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Klonoalunar

DayZ Custom mod, Bad version

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Hi there guys, im working on my own DayZ mod for a private lan server. I have followed Shinkickers Tutorial to a T but when i try to join the server, it kicks me saying bad version, server rejeted connection. Both the server and the player are using the required files but i cannot get the server to let me join at all. I have litereally spent 5 hours straight trying to figure out thyis problem.Please cna someone help? Thanks, Klonoalunar

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check your config.cfg file on the server. Theres a line called required version. Check this is matching or lower than your current beta version on the client.

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Ok,so i got past that error, but now im stuck on wait for host. im not sure whats happening but the server is being spammed with read mission from directory and oneof the arma 2 logs is saying you cnanot play or edit this mission, it is dependant on a (bunch of files listed here). I have added these all to the mission file but is there a certain format? ive jsut put the addon name, do i have to put the folde rname or something?Thanks for help

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Ok,so i got past that error, but now im stuck on wait for host. im not sure whats happening but the server is being spammed with read mission from directory and oneof the arma 2 logs is saying you cnanot play or edit this mission, it is dependant on a (bunch of files listed here). I have added these all to the mission file but is there a certain format? ive jsut put the addon name, do i have to put the folde rname or something?Thanks for help

Additional Files/textures/sounds must be called in the description.ext file of the mission. If your mission (DayZ.MapName) is a  PBO you will  need to Un-pack it (Using a tool like  Arma  UnPBO) and edit the .ext file to include additional mod files. and yes format  DOES matter.  read the scripting wiki. you will also need to make sure that Mods are added in a certain order.

 

Eg. if mod B requires Mod A then Mod A must be called/run first.

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Thanks, I will try this tomorrow at work and I will get back to you after I have done so. However, the map I'm using, is Sarugao2.0 http://www.armaholic.com/page.php?id=17810, It has more than one PBO and im uncertain which defines the map itself. Ill talk again tomorrow when I have tried this out.

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This is how i currently have my Mission.sqm in cfgdayz on the addons sections.

version=11;
class Mission
{
    addOns[]=
    {
        "dayz_anim",
        "dayz_code",
        "dayz_communityassets",
        "dayz_weapons",
        "dayz_equip",
        "dayz_vehicles",
        "cacharacters_pmc",
        "ca_modules_functions",
        "hotze_saru",
        "hotze_base",
        "cwr2_buildings",
        "cwr2_buildings_config",
        "cwr2_furniture",
        "cwr2_plants",
        "ca_modules_animals"
    };
    addOnsAuto[]=
    {
        "dayz_weapons",
        "ca_modules_functions",
        "chernarus"
    };
    randomSeed=11171215;
    class Intel
    {
        briefingName="DayZ Mod";
        briefingDescription="DayZ Mod (Alpha Version)";
        startWeather=0.067362607;
        forecastWeather=0.52341133;
        year=2008;
        month=10;
        day=1;
        hour=12;
    };
    };
};
[spoiler/]

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Some Add-on Maps (Islands) also don't have the proper editing work done on the physical map creation its self for AI pathing with buildings and roads. I however do not think that would be your specific problem.

 

Also when setting up a Private-Have server (which is effectively what your doing (Be it over LAN in your case but still) I had to remove the required Version parameter to allow "any version" after making edits to the DB stuff and Loot table. this may be similar to your  issue but im not sure.

 

I haven't messed with any  DayZ editing since before Christmas and their have been numerous changes since them im sure, so I cant really help you much beyond that. It still sound to me like one end or the other is failing to load all files/keys.

 

Try looking through the server process or logs.

Edited by Sovetsky

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