it's really not that the game has changed - its that the game is not new to you anymore and going back to that first version you played on doesn't bring back that "new game zombies wow cool" feeling you got years ago.
Here's the code that you are getting an error on, I suspect its not making a connection to the DB
//Set the Time
_key = "CHILD:307:";
_result = _key call server_hiveReadWrite;
_outcome = _result select 0;
if (_outcome == "PASS") then {
_date = _result select 1;
_year = _date select 0...
take a look at this guide. If you have a prebuilt game server, some of it will not be relevant
https://helpthedeadreturn.wordpress.com/2015/12/01/how-to-create-your-own-dayzmod-vanilla-server/
I don't want to flat out advertise (discord.me/tavi), but what I am looking for is any leads on fixes for Taviana. We've started up a vanilla-based server and it works and is very playable. Anyone that has any history knows there are issues.
Right now we are going to layer any fixes on top of...
@Inkko - thanks for that! I still run a dayzmod server and have collected a bunch of random ones that I put on the server from time to time just to change it up.
I have a vanilla-ish server (The Dead Return) and talk with other admins. From time to time we see entries in the logs that could be scripting, but seem to be chunks of dayzmod code epoch code, etc. While I can't say for sure these are not scripters, we have generally decided its some arma2...
if you want it to show up as under STEAM->ARMA2 DAYZMOD, you have to change the appid. It's in a file named steam_appid.txt. The value should be 224580
BEC is listed in the guide in the "Requirement Section" - http://ibattle.org/downloads/
fyi: BEC is used to schedule msgs and shutdowns , so not necessary.
ugh. I moved away from them due to lack of response and/or code update over a year ago. back in 187, their control panel was rewriting core mysql packages for udpates too. It wasn't a good environment. Anyway, If its vanilla, it should run out of the box or else vilayer should fix it.
btw, you...
given your other post, are you sure your server is vanilla and the mission and server pbo are constructed correctly? Is this SurvivalServers? If so, did you ask for something customizable? In the past I've seen them give out a hybrid version of epoch that was sortof vanilla and had an epoch db.
do you have both the game port (usually 2302) and the query port (game port +1) opened and/or forwarded?
does the server have a name in server.cfg? hostname="My DayZMod Server";
Finally, go here http://dz.launcher.eu/check and put in your server and gameport+1 and see if dzlauncher can see it
I've never built an overpoch server but on my vanilla server that class is defined in the DZGM code, so its in \arma2oa\MPMissions\dayz_1337.chernarus\dzgm\defines.hpp
that's exactly what you do.
create a local compiles.sqf, then a custom zombie_generate.sqf
zombie_generate = compile preprocessFileLineNumbers "lootANDzombies\zombie_generate.sqf";
then edit zombie_generate.sqf at the bottom for a custom zombie_agent.fsm like this:
_id = [_position,_agent]...
I tried this too with the AxeBus script. I ended up setting routes on the longer stretches of clear road, but it would still go onto the grass and get messed up.
Trying to remember if DZAI has a blacklist zone, so at least you could add Novy+Stary to that.
If only we used the same handles everywhere! Anyway, a combination of the data you gave me plus a bunch of notes I got from dylan. I checked that stuff in a week or so ago and asked for it to be merged.
A little bit of TLDR. lol. While you can move building_spawnloot.sqf to the mission, its really building_spawnCheck.sqf that decides when to call building_spawnloot.sqf - you have to track that backward and that's where it started to get difficult to pull into the mission from my recollection...
Good to hear. not sure what Nitrado is.
namalsk contains an older copy of dayz_code, so I believe the effects should work. Loot should work, but you will probably run into BattleEye issues since those old table have old class names.
The spawns are in the mission.sqm file - and if you are...
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