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  1. J

    Having the server spawn all zombies once at server start

    You are very correct, isathar. Using spawn is the key. It took 2.5 minutes to spawn 4057 zombies.
  2. J

    Having the server spawn all zombies once at server start

    By the way, I'm thinking of dropping in the 1.7.5 development files on top of a fresh 1.7.4 install. It sounds like there are a lot of optimizations that have been done. You haven't done this before by chance?
  3. J

    Having the server spawn all zombies once at server start

    Yeah, I butchered a lot of stuff, too. I'm looking forward to your write-up! I kept getting an error whenever there was anything referring to the config.cpp with "_config >>". I had moved all of those files from dayz_code to dayz_server, but not the dayz_code config.cpp. In order to prevent...
  4. J

    Having the server spawn all zombies once at server start

    That's great, isathar!!! You are the man!!! I was able to get them to spawn as well, but it took 4 hours to spawn them all (a little over 4000). At first they were spawning around 20 every second, but by the end it was 1 or 2 every 18 seconds. Using nearestObjects must be the reason I didn't...
  5. J

    Having the server spawn all zombies once at server start

    I made some progress, but I'm not there yet. Per the .rpt file zombies now spawn without any errors. CPU load went from 5% to 35%. But, I see zero zombies in-game. Any help would be greatly appreciated.
  6. J

    Having the server spawn all zombies once at server start

    Well, after some more testing, none of the zombies pass the "!isnull" condition in zombie_agent.fsm. So, it looks like the server-spawned zombies are no good before they even get to zombie_agent.fsm. The zombie sqf files work fine for spawning zombies by a player, though. Any ideas?
  7. J

    Having the server spawn all zombies once at server start

    Hey there, isathar. It figures that it would be you responding to this. :) Thanks for responding. I really want to see what happens if this works. You are correct-that one did need to be changed. I had already progressed past zombie deletion issues, but I never updated here since there seemed...
  8. J

    Having the server spawn all zombies once at server start

    After moving loot and road debris over to the server for spawning upon server start, it occurred to me that the same could probably be done with zombies. My goal is to have all zombies spawn by the server once upon server start. This should, hopefully, allow for many, many more zombies to be...
  9. J

    Any way to make tents transparent with no collision?

    Sure. That's the way it is for all of my other changes that I have done.
  10. J

    Any way to make tents transparent with no collision?

    I would like to change "Tent" to "Cache Materials" or some similar name, and allow it to be placed just like a tent and contain items, but remain invisible, and be able to be walked/shot through. The only time it would be "seen" is when the icon/text to interact with it pops up, which would also...
  11. J

    Handy Tips for Server MPMissions

    As a newb to scripting I want to thank you for this tip.
  12. J

    [How-To] Improved vehicle spawn functions

    This is great stuff, Doc!!! Is there any way to do this with Bliss? If not, is there a way to spawn care packages on Pwnoz0r's? I really want both, and I don't care which I have to use to get both.
  13. J

    Trying to change zombie spawns from SPAWN to CALL

    Change in dayz_code\compile\player_spawnCheck.sqf: _inVehicle = (vehicle player != player); to _inVehicle = vehicle player isKindOf "player";
  14. J

    Trying to change zombie spawns from SPAWN to CALL

    I am now taking the zombie-spawn-drip to the furthest it can go by spawning only one zombie at a time from each spawn point. By doing that I should, hopefully, be able to increase the spawning ring from 50 to much higher (200 or 300 outside the "safe zone"). I still need to see how this works...
  15. J

    Trying to change zombie spawns from SPAWN to CALL

    In my post above (#21), time doesn't work properly. I didn't realize it gets the server time not the client time plus it gets the time whenever the script is called. This seems to work: place in dayz_code\init\variables.sqf: player_zSpawn = 0; dayz_code\system\player_spawn_2.sqf - place...
  16. J

    Trying to change zombie spawns from SPAWN to CALL

    Knobbin, I would like to know very much how to do this with mission edits! Is the SA going to be able to be modded from day one of release?
  17. J

    Trying to change zombie spawns from SPAWN to CALL

    Hey there, Knobbin. I'm glad there is actually someone interested in changing zombie spawns. I think that makes three of us or so. :D I don't think I'm ready for GitHub or anything like that. I'm really just like a kid who busted open a radio and is poking around inside (AKA I don't really...
  18. J

    Trying to change zombie spawns from SPAWN to CALL

    After more testing I found that CPU usage (both server & client) is within a few percentage points whether there is a 50 zombie max or 5000 zombie max. This testing was done actually seeing the zombies in-game. There is an obvious visual difference between 50 and 5000. If that is correct, then...
  19. J

    Trying to change zombie spawns from SPAWN to CALL

    I found a simple yet effective way to have the "no-spawn" zone (aka "safe zone"), and prevent the cheesy log-off/on to get rid of the zombies while looting. This reduces the "no-spawn" zone for all newly logged in players from 450 to 1 for 30 seconds. So, it is a punishment to log in close to...
  20. J

    Trying to change zombie spawns from SPAWN to CALL

    No, I didn't realize that zombies are local. Thanks for the info. That's probably better since the workload can be spread over many computers (i.e. we can have more zombies). So, the question is how many zombies can a given level of player computer handle? I have a decent one (2500k @ 4.7)...
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