It's not a question of lag, I've determined that.. Lots of players have spent hours killing npc's and not a single one has ever been added to their debug and I'm pretty sure they aren't getting counted in the database since we have live stats on our site with top 10 bandit killers..ect and none...
I have most of those weapons added to my crashsites, Without chaning my building loot tables. I just added them to the CS loot table using this tut: http://opendayz.net/threads/editing-heli-crashes-1-7-6-1-simplified.9011/
Might be easier just to add a protective dome that kills anyone who enters within a certain distance. ( Gives several warnings before killing them to leave the area ) - http://dayz.st/w/Protected_Dome
No that's the servers way of checking if the skin is allowed, So basically if it's in that list it will let the person keep the skin on when logging in. If it's not on the list it will not allow it and put the player back in survivor skin instead.
You need to add the skins to that code like so, Not comment out the code.
if (!(_model in ["SurvivorW2_DZ","Survivor2_DZ","Sniper1_DZ","Soldier1_DZ","Camo1_DZ","BanditW1_DZ","Bandit1_DZ","SurvivorW2_DZ","GUE_Soldier_Medic","RUS_Soldier_Base","MVD_Soldier_Base"])) then {
_model =...
For some reason I can't get the kills to be counted as murders/bandit kills..ect I had it working perfect with a simpler npc mod but no that I'm using sarge's it doesnt count them.
// Log AI kills
SAR_log_AI_kills = false;
I've tried it with this enabled and disabled but to no avail.
I'm...
You need to pull the compiles.sqf from your dayz_code, Drag it into your mission folder and change the path in the init.sqf file to point to your new compiles.sqf file thats now in your mission folder.
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