styxx42 0 Posted October 8, 2012 Going to test this now. Thanks BT.. This is going to be great. Share this post Link to post Share on other sites
HFTB 1 Posted October 8, 2012 did you change any parameter?I had the same problem. When i changed any parameter (even if it is just the time) the ~ does nothing. (no i tried not all combination of parameters). Food and Water seemed to turned of by default but you can open the menu in default. you're right. just did a quick test without touching any of the parameters and the ~ menu worked fine. i did note that after dropping some food and attempting to pick it up again, i received some sort of noscript error. Share this post Link to post Share on other sites
flaep 1 Posted October 8, 2012 i received some sort of noscript error. can you check your .rpt what the errors was. Could be helpfull i think. (C:\Users\$YourUsernameHere\AppData\Local\ArmA 2 OA\arma2oa.rpt) Share this post Link to post Share on other sites
tonic-_- 53 Posted October 9, 2012 For the noscript error.... He forgot to include a file called noscript.sqf in the main directory of the mission file. For anyone that knows what they're doing, decompile the mission and make a file where the mission.sqm is located called noscript.sqf Here is the script contents _command = _this select 3; call compile format [ "%1", _command]; Share this post Link to post Share on other sites
SgtSackSmasher 1 Posted October 9, 2012 If I turn the food/water system on the ~ menu wont work but if I leave it off in the parameters it shows up. I cant pickup water either. How is that supposed to work? Is it in the menu for refill water? I can't figure it out. I do like the mod only weapon spawning option though. Keep up the good work. Share this post Link to post Share on other sites
tonic-_- 53 Posted October 9, 2012 http://armafiles.info/Dynamic_Zombie_Sandbox.chernarus.zip ^^^ Fixed the issues with food/water. Note for Craig: Your description.ext was backwards, you had it reading Off as on and On as off..... And you forgot noscript.sqf Share this post Link to post Share on other sites
blizzardwolf 1 Posted October 9, 2012 this is nice, been having alot of fun so far and now im gonna try that fixed file Share this post Link to post Share on other sites
styxx42 0 Posted October 10, 2012 http://armafiles.info/Dynamic_Zombie_Sandbox.chernarus.zip^^^ Fixed the issues with food/water. Note for Craig: Your description.ext was backwards, you had it reading Off as on and On as off..... And you forgot noscript.sqf Sweet Tonic. Thanks for the fix. Back to fiddling and testing. Share this post Link to post Share on other sites
SgtSackSmasher 1 Posted October 10, 2012 Is there supposed to show something in the action menu to get food or water? I found a barrel but all i can do is move it. Share this post Link to post Share on other sites
SgtSackSmasher 1 Posted October 11, 2012 When I Play infected game mode I cant seem to get weapons out of the mystery box. Also If I buy the L110 it wont let me buy a new gun. And the mag capacity gets all messed up if I try to. Share this post Link to post Share on other sites
blizzardwolf 1 Posted October 11, 2012 Im still having issues with setting params with both versions, food and water worked in the 1.3 test but logistics wouldnt let me move things. and in tonics fix i could move things again but food and drink stopped working. other then that it seems to work fine Share this post Link to post Share on other sites
Craig_VG 20 Posted October 13, 2012 (edited) I'll look into these infected bugs, thank you. Edited October 13, 2012 by bobtom Share this post Link to post Share on other sites
fiskonian 1 Posted October 18, 2012 I love your mod. *mission. Had some issues though. Mainly that the second player on LAN seems to spawn without a weapon, even with weapons are set to be on. Second, is there a way to set zombies to walk? I think it would be cool to have hordes of slow shambling zombies vs. few running zombies... although if it were 20 walkers to every 1 runner it would be cool as well. Share this post Link to post Share on other sites
lawl0059 1 Posted October 19, 2012 Unrelated to the mission I believe, each time I start a Arma 2:CO server my internet dies 100% until the router is reset or until it fixes itself 5m-1hr later. Process of this is ---- Start arma 2 > multiplayer menu > new game > rename server, ports unadjusted, password blank, ect > map selection menu & instant disconnect. Figured since you know some people that actually worked on Arma you might have insight on this issue -.- Really want to start hosting the game again. Share this post Link to post Share on other sites
styxx42 0 Posted October 19, 2012 Unrelated to the mission I believe, each time I start a Arma 2:CO server my internet dies 100% until the router is reset or until it fixes itself 5m-1hr later. Process of this is ---- Start arma 2 > multiplayer menu > new game > rename server, ports unadjusted, password blank, ect > map selection menu & instant disconnect.Figured since you know some people that actually worked on Arma you might have insight on this issue -.- Really want to start hosting the game again. Hey Lawl0059 Try this thread for some help. http://forums.bistudio.com/forumdisplay.php?83-ARMA-2-amp-OA-TROUBLESHOOTING They are really good and it is more direct for the issue you are having. Good luck Share this post Link to post Share on other sites
chaosportal 1 Posted October 23, 2012 I was wondering if someone could help me, or point me in the right direction ? I am running a dedicated DZS server but I cant figure out how to pass the mission parameters to the server. Right now I log in as admin and set the params while in game but surely theres a way to set these in the server.cfg ? Or some other method ? Any assistance would be appreciated. Share this post Link to post Share on other sites
