I've done what you wrote me to do, but still nothing.. the same message "Waiting for character to create"
it's like having character invincible but i have feeling, that game works... when i have that message, i switch into 3rd/1st person, my fps drops/grows. When i open map, fps grows. So it means it has some problem with character model.. it's just me who thought it. here's my .rtp file - http://www.mediafire.com/file/4yrfjnj8saftb04/arma2oa.RPT/file |
By checking your rpt, you look stuck in server inits of "player_monitor.fsm"
I reworked on this file to delete all server conditions (with FSM editor) http://www.mediafire.com/file/m0gz8tvav5brrbv/DaiZyFACTIONS_Chernarus_1987_FIX_v11.29d_test.zip/file |
Sorry, but still i have that message :(
I gave up on this scenario and i started to play DaiZy FACTIONS 3.0.2 http://kodabar-dayz-daizy-single-player-forum.1084782.n5.nabble.com/RELEASE-DaiZy-FACTIONS-3-0-2-20-01-2014-UPDATED-w-Car-Patrols-td8540.html |
This post was updated on .
I fired this up to see the newest version.
Fresh install of Arma 2 CO (started and ran to main menu) and with the 112555 Beta patch installed over. Installed Main, Patch and Fix to v11.29c (but not the file you supplied for Noa15ly). Your hard work is obvious - the game launched like a rocket and is running like a dream. I spawned in, it's raining and I have a terrible spawn - good stuff! :D I've included a .RPT for you for some "under the hood" feed back ;) Arma2oaRPT.zip Now, lets see if I can survive... EDIT: There was one thing I forgot - the "Patch" file (....v11.29a) isn't packed quite right - if you extract the files manually and copy them over (knowing where they go) you'll be fine... But if you extract the archive directly to the @DaiZy_1987 folder the files don't go where they should! The files for this aren't in a "Addons" folder (you can see it missing from the above picture) which might confuse people or result in problems like Noa15ly experienced. |
This post was updated on .
"Waiting for character to create"
By checking "player_monitor.FSM" diag_logs, it looks the problem occurs at very first verifications stages diag_log (""PLOGIN: Initating""); .... //something wrong or is missing here.... .... diag_log (""PLOGIN: Player Model Exists""); the fist missing condition is: !isnil "bis_fnc_init" After that, a big function is created (dayz_forceSave) But this function need "player" must be detected by Arma2 So something is waiting to check the "player" linked with this function (bis_fnc_init) As you mentionned Eric in your last post, I think a bad install of folders should make a possible non-detection of the "player" variable By removing all server conditions in "player_monitor.FSM", I removed this possible problem I dont know what to do more for the moment :/ @Noa15Lv: Try to start the mod by removing ";@CBA_CO" from your target path... Extract manualy folders from my .rar files (like said Eric in last post) Have you put "-showscripterrors" in your target path ? if yes, do you see scripts errors ? EDit: !isnil "bis_fnc_init" is removed in "player_monitor.FSM" http://www.mediafire.com/file/3to1ffapczhyxl7/DaiZyFACTIONS_Chernarus_1987_FIX_v11.29d_test2.zip/file |
If you look at the two .RPT files from Noa15Lv and myself there's something else you might notice; our .RPTs are largely the same up to:
[4603,73.816,0,"XEH: PreInit Started. v1.0.1.196. MISSINIT: missionName=1987FACTIONS_Chernarus_v1129c, worldName=chernarus, isMultiplayer=false, isServer=true, isDedicated=false"] [4603,74.645,0,"XEH: PreInit Finished. CACHE DISABLED? (Disable caching with cba_cache_disable.pbo): SLX_XEH_RECOMPILE=false, CBA_COMPILE_RECOMPILE=false, CBA_FUNC_RECOMPILE=false"] but at the same point with Noa15Lv this doesn't appear... I suspect that he/she doesn't actually have CBA_CO installed - and to be fair, your install instructions don't mention it but the command line in the OP does include it. Perhaps the problem is this? |
This post was updated on .
