Celle Bug Reports

For zeds, ammunition and weapons both make sounds, so to be silent you need an SD weapon and SD ammunition
 
Ofcouse you're absolutely right, but the sd weapons ( example the RH_m4's ) with sd ammunition are very inaccurate ( try it for yourself ) u need to aim at the stomach area to kill someone with headshots. The other thing is with sd weapons u can shoot normal ammo types or did you want it that way?
 
So i had my server up and running fine was playing it, and found a Hazmat skin but when i used it i turned invisble was like ok, when i logged back in i was at my starting spawn point with no gear, tried a few other skins in the Bliss profile nothing worked when i turned it back to my normal survivor skin i was back where i found the hazmat.

So i changed some of the battleye filters listed in this thread, now myself and my player base get a chain reaction of script restriction kicks.
 
So i had my server up and running fine was playing it, and found a Hazmat skin but when i used it i turned invisble was like ok, when i logged back in i was at my starting spawn point with no gear, tried a few other skins in the Bliss profile nothing worked when i turned it back to my normal survivor skin i was back where i found the hazmat.

So i changed some of the battleye filters listed in this thread, now myself and my player base get a chain reaction of script restriction kicks.

go 1 page back and download the file from joschaap ;)
 
yah tried that im slowly going through and changing the script restrictions so far ive had 21,40,41,45,212 and 246.
also love the avatar btw :p
 
v1.9 bug

script restriction kicks when trying to eat. cant look into it right now, probably a be filter thing

edit:
to fix it add this to line 20 (createvehicle) in scripts.txt

!"_nearByPile ==0) then { \n_item = createVehicle [\"WeaponHolder\", position player, []"
 
v1.9 bug

script restriction kicks when trying to eat. cant look into it right now, probably a be filter thing

edit:
to fix it add this to line 20 (createvehicle) in scripts.txt

!"_nearByPile ==0) then { \n_item = createVehicle [\"WeaponHolder\", position player, []"


That actually goes in line #22
BE script restriction kick #20 = line 20+2
 
T hat differs per editor. Notepad user migjt even end up on line 26 depending on the font they use.
Thats why i added the createvehicle word ;)
 
I guess we bave to redo all fixes in these filters again. Since refuelling also seems to kick again. And the scripts.log is growing like mad again :(

ill see if i can dive into the BE filters today :)

*EDIT *UPDATE*

here's what i got so far (it isnt 100% done but it should fix player so they can eat, drink and refuel vehicles again. Also removed some of the logspam if a player does a barrelroll, or tries to go 3rd person in a vehicle for example :) )

Difference report, for those that really want to know my changes:

http://www.diffnow.com/?report=etb0r
 
v1.9 dayz-code bug (probably fixed in the 1.7.6.1 hotfix that came out today)

RPT
Code:
10:28:53 No class WoodenArrow
10:28:53 No ammo class WoodenArrow
10:28:53 Warning: z\addons\dayz_communityassets\models\razor.p3d:0 Error while trying to generate ST for points: 214, 349, 208
10:29:16 "DEBUG FPS  : 50"
 
speaking of no loot, the 2 multi story barracks in the southern airfield don't appear to be spawning any loot either. Mind you it could just be people farming them but on 3 occasions now there has been no loot there but loot in the firestation nearby.
 
The Dorfmark industries does seem to be a problem. The hospital is spawning loot correctly on mine, maybe double check your mission file is the latest.

As for the Celle barracks (as I call them :p), I'm not %100 sure, I've been experiencing lack of items too but there is reports of the new code breaking buildings ability to spawn loot if someone logs in near them.

I'm starting work on V2.0 tonight and I've got a new plan to tackle the Celle changes that should make it compatible to new Dayz versions.
 
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