DayZ Standalone v 0.61.138602 Server Files

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  1. #361
    Account Upgraded | Title Enabled! 123new is offline
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    Re: DayZ Standalone v 0.61.138602 Server Files

    Quote Originally Posted by onkeltoctoc View Post
    after i click connect : Connection lost
    check disable steam in server and client, and restart server and client

    If in the server or client game wirking server or client with clearning steam library aythimg game (maybe arma 3, another games), crack will be don't work. Need disable this servers or games and restart DayZ server and game with crack

  2. #362
    Valued Member onkeltoctoc is offline
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    Re: DayZ Standalone v 0.61.138602 Server Files

    Quote Originally Posted by 123new View Post
    check disable steam in server and client, and restart server and client

    If in the server or client game wirking server or client with clearning steam library aythimg game (maybe arma 3, another games), crack will be don't work. Need disable this servers or games and restart DayZ server and game with crack
    Hi,can you make a tutorial? I dont know how i disable steam

  3. #363
    Account Upgraded | Title Enabled! 123new is offline
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    Re: DayZ Standalone v 0.61.138602 Server Files

    Quote Originally Posted by onkeltoctoc View Post
    Hi,can you make a tutorial? I dont know how i disable steam
    1. Открываем диспетчер задач windows
    2. Выбираем вкладку процессы
    3. Ищем процессы с пометками steam и steamboost
    4. Принудительно завершаем их
    5. перезапускаем сервер и игру
    Если в памяти компьютера сервера или игры висят steam dll от лицензионных версий steam, steam игр или лицензионных игр, работающих на steam, либо иные сервера с другими crack, требуется их все закрыть и перезапустить сервер и игру dayz, иначе на сервер вы не смождете попасть.

    1. Open the task manager windows
    2. Select the tab processes
    3. Looking for processes marked with steam and steamboost
    4. Forcibly complete them
    5. restart the server and the game
    If there is a steam dll in the computer memory of the server or game from the licensed versions of steam, steam games or licensed games running on steam, or other servers with other crack, you need to close them all and restart the server and the game dayz, otherwise on the server you can not get to .

  4. #364
    Enthusiast Delicious Ace is offline
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    Re: DayZ Standalone v 0.61.138602 Server Files

    Hey Guys,

    i have few Qeustions :)

    Have found alot of Military Tents at Berzino full with Stuff in it.
    Are those saved in the Database or will they spawned by a script??
    If yes, could someone tell me how i can delete those or tell me wich Script spawn the Tents?
    Please with the Name and Path of the the Script (if one is there)

    Here some Pics:

    -Tents

    https://drive.google.com/open?id=0B2...VdweGdtbERrUms

    -Tent Inventory

    https://drive.google.com/open?id=0B2...WF3enoxU3Bxb0E


    Thanks in Advance!



    Regards Ace

  5. #365
    Account Upgraded | Title Enabled! DerpADoge is offline
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    Re: DayZ Standalone v 0.61.138602 Server Files

    Quote Originally Posted by Delicious Ace View Post
    Hey Guys,

    i have few Qeustions :)

    Have found alot of Military Tents at Berzino full with Stuff in it.
    Are those saved in the Database or will they spawned by a script??
    If yes, could someone tell me how i can delete those or tell me wich Script spawn the Tents?
    Please with the Name and Path of the the Script (if one is there)

    Here some Pics:

    -Tents

    https://drive.google.com/open?id=0B2...VdweGdtbERrUms

    -Tent Inventory

    https://drive.google.com/open?id=0B2...WF3enoxU3Bxb0E


    Thanks in Advance!



    Regards Ace
    Check your init.sqf for any script that says execVM or
    Call compile and look for script names in there. (its probably in your root mpmission folder, just look for an sqf in there, if not remove your containers .bin file in your storage folder. That's where tents save to.

  6. #366
    Account Upgraded | Title Enabled! kbnnlan is offline
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    Re: DayZ Standalone v 0.61.138602 Server Files

    anyone hav bug that player sit near campfire but still cold ?

  7. #367
    Enthusiast Delicious Ace is offline
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    Re: DayZ Standalone v 0.61.138602 Server Files

    Quote Originally Posted by DerpADoge View Post
    Check your init.sqf for any script that says execVM or
    Call compile and look for script names in there. (its probably in your root mpmission folder, just look for an sqf in there, if not remove your containers .bin file in your storage folder. That's where tents save to.
    Thanks!

