xmoondockx
Member
No probleme learn quick german and i can explain you the secrects of dayz 
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Fix it for you, try it out pls
Got no time today, your number 3 today ^^
ZA what did you do to satisfy the new ammo requirements for the weapons you enabled? The RPK and Saiga don't use regular DayZ munitions do they? Did you somehow add those munition types to the helicrash ammo boxes?I used this code on my server which I found somewhere else. This is not my work, I am only posting the information from the other forum.
The server now controls the loot at heli spawns. Clients dont need to change a thing.
- Edit server_functions.sqf
- Search for spawn_heliCrash = {
- Replace that block of code with the code below
- Run build.pl and deploy the mission file and server pbo.
- Done!
waituntil {!isnil "bis_fnc_init"};
BIS_Effects_Burn = {};
object_spawnDamVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_spawnDamVehicle.sqf";
server_playerLogin = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerLogin.sqf";
server_playerSetup = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerSetup.sqf";
server_onPlayerDisconnect = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_onPlayerDisconnect.sqf";
server_updateObject = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_updateObject.sqf";
server_playerDied = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerDied.sqf";
server_publishObj = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishObject.sqf";
local_publishObj = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_publishObj.sqf"; //Creates the object in DB
local_deleteObj = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_deleteObj.sqf"; //Creates the object in DB
local_createObj = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_createObj.sqf"; //Creates the object in DB
server_playerSync = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerSync.sqf";
zombie_findOwner = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\zombie_findOwner.sqf";
server_updateNearbyObjects = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_updateNearbyObjects.sqf";
//Get instance name (e.g. dayz_1.chernarus)
fnc_instanceName = {
"dayz_" + str(dayz_instance) + "." + worldName
};
vehicle_handleInteract = {
private["_object"];
_object = _this select 0;
[_object, "all"] call server_updateObject;
};
//event Handlers
eh_localCleanup = {
private ["_object"];
_object = _this select 0;
_object addEventHandler ["local", {
if(_this select 1) then {
private["_type","_unit"];
_unit = _this select 0;
_type = typeOf _unit;
deleteVehicle _unit;
diag_log ("CLEANUP: DELETED A " + str(_type) );
};
}];
};
server_characterSync = {
private ["_characterID","_playerPos","_playerGear","_playerBackp","_medical","_currentState","_currentModel","_key"];
_characterID = _this select 0;
_playerPos = _this select 1;
_playerGear = _this select 2;
_playerBackp = _this select 3;
_medical = _this select 4;
_currentState = _this select 5;
_currentModel = _this select 6;
_key = format["CHILD:201:%1:%2:%3:%4:%5:%6:%7:%8:%9:%10:%11:%12:%13:%14:%15:%16:",_characterID,_playerPos,_playerGear,_playerBackp,_medical,false,false,0,0,0,0,_currentState,0,0,_currentModel,0];
//diag_log ("HIVE: WRITE: "+ str(_key) + " / " + _characterID);
_key call server_hiveWrite;
};
//was missing for server
fnc_buildWeightedArray = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_buildWeightedArray.sqf"; //Checks which actions for nearby casualty
//onPlayerConnected "[_uid,_name] spawn server_onPlayerConnect;";
onPlayerDisconnected "[_uid,_name] call server_onPlayerDisconnect;";
server_hiveWrite = {
private["_data"];
//diag_log ("ATTEMPT WRITE: " + _this);
_data = "HiveEXT" callExtension _this;
diag_log ("WRITE: " + _data);
};
server_hiveReadWrite = {
private["_key","_resultArray","_data"];
_key = _this select 0;
//diag_log ("ATTEMPT READ/WRITE: " + _key);
_data = "HiveEXT" callExtension _key;
diag_log ("READ/WRITE: " + _data);
_resultArray = call compile format ["%1;",_data];
_resultArray;
};
spawn_heliCrash = {
private["_position","_veh","_num","_config","_itemType","_itemChance","_weights","_index","_iArray"];
waitUntil{!isNil "BIS_fnc_selectRandom"};
if (isDedicated) then {
_position = [getMarkerPos "center",0,4000,10,0,2000,0] call BIS_fnc_findSafePos;
diag_log("DEBUG: Spawning a crashed helicopter at " + str(_position));
_veh = createVehicle ["UH1Wreck_DZ",_position, [], 0, "CAN_COLLIDE"];
dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_veh];
_veh setVariable ["ObjectID",1,true];
dayzFire = [_veh,2,time,false,false];
publicVariable "dayzFire";
if (isServer) then {
