by sound at least not unless they are really close to it, instead if they hear footsteps, running or even gunshots at a distance should respond to the sound as they would a smashing whiskey bottle, turning and walking toward the source meaning they will surround the player unless they move, still a threat but not an unfair one. #4 - An interesting idea, thou personally I'd implement a stamina system like ACE where the longer you run the worse your performance, blurred sight, laboured breath, poor accuracy and eventually passing out. Zombies should lose interest after they have tired themselves out, having less stamina then a fully healthy uninfected person. This suggestion also plays along with your next #5, where you suggest weight being a factor of play, the heavier the bag and gear the faster you'd deplete your stamina, encouraging those who care to avoid conflict to pack a smaller bag or even drop their bag so they can run away, whilst if they carry heavier weight should expect to fend the zombies off knowing they won't outrun the zombies. #5 - Everything you've said hits the nail on the head, great suggestion that adds value to choosing your backpack instead of just grabbing the biggest you can find, it encourages players to think about their role and what equipment they really NEED to take with them for what they have in mind. I could also suggest ghillie suits should reduce visibility at least while stationary to zombies, camo to a slight degree as well thou not as much.
  24. sgtsnug

    [Add Option] Turn vehicles

    This bug has lead to many OMGFUCKINGRUUUN! moments that have made things HILARIOUS for our group. The ATV will flip on it's side (yes it needs a upright fix) and if you nudge it with a car it suddenly rockets into the sky and then you have a potential explosive plummeting down on you. It's very funny.
  25. A vehicle will only explode if one of the parts is really really damaged, the engine for example. You can't just fix up the hull by itself you need to fix EVERYTHING to make the vehicle 'stable'.
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