    There was no script so i deleted the Containers.bin :)


    I have Problem with my Zeds, they just spawn on some Citys or Places, not all over the map...any one got a Fix for this?
    Also have the Problem to set up a Custom Loadout, a Loading Screen and a Debug Monitor...

  8. #368
    Enthusiast Delicious Ace is offline
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    Re: DayZ Standalone v 0.61.138602 Server Files

    Found out a way to start with a Custom Loadout!

    I have edited the dbLoad_Player.sqf found in :
    mpmissions\dayz_Auto.ChernarusPlus\from0.61\custom_code\custom_fnc\dbLoad_Player.sqf

    This is my Custom Loadout what i have putted in:

    _v = _agent createInInventory "bagimprovised";
    _v = _agent createInInventory "bow_quickie";
    _v = _agent createInInventory "m_quiver_arrows";
    _v = _agent createInInventory "a_primitive_five";
    _v = _agent createInInventory "a_primitive_five";
    _v = _agent createInInventory "tool_kitchenknife";
    _v = _agent createInInventory "Consumable_Roadflare";
    _v = _agent createInInventory "Consumable_Rags"; _v setQuantity 1;
    There is already the call in the init.sqf for the dbLoad_Player.sqf,
    found in :mpmissions\dayz_Auto.ChernarusPlus\init.sqf

    db_LoadPlayer = compile preprocessFileLineNumbers "from0.61\costom_code\custom_fnc\dbLoad_Player.sqf";
    After i done that, i commented out This Line found in:
    mpmissions\dayz_Auto.ChernarusPlus\scripts\init.sqf
    //player_queued = compile preprocessFileLineNumbers "modulesDayZ\scripts\player_queued.sqf";
    And it worked!

    Here a Pic
    https://drive.google.com/open?id=0B2...ElqaTJrd09LaDQ

    Hope this will help some one.


    But still Need help with the Zeds, Custom Loading Screen and to have a Debug Monitor.

    Regards Ace
    Last edited by Delicious Ace; 02-05-17 at 02:14 PM.

  9. #369
    Account Upgraded | Title Enabled! 2fed is offline
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    Re: DayZ Standalone v 0.61.138602 Server Files

    Quote Originally Posted by Delicious Ace View Post
    Thanks!

    There was no script so i deleted the Containers.bin :)


    I have Problem with my Zeds, they just spawn on some Citys or Places, not all over the map...any one got a Fix for this?
    Also have the Problem to set up a Custom Loadout, a Loading Screen and a Debug Monitor...
    Zombie spawns at all map, thy spawn dynamicaly, if you fire from rifle 5-6 times, they come to you))

  10. #370
    Enthusiast Delicious Ace is offline
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    Re: DayZ Standalone v 0.61.138602 Server Files

    Quote Originally Posted by 2fed View Post
    Zombie spawns at all map, thy spawn dynamicaly, if you fire from rifle 5-6 times, they come to you))

    In Electro no Zeds are Spawning for me, i just saw alot in Berezino and Novo, with alot i mean the wohle City was full with them,
    50-100 Zeds in a radius of 200-300 Meters.
    i was not in more Citys or Places becouse i still editing the Server Files.

    This is my init_spawnZombies.sqf

    Spoiler:

    _cfgSpawns = configFile >> "CfgSpawns" >> "ZombiesSpawns";
    DZ_ZombieTypes = getArray(_cfgSpawns >> "types");
    DZ_TotalZombies = 0;
    _mult = DZ_MAX_ZOMBIES / getNumber(_cfgSpawns >> "serverZombieSpawn");
    _totalAreas = ((count _cfgSpawns) - 1);
    _posZ = 0;

    //real zombie spawning
    fnc_spawnZombie =
    {
    DZ_TotalZombies = DZ_TotalZombies + 1;
    _zombie = createAgent [_this select 0, _this select 1,[],0,"CAN_COLLIDE"];
    _zombie addeventhandler ["HandleDamage",{_this call event_hitZombie} ];
    _zombie addeventhandler ["killed",{null = _this spawn event_killedZombie} ];
    _zombie setDir floor(random 360);
    _zombie
    };
    //count all possible spawning positions
    for "_areaNum" from 0 to _totalAreas do
    {
    if ( isClass (_cfgSpawns select _areaNum)) then
    {
    _cfgArea = (_cfgSpawns select _areaNum);
    _posZ = _posZ + count getArray(_cfgArea >> "locations");
    };
    };
    //make the spawns areas array
    _spawnsArray = [];
    for "_areaNum" from 0 to _totalAreas do
    {
    _class = _cfgSpawns select _areaNum;
    if ( isClass _class ) then
    {
    _scope = getNumber ( _cfgSpawns >> configName _class >> "scope");
    _maxNumber = getNumber( _cfgSpawns >> configName _class >> "maxSpawn");
    if ( _scope == 2 && _maxNumber > 0) then
    {
    _spawnsArray set [count _spawnsArray, configName _class];
    };
    };
    };
    /*
    //randomize spawns areas array
    for "_areaNum" from 0 to (count _spawnsArray) - 1 do
    {
    _indexR = floor (random (count _spawnsArray));
    _spawnArea = _spawnsArray select _indexR;
    _temp = _spawnsArray select _areaNum;

