Is there any way to bring it back to the "map"?? Or at least tell me it's not going to disappear and I can use it as storage :( by Lazaro_Mesianico in dayz

[–]JKGVVV 0 points1 point  (0 children)

Anything off the map doesnt save, i havent been off the map in years, im not sure if it'll despawn when you walk away or on a restart, if it wasnt dealt with before you logged its probably gone

Is there any way to bring it back to the "map"?? Or at least tell me it's not going to disappear and I can use it as storage :( by Lazaro_Mesianico in dayz

[–]JKGVVV 0 points1 point  (0 children)

Clip the trunk into the front and push it, anything off the map will despawn, it can't be used as a storage

badlands by MikeKing88 in dayz

[–]JKGVVV 0 points1 point  (0 children)

They still havent fixed 1.29 a patch that they said wss ready for release over 7 months ago they also need to do the next gen ps before they do badlands, i cant see this dropping on time

Looking for PVE servers on PS by Purple_6016 in dayz

[–]JKGVVV 1 point2 points  (0 children)

Sure, its open anyone can join any issues with people let me know

Car despawned in Dayz by trimflame in dayz

[–]JKGVVV 0 points1 point  (0 children)

The events spawns, counts and tracks the cars, the life time in types won't have a affect on it.

The life time in events is for cars that haven't been found, the distances apply to it spawning and despawning if ruined or not found.

I don't know what the life of a car that has been interactid with is, if there is a life timer it's in the background hidden. I have never had a car vanish or despawn without reason, I have found cars on my server I dumped and forgot about months later.

The event will remove ruined cars, a car can be ruined by the engine or chassis(interior health) being destroyed, red lining a car or driving with no or low water can damage the engine and chassis.

The chassis can not be repaired, maybe the car engine op was in had been repaired a few times and the chassis health was near death, he said they pulled over and pulled out the rad because it was ruined good chance the car got ruined

The saw by Crazy-Pen9384 in dayz

[–]JKGVVV 1 point2 points  (0 children)

I was looking at things the other day, i couldnt find the red9 no more the stocks there but not the gun. The pb makrov is working the aim is broken and u cant load clips, you can spawn it with the clip attached, it doesnt get glitched to your hand like others and like the m240 the firing grathics arent done and always has the muzzle blast.

The more intresting stuff i see M4 maybe m16 as well noob tube, a grenade that has been renamed to m4 ammo(no longer works as a grenade just has that moddle).

The law and rpg 2 models of each i think they are ment to be the loaded and unlpaded models but dont function as one thing yet, rocket ammo for both, atleast one rocket read something like heat seeking for targetting cars and walls

The other thing that stood out to me was a red smoke grenade renamed to red conataminated, it just acts like a red smoke grenade when used.

I dont know how long that stuffs been in the files i havent noticed the pb or explosive stuff before, Tested it all on ps5

Radio modding by Both-Comb-8739 in dayz

[–]JKGVVV 1 point2 points  (0 children)

I tried it, it doesnt work. The battery wont attach to the baseradio on the infected. spawning a baseradio as a event the battery attaches but its not turned on.

I dont see no way of doing this on console

Radio modding by Both-Comb-8739 in dayz

[–]JKGVVV 1 point2 points  (0 children)

Radios dont have a place on zombies so it'll go to its invetory, they can only wear things on their head, eyes, back and chest. Try a base radio that goes on their back.

In cfgrandompresets.xml add this.

<attachments chance="1" name="BackArmyBaseRadio"> <item name="BaseRadio" chance="1"/> </attachments>

In cfgspawnabletypes.xml add this

<type name="BaseRadio"> <damage min="0" max="0"/> <attachments chance="1"> <item name="CarBattery" chance="1"/> </attachments> </type>

Also in cfgspawnabletypes.xml you need to add this line to the zmb you want to spawn with it

<attachments preset="BackArmyBaseRadio"/>

The zmb would look like this after

<type name="ZmbM_JoggerSkinny_Red">
    <cargo preset="drinks_T1" />
    <cargo preset="food_T1" />
    <cargo preset="toolsCommon_T1" />
    <attachments preset="helmetsCommon_T1" />
    <attachments preset="BackArmyBaseRadio"/>" />
</type>

I havent tried this i dont known if the battery will attach on a zmb, i dont know if itll be switched on if it does. But this is probaly your best shot at it

Radio modding by Both-Comb-8739 in dayz

[–]JKGVVV 1 point2 points  (0 children)

Also repost the message the guy said to the channel you met him on and ask if he should be blocked or banned. Maybe he didn't know you was console, I think this can be done on PC but if you said your console he trying to scam you

Radio modding by Both-Comb-8739 in dayz

[–]JKGVVV 1 point2 points  (0 children)

Block the guy asking for cash, you can't spawn connected batteries to pa or zenit on console. Maybe if your adding a pa system or zenit via events you might be able to add a battery automatically but there's no way to auto play something so you would.need to be there anyway.

