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Showing most liked content since 04/25/17 in all areas

  1. 13 likes
    Hi friends, Kind of got out of hand there, but here's my 2 cents: Allowing people to knowingly test hacks on your server to take down other servers is a pretty shitty act, fun, joking or serious. Brushing it off that it's "not your problem" is also a pretty shitty act when infact you have the power to take them off your test server. As a community I believe we should all be helping each other to bring this community higher, we know a2 is long dead and hanging on by a string, let's not be fucking idiots and cut the string. We'll leave this thread for now, Thanks to the OP for bringing this up.
  2. 12 likes
    Last Update: 05.05.2017 Hey there, seriously, I don't want to know how many hours I spent now on this script but here it is finally! Many people requested a port from 1.0.5.1 of this script to the new version but I did a FULL REMAKE, everything is clean now. Q/A But what is this? This is a script that adds a custom weapon HUD to the bottom of the screen while ingame. In this HUD you can see 5 or 4 boxes (depends on your configuration) with your primary weapon, your secondary weapon, painkillers and bandages and also the hotkeys that you can use to activate these items. The HUD changes when you change any of the items aswell. That means if you have a M4A1 in your hands and you switch to an AK-47, the HUD will show the AK instead of the M4A1. Additionally it shows empty boxes if your painkillers and bandages are consumed or if you don't have any. What does it look like? I tried to make it as clean and simple as possible. As you may see, I have two primary weapons. That's a configuration in the new Epoch 1.0.6.1. The script will automatically detect if you have this option enabled or not and place 5 boxes at the bottom. If you only have activated one primary weapon, then there are only 4 boxes. You might also see that this HUD is not centered, simply because I am also running a custom HUD and it would conflict with it. But there is a centered version aswell if you prefer that. What functions does it have? The most useful function is ofcourse the ability to use hotkeys to swap between the slots. The hotkeys (1,2,3,4,5) are written next to each slot. Also it shows you whether you still have painkillers and bandages or not. The slots for these items will be empty if there are none of them left. What did I have to do for it? I created a completly new dialog for it and I made custom scripts for the bandages and the painkillers because the default ones from dayz_code caused issues on client side because of "_this select" and these scripts only run by "execVM". I had to make some functions that refresh the item images everytime something changes and also configurations that detect if you have activated two primary weapons or such things. Where is the download and install instructions? These links are provided at the bottom of this topic but I suggest that you read the whole topic first because of some issues this script still has. The install instructions are given on my github aswell. Does this work with infiniteStore aka infiStar? Yes, it does. As long as you follow the install instructions correctly. What if I want to turn this off again if I don't want it anymore? Instead of uninstalling the whole script, I decided to add a new configuration variable to the init.sqf which is called DZE_weaponHUD and you can either set it to true or false to disable and enable this script. So if you may need it again someday, you can just activate it again. Are there any problems/bugs/issues? There are some: Sometimes the secondary gun doesn't show up in the HUD, most time it is fixed by relog. The dialog for a single primary isn't implemented yet (That means you can only use the script if you have DZE_TwoPrimaries = 2; in your init.sqf). I will make the new dialog as soon as possible! The center dialog isn't implemented yet (you can only use the one that I showed in the screenshot, so it's at the bottom left). I will make the new dialog as soon as possible! When you hit "2" to use the other primary weapon, it maybe happens that you can't press "3" to use the pistol. In that case, switch the primary weapons again (this is Epoch caused and not by this script!). Things you have to keep in mind! The new hotkey options could cause new ways of duping, I didn't discover yet. I am waiting for the community to response to fix those things. This can only be discovered by permanent daily use. Also it's only possible for now to use this script if you have DZE_TwoPrimaries = 2; in your init.sqf because I didn't implement the dialog for only one primary yet. This is the exact same Weapon HUD I am showing in the screenshot so it's not centered because this isn't implemented yet. Some credits! @salival - helped me with some script managing and structure @Dscha - helped me with using functions and structure @Sp4rkY - teached me a lot @Golias - for his amazing sqf addon for Atom @LunatikCH - got the code for dayz_onBack weapon @ShootingBlanks @Hoplox @oldmatechoc - for the previous versions of that script Download and install instructions! [Here you go!]
  3. 12 likes
    Will be updated @BigEgg mods: @mudzereli mods: @theduke mods: @ebayShopper mods: @Hooty mods: @salival mods: @JasonTM mods: @DAmNRelentless mods: @Anhor mods: @juandayz mods: @S4M mods: @Cherdenko mods: @Schalldampfer mods: @killerkiwi mods: @Bricktop mods: @Brody mods: @omc // @oldmatechoc mods: @neverwinter80 @icomrade mods: @Joshyy mods: @Grahame mods: @hellraver mods.: @kingpapawawa mods: @TheVampire Mods:
  4. 9 likes
    Nothing special. Just thought I'd share for feedback and suggestions. Not sure if this is the best way to do it but it works and haven't found any errors.... yet. lol Any thoughts, suggestions and feedback is appreciated and welcomed! Give players 250 coins for killing players and zombies. Install. I will assume you have a custom compiles, if not just search the forums. Give players a coin reward for killing a zombie. In your custom compiles.sqf Find local_eventKill = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_eventKill.sqf"; Replace with local_eventKill = compile preprocessFileLineNumbers "PATH\TO\YOUR\local_eventKill.sqf"; local_eventKill.sqf Give players a coin reward for killing another player. In your custom compiles.sqf Find player_death = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_death.sqf"; Replace with player_death = compile preprocessFileLineNumbers "PATH\TO\YOUR\player_death.sqf"; player_death.sqf If you use infistar you will also have to fix up the 5 calls to player_death in AH.sqf Just search player_death.sqf and you'll find them. Change reward amount. That's all. AI Coins Rewards. Like I said this is nothing special or complicated just sharing for more input and suggestions :)
  5. 8 likes
    An Experimental Player_debug. I Cannot take cradits cuz you know.. anyone here has made a debug monitor sometime.. so this is a big mixture of all debugs by bigegg,infistar,noxsicarius,joker,Cen´s, oldmatecho,chino and all epoch community. Its fully dedicated for @S4M and @WagnerMello !!!I FORGOT @Hooty!! to helpme with others desings tests. and also goes for @dayz noob who cannot show his server name in your own debug. Tnks @iben too. *WHAT IS DIFERENT FROM OTHERS: Well playing with @oldmatechoc debug code this idea just become to me... *Variables gonna change of colors. For example if u have a high value of blood the variable gonna be Green. Moderate value becomes yellow. Low value is red. same with FPS, Humanity and Range. *Thers a Table of Ranges: For example if player do not kill any zeds then he gonna be called "Peppa Pig" , If he kills 2 zeds gonna be "Alice in Wonderland" if He kills 50zeds gonna have another allias. *Also somes variables like Hunger-Thirst-Blood-Humanity are showed by names. *Into the debug.hpp thers values already set up to change the debug pos to the left of the screen. *HOW DEBUG LOOKS: (Note the color changes for the diferents variables). INSTALL: *WHAT YOU WILL NEED? : A custom compiles.sqf and a custom Keyboard.sqf ( i guess after 8 years of the first launch of arma2 you already have your owns or you know how to do it ) 1-In your custom compiles.sqf into if (!isDedicated) then { section you gonna paste: 2-In your custom Keyboard.sqf you need paste.. at very bottom but before _handled 3-Init.sqf 4-In description.ext 5-Now we gonna set this path to deposit debugs files : Your Server Root\Mpmissions\DayZ_Epoch_11.Chernarus or your instance\scripts\debug\ 6-We must create all this sqfs and paste in the path above: Now you can choice my experiment or @oldmatechoc experiment... so If u gonna use my.. go to step 6-A.. if u gonna use oldmatecho debug go to 6-B. 6-A: (juan´s debug) 6-B Oldmatecho debug. DONE!
