maybe (never tried before lol)
but for testing easy way is in serverDZ.cfg change the 2 to 0 on this line
verifySignatures = 2; // Verifies .pbos against .bisign files. (use only 2)
Name: Custom loadouts per player
Description: creates load out based on player GUID
so modified the random loadout scripts from below to allow a custom loadout per player (based on GUID/SteamID)
open init.c and replace this
override void StartingEquipSetup(PlayerBase player, bool...
so below is a test MULTI zone version (upto 10 but can easily add more) which i slapped together very roughly (may not work feel free to test fix etc :P
follow the above instructions
replace safezones.c with the below code
//change for each safe zone
vector SAFEZONE_LOACTION1 = "7500 0...
Name: Safezones
Description: creates a safezone where players are invincible
Credits: Da0ne
Original Repository: https://github.com/Da0ne/DZMods/
stripped out from the admin tools, this is the safezone only portion (ill break all the admin tools down in to single how to for ease)
edit...
this is not mine and i take no credit for it (or support for it!)
Install instructions on github
https://github.com/Da0ne/DZMods
----Features----
-Enable/Disable player Join/leave messages. Check the file "Settings.C"
-Ability to Enabled/Disable Custom Spawn lodaouts.
This feature allows the...
ok here we go found it on discord, its adds some cool admin features :)
https://github.com/Da0ne/DZMods
added to the showcase section for others to find/use
https://opendayz.net/threads/admin-tools-mission-edit.22382/
so a little google found me that the standalone still has the ability to use SQF
a certain site uses certain code to inject SQF to ruin our dayz.....
now how do we call it legitly from the server???????
so i thought id post what is currently server side and what is client side that we (the community) have discovered so far so we (the community) dont go chasing the rabbit down the hole trying to get a feature/script working thats coded to the client :p
SERVER
player loadouts on spawn /...
ok so this is really frustrating...again its a client side edit thats need
DePBO DayZ\dta\scripts.pbo
Open 5_Mission\mission\missionGameplay.c
find
override void OnMissionStart()
{
//does not display HUD until player is fully loaded
//m_hud_root_widget.Show(true)...
well now that the loadscreen is on hold till i figure out client/server loading correctly ill take a look at this.
dosnt seem to hard to.....famous last words :)
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.