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ErikPutz

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About ErikPutz

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  1. Cool :) oh and yea I tried the latest upload and it works man, so nice! :D Love the SUV's with minigun on the roof and shit xD tho I think you need to add some vehicles to the logistics thing, cus Jackals (i think they are called) and perhaps a few other doesnt have any vehicle content, and cant be lifted by helis cus of that :/ And im not 100% sure but it doesnt seem like tanks and few other vehicles even have a chance of spawning? By the "All vehicles" parameter i want ALL :D tanks included!
  2. Sweet! Will try it asap :) and about the infected gamemode, couldnt we have an option for respawning? or that when everyone is dead it restarts automaticly? (if that's possible?) So if someone joins in progress, they have to wait for the whole team to die (or until restart) to play.
  3. Yea, apart from zombies not spawning on classic on dedicated 1.25 is really nice! I love that helicopters now need refuel (and a bit repairing) before you can use them :D makes it less of a race of who will get to a chopper first..
  4. For me the classic gamemode is glitched on dedicated. No zombies at all (tried default params and my own ones) Zombies spawn on infected gamemode tho, but that one is glitched on dedicated as well :/ if you rejoin you get NULL killpoints and cant gain any points form killing zombies!
  5. Haha oh wow, craig I just found a hilarious bug! Was gonna load a motorcycle into a chopper, and when I clicked E on the chopper I entered the motorcycle, thus getting loaded into the chopper along with the MC haha! According to the map I was somewhere in the ocean (probably very high up in the air) so I exited the MC in hopes of getting back but was just stuck up in the air, everything was white around me. (could see my weapon etc tho).
  6. So to get as little zombies as possible I must set it to "Everywhere" ??
  7. Actually its "Towns" which is why i was so surprised haha
  8. I just tried it, found a weapon in a building, could pick it up and fire it. Tho it looked like a m240 it was named L8somethingMG :P But I think its working now, at least the little time I tried it, will play some more later! Btw, I have it set to 10 per km, but as soon as I entered berezino .... holy shit >9000 zombies o_o
  9. Hmm since I've never had to use it before? :P Think this should be the correct report.. did it help? lol This should be from the client I suppose (idk if its from the same time as the one above but I think it is!)
  10. Hmm idk either, I just redownloaded it and open the .rar file and the filename of the .pbo is Dynamic_Zombie_Sandbox1.0testing.chernarus.pbo haha :P Ah ok, tho it DID work in the earlier test version, cus I remember my friend finding weapons in barracks. (Might have been on listened server, and idk if weapons in buildings work on listened on the latest one since I only tried dedicated) Perhaps you should try to create the weapon holders differently? idk how you are creating them currently Like in the editor I used Modules -> Functions for weapon holders (tho idk if only the host can see those or if everyone can) Where do I find the .rpt file? and what does it contain?
  11. Nice! I'll try to put up a dedicated local again, otherwise I guess I will have to host it listened and deal with the "hackers" <_< Ok so far everything works fine on the dedicated, now to see if I can find weapons etc in buildings =D Bad news. Had to change the name of the file to Dynamic_Zombie_Sandbox.Chernarus.pbo for it to work since the . in 1.0 in the current filename makes it change filename somehow. Even if I used the changed filename in my server.cfg it wont load the mission. Tho when I switched it to Dynamic_Zombie_Sandbox.Chernarus.pbo it worked fine, except for afaik no zombies and still having the same problems with weapons in buildings (empty weapon holder that you can move and load into vehicles and the "gear" of the weapon holder is empty)
  12. Hmm I still think zombies are causing the lag cus we played 5 - 8 ppl on my server earlier without lag on chernarus, then later I played with 1 guy and as soon as he entered chernogorsk (with 10 per km) it lagged, when he exited chernogorsk the lag went away gradually. Yea, tho military guys still spawn with weapons sometimes even tho I put "Spawn with weapons" to off. Hmm okay, I think you should change so the quantity is the same everywhere and just make it based on surroundings since maybe this is why I dont find weapons in certain buildings? I dont think ive ever found any weapons in markets, deerstands, factories, small sheds etc. Hope this will change in the future :D For the hunger system from wasteland, yes I like that system. Tho maybe food stands should have unlimited supply of food? Or some kind of respawnable food source. Unless you manage some kind of save system, because then we can just restart when ever there is no more food on the map. I'm happy you like the save system, I hope you work something out ;) About