I know I'm resurrecting this thread a bit, but I ran across this annoying problem over the past few weeks on both my servers. I implemented the suggested change last night, tested briefly with one of our players, and it seemed to work fine. Other than having to set the Sar Vehicle Fix variable...
Edit: It turns out that, in my fervor to make a post, I accidentally posted this in the wrong section yesterday. Oops!
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Howdy guys, this one's something I whipped up for the server admins out there and is something I run on both of mine. I wanted the ability to be able to...
Howdy guys, this one's something I whipped up for the server admins out there and is something I run on both of mine. I wanted the ability to be able to quickly modify the Crashspawner for the server-spawned heli crashes without having to constantly re-compile a dayz_server.pbo. This addon...
Hi gang, this is a repair truck script I wrote to replace the pseudo-working Repair option that pops up for drivers in vehicles when targeting an Arma-esque repair truck. This script balances out the process by splitting up the repair process on each damage point, adds sound, plus writes the...
Howdy folks,
Am I the only one having problem with custom-made, vehicle-specific AddActions multiplying themselves every time a player exits and re-enters a vehicle? Well, I've found a way to solve it. It will prevent duplication of actions plus stop any actions, that are meant to be in_vehicle...
Good deal Caboose.
I've already updated this two generations or so for 1.8 use but I've not posted it yet. I even came up with custom sounds for it but it's only on my server so far.
You bet Mugger. Yep the extra brackets seem to be causing problems within my default spawn loadouts from 1.7.7.1 that I've yet to resolve. It'd cause all sorts of weird issues for guys on my box with the 1.8 update when their Inventory array variables in their character data entries showed...
Yep, I'm guessing it's from this:
PreventZedSpawnPositions = [[6551.1,14067.7,0.001],[3039.73,7880.1,0]];
When I did the position inserts in mine, and I use about 8 of 'em or so on my server, I slightly modified the 'worldspace' entries pulled from the database. Example:
Yours here is...
How Mugger, let me check this out real quick! It's probably a problem in the variables.sqf as the symptoms you're describing are systemic. Let me check...
Hey gang, wrote this one up a few weeks ago for my server to spice things up a bit. This one's for DayZ 1.8+ using the rMod 2.1 addon. What this mod does is make for the possibility to spawn ammo or weapons' crates, with custom loadouts, as spawned loot using the CfgBuildingLoot.hpp loot table...
Howdy gang, been playing around a lot with rMod lately. I cooked up a simple script for being able to use the pop-up targets (TargetEPopUp) that may be added into the database on a private server. It is a part of rMod 2.1+ but I'm not sure if it's a part of vanilla DayZ or not. I suspect not...
Updated March 30, 2014:
Fix of destroyed building bug: Basically, destroyed buildings, even while in the no zed spawn marker area, were still producing zed spawn. I tracked it down to (I believe) Arma moving the original building position well down into a negative Z coordinate (underneath the...
This is the help thread for the Prevent Loop and Zed Spawn code thread. Anyone have questions? Post 'em up here please and I'll do what I can to help!
The release thread is located here:
http://www.opendayz.net/threads/release-bdcs-prevent-loot-and-zed-spawn-safe-zones-for-1-8-0-3.14704/
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I just finished writing this. Got the idea from my wife a few weeks ago. It's basically as described except I cannot get the gore effect on the player nor one of the two sounds to work. It requires a hatchet and a fresh dead zombie body. Takes about 25-30 seconds to get yourself "camo'd". I...
Hey guys, got a new one I'm tossing up here but it's an easy one. This one isn't an addon per se but is a modification of an existing script. Basically, sticking with the strictly realistic theme of DayZ, a teammate of mine mentioned how a zombie shouldn't have been able to hear his gunfire at...
Update: This will probably be re-written at some point once a bonafide method for bypassing the bis_fnc_flies function is found (in being able to create and delete both a graphical flies' animation as well as a flies soundSource) and debugged proper.
Hmmm, that's strange. I wonder if there's a difference in some of the naming variables between vanilla and Epoch. Well, at least you gave it a good try! Thanks for trying.
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