#21, #22, #44 and there's a create vehicle restriction aswell. I'm trying to compile a list as there is a lot of battleye code lines. If you can confirm any script restrictions please send them through to me.
No batmobile, the jump is a bit retarded.
If you have reality you can add the skin...
The KPFS characters aren't used in Celle, but thee file is in there to avoid that issue. It's a bit strange. The all in one link is %100 working on mine, I've had a few people in and out without difficulties.
The command line is ...
I'm happy to keep the battleye updated, there's a few that are already popping up. Most of the code has been left alone so the Dayz filters should be %99 compatible.
For people that have already downloaded.
http://www.mediafire.com/download.php?8qgf34reg76o4nn
Should fix the key issue, just copy and paste it into the conflicts folder and overwrite the rh_smg
Just uploading a fix to conflicts.
Then I'll be doing a one download version and posting on Dayz commander and hitting up sickboy from play with six. I've also got to send everything to reality and stapo :P
I can't imagine any complications with dayz commander as this is the official version...
Uploading a fixed conflicts now.
After that I'll do an all-in-one. I'm not sure what happened to conflicts keys but resigning them with the celle key seems to be working fine.
Keys, Dayz_server @ mission file are up.
I'm certain there will be errors, so let me know if you find any.
I'd recommend wiping wiping your database, as there's been a lot of changes.
I've uploaded the .sqf I use to spawn vehicles. Works find with planet's .php converter
The amount of changes are staggering so hopefully your up for a decent read!
Celle has undergone a massive amount of improvement, I'm sure there will be bugs and I have dedicated my weekend to rooting any out and hot-fixing if needed.
The Download links
MBG Celle 2...
Hey Stapo, hopefully releasing tonight when I'm home from work, so I'll make sure I update your stuff while it's uploading.
I've left most of the server side alone, there's only one file change to dayz_server. The mission file has undergone changes but nothing dramatic.
I'm still at work for...
I decided to stop adding things and polish it up when dayz V1.7.5 was released.
Unfortunately work is very busy. I haven't tested snow (as you can see in the thread we're all still trying to get it up and running!) or the boneyard, but I might just cut them for this update and push them...
I believe it is related to some of the initial debug spawns being located in the water.
They've been moved and I haven't had an issue yet, but time will tell.
Found one in my .rpt this morning. Not sure if it's working though.
2013/02/05, 3:08:19 "READ/WRITE: "["PASS",[2013,2,4,22,8]]""
2013/02/05, 3:08:19 "CLEANUP: DELETED 109 LOOT BAGS"
2013/02/05, 3:08:41 "CRASHSPAWNER: Spawning 'Crashed UH-1Y' with loot table 'HeliCrash' NOW! (3322.92) at...
There's a function in called fn_spawncrashes from memory.
It selects arrays at the very top of the copy (it randomly chooses milatary, barracks and helicrash tables now)
If you just define an array above it and slot it into that code you should get your own loot tables. It might be easier...
It looks fairly simple.
http://community.bistudio.com/wiki/publicVariable
it seems like just putting this in your snowing script will work
publicvariable "mypublicvariable";
if you get it to publish that when it's snowing, then slotting this into your fn_temperatur.sqf (at the start of the...
There will be a mad scramble with the other mods throughout the week, trying to get them all updated.
It might take a little bit to catch up unless map modders are using the reality build as the foundation for their update
Had a few issues, but got it working after 5 minutes of fiddling around.
The rought idea of what I did:
Deleted all dayz & reality files from my ARMA2 file on the server.
put a fresh client side Dayz in (V1.7.5.1)
Fresh rebuild of Reality (no packages currently)
Worked fine after that. Just...
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