the weapon holders as logistics, I kinda like that cus now you can pile up loads of weapons within 1 weapon holder and move that around (Works like ammo cache but unlimited storage it seems like tho the pile grow the more weapons you put within it :D) so please try to keep that. And yes, on listened servers only the host can see the weapons in the weapon holders. Other players cannot see the weapons inside of them, its just an empty holder that you can move around and store items in. But if the host pick up the weapon, then place it on the ground other players can see it as well and even pick it up. Yes it happens each time I host, no matter how many players or restarts. It started to happen on the latest test version. I tried both listened and dedicated servers, as I said above on listened I could see and pick up the weapons when other players could not, but on dedicated not even I could see or pick them up (I hosted the dedicated server on the same computer I play on) So yea it's really strange.. If I remember correctly, the weapons in buildings worked for all players on the earlier test version where you changed addWeaponCargo to addWeaponCargoGlobal. https://dl.dropbox.com/u/6891307/Dynamic_Zombie_Sandbox1.0testing.chernarus.rar <-- link for the one it should work on, although thats the one we got major fps drops on that would not go away.
  13. I'll just remake this whole post. Both on listened and dedicated server players get "gear, move object and load into vehicle" if they scroll where a weapon would be. (Except for host on listened, they can actually see the weapons and pick them up, but normal players cannot) This is for both the newest test version and the older test version. (where you added global to the weapons in buildings)
  14. Thanks, well he already stated that hunger and water will be added in a future update if added at all, which is what I was refering to. Didnt mean for that to be added asap, just some tips for the future ^^ Although the spawn with nothing and have to find everything yourself (Map, compass, gps (that does not show other ppls location), watch etc) was meant for this or some near future version. And the "more buildings avavible to spawn weapons in" was meant for v1.0. Tho as I said in that post, idk if it already works for all buildings. Anyone ever found anything in deerstands? The few ones I've looked in didnt have any weapons. Also Craig, do you plan on making the weapons in buildings more advanced? So that the weapon type differs based on surroundings (like the vehicle spawn). Imo the most important feature right now (after bugs and glitches ofc) would be some flatfile save system that saves player location, health (how many times you've been hit), bandage count, all items. (idk if there need to be anything more). Then perhaps for vehicles and their loadout / gear, the first time you run / initialize the map all vehicles spawned that time would be written to another flatfile database (so that if you are not pleased with the vehicles remove the vehicle database and rehost the mission) and only those vehicles would be avavible forever (but if they broke they would respawn). Which means, if you also saved locations on all the logistics that has been placed by a player (or just all logistics overall) ppl could put up bases with vehicles and it would save just like that. Tho I would be happy if only character inventory saved (all items and bandage count). Does not even have to be position or health for me to be happy.
  15. I tried the newest one, hosted it as a listened server and it worked fine for me. First I play it by myself for a while, no lag (even on chernarus) then a guy joins and I soon suspect him of using lost key with valid reasons, then the game lags soon after. He leaves, I restart and lag is gone, then another guy joins and we play for a while without any lag at all. I've experienced lag in previous versions (v90 and 95) when ppl join and use lost key. Not sure if its just coincidence or if it actually causes lag. Tho I like the new update, its really nice. I'd like to suggest that you add a option for the "spawn with weapons" parameter which could be called "Survival" or something, where you spawn with absolutely nothing (since you dont have a hunger / water system, but later if you add those you can spawn with a tiny amount food and water) except for bandages ofc. Then add the different tools (map, compass, watch, radio, binocular, NVGs etc) to spawn in buildings where map, compass and watch is somewhat common and binocular and nvgs are a bit rare. Also idk how the "spawn weapons in buildings" script work in theory, but unless it has a chance of spawning weapons (and in the future other items hopefully) in ANY building, I would love if you made it do that. Like in the deerstands, the small outdoor toilets, the sheds etc. http://picacid.com/arma2/loot_en.html <-- I know its for dayz, but might help with the names of the buildings and give some inspiration to what buildings to add weapons to (unless it actually have all buildings included ofc)
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