DayZ
DoubleGunHP
22 Comments
Angeless 9 Nov, 2023 @ 8:55pm 
is anyone else having an issue with the mod since the 1.23 update? The guns seem to not have as much health anymore :(
TYR 13 Aug, 2021 @ 10:28am 
The scout. I didnt try admin tools back then. In the meantime i removed the mod and the three scout variants now work fine
Mother Love 13 Aug, 2021 @ 10:22am 
@TYR are we talking about the Pioneer or the Ruger1022? What happens when you spawn the problem weapon in with Admin tools?
TYR 2 Aug, 2021 @ 10:42pm 
I am aware of that, it is definetly setup correctly. I suspect it spawns and then despawns right away. I did several tests for example i used events to spawn a car and did put a lot of stuff in the trunk with spawnabletypes but for the scout there was just a placeholder in the inventory as it was there but then despawned out of the inventory maybe during server restart
Royce the Charralope 2 Aug, 2021 @ 10:32pm 
If the Scout doesn't spawn on your server, you need to add it to your types.xml and cfgspawnabletypes.xml.
TYR 2 Aug, 2021 @ 9:19pm 
On our server the scout doesnt spawn at all or despawns right away... After seeing the @Mother Love post i thought that might have to do with this mod? Everything else seems to work fine. Would it be possible to remove the TapeonGuns from the virulent tweaks, its obsolete i guess. Thanks
Mother Love 1 Aug, 2021 @ 3:40pm 
Seems to be an issue in 1.13 with the Pioneer (scout / all varients including MASS's) as when the mod is loaded, even when loaded last causes the players client to crash when taking the Pioneer into the players hands. All other interactions seem fine (dragging dropping to and from players inventory or to ground, even when picking up from the ground as long as the weapon is not placed into the hands. Any form of putting it in the hands causes an immediate crash to desktop) otherwise the only fix I have found is to either dis include the mod or reset the players DB file and remove any trace of the Pioneer from the server.
Royce the Charralope 25 Feb, 2021 @ 10:31pm 
Does this need to be loaded after the last weapon mod on my server to affect as many weapons as possible,or does load order not matter in this case?
Novadose  [author] 29 Nov, 2020 @ 6:26am 
@Toebab if the modded weapon inherits from one of the base classes and does not overwrite the damage pool then yes; this mod will work (if they do overwrite that data then no, it does not).
Toebab 11 Sep, 2020 @ 2:41am 
Hi there is it possible to make this mod for modded weapon with no damage?
Danpros 6 Dec, 2019 @ 3:28pm 
hahahah np man.
Yeah, im using all your double hp mods. It's ridiculous that you hit a tree 2 times and the axe become damaged. Same to the clothes and the guns.
Again, tyvm for ur work!
Novadose  [author] 6 Dec, 2019 @ 3:25pm 
Sorry for multiple updates in one day. I am a server owner as well, and hate it when modders do this even though its hard to be mad because they do it for free haha. But still, this is an update you definitely want: this fixes the issue with guns using up an entire weapon cleaning kit when being repaired. It you are using this mod in conjunction with NoTapeOnGuns then this is a godsend; if not then RIP your tape rolls... ;)
Novadose  [author] 6 Dec, 2019 @ 1:24pm 
@Danpros I've got to push one more quick update in a sec. There is a bug right now that makes it so you only get 1 use out of a weapon cleaning kit. I'll need to fix that. Should be posted shortly :D
Danpros 6 Dec, 2019 @ 12:55pm 
@Novadose
Looks like everything working fine now.
Tyvm!! Any problem i'll reply back here.
Novadose  [author] 5 Dec, 2019 @ 5:58pm 
@Danpros ok see if that does the trick. If steam doesn't automatically put that file in the root of this mod's directory this time lmk and I can put the contents on pastebin.
Danpros 5 Dec, 2019 @ 12:21pm 
@Novadose
Np man!
Tyvm!
Novadose  [author] 5 Dec, 2019 @ 11:33am 
@Danpros I know the problem now, thank you for your post. Steam typically creates that meta.cpp file when the mod is packaged but it appears that's no longer working. I'll get an update out tonight that will fix this.
Danpros 5 Dec, 2019 @ 11:18am 
@Novadose
Yes, the keys file is in the keys directory. My log show me this.

[Error] Mod Error: the workshop id is 0, this normally means the author of mod has not updated the mod. Manually set the publishedid in @DoubleGunHP\meta.cpp to the workshop id or ask the author to update the mod.
Novadose  [author] 5 Dec, 2019 @ 9:23am 
@Danpros can you verify that you put the key in the keys directory? Do you see anything in your error logs?
Danpros 4 Dec, 2019 @ 9:10am 
Hi Novadose.
I installed the mod on the server but it won't start. I removed it from the server and all went normal again.
Masterxtenshi 4 Dec, 2019 @ 4:02am 
will test this out some time on my sever thanks! <3
Danpros 4 Dec, 2019 @ 3:54am 
Tyvm for this mod, Novadose!