    _spawnsArray set [ _indexR,_temp];
    _spawnsArray set [ _areaNum,_spawnArea];
    };
    */
    //sort spawns areas array
    _xLoop = 0;
    while { _xLoop < ((count _spawnsArray) - 2) } do
    {
    _spawnArea = _spawnsArray select _xLoop;
    _tempArea = _spawnsArray select (_xLoop + 1);
    _max_SpawnArea = getNumber( _cfgSpawns >> _spawnArea >> "maxSpawn");
    _max_TempArea = getNumber( _cfgSpawns >> _tempArea >> "maxSpawn");
    if ( _max_TempArea > _max_SpawnArea ) then
    {
    _spawnsArray set [ _xLoop, _tempArea ];
    _spawnsArray set [ _xLoop +1, _spawnArea];
    if ( _xLoop > 0 ) then
    {
    _xLoop = _xLoop - 1;
    };
    }
    else
    {
    _xLoop = _xLoop + 1;
    };
    };
    diag_log format ["spawnArray: %1", _spawnsArray];
    /*
    {
    diag_log format ["Zombie Spawning >>> Sorted Areas array %1",_x];
    } forEach _spawnsArray;
    */
    _maxBase = getNumber ( _cfgSpawns >> "SpawnVillage" >> "maxSpawn");
    _lastPopulatedArea = "All";
    //spawn zombies in spawns areas
    {
    //read data from CfgSpawns
    _class = _cfgSpawns >> _x;
    _areaName = (configName _class);
    _radius = getNumber(_class >> "radius");
    _min = getNumber(_class >> "minSpawn");
    _max = getNumber(_class >> "maxSpawn");
    _locations = getArray(_class >> "locations");
    _types = getArray(_class >> "types");
    /* commented out 02.11.2015
    we want to try exact numbers of zombies defined in cfgSpawns.hpp
    //calculate dependency on max server population
    if ( _mult < 0.5 && _max <= _maxBase ) then
    {
    _max = _max;
    _min = _min;
    }
    else
    {
    _max = _max * _mult;
    _min = _min * _mult;
    };
    */
    _rnd = random(( _max - _min));
    _cnt = floor ( _min + _rnd );
    _agentTypes = [];

    //first get array of the zombie types
    //size of array is exect count of zombies per spawn area (so we can use forEach)
    while{ count _agentTypes < _cnt && count _agentTypes < count _locations } do
    {
    _rType = floor (random( count _types));
    _agentTypes set [ count _agentTypes, _types select _rType];
    };
    //Check for bad defines in config
    if ( count _agentTypes > 0 && count _locations > 0 ) then
    {
    {
    //spawn zombie only if the maximum is not reached
    if ( DZ_TotalZombies < DZ_MAX_ZOMBIES ) then
    {
    _index = floor ( random (count _locations));
    _loc = _locations select _index;
    _sizeLoc = (count _locations) - 1;
    //be sure to not spawn on the same position
    //remove actual position from the array and resize it
    if ( _sizeLoc > 0 ) then
    {
    //_tempIndex = _index;
    for "_int" from _index to _sizeLoc do
    {
    _locations set [ _int, _locations select (_int + 1) ];
    //_tempIndex = _tempIndex + 1;
    };
    _locations resize ( _sizeLoc );
    };
    _zombie = [ _x, _loc] call fnc_spawnZombie;
    }
    else
    {
    //if ( _lastPopulatedArea == "All") then
    //{
    _lastPopulatedArea = configName _class;
    //};
    };
    } forEach _agentTypes;

    if ( DZ_TotalZombies <= DZ_MAX_ZOMBIES ) then
    {
    diag_log format ["Zombie Spawning >>> %1 :: %2, Total :: %3",_x,(count _agentTypes), DZ_TotalZombies ];
    };
    };
    } forEach _spawnsArray;
    //write the results into *.rpt file
    _text = format["Zombie Spawning >>> Global locations: %1, SPAWNED %2 ZOMBIES, LAST POPULATED AREA: %3", _posZ,DZ_TotalZombies, _lastPopulatedArea ];
    //hint _text;
    diag_log _text;


    Maybe you can share your init_spawnZombies.sqf with me ?!

