try adding my 2 lines after _originalPos = getPosATL _obj;, this will stop zombie spawn script if local zombies or nearby zombies count is higher than numbers given
Zombie spawning is a client-side process. So, put a modified building_spawnZombies.sqf in your mission.pbo. Lines you might want to consider are line 8 and 9. Change it to something like:
if (dayz_CurrentZombies > 15) exitwith {};
if (dayz_spawnZombies > 10) exitwith {};
That means, if your...
Yeees. I mean, my mission file is 622 kb atm. It adds a couple features and overwrites couple of dayz .sqfs- that's how I modify weather, loot spawning, stealth calculations, temperature loss, zombie behaviour and a couple other things. Now, I read there is a way to add a CONFIG file to the...
Sarge,
Please consider adding the following conditions for fixed marker AI groups:
- spawn group only if player within x meters from marker center / border (whatever is easier to compute / implement)
- if no player within x meters, despawn group and reset a ready_to_respawn flag as true, so...
try adding a fixed skill update on every unit spawn. I am running it for allunits in east group as a precaution, every time an NPC is spawned. This probably takes some toll on the server but at least fixes the underlying issue in a clumsy, dirty way. Not sure if this can be done more...
You can use the database access on dayz.st to do it very fast with SQL.
Example:
"remove all tents without gear in them"
DELETE FROM instance_deployable WHERE `deployable_id` =1 and inventory = '[[[],[]],[[],[]],[[],[]]]'
Read here:
http://dayz.st/w/MySQL
Hi everyone!
I am wondering if it is possible to somehow modify mission.pbo or server.pbo (dayz.st) to overwrite standard attributes of a tent, increasing its item capacity. I am refering to this specific part:
class Land_A_tent;
class ACamp;
class TentStorage: Land_A_tent
{...
Is there no way to override sections of dayz_code using mission.pbo somehow? I am quite new to this but I managed to put dogs, lift scripts, Sarge's AI, volumetric fog, custom weather, custom zombie behaviour, custom loot and zed spawning, and other minor stuff directly in mission.pbo so...
UrbanSkaters, great stuff! Gave me a lot of ideas about custom monitor. 2 problems, kowever:
1. link in your sig leads to "page not found" 404
2. I can't get it to work in a TOOGLE way, it pops up for 10 sec without refreshing itself. Does it need a line:
while {sleep 0.1;hotkey_hitme ==...
using rmod and giving them custom skins from arma2 skin classes seems to give them aability to use flashlights. Awesome sight, seeing 4 of them descending from a hill towards Cherno at night with flashlights on.
Now, new find:
They fortify areas very well, but if the player who aggroed them...
Sarge, I was trying to add sidechat info about kills involving players via adding the following lines to init.sqf:
deathfunction = {
private ["_dead","_killer"];
_dead = _this select 0;
_killer = _this select 1;
if ( {isPlayer _x} count [_dead, _killer] < 1) exitWith {};
if...
Hey Sarge!
People on my server are loving your AI!
I wonder if there's a chance to put all kills to side chat like simply "Sarge was killed by bandits" or "Sarge killed a bandit" so that everyone can see what's going on?
I had an issue where if a certain person was in a vehicle, noone else got a "get in" option. I tried reproducing it with a bandit buddy in dofferent configurations on a test server, but was unable to. Seems to work, mostly, 95% of the time. I hate stealth bugs like that.
I think I know now. I cleared a group in a small area, returned 20 min later, and found a random composition of very skilled enemies in the respawn zone. It seems that respawn mechanics sometimes ignore skill/squad composition settings and spawn some random group with random skill?
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.