Sorry for the delay guys, we're just about ready for release. Big credit to isathar!!!!!
Entering final testing of the new system, stress testing for MP servers - especially for large ones. My server can only have 20 people on it, but I'm also doing testing with some other people on their...
Taiphaz - you could easily chnage the model yourself, were you so inclined.
But as for landmines - there are a few scripts floating around armaholic that could be adapted for your use - one in particular generates and landmine field around a marker or object that you can place.
@ Rossymond - I've got limited fuel scripts that should work on my github - some people said they were testing but haven't got back to me yet. Should work - but it won't last over server restart. I've been talking with manatee hunter too and I know he's got tool chance to break working, i'll...
Seriously, you're still posting more comments here? Pull your head up and just walk away. It was a negative comment, even if it was sarcastic, totally unneeded.
Location based spawning system is functional! Zeds will spawn from locations (cities, towns, villages, etc) not buildings to save on FPS and bandwidth. Soon I will adapt this system to my airraid script and release a snippet for general use - it should allow any script that relies on...
@PryMary - a week or two, real life work is catching up with me. I'm interested in having it tested on more servers though - add me on steam and we can figure something out! (mmmyum).
@Fr1nk - I've seen over 350 zombies with only two players so far, with no FPS hit! The newest animation mod...
@SURT78
Neither of those are required, did you read the thread?
In any case, this is not really ready for release, and will take some scripting knowledge to get it running properly as I have not quite finished the tutorials (working on something new, to further optimize anyways). So unless...
Once you get the hive write call working it'll be easier to just add it to the databases when alive and delete when dead than add a damage event handler or anything fancy - it only needs to be in the database that is relayed to your map tool...
@daethan - Sounds awesome, good work! If you're using AI's and they still drop radios, I wrote a little script to send a warning message to players with radios --- could give some of your players a little more warning and gives the radio a purpose in game.
As for your question - I'm afraid...
The animations are on your end - zeds are client side. You were using the newest version right? I think I sent it to you.
Animations look smooth and nice for me now - though the zeds are a little slow for my taste, it's good for testing.
Further tested with NoHrt tonight, driving...
spawn_permaLoot install - required for zombies
call from server_monitor.sqf here:
//Monitor the object
//_object enableSimulation false;
dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_object];
};
} forEach _myArray;
// # END OF STREAMING #...
@Manatee Hunter - already in touch with some mod devs!
@TorturedChunk - new version of animation mod in testing and will be uploaded tomorrow to the github - with more animations/blending animations! So it won't look funky!
@Fr1nk - Sounds great! Please add me on steam so I can get you the...
You can't change this without a custom addon (client download). CfgBuildingLoot is in either dayz_code.pbo or dayz.pbo in one of the cfg files.
You could possibly set up an array in the sqf to do the same function.
Guys this is definitely doable. You just need to make a new section in player_spawnCheck that calls loot spawns for your custom buildings, or alter the existing setting.
You can see how I do permaloot (which buildings) to do it kind of - basically add a check to collect a list of nearby...
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