  11. #371
    Account Upgraded | Title Enabled! 2fed is offline
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    Re: DayZ Standalone v 0.61.138602 Server Files

    Quote Originally Posted by Delicious Ace View Post
    In Electro no Zeds are Spawning for me, i just saw alot in Berezino and Novo, with alot i mean the wohle City was full with them,
    50-100 Zeds in a radius of 200-300 Meters.
    i was not in more Citys or Places becouse i still editing the Server Files.

    This is my init_spawnZombies.sqf

    Spoiler:



    Maybe you can share your init_spawnZombies.sqf with me ?!
    I'm using standart init_spawnZombies.sqf not like modify any scripts if that works fine for me.

  12. #372
    Account Upgraded | Title Enabled! 123new is offline
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    Re: DayZ Standalone v 0.61.138602 Server Files

    Quote Originally Posted by Delicious Ace View Post
    Found out a way to start with a Custom Loadout!

    I have edited the dbLoad_Player.sqf found in :
    mpmissions\dayz_Auto.ChernarusPlus\from0.61\custom_code\custom_fnc\dbLoad_Player.sqf

    This is my Custom Loadout what i have putted in:



    There is already the call in the init.sqf for the dbLoad_Player.sqf,
    found in :mpmissions\dayz_Auto.ChernarusPlus\init.sqf



    After i done that, i commented out This Line found in:
    mpmissions\dayz_Auto.ChernarusPlus\scripts\init.sqf


    And it worked!

    Here a Pic
    https://drive.google.com/open?id=0B2...ElqaTJrd09LaDQ

    Hope this will help some one.


    But still Need help with the Zeds, Custom Loading Screen and to have a Debug Monitor.

    Regards Ace
    from debug monitor add in config server this:
    showPlayerStatus = 1;
    And i have question, this operation about add player_quied work from player settings in main menu game?

  13. #373
    Enthusiast Delicious Ace is offline
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    Re: DayZ Standalone v 0.61.138602 Server Files

    Quote Originally Posted by 2fed View Post
    I'm using standart init_spawnZombies.sqf not like modify any scripts if that works fine for me.
    Can you nevertheless share your File with me?

    And have any one a working Debug Monitor or how to enable a Custom Loadingscreen?

    For the Loading Screen i tryd to put this in the description.ext

    loadScreen = "loadscreen.paa";
    I dont know if the ending .paa is still actually, in Version 0.28 worked with a .paa file.
    Should i use a JPG File?


    Can someone Help me out here?

    - - - Updated - - -

    Quote Originally Posted by 123new View Post
    from debug monitor add in config server this:
    showPlayerStatus = 1;
    And i have question, this operation about add player_quied work from player settings in main menu game?
    Thanks a lot!

  14. #374
    Account Upgraded | Title Enabled! 2fed is offline
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    Re: DayZ Standalone v 0.61.138602 Server Files

    Quote Originally Posted by Delicious Ace View Post
    Can you nevertheless share your File with me?

    And have any one a working Debug Monitor or how to enable a Custom Loadingscreen?

    For the Loading Screen i tryd to put this in the description.ext



    I dont know if the ending .paa is still actually, in Version 0.28 worked with a .paa file.
    Should i use a JPG File?


    Can someone Help me out here?

    - - - Updated - - -



    Thanks a lot!
    OK, about .paa that is texture file, you need to create yours loading screen in png, than you need to convert that in to paa. Not tested on .61 but in .45 that works fine. Later upload file.

  15. #375
    Enthusiast Delicious Ace is offline
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    Re: DayZ Standalone v 0.61.138602 Server Files

    Quote Originally Posted by 2fed View Post
    OK, about .paa that is texture file, you need to create yours loading screen in png, than you need to convert that in to paa. Not tested on .61 but in .45 that works fine. Later upload file.
    Thanks for the fast Reply!

    Ya i have the file in. paa Format, but no Loadingscreen Shows me up.

    Is this command in the description.ext correct?


    loadScreen = "loadscreen.paa";



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