  6. 8 likes
    Hello guys, do you remember old "Paint vehicles" script? Let's look back to idea fathers: === CREDITS: All credits goes to its original authors: DayZ Epoch developers, collaborators and contributors (thank you guys for your excellent work!) (visit them on github) Maca134 for orginal color vehicle script. @Zupa for the idea of painting vehicles in two different colors. @0verHeaT for script public release - this version we are updating for 1.0.6.1+ (see original thread) @raymix for list of paintable vehicles for this script (see original thread) === This script was updated for Epoch 1.0.6.1 and upgraded. Special thanks goes to @S4M for testing script on his server. === FEATURES: Vehicles can be painted in two different colors Only vehicles which you own can be painted (vehicles with key) Only vehicles in ColourVehicles array can be painted Script is designed to be used along with Single currency. Player will pay for painting vehicles. UPDATED: Color values are saved in the worldspace field in database NEW: Vehicles can be unpainted to default state (default textures are loaded) UPDATED: Vehicles can be painted using GUI with visual enhancements. Use PaintVehicles defines.hpp for defining custom GUI color scheme === What needs to be done: #todo: check and update vehicle classes in ColourVehicle array: I hope you will share you knowledge here so it's available for all of us, thx guys! #todo: should be compatible with Virtual Garage script (@theduke release - needs multiple confirmations from server owners) === Changelog: [2017-05-22], v1.0 | Initial release [2017-05-25], v1.1 | Optimized compiles: 5 files reduced to 1. See changes: [commit ae29c13] === How it looks like: === database screenshot === How to install: We are not using common way how is script included to current folder structure (like grab whole folder and put it to the root of mission folder) - that's why read carefully, use repo folder structure (or similar) and compare tool like diffmerge! If you have troubles, just ask here or send me PM. Source files are available at Github repo. You can download them from here. For client side we need these folders in the root of your 'MPMissions\Dayz_Epoch_11.Chernarus' folder: actions: we will store file with scroll action menu command Paint vehicle here compile: we will store core script client files here Configs: we will store defines && dialog config files for script GUI here gui: we will store your "Money" or "Coins" picture here init: we will load all compiles, variables and public eventhandlers from here ... and finaly files: description.ext: we will load your defines and dialogs from here via master.hpp init.sqf: we will load your custom compiles, variables and public EH from here For server side (dayz_server) we need to touch these files: compiles\server_paintVehicles.sqf (needs to be created) compiles\server_updateObject.sqf system\server_monitor.sqf init\server_functions.sqf === Battleye // Add an exception to publicvariable.txt !="PVDZE_veh_Color" === infiSTAR // Add an exception to allowed dialogs 571113 === ...that's all, Have Fun!! Cheers... ===
  7. 8 likes
    Hi, Here's a simple safe zone relocation script for vehicles. Simple relocate only safe zone script. Extremely quick and low overhead since we're only scanning the safe zone array instead of every vehicle. Uses the Epoch DZE_SafeZonePosArray for convenience. Install instructions and download link: https://github.com/oiad/safeZoneRelocate
  8. 8 likes
    HELLO. THIS IS THE SECOND VERSION TO TEST. ITS FULLY WORKING JUST RIGHT NOW. BUT NEEDS SOME TESTS IN REAL SERVERS. SO I GONNA POST HERE TO EVERYONE WHO WANNA USE THIS MOD IN HES SERVER AND WANNA SHARE HERE ABOUT HIS EXPERIENSE (cause lag, rpt errors, etc). https://ibb.co/jkBAo5 *WHAT ITS THIS: *Players need piss: ( every time you drink thers a chance to need pee. Get a tree to make pee) *Players need poop: ( every time you eat thers a chance to need poop. Get a tree to make pee) (use toilet paper and waterbottles to get a better clean) *Players need fix tooths: ( every time you drink or eat thers a chance to get a broken/rotten tooth) (use a knife, string and nails to fix your tooth) (use antibacterial wipe and antibiotics to get a better fix) *Players need sex: (every time players spawns thers a chance to need sex) (sex alone, sex with death animals, dead zeds, others players). (get a tent to masturbate if u don like zeds,humans or animals) *Woman characters can be pregnant: (pregnancy gonna made loose blood) *Womans need abort her child: (you will need the sames items to fix tooth to made your abort) *Randoms Heart attacks on players: (get epinephrine to stop the heart attack) Tnks to @iben (take a look on this guy i think he gonna be the next zupa here) for find some errors and fix them. Tnks to @Hooty , @S4M @Kimarik for tests and ideas They was very helpfull. Tnks to @oldmatechoc for helpme with icon positions. And Tnks to @Sandbird this idea becomes to me when i was updating his walk amongst dead mod, So this mod have a strong base on his code. DOWNLOAD: http://www.mediafire.com/file/o9eb7h99202zv5s/zims.rar UNINSTALL THE FIRST TEST REALIZE (only if u already install it) TO GET THE LAST VERSION. *INSTALL THE LAST VERSION YOU GONNA NEED A CUSTOM VARIABLE.sqf and CUSTOM COMPILES.sqf and CUSTOM FN_SELFACTIONS.sqf (i guess you alredy have one or know how to do it.) 1-Open your init.sqf and at VERY BOTTOM PASTE: 2-Open your description.ext 3-Custom Compiles.sqf 4-In your variables.sqf (custom) 5-Changing your custom PublicEH.sqf 6-In your custom fn_selfactions.sqf 7- Paste the zims folder into mpmissions\yourinstance\scripts\
  9. 7 likes
    On stable branch now: 0.5 b757: [Added] "MeleeRod" (Fishing Rod) to Crafting Menu (1x Rope,1x Stick,1x Metal Scraps) @Ignatz-HeMan [Added] Vehicle and Loot tables can be set via epochconfig settings (forcedVehicleSpawnTable, forcedLootSpawnTable) to force specific vehicle or loot tables. [Changed] Removed "Alpha" text from debug monitor. [Changed] Add flag to enable database unit test. enableUnitTestOnStart = 1 in epochconfig.hpp to enable [Changed] Delete rest of unused clientside Airdrop Event code. @Ignatz-HeMan [Changed] further optimized db call for weather script. [Updated] redis-server.exe to latest version: 3.2.100 from: https://github.com/MSOpenTech/redis/releases [Fixed] some missing semicolons in CfgPricing. @SPKcoding [Fixed] Joining and leaving a group and optimize with added usage of params. @Ignatz-HeMan [Fixed] Group invites from the same Group where not possible until relog. @Ignatz-HeMan [Fixed] Heal not working when using SafeZones with VehicleGodmode and only HitPoint is damaged. @Ignatz-HeMan [Fixed] fix deleteVehicle BE kick with sharks [Fixed] CBA related Battleye kicks with current CBA version. [Fixed] Static weather settings not working. @82ndab-Bravo17 [Fixed] Battleye kicks for CUP weapon and attachment BE kicks. [Fixed] Battleye kicks for towing tractor from CUP. [Fixed] Fixed / updated and added Trader Missions and ported to run it on Events instead fsm. @Ignatz-HeMan [Fixed] Several minor fixes, cleanup, and private array updates. [Fixed] Fix for Weaponholder disappearing while adding loot. @Ignatz-HeMan [Info] SQF parser analyzer: https://www.reddit.com/r/armadev/comments/681236/released_static_analyzer_for_sqf_and_integration/ Thanks to @LordGolias