nul=dayzFire spawn BIS_Effects_Burn;
};
_num = round(random 4) + 3;
_config = configFile >> "CfgBuildingLoot" >> "HeliCrash";
_itemType = [["M40A3","weapon"], ["G36_C_SD_eotech","weapon"], ["AK_107_GL_kobra","weapon"], ["M4SPR","weapon"], ["MG36","weapon"], ["AKS_GOLD","weapon"], ["M107","weapon"], ["MakarovSD","weapon"], ["G36_C_SD_camo","weapon"], ["FN_FAL","weapon"], ["bizon_silenced","weapon"], ["BAF_LRR_scoped_W","weapon"], ["BAF_L85A2_RIS_Holo","weapon"], ["M14_EP1","weapon"], ["DMR","weapon"], ["Mk_48_DES_EP1","weapon"], ["M249","weapon"], ["Huntingrifle","weapon"], ["","military"], ["","medical"], ["MedBox0","object"], ["NVGoggles","weapon"], ["AmmoBoxSmall_556","object"], ["AmmoBoxSmall_762","object"], ["Skin_Camo1_DZ","magazine"], ["DZ_Backpack_EP1","object"]];
//diag_log ("DW_DEBUG: _itemType: " + str(_itemType));
_itemChance = [0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05,];
//diag_log ("DW_DEBUG: _itemChance: " + str(_itemChance));
//diag_log ("DW_DEBUG: (isnil fnc_buildWeightedArray): " + str(isnil "fnc_buildWeightedArray"));
waituntil {!isnil "fnc_buildWeightedArray"};
_weights = [];
_weights = [_itemType,_itemChance] call fnc_buildWeightedArray;
//diag_log ("DW_DEBUG: _weights: " + str(_weights));
for "_x" from 1 to _num do {
//create loot
_index = _weights call BIS_fnc_selectRandom;
sleep 1;
if (count _itemType > _index) then {
//diag_log ("DW_DEBUG: " + str(count (_itemType)) + " select " + str(_index));
_iArray = _itemType select _index;
_iArray set [2,_position];
_iArray set [3,5];
_iArray call spawn_loot;
_nearby = _position nearObjects ["WeaponHolder",20];
{
_x setVariable ["permaLoot",true];
} forEach _nearBy;
};
};
};
};
server_getDiff = {
private["_variable","_object","_vNew","_vOld","_result"];
_variable = _this select 0;
_object = _this select 1;
_vNew = _object getVariable[_variable,0];
_vOld = _object getVariable[(_variable + "_CHK"),_vNew];
_result = 0;
if (_vNew < _vOld) then {
//JIP issues
_vNew = _vNew + _vOld;
_object getVariable[(_variable + "_CHK"),_vNew];
} else {
_result = _vNew - _vOld;
_object setVariable[(_variable + "_CHK"),_vNew];
};
_result
};
server_getDiff2 = {
private["_variable","_object","_vNew","_vOld","_result"];
_variable = _this select 0;
_object = _this select 1;
_vNew = _object getVariable[_variable,0];
_vOld = _object getVariable[(_variable + "_CHK"),_vNew];
_result = _vNew - _vOld;
_object setVariable[(_variable + "_CHK"),_vNew];
_result
};
dayz_objectUID = {
private["_position","_dir","_key","_object"];
_object = _this;
_position = getPosATL _object;
_dir = direction _object;
_key = [_dir,_position] call dayz_objectUID2;
_key
};
dayz_objectUID2 = {
private["_position","_dir","_key"];
_dir = _this select 0;
_key = "";
_position = _this select 1;
{
_x = _x * 10;
if ( _x < 0 ) then { _x = _x * -10 };
_key = _key + str(round(_x));
} forEach _position;
_key = _key + str(round(_dir));
_key
};
dayz_recordLogin = {
private["_key"];
_key = format["CHILD:103:%1:%2:%3:",_this select 0,_this select 1,_this select 2];
diag_log ("HIVE: WRITE: "+ str(_key));
_key call server_hiveWrite;
};
ZA what did you do to satisfy the new ammo requirements for the weapons you enabled? The RPK and Saiga don't use regular DayZ munitions do they? Did you somehow add those munition types to the helicrash ammo boxes?
Thanks.
Can anyone let me know the process for doing a local rebuild of bliss for a remote hosted server with only ftp access? This information doesn't seem to be readily available online but I have been told you can do it.
Naturally I've read the bliss build instructions but I'm not sure if I need to actually setup a local server and SQL just so I can make my changes, rebuild and then upload the files via FTP to my host. Or can I just copy the files from my host and build it without the hassle of having to set up a local dayz server and db just to build....
Any information at all would be more than welcome this doesn't seem to be very well documented anywhere since the old bliss forum posts all vanished.
Two things a) do you have complete FTP access and b) what version of bliss are you on? If there have been changes to the SQL then yes, you do need to figure out another way to host your SQL db but if they haven't you can pop the sever files on there (provided you have full FTP access) and boot up your modified build.
Hey, so I attempted to edit my server's heli crash loot...however, all I'm getting is the vanilla dayz loot. But still all of the vanilla items that would usually spawn at a chopper (as50, l85 aws) i didn't include in my list of weapons and they don't show. But things like a DMR show up, while a Mk12 SPR don't. Any help?![]()