ConfederateGen 1 Posted October 24, 2012 (edited) Hello, everyone my first post here :) I downloaded your mission a couple days ago v1.25 and the mission is awesome, managed to figure out how to get a dedicated server up and running as well :) I had a question about this mission on dedicated servers as well, once its up and running is there anyway, logging as an admin ingame or console commmands or what not to change any of the mission parameters without restarting the mission from scratch? like changing the weather, turning an option on or off etc. Also anyone have any good suggestions for a dedicated server host? Thankyou for any help Edited October 24, 2012 by ConfederateGen forgot to ask Share this post Link to post Share on other sites
tonic-_- 53 Posted October 24, 2012 I was wondering if someone could help me, or point me in the right direction ? I am running a dedicated DZS server but I cant figure out how to pass the mission parameters to the server. Right now I log in as admin and set the params while in game but surely theres a way to set these in the server.cfg ? Or some other method ?Any assistance would be appreciated. http://community.bistudio.com/wiki/server.cfg You would still need to know the variables for the mission parameters so either way you'll have to depbo the mission, but with doing that you could change the values from in there without doing it via server.cfg Share this post Link to post Share on other sites
PanzerVIIIMAUS 10 Posted October 25, 2012 I Thougt it was Coming out Last weekend? Share this post Link to post Share on other sites
joulesbeef 1 Posted October 25, 2012 (edited) You would still need to know the variables for the mission parameters so either way you'll have to depbo the mission, but with doing that you could change the values from in there without doing it via server.cfg best to use the server.cfg. I changed the defaults in the PBO, but the problem with that, is you have to do it every time a new version comes out. it also makes it hard to quickly switch between different setups. If you are going to de-pbo it.. at least copy the description.ext, so you can eventually make a server.cfg with the defaults you want. Edited October 25, 2012 by joulesbeef Share this post Link to post Share on other sites
Hammell 1 Posted October 26, 2012 Been having great fun with the mod recently. Edited it a bit to adapt to our playstyle, but still great fun. However, I was running the new 1.3 beta (no editing) and constantly ran into the FF punishment problem (where you can't enter vehicles). Only way we could get around it was to respawn, and even then, it never lasted very long. It seems like the zombies receiving the random skins are also still connected to players faction-wise, so killing zombies with skins based on your faction, will not allow you enter the vehicles of others. Or at least, that's what it seems. Keep up the good work. Share this post Link to post Share on other sites
Geeman883 1 Posted October 26, 2012 Hey there! I really want to host a server running DZS 1.25. But i have a small problem. No matter how I mark the "Start with weapons" parameter, even if it's set to "No", I always start with a weapon. Also, when I change the "weaponcount" parameter to a higher value, will it change the amount of weapons per drop, or increase the number of drop sites? And what does the ACE Stamina/Backpack mean? I haven't tried it on MP yet, so I will wait for help. Share this post Link to post Share on other sites
joulesbeef 1 Posted October 26, 2012 (edited) Been having great fun with the mod recently. Edited it a bit to adapt to our playstyle, but still great fun.However, I was running the new 1.3 beta (no editing) and constantly ran into the FF punishment problem (where you can't enter vehicles). Only way we could get around it was to respawn, and even then, it never lasted very long. It seems like the zombies receiving the random skins are also still connected to players faction-wise, so killing zombies with skins based on your faction, will not allow you enter the vehicles of others. Or at least, that's what it seems. Keep up the good work. actually for me, I thought it was passengers in first.. driver last... when he gets in the door locks. So far that has worked for us, but havent really tested it enough to say that is what it is. my problem with 1.3 so far is how fast zeds spawn.. it is insane trying to clear the base. Also where they spawn.. if I change that from anything but default, they stop spawning all together... I'd rather have towns only so they quit spawning in the base we just cleared. But cant get it to work that way.... edit my bad this last part works, just when I change it from default it takes the zeds a lot lot longer to start to spawn. two things would be nice.. being able to adjust respawn time, and being able to set the gps of the spawn location. I want to play this on namalsk.. it is a great atmosphere for this mod.. especially the background sounds, but it is really lacking in cities, and I want to start people at the biggest one. It would be also nice to change in game.. so when we build a base we can make that the new spawn location. Edited October 26, 2012 by joulesbeef Share this post Link to post Share on other sites
banditfromhell 1 Posted October 28, 2012 Using Beta 1.3 both Tonics fix and released version from Craig. Using Arma2 CO Dedicated server options. Whatever we select for spawn distance... instead of going to said distance.. they spawn 10/15m away from you. ALWAYS... You change the spawn type from 'best' to just in towns or buildings .... they dont spawn at all. Share this post Link to post Share on other sites
DerSchwarm 1 Posted October 28, 2012 Using Beta 1.3 both Tonics fix and released version from Craig. Using Arma2 CO Dedicated server options. Whatever we select for spawn distance... instead of going to said distance.. they spawn 10/15m away from you. ALWAYS... You change the spawn type from 'best' to just in towns or buildings .... they dont spawn at all. Same problem here. Also, if i choose Spawn option "Best - in groups around buildings" they also will not spawn until I manually respawned one time. Share this post Link to post Share on other sites