It could be done but would require your mpmission to be unpacked and a custom server shutdown routine, assuming you use a restarter. As child:999 is not supported in epoch..
It may be that when the light locations are returned a public variable client is used. Am guessing this would only work on multi player. Not at pc. will look when back.
I can not say that I have tried on single player. No reason why it shouldn't work. That mission folder looks ok, again not tried it. Yes, street and house lights can be run separately..
Potentially yes. The main issue I had, and gave given up with this script for a while, was trying to map the train tracks in real time on the server.
Am going to throw the towel in, which I should have a long time ago, and create a worldspace point map of all of the tracks and reference...
I have found, on some builds, that commenting the whole routine out causes the server not to start. Comment out the code inside the loop so the foreach allUnits loop still runs but does nothing. Works for me..
I could test by filtering it from logging. Am going to be updating soon. Been deciding on which mod/map to build the new version for. A generator has been a big decider. stick to the change to 1 for now, will investigate. Real life has needed attention, hoping to spend some time on it this weekend..
If that works then the first line filters out publicvariables that are allowed, is what the exclamation mark does, am guessing != means an exact match, ! on it's own may mean a match in the string.
Changing the 5 to a 1 will change the action from kick to log, the log file might fill up with...
Am guessing that is the MpMissions folder, basically you have the default setup where the large file with all the light locations is downloaded to the client. Try packaging it into the server .pbo, instructions on the taviana link from original post. That way the server creates the public...
The code has the ability to add an array of custom building objects. What it generally does is look for the base class of House. This base class may be different in other versions.. I have seen some buildings with a base class of Industrial and Military, might be a good way of creating specific...
Arma update did the same to mine. I did have a key mismatch error during the update, was a copy of one of my steam installs (merged), possibly had out of date registry entries..
I have noticed a lot of logging in public variable log. That's with two of us on the server, I haven't deleted it for a while but was up to 35mb. Have been investigating the chance that lights are getting created more than once and haven't found that happening. Lights definitely act differently...
Thank you, and everyone else that likes the addition and for the ideas of how to improve the script. I will be updating this and it will be more in the spirit of the original dayZ. I like the fear this game gave me.
Am currently merging all of the lights scripts into one package. A generator...
Does BE update the scripts.txt for the new verision ? Up to now dayZCommander only provides the @dayZ files, have never had a dayz update mess with any other files.
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