Yep Eric nicely found thank you :)
That was the problem, @CBA_CO isnt activated or not installed Thats why he's stuck in this init stage By desactivating @CBA_CO in target path, I've got a lot of script errors (safe position func isnt detected) I had managed to create this same error: ("Waiting for character to create") I check if @CBA_CO is inside MAIN, PATH and FIX files Ill release another version by the same time v11.29d - restored @CBA_CO in FIX file (add this folder in your "Arma 2 Operation Arrowhead" directory) - "player_monitor.fsm" servers conditions removed + minors fixes - "player_spawnCheck" and "stream_locationCheck" are removed from "player_monitor.fsm" and placed to "player_spawn_2" - minor code optimization in some fast loops ("if()then{}else" replaced by "select" command) - "player_build" is fixed (player can now use sandBags, wireFence and tankTrap without errors) - minors optimizations in some codes (useless locVars in sensibles scripts) edit: @CBA_CO was not present in all my uploaded file :/ Problem solved :) |
v11.29e
- removed @CBA_CO in FIX file (added Functions module in mission.sqm) - "ItemBandage","ItemEpinephrine","ItemMorphine","ItemHeatPack","ItemAntibiotic","ItemPainkiller", "ItemTrashRazor","ItemKosmosSmokesOpen","FoodPistachio","FoodNutmix","TrashTinCan", "WoodenArrow","BoltSteel","ItemAntibacterialWipe","emptyBloodBag","ItemWatch","ItemCompass", "ItemMap","ItemKnife","ItemMatchbox","ItemGPS" dont impact player load (also in backPack) |
So, to clarify, we no longer need CBA_CO as a separate item? I'm guessing this will require a restart? Are there any other updates planned - I really don't want to restart my current game but if this last fix is it for a while then I will, to gain the benefit of that fix. EDIT: Did you fix the PATCH file paths? If not perhaps a note in the install instructions? It will help prevent people having problems. |
Sorry its confusing
@CBA_CO add "Arma2 BIS functions" by the scripting way, those functions are required for 1987mod if "Functions Module" is placed on the map editor (the blue square), @CBA_CO is not necessary. I prefer avoid additional @mod to keep the performance of the game But as you can see, for some reason, I forgot to add @CBA_CO in ALL my updated files since 11.29c !!! For all "new" players who wanted to play this mod, thats was impossible to play :/ v11.29c is OK, no bugs, no script errors its stable, but 11.29e fix the build script with some very minors code optimizations and fix the unnecessary load of player for some light weight objects (see the list) If you want to continue your savegame at 11.29c, there is no major reason to restart The PATCH file paths are not changed, as shown in openning post, all is ready to play in v11.29e :) |
This post was updated on .
In reply to this post by Oliv82
Tnx for fixing up game files!
I made fresh install of arma 2 oa, downloaded everything from "Install" topic, followed guide and everything works fine now, thanks :) By playing for a while, i notice that "Eye Meter" jumps from low to high in random places..even when i'm in a field, laying on floor, so it alerts other zombies and then i'm dead. |
This post was updated on .
Thanks again for the feed back Noa15Lv :)
That was a big mistake by me, quickly solved by Eric :p Dayz code detect every 0.2 seconds witch surface player is on, there 4 main surfaces: - "grass" - "forest" - "concrete" - "rock" + 2 additionnals: "isOnRoad", "dayz_isSwimming" (if all those surfaces are not detected, its the "default" parameter who work) It also detect 3 player positions: "lying" "crouch" and "standing" Info: you can increase your stealth by going inside houses or change clothes dayz_scaleLight also calculate: day/Night time, moonIntensity, overcast, rain and fog Last little things are "RoadFlare(s)" and "Land_Fire(s)" thats all :) All i can say to you is to run every time you are spotted by zeds and try to hide in houses if you don't have any weapon ! You can also adjust max zeds qty nearby player in "init.sqf" (line 66), "5" by default, "6" is easier, "7" very easy but you need to restart a game evry time you change this value |
This post was updated on .
