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    Please help! BEC wont shutdown or load scheduler

    Also, I know if there is a typo in scheduler.XML then they won't display either.
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    Vehicles Spawns / Cleanup?

    Looks like this is now in sched_safetyVehicle.sqf sched_safetyVehicle = { { if (vehicle _x != _x && !(vehicle _x in dayz_serverObjectMonitor) && (typeOf vehicle _x) != "ParachuteWest") then { diag_log [ __FILE__, "KILLING A HACKER", name _x, " IN ", typeOf vehicle _x...
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    Vehicles Spawns / Cleanup?

    I wondered a while ago about how to properly create loadouts based on humanity. The problem is that in the server code server_playerLogin saves the inventory/backpack but doesn't have access to humanity. Server_playersetup has humanity, but no access to inventory/backpack. My workarouns was to...
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    Zombies Run, Zombies Walk, but can Zombies Jog?

    You are correct. The original was in that format so I thought about it a bit and way back to random number theory and statistics and wondered for a few seconds if this was was better. Is rand(10) % 7 better than rand(10) <1 or rand(10) = 5 and so forth and so on. Then I just plugged a few...
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    Zombies Run, Zombies Walk, but can Zombies Jog?

    ok for context, here's the new changes to zombie_agent.fsm . I wasn't sure which RAND-type function I could use, so I found a similar usage farther down in the file. This was my first cut. Running on my test server where 20 zombies will swarm me, you just get a few runs at you now and again. It...
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    Zombies Run, Zombies Walk, but can Zombies Jog?

    ok, so they can't jog, but going off your idea, I think I'll make some % of them run. I'll have to play around and see what I can use in the FSM.
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    Zombies Run, Zombies Walk, but can Zombies Jog?

    so making them walk is easy "_agent forceSpeed 2;" in zombie_agent.fsm, blah, blah, blah. So I was thinking I'd speed them up a bit to make them a little harder. Well, "_agent forceSpeed 3;" seems to make them full speed. There seems to be another spot in zombie_wildagent.fsm but changing that...
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    Simple quest system for 1.8.5

    Still haven't forgotten, but first my public server died (sigh vilayer), then the arma2oa bohemia update/debacle and now my test server died after a power outage at home. Christmas was not good to DayZ Mod at my house.
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    Test Server Setup Issues

    I was having this issue after the arma2 update. I kept thinking it was the server and in my case, it was the client. I needed to run arma2oa.exe and steam as admin. You posted this before the update, but I thought I'd put it out there anyway.
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    Loadout based on humanity

    I thought this was going to be easy based on other threads, but it's dayz. lol. The server is vanilla 1.8.6.1 (as opposed to epoch) plus some mods. in server_playerLogin.sqf I thought I could just call: _humanity = player getVariable ["humanity",0]; and then check humanity for bandit <-2000...
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    Simple quest system for 1.8.5

    I haven't forgotten, but other server issues(humanity/loadouts) and real life. I won't be getting to this for a few weeks - sorry. I'll have time around christmas.
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    Simple quest system for 1.8.5

    Looking at it now. fn_selfActions.sqf - I don't have a custom version of this. Thinking about other changes I made for walking zombies and loot spawn , I'm guessing I'll need to change the references to "configFile" to "missionConfigFile"? What about the header of the file? scriptName...
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    Simple quest system for 1.8.5

    I just downloaded it, so let me take a look and see if I can understand the code. I was a developer for years, but only about 6 months into dayz and with no documentation, its been a bit slower to learn. 1.8.7 is removing achievements which I think is the wrong way to go. I'd like to see some...
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    Simple quest system for 1.8.5

    Not sure how I missed this. I've been working on tweaking DZMS and you can only go so far with a one action quest. Yours sounds great, but the dropbox link is broken.
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    Placing vehicleson top of buildings

    But can I make the pigs fly?! You're always helpful and that reminds me that my editor suddenly stopped working so I have to get that fixed. I was a software developer for years and not having API documentation drives me nuts. Trial and error, google and opendayz seem to be where I get most...
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    Detecting specific object in an area

    No, sortof the opposite. It should exit if it finds the heli or boxes. The log file shows it did a couple of times. Eventually the boxes got cleaned up by DZMS but it still didn't run again since the heli was there. Then I moved the heli. It still did not run again. Not sure why. Related, in...
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    Placing vehicleson top of buildings

    CAN_COLLIDE it was.....
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    Detecting specific object in an area

    ok, that makes sense. I was testing this last night. 3 missions in rotation. 1 that it puts randomly(standard dzms), 2 that are fixed in the city(new ones). Mission 1 - 1 Heli, 1 AmmoBox, 1 Medbox. [fixed location in Cherno] Mission 2 - 2 humvee, 2 ural, 1 humvee wreck, 1 ural wreck. [fixed...
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    Placing vehicleson top of buildings

    I've read a bunch of posts on this and the discussion is usually around. when the vehicle is placed in regard to the building itself and if its done in a script or in the database. In this case, I'm using DZMS as the framework, so the creation of the vehicle is at minimum server_start+4...
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    Detecting specific object in an area

    thanks, that was it! I read through that whole damn API list and looking for vehicle*, find*, locate*. In the 2 missions I've created movable objects (heli, ural, humvee), but also unmovable objects(crates and wrecks). The first thing the mission does is see if any of the objects of that type...
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