  10. 7 likes
    *Allow players to attach zombies in open vehicles class. *To make it the players gonna need an "equipe_rope" in inventory. *Be near of a vehicle type in this list _allowedVehicles = [ "hilux1_civil_3_open_DZE", "datsun1_civil_3_open_DZE", "hilux1_civil_1_open_DZE", "datsun1_civil_1_open_DZE", "V3S_Open_TK_CIV_EP1", "V3S_Open_TK_EP1", "KamazOpen_DZE" ]; *Aim to a zed to get the option "attachZed" *When players detach zeds, they (zeds) comes with 15seconds of godmode. and while they are attached have a godmode. *Vehicles in _allowedVehicles have the option to release zeds from inside. INSTALL: 1-create this path mpmissions\your instance\attachzeds\ 2-in this new path create this sqfs attachzed.sqf detachzed.sqf create detachzeds_veh.sqf 3-now go to your custom fn_selfactions.sqf (this part is based on takes clothes and salival´s bury /butcher) 4-in a custom variables.sqf if u have some kind of error on rpt about undefined variable ..find: dayz_resetSelfActions = { below add: s_player_zhide4 = -1; s_player_zhide5 = -1;
  11. 6 likes
    Simple scripts to allow players to search items into the wrecks. Use scroll menu on wrecks. what is wrecks? DZE_isWreck = ["SKODAWreck","HMMWVWreck","UralWreck","datsun01Wreck","hiluxWreck","datsun02Wreck","UAZWreck","Land_Misc_Garb_Heap_EP1","Fort_Barricade_EP1","Rubbish2"]; 1-Create this path: mpmissions\your instance\scripts\wreck\ into this new path.. create wreck.sqf 2-You need a custom fn_selfactions.sqf 3-in a custom variables.sqf
  12. 6 likes
    I have this posted in the scripting section but don't think alot of people have noticed it. This script is very useful and helps with sever fps. Thanks to @BigEgg for making this script on 1051 and @DuMa for helping me update it to 1061 to get it working properly. First make a file I call mine yRunCleanup.sqf and place it in \z\addons\dayz_server\init Call it in your dayz_sever/server_functions at the bottom like This gets rid of blown up vehicles, graves, dead bodies, etc every 120 seconds. Helps with my server fps a great deal. You can change the timer to fit your server needs so things don't delete in 2 min if you think it is to fast. There is nothing you have to do with the database. No reports of lost humanity as dead players are deleted, I've been running this for about 2 months now.
  13. 6 likes
    One at a time! Please have your documents and identification out and ready to be checked! Checkpoints generated dynamically on the roads in infected territory coming soon.
  14. 5 likes
    -------------- Created by: Theduke™ Payden and Spider from Elite SLK Gaming -------------- Welcome to Sanford and Son Trader. Sadly this trader does not accept gold, only coins "Hero or not, we buy just about everything you can bring us. Certainly at a discounted price. We will pay you 75% of what the other guys give you. But I can guarantee you’ll never unload everything all at once if you visit them!" Video https://www.youtube.com/watch?v=5qIS9V0lLHw The Idea was to create a trader where you could sell EVERYTHING...well, just about everything ;) New players sometimes arn't able to sell hero items, or maybe you have a vehicle full of junk you might not want anymore and why not make a bit of cash from it, right? This trader will NOT be a install and go type of mod. You will need to take YOUR server items from the trader files, and change the price at the discount you choose. (you can leave your prices the same if you want, completely up to you) This is because every server most likely has different prices on items. Going through each file and changing each price manually just isnt feasible. How to do this will be explained later in the post. (its not as scary as it sounds) Many thanks to @Payden for creating the run.bat file and doing the leg work for creating the sanfordandson.hpp file and instructions. Many thanks to Spider for creating the trader buildings. DOWNLOAD https://github.com/theduke77/Sanford-and-Son-Salvage-Trader Tools you will need. Notepad++ PBO Manager Excel ...Maybe a sandwich and a drink lol FOR NOW WE WILL ONLY USE CHERNARUS - WE HAVE LINGOR WORKING ALSO Lets start with the easy part, server sided 1. Open your dayz_server\traders\chernarus11.sqf Anywhere in the middle, add this //Sandford and son Salvage ["Gangsta_merc7", [9910.58,5432.17,0.00143433],106.201], 2. Still in the dayz_server folder, put the sanford.sqf from the download in the objects folder. If you don't have the objects folder create one. So the sanford.sqf should be in a folder path like this. dayz_server\objects\sanford.sqf 3. Open the init folder, then server_functions.sqf Look for this spawn_vehicles = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\spawn_vehicles.sqf"; Add this bellow execVM "\z\addons\dayz_server\objects\sanford.sqf"; Thats it for the server sided Now for the mission 1. Open your server_traders.sqf At the top you will see a list of traders, add this, but make sure if its your last entry, there shouldn't be a comma at the end "Gangsta_merc7", 2. still in server_traders.sqf Add this at the bottom //Sanford and Son Trader menu_Gangsta_merc7 = [ [["Sanford And Son Salvage",666]], [], "neutral" ]; Save and close the file. 4. Put the sanford folder from the download in your custom folder in your mission. If you dont have a custom folder create one. 5. Open your description.ext Look for class CfgSounds { add this before the closing bracket class sanford { name = "sanford"; sound[] = {custom\sanford\sanford.ogg,1.0,1}; titles[] = {}; }; 6.Open your mission.sqm look for class Sensors add this block of code, before the class sensors closing bracket. Pay attention to the class item6. They need to be incremental and you will need to adjust the items6 to items 7 right bellow class sensors also. class Item6 { position[]={9910.58,0,5432.17}; a=15; b=15; activationBy="WEST"; repeating=1; interruptable=1; age="UNKNOWN"; name="zonesanford"; expCond="(player distance zonesanford) < 25;"; expActiv="sanford = [] execVM ""custom\sanford\music.sqf"";"; expDesactiv="terminate sanford; titleText [""Thanks For visiting us! Come Again"", ""PLAIN DOWN"", 3];"; class Effects { }; }; 7. Still in the mission.sqm look for class Markers { add this before the closing bracket of class markers class Item20 { position[]={9910.58,5432.17}; name="SanfordSonSalvage"; text="Sanford & Son Salvage"; type="mil_circle"; colorName="ColorBlack"; }; ALWAYS MAKE SURE your class item is incremental in number and make sure the Items right bellow class markers you increase it by 1. so if you have items18, it'll be items19. Alright the easy part is done lol Now is the time to configure your prices for the trader. Optional/Disclaimer This part Payden will take over the instructions I decided to make a video based on what Payden explained to me Video can be found bellow **************************** Building the Scrap Trader File: 1. Put all trader files (YOUR MISSION\dayz_code\configs\Category) in a single directory. Rename any Hero or Epic Hero files to resolve duplicate names 2. Put the run.bat file from the download in that folder also. Run the bat file, it will compile all your files into one and should create a file called "output.txt" Now the fun part begins. 