v11.30a
- Matches boxes updated, each matchboxes has their own quantities (empty to 10) - "player_igniteFire.sqf" updated - config.cpp (dayz_code.pbo) updated for new matchBoxes classes (+ AI's stuff) - "speedDamagedVeh.sqf" re-activated - fn_windDust is fixed and re-activated (+ add "forest" dayz_surfaceType for Dust part + add dayz_isSwimming conditions + Vehicle Smoke re-activated) - Colored "playerstats_Epeen.sqf" values (nominals values are set to standard white/grey) - Fatigue of player affect Sick and Infection chances (dont forget to use "Wipes" to reduce chances of infection) - Player can sleep now after 80% of fatigue (old was 100%) |
v11.30b
- syntax for BIS_fnc_selectRandomWeighted fixed (config.hpp + AI's BP's) (fix the undefined matchBox class error !) ("spawn_loot.sqf") ("fn_unitBackpack.sqf") ("fn_unitBackpacktwo.sqf") |
I can't believe that this Daizy mod still makes progress. so far so good. works perfectly, but may i request something. can you increase the NPCs (bandits, friends, etc) spawn and the loots also.? you can make it like a separate option for this mod, just incase if someone wanted to play the regular mod spawn rate.
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In reply to this post by Oliv82
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In reply to this post by whiteLotus
@whiteLotus Hello and thanks for the post ! I worked to balance every factors in the game since long time to have a "survival" gameplay, not too much bandits spawns, low loots spawns and both factors are linked. I know some players who download my mod have different way to play, I understand that. My priority is to fix strange things, strange values etc... but the "code" work perfectly now so I can work on gameplay user options. -For the Bandits spawns: ------------------------ You can decrease the delay in "1987FACTIONS_Chernarus_v1130b.chernarus\fixes\player_spawn_1.sqf" (Line 52) dayz_townTimer = dayz_townTimer + 1; by: dayz_townTimer = dayz_townTimer + 1.5; // + 2 or + 2.5 or + 3 etc... You can do this before the next update... -For loots chances: ------------------- "1987FACTIONS_Chernarus_v1130b.chernarus\dayz_code\compile\building_spawnLoot.sqf" (Line 14) for regular positions: ... if (random 2.1 < _lootChance) then { ... by: (exemple) ... if (random 1.8 < _lootChance) then { ... (Line 32) for small positions: ... if (random 2.4 < getNumber (_config >> "lootChanceSm")) then { ... by: (exemple) ... if (random 2.1 < getNumber (_config >> "lootChanceSm")) then { ... -For Survivors chances: ----------------------- "1987FACTIONS_Chernarus_v1130b.chernarus\scripts\mission\fnc\doSomething_bandits.sqf" (Line 1) if (random 100 > 94) exitWith { ... by: (exemple) if (random 100 > 84) exitWith { ... |
In reply to this post by Rachel-gamer(gaming and more).
@Rachel Player menu by a graphic interface ? I dont know if its possible but I can work on it for adjustment of the gameplay |
This post was updated on .
Voila le new "User GamePlay Menu" in "init.sqf":
// User GamePlay (Default Values) banTimer_add = 1; // reduce bandits timer (Recommended values: 1=Default 1.5=1.5xFaster 2=2xFaster etc...) survSpn_ch = 94; // if <, survivor spawn chance is increased (Recommended values: 50 to 99) maxLlZedsDiv = 5; // max. local zeds divider (7=Very Easy 6=Easy 5=Normal 4=Hard 3=Very Hard) walking_zeds = false; // if true, zeds has "forceSpeed = 2" loot_Ch = 2.1; // if <, loot chance is increased starv_loot = false; // if true, zeds has "food" loot type when player has starvation load_div = 6; // load divider for fatigue (Recommended values: 7=LessFatigue 6=Default 5=MoreFatigue) wearVeh_eng = true; // if false, player vehicle isn't affected by the wear of the engine windDust_fnc = true; // if false, fn_windDust function is disabled It should be possible now to change those values "on the fly" during a game with the Cheat menu or something like that ) |
In reply to this post by Oliv82
that is quite fast Oliv. Thank you so much..
So, all i need to do is just add these new line into init.sqf right? |
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