My intention ? I am addicted to Taviana ^. But since it´s so much outdated I think it would be good to have a most up2date version that can be used by serveradmins. We could work together if you like, would speed things up.
The vision is to have a Taviana CLient/server based on the actual Dayz...
player location saving is working except the known swiming bug on relog.
I haven´t checked crafting yet as the 1.8.0.2 hotfix is out and trashed the player spawn changes i made.
Will have a look into this l8ter this evening
I had "Dayz RisingSun" in my mind. But since its not really a mod idk if i should change the name to somewhat else.
It should be seen more as a framework. Easy to update once a new dayz version comes out and customizable via Mission by server admins.
this is usually handled by z\addons\dayz_server\system\server_cleanup.fsm
Best to use the fsm editor from BI
alternatively search for
class too_many_objects
{
priority = 2.000000;
to="cleanup_objects";
precondition =...
I have no plans for commander at the moment. Once the build is stable enough (Client is ready, but server needs some debugging) it might be worth a try, but might also be blocked like tacs build.
Status:
1.8.0.2 DayZ Code
Server to try it:
78.47.186.203:2303down due to upgrade
Download (Client):
https://docs.google.com/file/d/0B031UtPkuNbuZzRqclBfQ0p6b1E/edit?usp=sharing
unpack it to your Arma2 OA Folder, start Dayz with override @Taviana18
Download (Server)...
i can´t remember exactly where i commented this out, if you have a look in the .rpt log there should be an entry like "porting back" or similar. Get that message and search for it in the dayz_code folder
You can disable this in init.sqf by uncommenting the RSEC line. in the 1.7.6 or so this is included inthe antihack they introduced. If you get out of a car the players position changes to fast and therefore the "antihack" ports the player back
github can´t handle such big packed binarys correctly (.pbo´s), i would suggest a google drive or something like this for the mod and github for the server files.
if (!isDedicated) then {
[] execVM "lights\house_lights.sqf";
};
this has to go below tonemappingfilmic
here is my complete init.sqf:
/*
INITILIZATION
*/
startLoadingScreen ["","RscDisplayLoadCustom"];
cutText ["","BLACK OUT"];
enableSaving [false, false];
//REALLY IMPORTANT VALUES...
if you put the script into "fixes" this should work but there is already a (!isDedicated) section where the code should go to:
if (isServer) then {
axe_server_lampObjs = compile preprocessFileLineNumbers "lights\fnc_returnLampWS.sqf";
"axeLampObjects" addPublicVariableEventHandler...
yes it goes both to client and server. I am just playing a bit arround with a local testserver to get experience in scripting, especially lights. Therefore its just one client :) If you have any good links to share would be very nice. Finally i want to test if there is a way to create a rotating...
Hey Axe, thanks for your reply
so they should be on by default when set ? Seems not to work on taviana (i am using 2.0 with dayz version 1.7.6) as i have set them to be on / blinking
eg Land_A_Crane_02b.hpp
class RedBlinking
{
name = "";
color[]...
prolly a dumb question but i´ve seen blinking=1 or blinking=true in config.cpp. (For example to be used with trafficlights, crane lights, towers etc) This seems not to work with the change_streetlights. Has anyone get this to work ?
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.