OO ya sorry forgot to mention. I made this a few dayz ago and was testing it. I am in the process of updating my test and deployed servers to 1.7.7. Just backing everything up now. Will let you know how it goes when I'm done.
So I just saw this post. http://opendayz.net/threads/dayz-debug-monitor.8256/page-4#post-35472
I didn't read the whole thing and I'm not sure if this was done but my hintext version is base off the same hint text used in the debug monitor. So I guess I did what
zZzTigerRushzZz asked...
Hey guys.
I've been lurking here for a while and would like to thank everyone who has contributed .
A few of my players have asked about an altimeter for the HALO spawns. There are a few threads on the BI forums about it but I don't have the knowledge to implement the .fsm I found.
Long...
Ya there is some beta patch loop hole that lets you unlock a bunch of the arma 2 weapons, the other weapon packs like the ones in rmod or other community packs still require the client download.
Ya that makes sense. But if they are already edited, just follow the folder paths used in the init.sqf. If you are worried about losing objects placed in the editor. You can just merge piXel's mission.sqm and remove the anomalies within the 2d editor.
http://opendayz.net/threads/resources-dayz-server-additions.9003/ . This should point you in the right direction. Most of, if not all these scripts work. The biggest thing you need to keep an eye on is if your compiles.sqf or fn_selfactions.sqf files have already been modified and moved...
Unless you have the time, resources and knowledge to make your own DayZ mod like Taviana or Namalsk that were built off of community made maps, you may want to just use rmod or another weapon pack that you add on top of DayZ. This will still require the client and the server to have the files...
Nope... Any weapon packs or community mods require the client to download and launch their game with the appropriate startup parameters. Some dayz mods like Taviana and Namalsk have merged the dayz code with the community addons. This allows the client to only have to launch Arma with...
You need to put the version numbers in brackets like [103419/1.7.6.1] this is the format dayz commander uses to determine the version. It will then show up white.
Ya I was using DAC for a bit, it's a bit bloated for my needs and Sarge's framework is great. I would look at that if I were you. It also removes the need for the DayZ factions client addon.
Just wanted to let you guys know of our new server, thanks to the cool stuff found on these forums it is now live and ready.
- Friendly and active community
- Active Friendly Admins
- No BS Policy
We are a group of friendly gamers just looking to have some competitive fun with like minded...
PryMary,
I had the same issues and then It just started appearing for some reason. Like I said it only shows up for the first login of the player and any deaths or log outs remove the entry. I still have yet to find a solution. Sorry man..
Bubble.
PS. will post back if I find anything.
I understand a need to want to customize things, but why would you make them so weak on spawn in? They will get knocked out or killed with their first encounter with a zombie.
Hey about the briefing entries, I have had some success but not complete. The code for getting the briefing in there is actually _null = [] execVM "briefing.sqf"; and I placed it at the bottom of my init.sqf. Unfortunately the briefing entry only shows up on your first login, if you die...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.