You cannot override config files in the mission. these configs must be loaded with the mod, not in the mission (btw, if this was possible then we all could unban any vehicle we like etc..)
The problem with different units in same vehicle is a known arma 2 restriction and it relates to the fact...
I found more skins to use with the beta patch "exploit"
There is a "allweaponsSlots" class inside ( communityconfigurationproject_e\Editor_AddedAllWeaponSlotsInfantryVariants )
First I had to add entries in the addons on the mission.sqm (to get rid of an error popup at login)...
I dont think by changing the dayz_anim you can unban vehicles. It will still be banned on the client unless he has the same dayz_anim as the server. I have tested this before also, so know it not to work.
OK so I tested again now with this vehicle: BTR40_MG_TK_INS_EP1
First unbanned it in...
If i was to put this on a live server i would have changed the study_body code a little, like:
if (_deathTime < 0) then {
_temp = ""; // empty if no time of death
} else {
_dateNow = (DateToNumber date);
_diff = (_dateNow - _deathTime) * 525948;
_temp = "The body is freezing...
I looked into it after I read the post yesterday. The cause of death I havent looked into, but the time of death is not that hard to implement.
I did a "proof of concept" implementation on my test server.
3 dayz_code files need to be put into the root of your mission file:
player_death.sqf...
Maybe the unit has to be assigned as gunner like:
_man2heli assignAsGunner _heli;
or heli set to useweapon like:
_heli action ["useWeapon",_heli,_heli turretUnit [0],1];
_heli action ["useWeapon",_heli,_heli turretUnit [1],1];
The last parameter is fireing rate. 0 = singleshot, 1 = short...
I get an error in the .rpt log at at server start:
13:16:54 "OBJ: 723407240338252 - Fence_Ind"
13:16:54 "SERVER: in allbuildables_class:Fence_Ind !"
13:16:54 Error in expression <ct _i - _i + 2;
};
};
_isDestructable = _requirements select 13;
diag_log ("SERV>
13:16:54 Error position...
had the same thing happen on my server. Suddenly everybody that logged in ended up as a bird. In the .rpt log I could not see the login entries anymore either (eg. "STARTING LOGIN: ...") even though players were connecting.
Had to restart server to fix the issue.
I updated the server a few days back. All seems to be running fine. However I noticed now that there is no updates in the hiveExt.log since I upgraded. Is there a setting for enabling logging now? Also the hivext debug screen is not showing. Maybe I did something wrong with the upgrade.
Anyone...
I was not thinking of releasing it. First of I use graphics from dayzmapper. Second it is very resource hungry. I read the whole hiveext.log into mem. so a 300000 line hiveext log will easily consume 300-400 mb in mem. Doing a "play" to automatically skip forward in the log will use a lot of cpu...
I have used the above code. it's included in an old antihack script you run on the client side. Problem with it is that it also removes medboxes at heli spawn and hospitals.
Ive been using my quick C# mock-up for parsing the hiveext.log and displaying any given time in the log on a map.
The code itself is horrible (coded from the hip:) and the graphics are from the dayzmapper, so i consider it as only for internal use..
I mainly use it to settle disputes among...
"execVM ""attackz.sqf"";";
Is this code in the init of the createunit? if so, shouldnt it look like this:
"[this] execVM ""attackz.sqf"";";
To get the AI to attack zombies I found this to work when I tried to create AI patrols:
east setFriend [Citizen1,0];
I spawned in patrolling AI...
Im guessing that the survivor_log table grow very rapidly in size. Anybody checked how large the table is after a few weeks of running? of course it all depends on how many players you have on the server.
I use a different approach for checking player movement history (only done when an...
there are 3 tables involved.
vehicle - list of available vehicles (can set min/max damage and fuel)
world_vehicle - spawn locations (world_id is the map. see world table. Also the spawn chance can be adjusted here)
instance_vehicle - this is the table with ingame vehicles
I use this query to...
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