I wish I could tell you what causes it but I never figured it out as we stopped running kill messages a long time ago any way. I remember seeing some MPHit code somewhere later and thinking to myself I wonder if this was what caused it but I never tested as we stopped running the mod. I think...
I think he's talking about copying the clientside compiles.sqf into his mission and redefining fn_selfActions there, it'll be overwritten by the definition in your own compiles.sqf though
If you are using rosskas files the fnSelfActions.sqf location is defined already in dayz_code\init\compiles.sqf
You don't need to define it in the dayz_code's compiles.sqf just change it there
I put 2 weeks worth of logs through it when I was testing, there were only a few new filters I'll try and update the github once I've caught any remaining ones
You could have people randomize their publicvariable names on installation, would make it harder for people to add themselves to the super admin menu. Your tool is for preventing hackers but its also providing a way for many people to do it. I imagine people are making money releasing hacks that...
Remove the #include thats in the 1.8 file, then open the 1.8 dayz_code.pbo and locate system\mission\description.sqf copy the contents of this into your description.ext in place of the #include
Then do as the basebuilding instructions say.
Just use rosskas files instead of editting things yourself, follow the full basebuilding instructions and then rosskas own directions, using his files and you literally can't make a mistake everything is done for you and it tells you exactly what to change...
There is no such thing as an anti hack that is going to "stop all hackers" they will however allow you to do your job a lot more easily. That of course requires learning and understanding though rather than just expecting something to magically fix all your problems for you.
I get the...
Think you missed some of the instructions for your description.sqf, theres a section you need to remove as its already defined in the basebuilding files
We had the issue of items moving code slightly a couple of times in the early days back before 1.7.7.1, but I haven't had someone contact me asking for a new code in several months now and we have at least 8 bases using 2 keypanels each. I usually advise people to build them on flat ground but...
Keycodes are working perfectly for me guys, they were on 1.7.7.1 and on 1.8 I haven't added anything extra to the code so maybe its my database schema that is making it work? When I added basebuilding to 1.8 I used rosskas files and followed the tutorial.
CREATE TABLE...
I'll let you know how I get on and share the file here if I get it working :)
Merging the 1.8 building code to epoch would require a lot more additional changes, easier for you guys to wait until the epoch guys merge the changes themselves I would have thought.
Swap
if (dayz_currentWeaponHolders < dayz_maxMaxWeaponHolders) then {
if (_rnd <= _lootChance) then {
To
if (_rnd <= _lootChance) then {
if (dayz_currentWeaponHolders < dayz_maxMaxWeaponHolders) then {
_bias = 50 max 62;
Increase the number 62 if...
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