init.sqf
// Logo watermark: adding a logo in the bottom left corner of the screen with the server name in it
if (!isNil "dayZ_serverName") then {
[] spawn {
waitUntil {(!isNull Player) and (alive Player) and (player == player)};
waituntil {!(isNull (findDisplay 46))};
5 cutRsc...
It actually works fine, I was stupid enough to miss a }; where needed.
For others, make sure after the watermark code there's enough of }; to close it.
Tested every way possible, option #1, option #2, various fixes.
Just doesn't work on 1.7.7.1.
And I was pretty happy when it finally worked again on 1.7.7, then the hotfix came :(
This didn't work for me ever since 1.7.7, though I've found a simple fix.
playerspawn.sqf
Replace
waitUntil {!isNil ("dayz_Totalzedscheck")};
with
waitUntil { alive player };
http://opendayz.net/threads/halo-jump-on-spawn-tutorial.9344/ - Not working at all
http://opendayz.net/threads/blur-gaming-custom-spawn-tutorial.9785/ - Not working at all
Unfortunate, I liked those.
Thanks man, appreciate it. I've noticed that there's some customization options within the config, though they don't seem to change a thing. Will have to test it further though.
Hello,
So as some of you may have noticed, a lot of existing modifications do not work with the new version of DayZ. I believe this is because of the new antihack features built in to 1.7.7.
In dayz_code, REsec.sqf is the cause of this. It calls a config file, which then prevents any remote...
The funny thing about this, is that when I bitched and moaned to R4Z0R49 about this problem he neglected the fact that this is a DayZ issue we're all having ever since 1.7.6.1 (and even 1.7.5.1 possibly, don't remember).
What seemed to improve this is optimizing my basic.cfg.
The new DayZ...
This may be true, but one can not eliminate the fact that the faster your HDD the quicker the random r/w will be done.
I'm pretty sure that back when I ran my database on a SSD machine it was somewhat faster than now, but then I didn't do any benchmarks and can't back any of the stuff up.
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