Repair vehicles after "Save" ayan4m1-DayZ-Private-v3.7-18 (DayZ 1.7.3)

R17a

New Member
If you go out of the broken vehicles and perform a "save" - after restart server ... this vehicles is "repaired"

* Arma 2 OA 98443
* Schema version 0.27
 
Yeah it's knackred on bliss, auto repair is back in full force lol.

Does it happen on pwnzors version?

Suppose we can be fixed but i think the bliss guys will wait for the next client update from dayz.
 
This update structure i can see is going to be a pain in the ass.

I kind of prefer f0rds way of doing it where he would swap out broken fixes by pointing to new sqf's in the init.sqf. That way clients don't need updating and I don't have to perform a mad scramble at the last minute to port all the changes into Celles code.
 
Maybe if you have time kk release the hotfix here, it works great on our server.
I know it's a pain.. but you know..
 
no but damn hackers keep messing with my vehicles, i get an error when i try to clean up OOB vehicles or do a clean up
 
This update structure i can see is going to be a pain in the ass.

I kind of prefer f0rds way of doing it where he would swap out broken fixes by pointing to new sqf's in the init.sqf


yes but take in mind f0rt's way of doing it through the mission was only 'temporary' and it useally cause loading times to be significantly longer due to all the preproccesing. i much prefer doing the fixes in the core code because then things actually get fixed not just overwrittten then theres the bonus of having much faster loading times...
 
yes but take in mind f0rt's way of doing it through the mission was only 'temporary' and it useally cause loading times to be significantly longer due to all the preproccesing. i much prefer doing the fixes in the core code because then things actually get fixed not just overwrittten then theres the bonus of having much faster loading times...

Yeah, Its tidier I agree. Performance wise, I admit I am no expert on arma optimization, but the SQF's are not being executed / cached during start up, they were just being declared for when they were called? Is 10 or so global vars really going to affect load times that much? I would guess it was something else which was causing the loading screen to sit there for 20 seconds (likely his reconnect penalty code).

Maybe the big difference was server rather than client side execution? I don't know, I am guessing here, now we have player*.sqf scripts local whereas before all the fixes were server side (in the mission folder).
 
hey there :)
try to add
Code:
vehicle_handleDamage    = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleDamage.sqf";
to your dayz.[mapname]\init.sqf
best place is befor
Code:
progressLoadingScreen 1.0;
this fixed the rep bug on my server
/Leo
 
I will try to add the vehicle_handleDamage in the init.sqf.
Wonder why it is commented out in the 1.7.3 dayz_code (compiles.sqf)
Code:
    // Vehicle damage fix
    //vehicle_handleDamage    = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleDamage.sqf";
    //vehicle_handleKilled    = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleKilled.sqf";
 
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