Stuff and Junk
Well-Known Member
This is the support thread for DayZ Dynamic Dogs.
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Just put it right after all the game setting variables.Hi you said this was designed to work with all mods. I was just curious where to put this dogOwner = []; on my init.sqf because Epoch does not have a spot that says Do not Edit Below this line.
Seems strange. Try just appending the && stuff and see if it changes. If not ill check later tonight.Thanks fore helping us out with this...I always thought this was a "never gonna happen" thing. But alas, I'm currently in-game standing with my dog after it hunted down a cow. Thanks dude!.
couple things...
This is with DayzMod 1.8.6.1 Vanilla.
in another thread you said to do this to keep the dogs form disappearing....
_delQtyAnimal = 0;
{
if (local _x && !((typeOf _x) in ["Pastor","Fin"])) then {
_x call sched_co_deleteVehicle;
_delQtyAnimal = _delQtyAnimal + 1;
};
} forEach entities "CAAnimalBase";
the dogs kept disappearing even after the above modification. I had to comment out the entire section in order to keep the dog from disappearing. I've had mine for about an hour now after commenting out that section entirely.
Thoughts on that?
I'll try again though just to be sure...
Thanks fore helping us out with this...I always thought this was a "never gonna happen" thing. But alas, I'm currently in-game standing with my dog after it hunted down a cow. Thanks dude!.
couple things...
This is with DayzMod 1.8.6.1 Vanilla.
in another thread you said to do this to keep the dogs form disappearing....
_delQtyAnimal = 0;
{
if (local _x && !((typeOf _x) in ["Pastor","Fin"])) then {
_x call sched_co_deleteVehicle;
_delQtyAnimal = _delQtyAnimal + 1;
};
} forEach entities "CAAnimalBase";
the dogs kept disappearing even after the above modification. I had to comment out the entire section in order to keep the dog from disappearing. I've had mine for about an hour now after commenting out that section entirely.
Thoughts on that?
I'll try again though just to be sure...
_delQtyAnimal = 0;
{
if (local _x && !((typeOf _x) in ["Pastor","Fin"])) then {
_x call sched_co_deleteVehicle;
_delQtyAnimal = _delQtyAnimal + 1;
};
} forEach entities "CAAnimalBase";
So what I have is this:
Code:_delQtyAnimal = 0; { if (local _x && !((typeOf _x) in ["Pastor","Fin"])) then { _x call sched_co_deleteVehicle; _delQtyAnimal = _delQtyAnimal + 1; }; } forEach entities "CAAnimalBase";
Looks to be the same. At first you would think... why is he editing the dead body cleanup? I thought the same thing. If you notice the block for human bodies it specifies forEach AllDead, however; The block for animal cleanup is actually all animals alive or dead apparently. If it meets the logic requirement of a base model animal, which is all of them, then it would be removed normally.
I believe this to be correct, if I am wrong please let me know. I spent a moderate amount of time debugging this same issue and it is what worked eventually.
Great! You are welcomeThanks for checking.. it seems I had one of my close brackets or whatever you call them not correctly positioned, once I re-copied your lines again it appears to be working just fine!!
Thanks again for this!!!
Are you sure its not Battleye kicking you?Thanks for posting this script again.
I've only one problem with infistar antihack that kick me everytime i use the dog commands, even with Check Actions=false.
Is there a way to fix it ?
Thanks for help in advance![]()
That looks familiar. Is it causing any performance issues?Would this be the typical "RPT Error Message" that you said was a known issue in your instructions?
2:33:33 Error Undefined variable in expression: _foo
2:33:33 File mpmissions\dayz_1.Chernarus\addin\dog.sqf, line 72
2:34:08 Error in expression < ""; if ((count _humans > 0) && (alive _foo)) then{_distance = _leader distan>
2:34:08 Error position: <_foo)) then{_distance = _leader distan>
Its actually coded to not require any items. The dog should just spawn and become yours. That message usually comes across when you already had one and he died but you have not logged out and back in yet. It has been a bug since the beginning unfortunately.Love this concept. I placed dog owner variable under the others as you told me. When i get near a dog house the dog does spawn but no mouse wheel action comes up n when i get near the dog house it says dog not interested. I had cooked and raw meat in my inventory. How do i convince this mongrel?
That looks familiar. Is it causing any performance issues?
Are you sure its not Battleye kicking you?
If it is in fact your antihack, you need to add an exception in the antihack file. I dont use it though so I couldnt tell you how its working these days.
So what I have is this:
Code:_delQtyAnimal = 0; { if (local _x && !((typeOf _x) in ["Pastor","Fin"])) then { _x call sched_co_deleteVehicle; _delQtyAnimal = _delQtyAnimal + 1; }; } forEach entities "CAAnimalBase";
Looks to be the same. At first you would think... why is he editing the dead body cleanup? I thought the same thing. If you notice the block for human bodies it specifies forEach AllDead, however; The block for animal cleanup is actually all animals alive or dead apparently. If it meets the logic requirement of a base model animal, which is all of them, then it would be removed normally.
I believe this to be correct, if I am wrong please let me know. I spent a moderate amount of time debugging this same issue and it is what worked eventually.
Yeah I have been looking into a fix for this but to no avail, i think that is the phrase lol. I have noticed that it runs much better on a headless client than on the server itself :/I don't think so...though I'm not sure if there is a relation to another issue that I've noticed which is after a short while, the dog command menu drops "STAY" off the list and leaves me with only FOLLOW and FIND for the rest of the duration I own the dog. I liked the STAY command too! You could block the door while you scavenge around inside a house/etc.