3. In order to import into excel and properly change the prices. You need to change the format of the files. Open output.txt with notepad++. In notepad++, click on view>Show Symbol>Show All Characters This will show all spaces, tabs, line breaks...everything. when done, it should look like this class G36C_DZ {type=“trade_weapons";buy[]={ 60000 ,”worth”};sell[]={ 20000 ,”worth”};}; and not this class G36C_DZ { type=“trade_weapons"; buy[]={ 60000,”worth”}; sell[]={20000,”worth”}; }; - All whitespace is TAB characters. Tabs between "class" and classname, between classname and {type=..., before and after buy price, before and after sell price. 4. Import the plain text file into Excel. You should end up with everything separated by columns: 1. class and ClassName (e.g., M4A1_HWS_GL_camo) 2. All before the buy price (e.g., {type=“trade_any_vehicle";buy[]={) 3. Buy price 4. All between buy price and sell price (e.g., ,”worth”};sell[]={) 5. Sell price 6. All after sell price (e.g., ,”worth”};};) If you're like me, you'll need to repeat this process several times to get everything correct. Filters will help you find the oddball entries in each row. 5. Use Excel's conditional formatting to highlight duplicate classnames. Compare prices, pick the one you will use, delete the other entry 6. Set all buy prices to -1 7. Decide on your discount (our scrap trader pays 75% of standard trader prices) and calculate/replace the original sell prices using excel formulas 8. Use Excel's filters to either hide or delete rows containing only classnames or filenames. Also remove extra "};" where needed to make these lines a single class 8. Use Excel to save/export the file to Formatted Text (Space delimited). You'll need to widen the Excel columns to ensure nothing is truncated. 9. If you're like me, you'll need to repeat this step also to ensure your class is correct and no data fields were truncated. 10. Change the filename extension from PRN to HPP if you haven't already. VIDEO: ************************** 11. Now you need to navigate to your trader files, and drop the sanfordandson.hpp you just created with the rest of your trader files. The path should be dayz_code\configs\category 12. Open your cfgServerTrader.hpp. Located in dayz_code\configs add this in the middle anywhere #include "category\SanfordAndSon.hpp" Thats it you're done. Hope you enjoy Sanford and Son Salvage Trader
  15. 5 likes
    For the epoch community!!! HI mates, this time I bring the airport northeast. Imagen.1 imagen.2 imagen.3 1. create folder "custom_maps" and put in your server. // You can put the name that you want. 2. put into the custom folder "NEAF_S4M.sqf" // You can put the name that you want. 3. in your server_functions.sqf Files Here!!! P.D: I'm still working on this, I'll update it again...And sorry for my english.
  16. 5 likes
    Apologies for the delay in posting this as its been ready for quite some time now. This system adds the vector building system directly to epoch code and the custom keys feature on the escape menu. Download and instructions for install are located here: https://github.com/ravmustang/Arma3_Epoch_VectorBldg To contribute to this system, you are free to fork and do a pull merge request. For support request questions / comments or suggestions please visit here for faster service: https://discord.me/eXpoch
  17. 5 likes
    Hello guys i've decided to release my "Debug Monitor". It's not much like a monitor but its looking quiet nice. This was originally for my Napf and Chernarus server and i thought why not share it, since the players seemed to like it. So how does it look like? Download Link: https://mega.nz/#F!OBYz2QSI!PlskDOd_JQ-Y1s_SKdMSaA how to initialize? simply put an you want to use your own path? You want to change the color of the font? you want to change the restart timer? Hope you like it.
  18. 5 likes
    Hi all, I know it's not a great creation but I wanted to share with the community, I hope you like it. put the buildings folder in your server.pbo and add the following line to the very bottom of your server_functions.sqf in the init folder of your server.pbo. Download: City_AI.sqf Imagen.1 imagen.2 imagen.3 imagen.4 imagen.5
  19. 5 likes
    Figured I would go with the basics first: Get Battlemetrics Rcon.... I cannot stress this enough. Create a trigger that kicks all players on vpns and those accounts that are younger than 30 days old. Then: Throw in the default mpeventhandler.txt, remotecontrol.txt, remoteexec.txt, setdamage.txt, setpos.txt, teamswitch.txt, waypointcondition.txt, and waypointstatement.txt filters from the Epoch server files. These should require very minimal tuning if any at all. Then for the scripts.txt, I would recommend starting off with a clean file (throwing in all the defaults and filtering for them is a lot of work if you don't know what you're doing). I would start with this at the top: //new2 4 dedicatedServerInterface 4 openDSInterface !="a _lbindex;\n};\n\nif (_lbselected == \"DSInterface\") then {openDSInterface;};\nif (isMultiplayer) then {player createDiarySubject [\"" This keeps people from opening server controls etc from in game. Then, add the following below that and filter them out: 1 execVM !"\z\addons\dayz_code" 1 playableUnits 1 onMapSingleClick 1 setDamage 1 modelToWorld 1 displayAddEventHandler 1 reveal 1 allUnits 1 showCommandingMenu Once you have it to where they are no longer throwing logs, turn them from a 1 to a 5 - this will then kick them and log them for you to see. Then, slowly add variables from the default scripts.txt and filter them out. I use the awesome tool BEM to filter my scripts.txt: http://bem.themeq.xyz/ Just paste them in and it does all the work for you! Once again though, half the work is taken care of with Battlemetrics. It is a must have tool.