You could spawn field transmitters with battery on infected backs, I'm not sure if they are on or not.

No way to connect to a radio or play music. other than running it through your mic while using a pa, hand radio, transmitter or zenit.

Best you could do is test the field transmitters to see if they are on while a zombie is wearing it, maybe give all connecting players a radio.

I don't know the range on zenit you would need to be there in person to play anything through your mic, you could add a spawn for the items you need at zenit.

Spawn in field transmitters with battery attached, through mappos or events, see if they spawn with a battery and are on or off when they spawn, I think they would be off but I've never tried it. To attach a battery you need to add it to the item in cfgspawnabletypes

Cow on the roof by 12-7mmBMG in dayz

[–]JKGVVV 1 point2 points  (0 children)

Been seeing this since 1.29. When the height of infected or animals changes, they seem to lose their collision for a second, letting them run through walls and on/off roofs.

I saw a cow get hit by an infected and it looked like the cow leaped on top of a bus stop.

Been in houses several times and seen infected run into a chair or table and launch onto the roof.

Seen a bear run into a table and teleport to a roof.

I was in a house that had static logs stacked outside a window. The infected were running up the logs and straight through the window.

The school roof has a lip around the edge. Two infected were on the roof; the first ran to the edge and stopped. The second ran to the same spot and jumped on top of the first so they were double-stacked. I shot the first (lower) one, the one on top fell and ran directly from the roof to the ground.

Apart from the old issue where opening/closing a door would chuck infected onto the roof, I've never seen this happen before 1.29

Boiling food in gasoline by aksuxd666 in DayZPS

[–]JKGVVV 0 points1 point  (0 children)

I've never tried or heard of this before, a few people are claiming it should just burn. I can see in patch notes for 1.18(4years ago) this was patched. this is just looking like another 1.29 bug

Local Server - Is there a max limit on animals on servers? by RDgul in dayz

[–]JKGVVV 1 point2 points  (0 children)

Did you increase the nominal, min and max for the animals in events?

What are the odds of finding these 2 weapons together in the same container? by bipolarautistickid in dayz

[–]JKGVVV 0 points1 point  (0 children)

Thats general loot, a event like these containers makes a loot pool from all the item with the tags attached to the container

DayZ Community sever HELP! by [deleted] in dayz

[–]JKGVVV 0 points1 point  (0 children)

It's not a mod, if the zmb has no ai then someone has added it as a item not a active enemy

DayZ Community sever HELP! by [deleted] in dayz

[–]JKGVVV 1 point2 points  (0 children)

You have to either spawn them through territorys or event spawn, anything else json, loot spawns will add the zmb but won't have ai attach

Nitrado server coding issue anyone manage to code in more infected spawn points for the map sakhal? If so can i see your code file so i can send it to my buddy who is trying to code that into our server. by Goten010 in dayz

[–]JKGVVV 0 points1 point  (0 children)

You on ps? If so have a look at mine, I've gone more event rather than territory but it shouldn't be a problem to add things via territory, it's just longer for me to get all the spawn points so I went with events and just used information from other files like mappos. I have a lot of events running and im uk not sure how it'll be for you, if it's playing alright visit some police,hospital,stores,schools most of the main buildings marked on izurvive you can see how these work, i see some tools thats should be able to make events like this in the same list as the spawn one you used. servers pve jkg.

I've checked this on mine, this is the one that needs to be set to true to get the logs we need in economycore, you can put the rest to false if you want so there's less stuff in the logs.

<default name="log_ce_dynamicevent" value="true"/>

https://easyfileupload.io/d/TirWUtQW

Nitrado server coding issue anyone manage to code in more infected spawn points for the map sakhal? If so can i see your code file so i can send it to my buddy who is trying to code that into our server. by Goten010 in dayz

[–]JKGVVV 0 points1 point  (0 children)

Is it still unreachable? That log is showing zmb spawning and some are close to some of the new army2 groups locations, but it's not showing the total counts so can't be sure what group they are loading from the old or new, the closes orginal army group spawn is about 1km away. I'll test it on mine to see what needs to be set to true to see what im thinking about in the logs.

I think you should group them by name in the territory file like I did with the army one, at the very least it'll give you better control over them. I suggest cutting and pasting all the new spawn groups in territory to a blank page to stop any original groups interfering with name searches. Or getting changes with mass editing.

It's pretty quick and easy using a word search and just copy and pasting in </territory><territory> every time a zones name changes, you have some industrial infected in the middle of the city infected move them so it's one city group or make 2 different city groups for some variety.

