Nicely put. I was looking for something within the dll compile which pointed to a specific database, hadn't realized the answer was right in the sql. I'll give this a try tonight and see what I can get going. Always practice on my test box before publishing to production.
Thanks again for...
I'd love to test this - however I'm still overlooking something. I still have no clue where to look to determine what the name of the table should be for the 998 & 999 custom calls.
Viewing the files in Hex doesn't seem to do me any good. I feel as though there's something obvious I'm not...
I was starting to worry this was over everyone's head - I know it is mine.
I'm using DayZ Epoch currently - Any idea if the 999 is applicable?
I'd be interested in talking about this a little more indepth and perhaps some help following the bread crumbs a little further. If you don't mind...
Morning All,
I'm looking into understanding how DayZ publishes to the tables within the hive database.
There are different tables for different data however I'm failing to find the thread regarding how the script knows which database to pull from.
Example - DayZ_PlayerUID pulls the player...
Afternoon All,
I'm looking into creating new items for a mod I'm developing that would run alongside Epoch or Dayz. Basically an add-on that would allow things like Sigma Cars or law enforcement vehicles to be run on the server after players download the additional mod and start it.
I'm...
You and your 2 buddies were banned for ChewStart/Infistar menus. We weren't able to narrow down which of you were using however you were all 3 together. We cleared the logs twice and rebooted twice that night each time the chewstar entries in scripts.log re-appeared. After the ban on you and...
Sarge,
Seems I may have inadvertently hijacked Essix post.
His log file is posted above - I merely started off as having the same issue as him and was helping him troubleshoot.
I have 4 Helis groups, 26 ground groups & 1 vehicle group.
My server does restart every 6 hours however I'm testing...
Thanks for your reply Sarge.
I reduced my AI to 1 group of 3 and the lag persisted.
Started by turning off all debugging and then moving through the options in the config to disable all 1 by 1.
Only after disabling the vehicle fix did the AI stop lagging and running in place.
Currently I have...
Seems like that's not so much an issue as it was a check. Looked like it indicated the ai weren't ready for new way points yet.
I have the same messages.
The issue I'm having now is the ai vehicles aren't moving
I'm having the same issue - please post back if you find anything out and I'll do the same.
If I'm unable to find anything I'll post an official help thread with the relevant info.
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.