Mintymanau
New Member
Can you look at adding - http://epochmod.com/forum/index.php?/topic/15251-release-build-vectors-rotate-objects-in-dayz-epoch/
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if (getPlayerUIDOld player) in ["999999999"]) exitWith {};
First off, maybe we should discuss the whole ID issue.
Could we fix the BaseBuild 1.3 with a call for Old Player ID?
the 17 digit number is your steam ID which also is your player ID nowFirst off, maybe we should discuss the whole ID issue.
1. Is there an easy way to get your Steam ID? (I know this sounds dumb, but my original ID was easy to find in player profile, and was 9 Digits. In the same place there is a number that is 17 digits???)
2. A server I play on, I talked to the Admin about it, and he is just pulling the OLD Player ID using a function added to Epoch by the devs, and then somehow replacing the calls for Player ID with the OLD player ID.
Code:if (getPlayerUIDOld player) in ["999999999"]) exitWith {};
Could we fix the BaseBuild 1.3 with a call for Old Player ID?
I really don't like BaseBuild 1.3 and I don't think I will like Alchemical Building Either. I thing the problem with both of them is that you add too many object possibilities for a large player base, and need to have more control over what you release to the players. Adding just Castle Walls and Castle Gates to the existing Epoch building options would be a huge improvement, and reduce object counts on servers etc. I have code for adding just the items you want, but need to sort out this understanding of player ids...
Could be to do with steam patch what beta you running.
Edit: I mean beta patch![]()
23:55:04 Error in expression <layerID, _playerObj, _charID];
diag_log DeadPlayerPlotObjects;
diag_log format[">
23:55:04 Error position: <DeadPlayerPlotObjects;
diag_log format[">
23:55:04 Error Undefined variable in expression: deadplayerplotobjects
23:55:04 File z\addons\dayz_server\compile\server_changePlotsOwner.sqf, line 10
working on them today0:00:12 "RUNNING EVENT: crash_spawner on [2014,8,8,23,0]"
0:00:12 Error in expression <_index;
_cntWeights = (count _weights)
if((_cntWeights < 0)||(_cntWeights == 0)>
0:00:12 Error position: <if((_cntWeights < 0)||(_cntWeights == 0)>
0:00:12 Error Missing ;
0:00:12 File z\addons\dayz_server\modules\crash_spawner.sqf, line 157
0:00:12 Error in expression <_index;
_cntWeights = (count _weights)
if((_cntWeights < 0)||(_cntWeights == 0)>
0:00:12 Error position: <if((_cntWeights < 0)||(_cntWeights == 0)>
0:00:12 Error Missing ;
0:00:12 File z\addons\dayz_server\modules\crash_spawner.sqf, line 157
0:00:16 "CRASHSPAWNER: 95.034% chance to start a crashing Mi-17 with loot table 'HeliCrash'"
just fixing BE kicks@FallingSheep how's the release time looking for the latest repack ?
Just thought I'd ask as I hadn't seen any changes on GitHub since the last time I downloaded it all
My players are loving it so far just a few moans about battleye kicksnot seen any of the alchemy kicks only ones when towing / lifting that I already reported
Thanks for your efforts and responses so far and your other testers etc![]()
PMed youYeah, I got that working but now, it doesnt even try to download the mission file... just hits the campaign screen then sits at Waiting for server to start authentication... ugh!
I contacted the host, they said it was bugged and supposedly put 125548 patch on the server. But the server is saying 125402?
I am at a loss...
EDIT: RPT logs aren't showing any errors... but nobody can not connect.
they are hard tofindHi, just wondering if anyone else has issue with Hemp fields spawning. I never have any spawn on my server.
they are hard tofindand only max 5-6 spawn
um there is, ill post it later, busy fixing stuffyeah so no markers show up on map. or is there a way to have markers show on the map, where they spawn?.