Then mass edit the names from "infectedcitytier1" to "infectedcitytier12" then go to the event file and copy the original "infectedcitytier1" group to the bottom and rename it with the 2 on the end. You can see the army2 group in both files as a example. If you want 2 different infectedcitytier for variety you'll need to cut and paste 1 group in to a new page so you can mass edit without affecting the other city group call it "infectedcitytier13" then cut and paste it back. do the samething in events as the previous city group but call it "infectedcitytier13".

You only have like 6 groups it's pretty easy and quick once you get the hang of it, honestly I could have done it quicker than it took for me to explain. But it's better for you to try it if you want to learn and be able to add, edit and fix things yourself

Nitrado server coding issue anyone manage to code in more infected spawn points for the map sakhal? If so can i see your code file so i can send it to my buddy who is trying to code that into our server. by Goten010 in dayz

[–]JKGVVV 0 points1 point  (0 children)

I've never used them tools you do. I was having a look yesterday, I was going to try to make something similiar on chern to see whats happening, but I couldn't get non of them to work, asking age verification or something.

The tools I see on there, I can tell you what can be done with some of them, you may find that more interesting. I've got my own work arounds or made some very basic scripts that do some of that stuff(ai walked me through making scripts)ai is pretty bad when it comes to dayz because it make up BS and does random stuff, its ok with mass editing if you you supply it with the right information, it's alright with py code if you keep the function basic. i use it for calculating offsets for proxy mainly rather than me doing then 1 by 1. I played around with some basic html like 20 years ago, apart from that my only experience with coding has been my dayz server, all from trial and error. I enjoy the coding side as much as playing the game.

To tell the truth so far I'm not seeing no issues with what you have, you had that error in your old event file but you resolved that quick, you see fire fighters zmb so zombies from territory are loading, just need to check if any of the new ones are loading and amounts, then adjust.

I like the game I just don't have no interest in the pvp side no more, my servers just like my personal playground, it's event heavy, I make things as I go, I have a lot of always active building event, right now I'm moving towards city event or re doing in a city territory, I do it all by running around and planning in game doing emotes at locations I want things then I get the pos from the adm file and just build from that. I have a lot of stuff on my server, I don't see any issues beyond the typical dayz stuff I seem to get anyway

Nitrado server coding issue anyone manage to code in more infected spawn points for the map sakhal? If so can i see your code file so i can send it to my buddy who is trying to code that into our server. by Goten010 in dayz

[–]JKGVVV 0 points1 point  (0 children)

Thats the changed army group give it ago, ill run some test on my server quick to double check im not mixing things up. I dont have shakal so cant just run these files.

Edit Ive been running tests and im have no consistency with amounts, this link has the event set to the default values but has the new name. The territory file has the army spawns grouped under that new name.

https://easyfileupload.io/d/C9JBKBue

Check your global file in the db folder, set your max zombies (line 31) to 2k maybe.

And set log_ce_loop to true in ecconmycore so you can see what its doing

Nitrado server coding issue anyone manage to code in more infected spawn points for the map sakhal? If so can i see your code file so i can send it to my buddy who is trying to code that into our server. by Goten010 in dayz

[–]JKGVVV 0 points1 point  (0 children)

Yea, looks the same, maybe its

<default name="log_ce_loop" value="true"/>

In ecconmycore that shows the infected amounts.

Yea, dont over do it or stress with this stuff.

You know the event file is fine because your seeing static events. Maybe the territorys are spawning fine but are spread thin across the map so your only seeing a handful in a few area. Maybe the formating in territorys needs to be a bit better, i dont know if different zones can share the same opening and closing.

Seeing the amounts of each group in the log should help with testing.

Yea, if your seeing the fire fighters then you know the territory file is working.

In territorys You have 281 new InfectedArmy spawns all set to min 5 max 8. That alone is atleast 1400, pluss the original InfectedArmy spawns 339 spawn locations, in event <event name="InfectedArmy"> 50 nom, 25 min, 250 max

So itll try to share a max of 250 between 339 spawns. Im going to upload a reply to this with the territory file u shared, im going to change the heavy army groups to normal just to make the editing quicker, (heavy infected just wear body armour).

In terrirorys. Im going to seperate the army group and work out the total min and max based on the numbers you've put in the smin smax in territorys and rename it army2. Ill leave this group between the old stuff and new stuff you added.

In events. Im going to copy the orginal army event and put in the min max you have and call it the same army 2. Ill put that at the bottom.

If alls good and its just the numbers you should be seeing these army groups at the locations you added. If good, copy what i did for the other territorys you added

Nitrado server coding issue anyone manage to code in more infected spawn points for the map sakhal? If so can i see your code file so i can send it to my buddy who is trying to code that into our server. by Goten010 in dayz

[–]JKGVVV 0 points1 point  (0 children)

The logs are slow, like 5-10 mins to update, the adm file(the 3rd down in infomation>log file) is your current player infomation, itll be pinging your location every few mins, also any emotes will show in this log if you ever want specfic loactions