Hi,
I'm trying to ensure vehicles will always respawn if they are destroyed, but I'm not familiar enough with SQL to 'say' it correctly. Here's what I have;
UPDATE 'instance_vehicle'
SET 'damage' = 0, 'worldspace' = 'worldspace'.'world_vehicle', 'inventory' = 'inventory'.'world_vehicle'...
I've just checked for Tavi and the 'max_x' = 25600 and 'max_y' = 25600, so let's say I double these values to 51200 each what potential adverse effects could this have? Will it screw with any tools or mess up any vehicle or building spawn locations?
Hi,
I have noticed this appearing very recently. I googled this and found a forum post about radar hacking;
Bearing in mind this was translated. Should I be banning people who attempt to connect and get this error? I have NEVER seen it before, but it has appeared 3 times today alone.
Ok, so I added
player addEventHandler ["killed", {
[nil, nil, rHINT, "Dude, I died!"] call RE;
}];
to the end of my player_switchModel.sqf and the kill messages work, until someone changes clothes. So I then tried
//BackUp Player Object
_oldUnit = player;
player addEventHandler...
I'm just looking for my kill messages to work all the time. They seem to be quite inconsistent, even when the server FPS is fine. Do you think this is to do with a player having changed their clothing?
If I understand correctly, I should replace
diag_log _loc_message;
[nil, nil, rspawn...
Hi,
I would like to tell my init.sqf file to use a custom cfgVehicles.hpp file, which I have placed inside my mission.pbo's fixes folder. From my understanding it would look something like this
_cfgVehicles = [] execVM "fixes\cfgVehicles.hpp";
or maybe
if (!isDedicated) then {
[] execVM...
This is working very nicely. Often players will say 'Why can't I abort?' (or something similar) when they die. Is there a way to display a hint for the player to see?
This shows they're in combat
cutText ["Cannot Abort while in combat!", "PLAIN DOWN"];
This shows they need to wait X seconds...
I've done a few searches and can't seem to find any information on this anywhere (not just this site). I too have been on servers where when using voice in side chat channel you are booted to the lobby and your legs break. It will certainly ensure people do not do it twice.
I'm not so much...
Having just realised that the MH60S functions perfectly with Taviana.com I would also like to find a way to remove the radar. From what I can tell I need to grab the cfgVehicles.hpp from my dayz_code.pbo (inside the @Taviana mod/folder). Then edit it (at around line 201) like so;
class...
I've left it as
[1,true,5,1,true,1]
The time seems to move weirdly though. I noticed once that during a whole 6 hour period, time was always around 2pm. Other times it moves normally. And then other times it seems to double speed for 20-30 mins. I'm not really too fussed. It stays light when...
Yea, you're right. No one is losing gear with the setup I have, but some people are getting radios. It happens quite subtly so they don't really notice when it occurs. I've just removed radios as a detected item in my anti hack tools. Besides everyone likes to have a full toolbelt.
Hi,
I'm really not sure if this falls into this;
WE ARE NOT A SUPPORT FORUM FOR ANY SERVER HOSTING COMPANY! IF YOU POST ANYTHING RELATED TO A HOSTING COMPANY YOU WILL BE PERMA-BANNED!
If it does, please remove and ignore this thread. I would rather not be perma-banned for my ignorance :)...
Does this also resolve the following? I'm having a couple of issues when the server has been under heavy load for a few hours. One issue (which isn't mentioned) is players actually respawning where they died with their gear - I don't suppose anyone else has encountered this?
Edit: I've just...
Thanks for the quick reply. (I think) I've found the issue.
To fix it I used the @Taviana folder and found the dayz_code.pbo. In that I found the player_spawnCheck.sqf, copied and pasted this over the player_spawnCheck.sqf I had tried in my dayz_mission.pbo's fixes folder. I then used your...
I was just stumbling Tavi 3.0 threads to see if there has been any news and saw this. I'm really interested to have zombies spawn from players who are inside vehicles. I tried to follow your steps, but somehow managed to get loot spawning but no zombies, at all. Even if I get out of a vehicle...
I tried it on Tavi. Used the basic setting so fog would be everywhere. It worked absolutely fine. I attempted to change the cloud sizes and distance sunk into the floor, but it just looks like ground level clouds whatever my settings. A bit of a shame, I may give Deathcall's method a go.
This seems to be doubling the speed of time, so I guess this will be the right code; [0,true,5,1,true,0] execFSM "core_time.fsm";
Can anyone confirm this is correct?
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