I'm not entirely sure I understand how it knows where to find the tables, but this is the routine in server_playerlogin.sqf that I believe handles it. You can see where it's replacing the backpack, model and inventory from the "cust_loadout" table. (cl.'model', cl.'backpack', cl.'inventory')...
If I could solve the mystery of variables and reading player data I could probably do a lot of fun stuff, but I haven't had much luck uncovering the scheme for ARMA/Dayz with forum and Google searches.
*Edit*
I just found this. Might give me the clues I need...
Exactly. I would think that instead of simply reading the field that has a player's static loadout assignment I could modify it to evaluate their humanity, and then pick from a list of loadout codes. Then if you want to modify the loadout you just modify it in the DB instead of tinkering with...
I haven't had a good chunk of time to dedicate to it yet.
I don't want to hard code the loadouts in the sqf if I can avoid it too, so it's probably not going to be a super quick modification considering I'm attempting to do it. :D
This is the single greatest thing on my Namalsk server. After an EVR event the entire server all goes to the one hospital area to heal and end up slaughtering each other. It's amazing to watch the resulting gun battle.
I'll give it a go. I'm not that well versed in whatever language ARMA uses unfortunately, but once I get a rough something maybe someone can help me tweak it.
Has anyone seen a modification to the custom loadout code that will assign a loadout according to humanity levels? I'd like to solidify the choice between Bandits and Friendlies and I think this might work.
Odd, I thought the heli loot for Namalsk was a building spawn instead of a server initialization spawn like Chernarus is. Wonder why changing the Tent update method would affect it.
I've never been able to find a fix for it. The only workaround is to use a server that has static vehicle damage instead of random, which I think is less great. It appears that any vehicle that doesn't have at least 1 component damaged to 100% will automatically repair itself. The solution might...
I think this is a problem relating to the parts tracking in the database, and I've always wagered was worse on vehicles not supported by DayZ vanilla. The only thing I'm fairly certain of is that if a vehicle has at least 1 component damaged to 100%, it will not auto repair. I wondered if there...
I don't ever change the difficulty, I leave it on regular and change what regular difficulty looks like. Since you specifically wrote ArmaA2OA.Profile, I'm pretty sure the trouble is you're looking in the wrong one. Reality server uses it's own profile template so you can change the server...
I had 12 on my Namalsk server, but that was as high as I could go without utterly crashing my junk internet connection; DSL runs along cans and string to my mountain fortress. :D
Doesn't require any background in coding, you just copy and paste the addon portions yourself. Some folks just have a hard time figuring out where the right place to put them is.
If you're still having trouble with the addons, but can get it to build successfully without them, I can give you a rundown of how to add the custom inventory/buildings code yourself after you get the vanilla version running.
FYI I don't think wrecks work regardless. Namalsk has it's own...
I'm jealous, I can't seem to get Namalsk to run at all. It tells joining players the server isn't running Namalsk 0.74, it's running version Survivor2_DZ...
I'm going to take a few more shots at it via manual setup. A "quick" tool is a nice idea, but I think it was easier to set things up...
I was hoping the update to Namalsk 0.72 might have fixed this, but it appears the horrifying auto repair is still in effect. It will replace entire tires when they get blown off, which is even worse than the auto-repair that is still kicking in on Chernarus.
Anyone know if there's a manual...
Did you build your server using the --with-buildings option? Otherwise it doesn't run the routine that spawns them in.
Make sure to check that the instance value on the instance_buildings table matches the instance you are running too. If you forgot to edit that part of the script before...
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.