In DZMSInit.sqf find this line:
if (_modVariant == "@dayz_epoch") then {DZMSEpoch = true;} else {DZMSEpoch = false;};
and put this under it:
_modName = toLower( getText (configFile >> "CfgMods" >> "DayZ" >> "name"));
diag_log text format ["[DZMS]: DEBUG: Mod Variant:%1 / Mod...
Can you try installing the newest version of DZMS and using the defaults, and see if it still happens?
I am unable to reproduce this bug on my own server.
The scripts automatically add a magazine that is capable of working for all the weapons spawned in the crate, or the ai, yes. There is not a way to add say MG36 magazines with M4s as it would be adding 30rnd stanag instead.
And yes, DZMSRequiredKillPercent is in decimals. 0 being 0%, and 1...
The units are given ammo automatically when they are spawned.
Yes those can be added to the crates. Just put them in one of the arrays in DZMSWeaponCrateList.sqf
Since they aren't DZMS AI, I have no way of knowing where they're at and adjusting the script to take that into account.
As for the errors everyone else is getting, I'm taking a look at the problem.
If you host your own server, you can add any mod you want, but your users have to also have that mod installed to play on your server.
But the inverse is also true, there's no way to add a car mod or similar without forcing all your users who want to connect to also install it.
So the answer...
The same way of adding M240s to AN2's will work the same for anything, be it a tank, boat, or bicycle, you just need to change the classname from AN2 to whatever you want.
Dynamic Town Invasion is a planned future feature, I just had issues getting the units to paradrop on the town.
Otherwise you can define static coordinates, but that will be for all missions.
EMS is based on DZMS and Fuchs/Fox has disappeared so its full of errors right now.
Apparently the fix for DayZ.st right now is to remove instaaactions.
Just find instaactions.sqf in your server.pbo and replace it with this...
You will find lines of these in each mission.
//Usage: [_coords, count, skillLevel]
[[0,0, 0],6,1,1] ExecVM DZMSAISpawn;
The 6 in this case is the AI count.
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