I give you female Zeds :) Shame I won't be adding them to the eminent release. If you look at their hands their fingers are screwed up. This is throwing massive errors out on the client data. But they aren't the only bones missing in the skeleton. So until we can recompile the models based on...
The next week launch was planned due to us believing that Mat would sign the code off, but we have to wait for dean to come down from his little hill adventure.
Well that killed my theory, I run an i7 @ 4.8Ghz and do my server testing exactly the same, I just tried again with my overclock reset and played fine, You may want to track your cpu data to see if it is something else eating your cpu. Else there is another reason behind the lag.
What are the specs of your computer? from the sounds of it the server is eating all your cpu power which leaves you game with nothing to play with. When there is lag on the client it is down to the game not processing VM code which is what handles everything in dayZ. Zombie Spawns, Loot spawns...
this will not work, hpp files are C++ header files which need to be compiled during the launch of the game. They cannot be mixed with the games virtual machine code which sqf runs under.
This code is designed for chernarus, someone, or yourself would need to design a new loot table based of the panthera code, to copy this design to allow panthera to run correctly.
I've never tested 0.001 but I would assume it will work, although changing the values of other objects in the same...
Correct, as I've said several times in this topic, making the exact same changes I did to building_spawnloot.sqf will work for spawn_loot.sqf to change the CfgLoot.hpp
use this command
this setObjectTexture [0,""]
You will need to change this to the object that you're modifying.
To find the object you are looking for you will need to use the find object command
_objs = (getPosATL player) nearEntities [["OBJECT_NAME_HERE"], 100000];
you can then call a for loop...
But still the same problem more than likely I don't know what build HFB uses, but you may have to redo all your scripts with their supplied mission files.
ok you have 3 Items bandage, flare, painkillers. each one with a certain drop chance 0.2, 0.5, 0.9 we then take every 0.1 as 1 chance. So we build a list.
[1,1,2,2,2,2,2,3,3,3,3,3,3,3,3,3]
So bandage is in twice, flare in 5 times, and painkillers in 9 times.
We then do a randomInt(16)...
You are running a custom compiles.sqf. This can override this fix, move the building_spawnLoot = compile preprocessFileLineNumbers "custom\building_spawnLoot.sqf"; line into the compiles and override the original one in there
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