This is good if you are running Chernarus, Namalsk, Takistan or most any other map 1.7.5.1 and above but not for Taviana 2.0 or .eu as they do not contain a player_spawnlootCheck.sqf but I suppose similar code could be built into them. Nice find nevertheless.
This is a great idea. I wonder if it could be tied to other annoying player actions as well ... to cover for Admins who need to get some sleep from time to time. Maybe make a player's temperature go down as well or some other negative effect.
I am all for sharing ideas. Most everything I've learned has been found here in these forums, or ideas enkindled from reading member posts here, at Tuungle and elsewhere around the DayZ community. Right now - and I really want to open my server again - my approach to increased difficulty has...
I went the way of increasing zombie spawns, the damage they do - immensely - and their speed, while adding in some high end weaponry; but .50 rifles are gone as well from my server. I am also trying to give my server more of horror movie atmosphere. Additionally, I have increased the negative...
Not anything I did myself. The above code was written by DayZ mod authors ... I just borrowed it to upgrade Taviana a bit. Also, if it weren't for Joikd and his posts on this forum, I would have had little idea of how to do any of this stuff.
Sorry about that, I should have indicated that it would be best to use one of the Tavi versions. You can do the same thing with player_zombieAttack.sqf if you want zeds to attack your players while they are in vehicles. If you do you can use the version I am using...
In your server mission init.sqf for Taviana find these lines of code:
// (Taviana) Instead, call a copy of the DayZ 1.7.4.4 compiles:
call compile preprocessFileLineNumbers "fixes\compiles.sqf"; //Compile regular functions
Directly beneath those lines, place this:
player_spawnCheck =...
I agree^^
There is a sort of upward progression with the default spawn locations. A new spawn logs in and must travel some distance on foot before getting set up with the basics, and then moving on from there takes a bit of time and effort. True, one could lurk in Sabina, but in my months of...
I agree with you, Vent. So much potential to explore in Taviana, and while I know that in the case of 2.0 that team is likely swamped with real life stuff, as I suppose all dev teams are, I would like to see some forward movement. I get that 2.0 was a labor of love as .eu was stagnating at the...
To get the code working in the two .sqf files in post #17 of this thread, do the following. Disclaimer: I am certain that there is a more efficient method to do this, however I freely admit that I am deep in the learning phase, versus the actual coding one. Use this at your own risk:
1. Using...
http://opendayz.net/threads/trying-to-change-zombie-spawns-from-spawn-to-call.6703/
The last post on the last page. I used Joikd's code from post #17 of that thread, but only his player_spawnCheck.sqf. I know that you already have overridden your fn_selfActions, but that is how I got it to...
@Mmmyum or whomever else is interested -
I have figured out how to run Joikd's code from post #17 without adding in the stock loot spawning code from the vanilla player_spawnCheck.sqf. I ran it successfully through
fnc_usec_selfActions = compile preprocessFileLineNumbers...
Just add in the features you want to your Taviana 2.0 server. You want zombies to spawn and attack when players are inside vehicles? You can do that. You want a few zombies to randomly wander the countryside? You can do that. Want to add extra buildings or make Tavi look the aftermath of a...
You're welcome. The only way I could get the altered fn_damageHandlerZ.sqf to exec properly was through the compiles.sqf. Someone with more knowledge than myself may know of another way.
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