  20. 5 likes
    Here is my collection of cleanup scripts: -- -------------------------------------------------------------------------------- -- --------------------------------Base Maintenance-------------------------------- -- -------------------------------------------------------------------------------- -- ---------------------------- -- Fix inventory on maintainable objects. -- ---------------------------- UPDATE `object_data` SET `inventory` = '[]',`LastUpdated` = `LastUpdated` WHERE `inventory` = '[[[],[]],[[],[]],[[],[]]]' AND `Classname` IN ('BagFenceRound_DZ','CinderWall_DZ','CinderWallDoorLocked_DZ','CinderWallDoorSmall_DZ','CinderWallDoorSmallLocked_DZ','CinderWallHalf_DZ','FireBarrel_DZ','GunRack_DZ','LightPole_DZ','MetalFloor_DZ','MetalPanel_DZ','OutHouse_DZ','TentStorage','TentStorageDomed','TentStorageDomed2','Sandbag1_DZ','Scaffolding_DZ','StickFence_DZ','StorageShed_DZ','WorkBench_DZ','WoodCrate_DZ','WoodFloor_DZ','WoodFloorQuarter_DZ','WoodLargeWall_DZ','WoodLargeWallWin_DZ','WoodShack_DZ','WoodSmallWall_DZ','WoodSmallWallThird_DZ','WoodSmallWallWin_DZ','Land_DZE_GarageWoodDoor','WoodFloorHalf_DZ','Fort_RazorWire','Land_DZE_LargeWoodDoorLocked','WoodStairsRails_DZ','WoodLadder_DZ','WoodStairsSans_DZ','M240Nest_DZ','Land_DZE_WoodDoor'); -- ---------------------------- -- Set 0.1 damage to objects daily. -- ---------------------------- UPDATE `object_data` SET `Damage` = IF( `Damage` = 0.0, 0.1, `Damage` + 0.1 ) WHERE `LastUpdated` <= DATE_SUB(NOW(), INTERVAL 1 DAY) AND `ObjectUID` <> 0 AND `CharacterID` <> 0 AND ( (`Inventory` IS NULL) OR (`Inventory` = '[]') ); -- ---------------------------- -- Set 0.1 damage doors/plots daily. -- ---------------------------- UPDATE `object_data` SET `Damage` = IF( `Damage` = 0.0, 0.1, `Damage` + 0.1 ) WHERE `Classname` IN ('Plastic_Pole_EP1_DZ','CinderWallDoorSmallLocked_DZ','CinderWallDoorLocked_DZ','CinderWallSmallDoorway_DZ','CinderWallDoorway_DZ','Land_DZE_WoodDoorLocked','CinderWallDoor_DZ','CinderWallDoorSmall_DZ','Land_DZE_WoodDoor','Land_DZE_GarageWoodDoor','Land_DZE_GarageWoodDoorLocked','Land_DZE_LargeWoodDoorLocked','Land_DZE_LargeWoodDoor','WoodLargeWallDoor_DZ') AND `LastUpdated` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 1 DAY) AND `Inventory` != '[]'; -- ---------------------------- -- Set safe combinations to 0000 after 10 days of inactivity. -- ---------------------------- UPDATE `object_data` SET `CharacterID` = 0 WHERE `LastUpdated` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 10 DAY) AND `CharacterID` > 0 AND `Classname` = "VaultStorageLocked" AND `Inventory` <> '[]' AND `Inventory` IS NOT NULL; -- ---------------------------- -- Set lockbox combinations to RED00 after 10 days of inactivity. -- ---------------------------- UPDATE `object_data` SET `CharacterID` = 10000 WHERE `LastUpdated` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 10 DAY) AND `CharacterID` > 0 AND `Classname` = "LockboxStorageLocked" AND `Inventory` <> '[]' AND `Inventory` IS NOT NULL; -- ---------------------------- -- Delete empty storage objects. -- ---------------------------- DELETE FROM `object_data` WHERE `LastUpdated` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 3 DAY) AND ( (`Inventory` IS NULL) OR (`Inventory` = '[]') OR (`Inventory` = '[[[],[]],[[],[]],[[],[]]]') ) AND `Classname` IN ('Wooden_shed_DZ','WoodShack_DZ', 'TentStorage', 'TentStorageDomed', 'TentStorageDomed2', 'WoodCrate_DZ', 'GunRack_DZ', 'OutHouse_DZ', 'StorageShed_DZ'); -- ---------------------------- -- Delete inactive storage objects. -- ---------------------------- DELETE FROM `object_data` WHERE `LastUpdated` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 10 DAY) AND `Classname` IN ('Wooden_shed_DZ','WoodShack_DZ', 'TentStorage', 'TentStorageDomed', 'TentStorageDomed2', 'WoodCrate_DZ', 'GunRack_DZ', 'OutHouse_DZ', 'StorageShed_DZ'); -- ---------------------------- -- Delete objects that have 1 damage. -- ---------------------------- DELETE FROM `object_data` WHERE Damage = 1; -- ---------------------------- -- Delete plot poles and doors not being deleted. -- ---------------------------- DELETE FROM `object_data` WHERE `LastUpdated` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 11 DAY) AND `Classname` IN ('Plastic_Pole_EP1_DZ','CinderWallDoorSmallLocked_DZ','CinderWallDoorLocked_DZ','CinderWallSmallDoorway_DZ','CinderWallDoorway_DZ','Land_DZE_WoodDoorLocked','CinderWallDoor_DZ','CinderWallDoorSmall_DZ','Land_DZE_WoodDoor','Land_DZE_GarageWoodDoor','Land_DZE_GarageWoodDoorLocked','Land_DZE_LargeWoodDoorLocked','Land_DZE_LargeWoodDoor','WoodLargeWallDoor_DZ'); -- ---------------------------- -- Delete old stuff. -- ---------------------------- DELETE FROM `object_data` WHERE `LastUpdated` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 21 DAY); -- -------------------------------------------------------------------------------- -- ------------------------------Vehicle Maintenance------------------------------- -- -------------------------------------------------------------------------------- -- ---------------------------- -- Delete Bikes, ATV's, Mozzie's, 350z's, and Busses. -- ---------------------------- DELETE FROM `object_data` WHERE `Classname` IN ('MMT_Civ','Old_bike_TK_INS_EP1','TT650_Civ','TT650_Ins','Old_moto_TK_Civ_EP1','M1030_US_DES_EP1','TT650_TK_CIV_EP1','ATV_CZ_EP1','ATV_US_EP1','CSJ_GyroC','350z','350z_red','350z_kiwi','350z_black','350z_silver','350z_green','350z_blue','350z_gold','350z_white','350z_pink','350z_mod','350z_ruben','350z_v','350z_city','350z_yellow','Ikarus','Ikarus_TK_CIV_EP1'); -- ---------------------------- -- Delete useless vehicles with no keys. -- ---------------------------- DELETE FROM `object_data` WHERE `LastUpdated` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 4 HOUR) AND `CharacterID` = '0' AND `Classname` IN ('AN2_DZ','GNT_C185U','GNT_C185','GNT_C185R','GNT_C185C','RHIB','Smallboat_1','Smallboat_2','Zodiac','Fishing_Boat','PBX','JetSkiYanahui_Case_Red','JetSkiYanahui_Case_Yellow','JetSkiYanahui_Case_Green','JetSkiYanahui_Case_Blue','CSJ_GyroP','CSJ_GyroCover','LandRover_CZ_EP1','LandRover_TK_CIV_EP1','HMMWV_M1035_DES_EP1','HMMWV_Ambulance','HMMWV_Ambulance_CZ_DES_EP1','HMMWV_DZ','HMMWV_DES_EP1','Civcar','Civcarbu','civcarbl','Civcarre','Civcarge','Civcarwh','Civcarsl','hilux1_civil_3_open_EP1','datsun1_civil_3_open_DZE','hilux1_civil_1_open_DZE','datsun1_civil_2_covered_DZE','datsun1_civil_1_open_DZE','hilux1_civil_2_covered_DZE','Skoda','SkodaBlue','SkodaGreen','SkodaRed','VolhaLimo_TK_CIV_EP1','Volha_1_TK_CIV_EP1','Volha_2_TK_CIV_EP1','VWGolf','car_hatchback','car_sedan','GLT_M300_LT','GLT_M300_ST','Lada1','Lada1_TK_CIV_EP1','Lada2','Lada2_TK_CIV_EP1','LadaLM','SUV_TK_CIV_EP1','SUV_Blue','SUV_Charcoal','SUV_Green','SUV_Orange','SUV_Pink','SUV_Red','SUV_Silver','SUV_White','SUV_Yellow','SUV_Camo','UAZ_CDF','UAZ_INS','UAZ_RU','UAZ_Unarmed_TK_CIV_EP1','UAZ_Unarmed_TK_EP1','UAZ_Unarmed_UN_EP1'); -- ---------------------------- -- Delete useless vehicles with keys. -- ---------------------------- DELETE FROM `object_data` WHERE `LastUpdated` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 3 DAY) AND `CharacterID` > 0 AND `Classname` IN ('AN2_DZ','GNT_C185U','GNT_C185','GNT_C185R','GNT_C185C','RHIB','Smallboat_1','Smallboat_2','Zodiac','Fishing_Boat','PBX','JetSkiYanahui_Case_Red','JetSkiYanahui_Case_Yellow','JetSkiYanahui_Case_Green','JetSkiYanahui_Case_Blue','CSJ_GyroP','CSJ_GyroCover','LandRover_CZ_EP1','LandRover_TK_CIV_EP1','HMMWV_M1035_DES_EP1','HMMWV_Ambulance','HMMWV_Ambulance_CZ_DES_EP1','HMMWV_DZ','HMMWV_DES_EP1','Civcar','Civcarbu','civcarbl','Civcarre','Civcarge','Civcarwh','Civcarsl','hilux1_civil_3_open_EP1','datsun1_civil_3_open_DZE','hilux1_civil_1_open_DZE','datsun1_civil_2_covered_DZE','datsun1_civil_1_open_DZE','hilux1_civil_2_covered_DZE','Skoda','SkodaBlue','SkodaGreen','SkodaRed','VolhaLimo_TK_CIV_EP1','Volha_1_TK_CIV_EP1','Volha_2_TK_CIV_EP1','VWGolf','car_hatchback','car_sedan','GLT_M300_LT','GLT_M300_ST','Lada1','Lada1_TK_CIV_EP1','Lada2','Lada2_TK_CIV_EP1','LadaLM','SUV_TK_CIV_EP1','SUV_Blue','SUV_Charcoal','SUV_Green','SUV_Orange','SUV_Pink','SUV_Red','SUV_Silver','SUV_White','SUV_Yellow','SUV_Camo','UAZ_CDF','UAZ_INS','UAZ_RU','UAZ_Unarmed_TK_CIV_EP1','UAZ_Unarmed_TK_EP1','UAZ_Unarmed_UN_EP1'); -- ---------------------------- -- Delete server spawned vehicles. -- ---------------------------- DELETE FROM `object_data` WHERE `LastUpdated` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 3 DAY) AND `CharacterID` = '0' AND `Classname` NOT REGEXP 'barrier|storage|shed|bench|wall|floor|fence|pump|wood|hrescue|stick|pole|generator|panel|house|rack|bag|stand|barrel|canvas|wire|hedgehog|net|trap|ramp|fort|sand|scaffold|nest|killhouse|villa|castle|pub|shelter|stodola|garage|MBG|warehouse|sara'; -- ---------------------------- -- Delete all vehicles not touched in 10 days. -- ---------------------------- DELETE FROM `object_data` WHERE `LastUpdated` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 10 DAY) AND `Classname` NOT REGEXP 'barrier|storage|shed|bench|wall|floor|fence|pump|wood|hrescue|stick|pole|generator|panel|house|rack|bag|stand|barrel|canvas|wire|hedgehog|net|trap|ramp|fort|sand|scaffold|nest|killhouse|villa|castle|pub|shelter|stodola|garage|MBG|warehouse|sara'; -- ---------------------------- -- Unlock purchased, inactive vehicles. -- ---------------------------- UPDATE `object_data` SET `CharacterID` = 0,`LastUpdated` = `LastUpdated` WHERE `LastUpdated` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 7 DAY) AND `CharacterID` > 0 AND `Classname` NOT REGEXP 'barrier|storage|shed|bench|wall|floor|fence|pump|wood|hrescue|stick|pole|generator|panel|house|rack|bag|stand|barrel|canvas|wire|hedgehog|net|trap|ramp|fort|sand|scaffold|nest|killhouse|villa|castle|pub|shelter|stodola|garage|MBG|warehouse|sara'; -- ---------------------------- -- Unlock vehicle's with no key. -- ---------------------------- UPDATE `Object_DATA` SET `Object_DATA`.`CharacterID` = 0,`LastUpdated` = `LastUpdated` WHERE `Object_DATA`.`CharacterID` <> 0 AND`Object_DATA`.`CharacterID` <= 12500 AND`Object_DATA`.`Classname` NOT LIKE 'Tent%' AND`Object_DATA`.`Classname` NOT LIKE '%Locked' AND`Object_DATA`.`Classname` NOT LIKE 'Land%' AND`Object_DATA`.`Classname` NOT LIKE 'Cinder%' AND`Object_DATA`.`Classname` NOT LIKE 'Wood%' AND`Object_DATA`.`Classname` NOT LIKE 'Metal%' AND`Object_DATA`.`Classname` NOT LIKE '%Storage%' AND`Object_DATA`.`Classname` NOT IN ('OutHouse_DZ', 'GunRack_DZ', 'WorkBench_DZ', 'Sandbag1_DZ', 'FireBarrel_DZ', 'DesertCamoNet_DZ', 'StickFence_DZ', 'LightPole_DZ', 'DeerStand_DZ', 'ForestLargeCamoNet_DZ', 'Plastic_Pole_EP1_DZ', 'Hedgehog_DZ', 'FuelPump_DZ', 'Fort_RazorWire', 'SandNest_DZ', 'ForestCamoNet_DZ', 'Fence_corrugated_DZ', 'CanvasHut_DZ', 'Generator_DZ') AND FindVehicleKeysCount(Object_DATA.CharacterID) = 0; -- -------------------------------------------------------------------------------- -- -------------------------------Player Maintenance------------------------------- -- -------------------------------------------------------------------------------- -- ---------------------------- -- Delete player login data. -- ---------------------------- DELETE FROM `player_login`; -- ---------------------------- -- Delete dead characters. -- ---------------------------- DELETE from Character_data USING Character_data, Character_data as tempchartable WHERE (Character_data.PlayerUID = tempchartable.PlayerUID) AND (NOT Character_data.alive = tempchartable.alive) AND (Character_data.alive = 0); -- ---------------------------- -- Delete characters inactive for 30 days. -- ---------------------------- DELETE FROM Character_DATA WHERE LastLogin < NOW() - INTERVAL 30 DAY;
  21. 4 likes
  22. 4 likes
    Hi all, It is a base north of chernarus, I created it a few days ago, you can also fill it with AI or use it to your liking. I am changing all my "Custom maps" to the format that you told me @iben , That takes time, not getting along very well with macros. Base_S4M Screenshots Imagen.1 imagen.2 imagen.3 imagen.4 imagen.5 P.D: If someone wants it with some modification let me know
  23. 4 likes
    @Voltan is there a limit to how many Zeds you can put in each vehicle?- No, but is possible write it. (give me time and i can do it) Does it consume a rope per zed they tie up? (yes , 1 rope per zed, and feedback the rope when you release the zed) Can you release the zeds from inside the vehicle? (not now, but yes is possible write it.) @BigEgg @Hooty tnks mates!!!
  24. 4 likes
    Not sure if this should go here but I wanted too say thank you to everyone in this community for making me 2nd this week in popular contributors. THANK YOU ALL!
  25. 4 likes
    @BigEgg you call it "collection" ?? its the library of alexandria tnks for share it!
