So far only tested with 1.8.0.3 should work with any 1.8 version.
1) Addons\dayz_code\compile\fn_selfActions.sqf
find //repairing Vehicles
uncomment the salvage part
//Repairing Vehicles
if ((dayz_myCursorTarget != _cursorTarget) and _isVehicle and !_isMan and _hasToolbox and (damage...
Hello,
Everyone who wants to help is welcome to get the test client and give feedback.
For anything related to gameplay, bugs (with screenshot, location and description ) or suggestions please feel free to post it in this thread.
Feel free to link let´s plays or livestreams as well.
The...
Status:
1.8.0.2 DayZ Code
Server to try it:
78.47.186.203:2303down due to upgrade
Download (Client):
https://docs.google.com/file/d/0B031UtPkuNbuZzRqclBfQ0p6b1E/edit?usp=sharing
unpack it to your Arma2 OA Folder, start Dayz with override @Taviana18
Download (Server)...
EU Server 1 : 78.47.186.203:2323 (fixed doubled buildings/fps lags)
US Server : 216.231.136.3:2404 (fixed doubled buildings/fps lags)
US Server 1 : 173.60.112.19:2302
Hello Sarge,
topic should say it. Wish to have it like this to configure different values
SAR_BANDIT_HUMANITY_HOSTILE_LIMIT = +2500; (OVER THIS LIMMIT)
SAR_SURIVOR_HUMANITY_HOSTILE_LIMIT = -2500; (BELOW THIS LIMMIT)
.. this would create a "save zone" for not beeing aggroed as a fresh spawn...
Hi Sarge,
i played a bit with a replacement of the DayZOrigins AI with Sarge. Unfortunately i was not able to specify eg sniper locations on roofs because it seems the hight parameter in the coord definition seems to be ignored. Am i doing something wrong there or isn´t it possible.
IP: 188.40.109.155:2302
- 300+ vehicles on map, more than 850 non-standard spawn locations.
- basebuilding enabled
- C130 always on
- Refuel Truck always on
- no armored vehicles
- strip vehicle parts
- wasteland style environment
- Sarge AI protecting special Areas and roaming some...
Hello Sarge,
first of all thanks for this great Framework.
I have one question for the config value SAR_respawn_waittime. Does this apply to each player or do they respawn every time a new player comes close enough to trigger them ? EG playerA snipers away the group and playerB comes in and...
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