Problem: Some people (namely Dayz.st users) don't have access to the files in the @dayz folder. This makes it so that we can't "un-ban" items unless we use rmod. Rmod breaks a lot of scripts, and requires the client to download it as well, making it not practical for your regular dayz user who just wants to derp around on a few servers. An alternative method would be to edit the dayz_anim.pbo, and edit the config.cpp (and the files it calls, as of 1.8.0.3), however this requires the client to either download the .pbo as a separate mod (same problem with rmod) or for the server to disable signature checking, which opens up the server to hacking, etc.
Possible solution: Reroute the calls to the config.cpp in dayz_anim.pbo to a file/files in the mission.pbo/server.pbo, making it so that the user doesn't have to download anything extra to play on your server.
To make this happen, we'd need to find out where these files are called from and redirect them, like how it was done with other files (the player_monitor.fsm for the HALO jump spawn being a prime example). I have no doubt someone has done this, take a look at the DE 1000 servers, which have AS50's, M107's,(note, they work, with ammo that does damage - a key part) etc.
EDIT: A similar thing happens for AVendettaForYou's custom loot tables - dayz_code is overridden with a #include at the beginning of the description.ext file. I'll try this and let you guys know the results.
EDIT #2: Please disregard the above post, and always remember the difference between .cpp and .hpp files (everybody is allowed to be an idiot for at least once a day, right? No? Ok...). Going to try a call compile because I can't sleep
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EDIT #3: Call compile did not work. From checking the RPT logs, the banned items list is loaded before a server is joined, which is a problem. Perhaps calling them later/differently will yield different results? I'll keep trying and let you guys know.
Possible solution: Reroute the calls to the config.cpp in dayz_anim.pbo to a file/files in the mission.pbo/server.pbo, making it so that the user doesn't have to download anything extra to play on your server.
To make this happen, we'd need to find out where these files are called from and redirect them, like how it was done with other files (the player_monitor.fsm for the HALO jump spawn being a prime example). I have no doubt someone has done this, take a look at the DE 1000 servers, which have AS50's, M107's,(note, they work, with ammo that does damage - a key part) etc.
EDIT: A similar thing happens for AVendettaForYou's custom loot tables - dayz_code is overridden with a #include at the beginning of the description.ext file. I'll try this and let you guys know the results.
EDIT #2: Please disregard the above post, and always remember the difference between .cpp and .hpp files (everybody is allowed to be an idiot for at least once a day, right? No? Ok...). Going to try a call compile because I can't sleep
EDIT #3: Call compile did not work. From checking the RPT logs, the banned items list is loaded before a server is joined, which is a problem. Perhaps calling them later/differently will yield different results? I'll keep trying and let you guys know.
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