Exactly. I have drastically increased zombie spawns on my server - and with the headshot kill only added in, it really lends DayZ the feel of a Dawn of the Dead or some other cult zombie movie.
Yes, the default way the above code works is that you can only kill zombies with either a headshot, grenade or explosive round or .50 cal and above, but you can still break their legs and make them crawl. You could make them immune to all damage but headshots if you wanted.
I like this, but more along the lines of perhaps ten uses for the matches, and matches getting wet when you swim. I also like the idea of tools breaking from wear and tear.
I'm glad you posted this. I run a Tavi server and was not aware of this. The only fix I can think of is to try to insert objects via the editor to block acess to areas like this, but there's probably too many glitches to do that very successfully.
I spent quite a bit of time searching for a suitable method to make zombies invulnerable to all damage but headshots. So I thought I would share the solution I discovered.
Visit this topic...
I believe that you would have to build your own mod - that is modify the DayZ clent side code. A good place I think to start looking would be in @Celle folder in your ArmaOA folder to see how such weapons were integrated. One other thing, I think that rMod 2 may allow in some of the Celle weapons.
An experiment I have been trying out on my server requires the reassignment of fnc_usec_selfActions to call a function set other than fn_selfActions.sqf. Of course, this removes most of the player's self actions such as cooking meat, repairing vehicles, etc.
My question is, how can I call and...
@drayzin,
All of these changes you wish to make can be done server side - without touching your bisigns or altering client side DayZ code. All you have to do is create new .sqf files in a fixes folder in your server mission PBO. Paste into the new .sqf files , code from whatever file you want...
You're welcome. I have had some ideas as well - for an Arma2/DayZ map - for some time, but time ... that is the issue. You really have to appreciate the time it must have taken some of these DayZ developers to just port a map, let alone create a new one as well. For now I am satisfied with...
From my understanding, there's been quite an uproar and battle over rights to use the Taviana map for anything other than Origins. You should be able to find info on that with a quick google search. As for other Arma 2 maps, I think you'd have to get permission from it's creator. Personally, I...
I have had this working for weeks the way I want it to on Taviana. I also took out the two .50 rifles and I think that ammo for them still spawns because it is a part of the ["","military"], loot item. As for the mil ammo spawning in residential, I don't have that and I have replaced just about...
The fast and easy way to make zombies spawn on Tavi 2.0 while your players are in vehicles is simply to make a file named player_spawnCheck.sqf in your server mission PBO fixes folder, and then to copy and paste into it the code from a 1.7.5.1 or above player_spawnCheck.sqf. that you find in...
I basically modded my Tavi 2.0 server to have zombies spawn while in and attack in cars, etc. so I am content at the moment, but some kind of word on 3.0 would be nice.
Nice going, Mmmyum. I had come to a similar conclusion, just had not really delved into it as much. The odd thing is, is if I run the code from post #17 through the variable "fnc_usec_selfActions" loot does spawn and Joikd's zombie code and player "shield" area work great - however my players...
I'm sorry, but I can't seem to nail down what is causing your problem. Something you already have added to your server mission PBO is conflicting with Seven's custom loot tables, and I am not sure what it is. Maybe he can help you if you ask him. Just to experiment, I created a custom...
What he could try is replacing line 25 of the custom compiles.sqf with:
building_spawnLoot = compile preprocessFileLineNumbers "fixes\building_spawnLoot.sqf
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