Also I had issues uploading the client files to github they should be up shortly, I will let everyone know once its fully uploaded and ready for download
xDJCx
The Latest Commited Client Files Will Be Avaiable Here
https://github.com/DeejayCrazy/DayZ_Special_Ops_Client_Files
The Latest Server Files & Updates To Them Will Be Posted Here
https://github.com/DeejayCrazy/DayZ_Special_Operations
The Worked On Codes Will Be Availiable To Be Viewed Here...
Wow Sparrow, I thought you were more of a person than that! I wasn't the one whom cracked the shits and removed me from your contacts was I,
The server files would of been released because I in the end have all the source to the files no one else.
I may not be the best coder but I have no errors...
Actually this was done by an ex member, I am quite annoyed and upset that this was done.
This is why I don't think I will ever complete this mod, The server files would of been released but for now.
Remove This Thread page for DayZ Special Operations as for now I am done with anything dayz...
If you wish to turn of the nameplates then just unchek the box to do so, if you wish to keep them so people know who the person is or how far away they are then keep them checked!
Hey Mamu1234,
In DayZ 1.8, there is island protection in the server_playersetup.sqf found in dayz_server/compile you need to fix this before you will be able to get the spawning working correctly,
Everyone is having alot of issues porting custom maps to 1.8 we have DayZ Special Ops running...
Also if you want to make sure that the self bloodbag action removes from your scrollmenu edit original command in fn_selfactions.sqf from
_mags = magazines player;
// Krixes Self Bloodbag
if ("ItemBloodbag" in _mags) then {
hasBagItem = true;
} else { hasBagItem =...
Thanks, Shinkicker we have now ported the map but have included it into the mod after further research, this is a work in progress and the map we have chosen hasn't be seen or chosen for any mod, we hope to bring a different aspect to the DayZ series and hope everyone enjoys it. We plan to...
For my 2 cents worth,
We have decompiled all pbo's removed useless coding that shouldn't need to be in the files, cleaned up spawning into the server as per desync with dayz 1.7.7 update. even with all these modifications my team have put into our mod the size of it is still half or even a...
You have to add the coding back into the mission.sqm file, any other coding into the init.sqf & description.ext. If you dont have the correct addons specified in your mission.sqm the mod itself will not work and cause errors, check your arma2oaserver.rpt to see whats erroring and fix it from...
I use sycosis's AI's but I have edited the files so I have 1 file for bandit ai's, 1 for survivor ai's and soon adding in ghillie and rocket skinned ai's , there is only 2 lines in the init.sqf file instead of 10+ lines they work a treat If you wish to know more add my Skype also >> xdeejaycrazyx
I have updated it and made the Debug monitor smaller to make it more friendly for people using lower resolution and changed the outlay will upload a picture shortly.
Hey Hoplit here is my file if you still wanted to take a look at it.
http://pastebin.com/HJ81y96x
This file is the player_spawn_2.sqf file taken from the official update, this code is updated for the latest 1.7.5.1 patch. The other files you find on here may be outdated with the old source...
Hey Connor, The new debug is coded differently to what the customized ones are. I'm unsure if anyone knows on how to add in them just yet. Be patient and someone will work it out.
I have this working on my Dayz.st 1.7.5.1 DayzChernarus server the only thing i had to do was update the .sqf files to be the same as the offical update, I can give you these files if you wish but you would have to customise it they way you want,
Cheers,
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