I was sitting on a bunch of additions I wanted to release at some point, but a few factors made me quit (publically) modding DayZ:
I did a lot of scripting behind the scenes (just helping folks out) when I was more active here and ended up stopping when I found stuff I wrote in addons that were...
Nice! No need to on my behalf, I've been running something like this for a while, but I'm sure a lot of modders would be grateful for a tutorial (if you meant me). With access to the database, there are very few limits on what you can add to the mod.
I had some issues with getting the script to read variables put in the :[...]: part of the key on my lan server. The database apparently requires a value there, even if it's nothing. Try this (if you haven't already):
_key = format["CHILD:999:update `survivor` set `killer_unique_id` = '%1'...
Instructions for 1.7.6.1 (the scripts weren't tested on versions past that):
If wanted, install the skins and animations pbos from the "ADDONS_skins_animations_CLIENTSIDE_notRequired" folder.
Replace server_cleanup.fsm and server_monitor.sqf in your server pbo\system folder with the ones...
I didn't realize there were other responses recently, I'll try to help you guys out.
You'll need to change the coordinates for the center used in spawn_permaLoot.sqf. Just place an object around the center of the map in the editor, get the coordinates from the mission file and insert them at...
2. Scripts:
-I'm only going to post instructions on how to install this in your mission file, server pbo instructions are in the linked github repo.
Create a folder named AEG_hive in your mission folder ad the following two scripts in it:
server_setUpPowerGrid.sqf...
I've been playing around with this for a couple of weeks and had enough fun with it to share it here. I figured out how to save the variables needed for the power grid provided by AEG to the database, allowing for persistent power states between server restarts. In my opinion, this kind of thing...
Hey all, I helped mmmyum write a lot of the scripts in this addon, and have a pretty good idea how everything works. I haven't heard from him either since I got sick a month or so ago and couldn't keep working on this. Since we worked together on this, I wouldn't feel right about releasing...
I can't edit my post to add this, but you will also need to remove this from the server_monitor.fsm:
{
if (local _x) then {
_keep = _x getVariable ["permaLoot",false];
_nearby = {isPlayer _x} count (_x nearEntities [["CAManBase"], 100]);
if ( (!_keep) &&...
Here's what I'm currently running for this:
server_monitor.sqf:
add "_id = [] spawn server_fillLocs;"
If you want the clutter to spawn at once, you'll have to override either stream_locationCheck to not call stream_locationFill or change stream_locationFill to not spawn objects, both in...
After repeatedly breaking the zombie AI and killing server performance, I thought I'd share the parts that work before going back to regular spawns.
I added this to my server compiles as server_spawnZombies and called it from every building on load (same as permanent loot):
spawning code...
Have you tried adding "_agent addrating -200000;" to the bottom of zombie_generate? That way players keep the ability to loot stuff/use vehicles and AIs attack zombies on sight.
Good idea about setting them to sleep to begin with. I created a sleep state the zombies enter when no players are around and tweaked the chase state's latency a bit. They're still a little bit slower, but a lot better than initially. I'll test different numbers of zombies some more, but it's...
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