The biggest problem you will have is the bandwidth. I run on a 25Mb connection and everyone plays with no issues so far. I have had about 25 people all on at once and it is still decent. I think the specs given towards the beginning were a about that speed with a quad-core cpu and 4GB of RAM, so...
If you do it like this you can control the initial weather without having to open the weather.sqf:
//fog, overcast, rain, snow, wind, debug
[0, 0, 0, 0, [0,0], false] execVM "fixes\system\DynamicWeatherEffects.sqf";
Notice my weather custom is in the fixes\system\ folder, only because that is...
if you guys need more help I would be glad to join in. I have this working on 1.8.5 and the latest 1.8.6.1. Just a matter of finding where the changes are and using your compare plugin for notepad++ or simislar text editor.
if you look at my post literally above yours it says why you do not hear music. If you have made your own music loop then you will need to be more clear as to what you did to add it in besides the description file.
I would think if you put in in anything that allows it to be a global variable it would be fine. I tend to use the area right under the init.sqf dayz variables. I just add some space and add my variables. That allows it to be global.
Hey everyone!
I am looking to find a couple scripters/editors/developers, w/e you want to call yourself :)
Currently I host a DayZMod vanilla server, as well as Arma 3, NMRiH and other source servers, with some subtle but fun features and I am trying to get a few like minded people together to...
lol right. Hey just a thought, if you want to get back into this I am coding with a headless client and looking to make some changes to the way things are in the mod such as AI styles and other atmospheric type things. I would love to work with some people that are experienced. If not thats...
Yes all you need is a variable that stops the effect while it is true. Such as:
if (wearingHazmat) then {
radiationEffect = false;
};
or this for a loop:
while {(wearingHazmat)} do {
radiationEffect = false;
};
Its as simple as adding a trigger area on the map and having it run a script on the client side. Not very difficult. Screen shake/sway and some blur effects.
To start with it is always much easier to read when you use the code blocks like this:
localClients[]={"127.0.0.1"}; // HC IP
//ArmA2 OA : 1.63 SETTINGS
steamport = 8766; //default 8766, needs to be unique if multiple serves on same box
steamqueryport = 27016; //default...
If you read the post it says this version had the music disabled purposely due to large file sizes when you add .ogg music tracks. If you want one all you need to do is put it in .ogg format and define the sound like shootingblanks said.
If i read you correctly you may just need to open the files with notepad++ or a similar program and edit your settings there then save and put in your public html folder and it should be good.
the new method is the keyboard.sqf file in your mission pbo. After the block that starts with
if (!isNil keyboardKeys) then { blah blah blah};
After that block just add in your space_interupt keys. When the mod loads the keybinds it will include yours too. Also if you need to unblock keys look...
not to restart an old thread but I use a headless client to start up and wait for the server to finish loading so that way its almost guaranteed to load the headless client first. I allow enough time to pass in the batch file before killing the headless client to ensure everything will load...
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