  26. 3 likes
    Do not worry mate i just start to writing it as separate mod,With a merge of my way and oldmatecho.. i have 90% writed. And gonna add some plus. So maybe tomorrow gonna finish it. Tnks for share youre code also gonna take something from yours
  27. 3 likes
    yRun (Yall Remember Us Now) Epoch/OverWatch Wiped 5-25-17 Server IP: 158.69.23.154:2302 TeamSpeak: ts.yrungaming.com Website: www.yrungaming.com Info About Our Server Active Admins Admin Events Fully Militarized (map,guns, tanks, choppers, jets, and anti-air) Extra Weapons/Ammo on Vehicles God Mode Cinder/Metal Vehicle Garage Adv. Trading Group Management (F5 or radio) Plot Management Plot Protection Door Management Ear Plugs (F1) Custom High Loot Map (yRun made) Custom No Fly Zone High Loot Outpost Military Outpost (yRun made) Class & Spawn Select (classes depend on humanity) Bank Robbery (yRun custom location) Booby Trap Dead Players Build Vectors SnapBuild Custom AI Missions (yRun made) Custom Traders (yRun made) Coins Right Alt Menu Custom Deploy Custom Right Clicks Care Packages Hotwire Safes/LockBoxes Base Raid Tools Harvest/Smoke Weed Base Jump Tow/Lift Vehicle Key Changer Remote Lock/Unlock/Start Vehicle Service Points Repair/Rearm/Refuel Pay Checks & Bonus Checks Plus More & More To Come ................................................ New player friendly. Always updating and editing to keep giving players a fresh new feel. We are not your average DayZ server. All players agree to all rules posted on our website. Earn yRun Credits by being active on our forums to unlock FREE gear. Any questions please feel free to message me. NO DONATIONS PERKS !!! NO DONATIONS FOR yRun CREDITS !!! WE ARE NOT PAY2WIN !!!
  28. 3 likes
    puts out pre-defined server messages in a random order and you are good to go
  29. 3 likes
    Hello guys, thank you for feedback. I can hear you and understand, thank you! I wrote this in installation description, because during past days I helped couple guys to cleanup mess with scripts conflicts which comes from installation instructions like: 'grab all folder and put it in root... then...' The thing is, more scripts you install, bigger chance to go to conflict (mainly with defines and dialogs - description.ext mess) - and a lot of duplicity code (like basic defines). So I decided to follow original dayz_code structure and give all admins and owners alternative, so they can decide, where they put files so it fit their own script pac. And for example 'CfgSounds' - this is not related to script at all - this file was included just because to make all sense in description.ext (I mean how to load correctly all in right order in description.ext using master.hpp). Anyway, I can think anything, but it doesn't mean I'm right. And what's important - this script is for you, so if more people find installation confusing, I'll definitely create another branch in Github and make client side in one pack as usuall. Cheers
  30. 3 likes
    Got it working. But juan beat me lol @Anhor @juandayz
  31. 3 likes
    Hello. This is for Single Currency This is a small script that allows you to change your humanity at a trader. I do not take credits since this script has been written and updated by different people. Cedits are going to DAmNRelentless , juandayz and Tweety Create a humanity_up.sqf and past following in it. Create a humanity_down.sqf and past following in it. The blue marked areas are coins and humanity which you can change to your own wishes. Make a new folder called humanity, put both files in it and copy the folder in your script folder. fn_selfActions: The red marked is the trader who offers this option. This can be changed to your own choice. paste the following after and past after variable.sqf paste after
  32. 3 likes
    And gain some new players by the time when they use it to bash other servers C:
  33. 3 likes
    Adds a debug monitor back to Epoch 1061. https://github.com/ch0c/debug_monitor Install is fairly straight forward. Open your custom compiles Find DZ_KeyDown_EH = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\keyboard.sqf"; replace with DZ_KeyDown_EH = compile preprocessFileLineNumbers "PATHTOYOUR\keyboard.sqf"; If you're using two compiles.sqf (default and a custom one) add it to the bottom line Keyboard.sqf Copy player_debug.sqf to your mission file. Then just fix up the file path name in keyboard.sqf ( search PATHTOYOUR\ ) Have fun and please share any additions :D
  34. 3 likes
    Hi, With Axe Cops permission I am releasing my updated version of his amazing Service Points script. This includes support for original briefcases, gems (from epoch 1.0.6.1) and coins. (original github url: https://github.com/vos/dayz/tree/master/service_point) (original install/discussion url: https://epochmod.com/forum/topic/3935-release-vehicle-service-point-refuel-repair-rearm-script/) **** *REQUIRES DAYZ EPOCH 1.0.6.1* **** Major Changes: This version adds support for both single currency and gems (from the epoch 1.0.6 update) as well as the original epoch briefcase currency system. Instead of pricing things like the original way, prices are now done on a "worth" similar to how coins are done. The price value of items are below. If you are using coins, I would recommend using the _currencyModifier variable since coins typically are 10x the value of briefcase based currency (1 brief == 100,000 coins) (You can either set this _currencyModifier variable to 1 then set the proper value or use the modifier, the modifier is mainly for dual currency servers) 1 silver = 1 worth 1 10oz silver = 10 worth 1 gold = 100 worth 1 10oz gold = 1,000 worth 1 briefcase = 10,000 worth Please see dayz_code\configVariables.sqf for the value of gems (DZE_GemWorthArray) and their relevant worth if they are enabled. Example config settings for _refuel_costs, _repair_costs and _rearm_costs: All 3 sections can either be made free, disabled or a specifc price with the following examples: ["Air","free"] will make the vehicle config class of "Air" free for the specific action. ["Air","disabled"] will make the vehicle config class of "Air" disabled for the specific action. ["Air",2000] will make the vehicle config class of "Air" have a worth of 2000 for the specific action. ["Armored_SUV_PMC",2000] will make the specific vehicle have a worth of 2000 for the specific action. ["Armored_SUV_PMC","free"] will make the specific vehicle be free for the specific action. ["Armored_SUV_PMC","disabled"] will make the specific vehicle be disabled for the specific action. Valid vehicle config classes as an example: "Air", "AllVehicles", "All", "APC", "Bicycle", "Car", "Helicopter", "Land", "Motorcycle", "Plane", "Ship", "Tank" Visit my Github page to download and read the README.MD : https://github.com/oiad/service_points
  35. 3 likes
    If you guys looking for alot of fun. iDP|Epoch|Chernarus|Static Missions|Alot more(1.0.6/131129) Server Features Change View distance (Binocular/Rangefinder/NVG) Custom Building Custom Class Custom Spawn Point Custom Traders Debloy Bike/Motorbike/Mozzie Door management Locate vehicle by right click on the map Plot4Life Plot management Roaming Ai missions Static Ai Missions Tow and Lift Walking Zombies Weed farm and lot more.. www.idpserver.enjin.com/ Teamspeak 3 server: 185.24.169.161 Server ip: 81.19.216.113:2300 If you are having any trouble with arma feel free to contact the staff on the teamspeak. The staff team will be available most of the time. Cheers.
