Stapo
Modding Veteran
Fred41 its me again, just come to say that your "publicEH_conservative" has fixed the issues i was having with broken legs 
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Fred41 its me again, just come to say that your "publicEH_conservative" has fixed the issues i was having with broken legs![]()
.. ok, i checked this "local event",I would want to investigate this myself but our server got very popular very quickly with all he cool features we added so naturally we got influx of hackers to deal with. Would love to know what you find out.
Interesting. will it terminate started fsm immediately on busy server? I doubt. Also the reason it does it when player disconnects is because zombies spawned by player change locality. So if 40 zombies were spawned by player it will start 40 FSMs at once as zombies seem to change locality at once. And if 5 players died almost at the same time it is 200 deleteVehicle events combined with 200 execFSM events on already busy server. In my experience server never recovers from this temporary overload.
Waste of server resources. Razor replied about dayz folder, apparently Rocket doesnt want us to have it. Surprised? I'm not.
Hopefully Rocket removes it all together for the time being for the next build
class Citizen1; // External class reference
class zZombie_Base : Citizen1 {
scope = public;
glassesEnabled = 0;
vehicleClass = "Zombie";
displayName = "Zombie";
fsmDanger = "";
fsmFormation = "";
zombieLoot = "civilian";
moves = "CfgMovesZombie";
isMan = false;
weapons[] = {};
magazines[] = {};
sensitivity = 4; // sensor sensitivity
sensitivityEar = 2;
identityTypes[] = {"zombie1", "zombie2"};
class TalkTopics {};
languages[] = {};
class Eventhandlers {
init = "_this call zombie_initialize;";
local = "diag_log ('Just for killzone_kid :P');if(_this select 1) then {[(position (_this select 0)),(_this select 0),true] execFSM '\z\AddOns\dayz_code\system\zombie_agent.fsm'};";
};
class HitPoints {
class HitHead {
armor = 0.3;
material = -1;
name = "head_hit";
passThrough = true;
memoryPoint = "pilot";
};
class HitBody : HitHead {
armor = 1.6;
name = "body";
memoryPoint = "aimPoint";
};
class HitSpine : HitHead {
armor = 1.6;
name = "Spine2";
memoryPoint = "aimPoint";
};
class HitHands : HitHead {
armor = 0.5;
material = -1;
name = "hands";
passThrough = true;
};
class HitLArm : HitHands {
name = "LeftArm";
memoryPoint = "lelbow";
};
class HitRArm : HitHands {
name = "RightArm";
memoryPoint = "relbow";
};
class HitLForeArm : HitHands {
name = "LeftForeArm";
memoryPoint = "lwrist";
};
class HitRForeArm : HitHands {
name = "RightForeArm";
memoryPoint = "rwrist";
};
class HitLHand : HitHands {
name = "LeftHand";
memoryPoint = "LeftHandMiddle1";
};
class HitRHand : HitHands {
name = "RightHand";
memoryPoint = "RightHandMiddle1";
};
class HitLegs : HitHands {
name = "legs";
memoryPoint = "pelvis";
};
class HitLLeg : HitHands {
name = "LeftLeg";
memoryPoint = "lknee";
};
class HitLLegUp : HitHands {
name = "LeftUpLeg";
memoryPoint = "lfemur";
};
class HitRLeg : HitHands {
name = "RightLeg";
memoryPoint = "rknee";
};
class HitRLegUp : HitHands {
name = "RightUpLeg";
memoryPoint = "rfemur";
};
};
};
... yep, i hope so, he is informed ...will razor go for it?
hello,
I am quite confused about which file is used for what. The readme in github is up to date?
Yes or no:
1/ "faster login" is built in 1.7.4.4, so I don't need to patch server_functions.sqf and put a modified publicEH.sqf in the mission file
2/ "better cleanup" is in server_cleanup.fsm only, I don't need to use any modified publicEH.sqf, and the broken leg problem is solved.
ok, thanks for your reply.
I assume that "current version" is the improved one, since some players reported me some broken legs problems with the current conservative one.