normally we set the parameters like this
@modfolder;@mapfolder;@modserverfolder
so this is how i would do it
mod=@dayz_epoch;@tavi;@dayz_epoch_server
dont just drop map files into the mod folders, if thats what you did.
if there was an 'overlap' in the defines.hpp then the server would not start with the infamous "member already defined" message.
So ... keep digging, what about your RPT log, what does it say?
so my vilayer server went down about 3 months ago and I spent a month with support tickets trying to get them to fix it. They mostly ignored my tickets. so I finally just figured I would cancel the server since I didnt use it anyways.
So they have $45 of my money in a 'credit'. I asked for a...
what does your rpt say? Compare the installation directions of this, and of the plot managemennt and see what files they both edit, probably made an error in one of those.
add private _bot_name
this 9 = _bot_name
shouldnt that be?
_bot_name = this select 9
the arm3,setname,means it will only work with players when,using arma3. it,works,as,described in arma2
the variable that controls who is in which group must get zeroed out for some reason.
must be in this file
https://github.com/ebaydayz/DZGM/blob/master/dzgm/slowLoop.sqf
i have never used dzgm but according to this line the players are actually joining ... i always assumedbit was just a loose...
I run a linux server and its in the logs folder .. name log
You would be looking for an error in config.cpp about those classnames. or when you go to one of the new ones and try to craft the water.
You CAN fill water bottles at the standard water sources, correct?
I browsed all the files. I have an Exile server.
It looks like that is all you should have had to do and that looks correct. if there is an error in that array it might fail. Are you sure those are the correct classnames from the CUP files?
Do you have the CUP installed on teh server and your...
Good. so you are making progress. I think DZMS uses DZAI.
You use a word "release". it is not translating correctly .
I think you mean you want to "display" the change in humanity in a "plain down" cuttext.
So, you want to show to the player, how much the humanity has increased or...
Okay, so you were running Epoch to begin with. So all that code was the same as what you had because Epoch includes the deathmessages.
there is this line in the code that says
// when a zombie kills a player _killer, _killerName && _weapon will be "nil"
// we can use this to determine a...
then you better add in some diag_log debug lines to find out why not. When an AI kills a player, do these variables get set?
_killer = _victim getVariable["AttackedBy", "nil"];
_killerName = _victim getVariable["AttackedByName", "nil"];
The issue is probably in this code right here. If the...
I would load the files it tells you to replace (server_playerdied.sqf etc), AND the file of the same name that is on your server, and run the notepad++ COMPARE plugin so see exactly what changes are made. If the files are of different versions then you can just copy the relevent code from the...
yes, but you need to assign one to the player that prints the message when you die.
there are many deathmessage scripts.
try this one, they are all basically the same.
https://github.com/0verHeaT/CustomKillMsg
add to each player an eventhandler mpkilled. It should run a script that prints the message. The killer and victim are passed to the script. Do a google search for dayz deathmessages, that is the script you are looking for.
https://community.bistudio.com/wiki/addMPEventHandler...
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