  36. 3 likes
    Hey @oldmatechoc after play 3 hs with your code this is the result i just change the numbers of blood, humanity, dayz_thirst and dayz_hunger by words... and add a system to Classify players taking his murders variable... So heres the table for ranges: if (_alliasvariable == 0) then {_getallias = "PeppaPig"}; if (_alliasvariable == 1) then {_getallias = "AliceInWonderLand"}; if (_alliasvariable == 2) then {_getallias = "LovelyWife"}; if (_alliasvariable == 3) then {_getallias = "Lamb"}; if (_alliasvariable == 4) then {_getallias = "Princess"}; if (_alliasvariable == 5) then {_getallias = "GrandMa"}; if (_alliasvariable == 6) then {_getallias = "Wanted"}; if (_alliasvariable == 7) then {_getallias = "MadWolf"}; if (_alliasvariable == 8) then {_getallias = "Assesin"}; if (_alliasvariable == 9) then {_getallias = "Amigo"}; if (_alliasvariable == 10) then {_getallias = "UFOFace"}; if (_alliasvariable == 11) then {_getallias = "Terror"}; if (_alliasvariable == 12) then {_getallias = "Evil"}; if (_alliasvariable == 13) then {_getallias = "Loco"}; if (_alliasvariable == 14) then {_getallias = "Snake"}; if (_alliasvariable == 15) then {_getallias = "Dirty"}; if (_alliasvariable == 16) then {_getallias = "MadPig"}; if (_alliasvariable == 17) then {_getallias = "BlackHorse"}; if (_alliasvariable == 18) then {_getallias = "HerosTerror"}; if (_alliasvariable == 19) then {_getallias = "Sheriff"}; if (_alliasvariable == 20) then {_getallias = "Shooter"}; if (_alliasvariable == 21) then {_getallias = "SmashMouth"}; if (_alliasvariable == 22) then {_getallias = "SexPistol"}; if (_alliasvariable == 23) then {_getallias = "GoldenPistol"}; if (_alliasvariable == 24) then {_getallias = "MostCrazy"}; if (_alliasvariable >= 25) then {_getallias = "Unstopable"}; and heres the whole player_debug.sqf
  37. 3 likes
    I am not against adding it back as I know that was a key feature of ours. If keys are added we need to consider how it might be done better as having to write external events to purge vehicles that are abandoned without any keys, etc. is a mess. Virtual keys maybe the way to go as adding 12500+ classes just to have keys in your inventory was also not ideal either but it did work. If you want to propose the changes needed to make "virtual keys" happen I would welcome the challenge of merging it and making it work.
  38. 3 likes
    The current version of VEMF is broke. I'm currently working on a new version. You can track my progress on the new version here: https://github.com/SMVampire/VEMF/projects/3
  39. 3 likes
    @Voltan I had this problem in 1051, this is what i did to stop the DZAI being dicks. And good fun watching the AI fall from the sky lol This just deletes the specified vehicles when they come within 1km from traders. You can use any vehicles just make sure you don't allow players to use them. That's why I used the Taki Huey and one of the Unarmed SUV variants. In DZAI DZAI_heliList = [ ["UH1H_TK_EP1",2] ]; DZAI_vehList = [ ["SUV_UN_EP1",5] ]; Then in safezones.sqf Under USE_AI_REMOVER = true; Paste USE_HUEY_REMOVER = true; USE_SUV_REMOVER = true; Find } forEach ((vehicle player) nearEntities ['zZombie_Base',100]); Paste below that
  40. 3 likes
    An update of Fred's Zombie Bait all credits for http://opendayz.net/members/freaking-fred.2836/ original post: *To set the bomb players will need: 1xHandGrenade_West or 1xHandGrenade_East && 1xItemBloodbag. (the bomb call the zeds around) *To set the frecuency players will need: 1xequip_scrapelectronics & 1xPartGeneric. (this frecuency kills the zeds around the player for a few seconds) *If u have the items will see an scroll menu option to realize the actions. INSTALL 1-in a custom fn_selfactions at very bottom: 2-Create in mpmissions\your instance\zedutility\ antized.sqf zedbomb.sqf zombie_findTargetAgent.sqf 3-in your custom compiles.sqf 4-in your variables.sqf if u got some kind of rpt spam about undefined variable then add: (tnks @salival for the advice) s_player_zfrec = -1; s_player_bomb = -1; below of //Player self-action handles dayz_resetSelfActions = { BE FILTERS (any kind of issue just add the !="Microphone2_ep1" !="Land_Vase_loam_EP1"
  41. 3 likes
    Created by: infistar Credits to infistar for the actual script Edited by FragZ Re-Edited By TheDuke™ for different effects Ok so here is my version of Smoke Hemp for Epoch 1.0.6.1 - When you right click on a kilo of hemp, you can smoke it. It will fully heal you, and give you the munchies a bit. You will get a 60 second blur effect, but the effect is medium. And you can still move around, partially see and shoot. The idea was to be able to heal while doing a mission, but kinda have a bit of effects to make it somewhat like real life LOL - You can also smoke at hookas on the map, or the ones used in the gem crafting. While looking at the hooka you get the option to "smoke pipe". This one does the normal effect of rolling on the ground with the massive screen blur. Meant to be done at base ;) Download from the github https://github.com/theduke77/Smoke-weed-Epoch-1.0.6.1 Place the smokeweed folder in your customs folder. If you dont have one create one. 1. Open your custom fn_selfactions.sqf Place this at the bottom //Smoke Bong _isbong = typeOf cursorTarget in ["Land_Water_pipe_EP1"]; if((_isbong) && _canDo) then { if (s_player_pipe < 0) then { s_player_pipe = player addAction["Smoke Pipe", "custom\smokeweed\pipesmoke.sqf","", 1, true, true, "", ""]; }; } else { player removeAction s_player_pipe; s_player_pipe = -1; }; Still in the fn_selfactions look for player removeAction s_player_manageDoor; s_player_manageDoor = -1; add this bellow player removeAction s_player_pipe; s_player_pipe = -1; save and close 2. Open your extra_rc.hpp and add this class ItemKiloHemp { class smokeweed { text = "Smoke the shit"; script = "execVM 'custom\smokeweed\smokeweed.sqf'"; }; }; 2b. Alternatively for the right click, you can do this to your config.sqf if you use the Deploy anything script ["ItemKiloHemp","Smoke that shit","execVM 'custom\smokeweed\smokeweed.sqf';","true"] // only comma at the end if its not the last line save and close 3. Open your description.ext Add this in your CfgSounds class cough { name="cough"; sound[]={custom\smokeweed\cough.ogg,0.9,1}; titles[] = {}; }; class bong { name="bong"; sound[]={custom\smokeweed\bong.ogg,0.9,1}; titles[] = {}; }; Save and close 4. Open your variables.sqf Look for dayz_resetSelfActions = { add this before the closing bracket }; s_player_pipe = -1; Repack your mission and you're good to go! Enjoy...not too much ;) EDIT: 22/03/2017 Updated for client RPT error
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    You need to get into the habit of initializing all these scripts that you make in a custom variables.sqf otherwise they will error out on startup. As per this code block: https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/init/variables.sqf#L163-L252
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    in decription there is from SC install. Copie the Red line and delete this block. Now past it in the new block that juandayz told you for discription. It should look like this and uncommend #include "dayz_code\gui\description.hpp" like this //#include "dayz_code\gui\description.hpp" sry for my bad english
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    @juandayz, this is hilarious! I wish I had your creativity haha
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    Arma is pretty slack on when it decides to refresh the cursorTarget. I think this is not a bug as much as it is a problem. The only real way to fix it is to run. Away from the body then run back and try it, the cursorTarget will refresh (hopefully) then.
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    The updates to make DZMS compatible with 1.0.6 have been merged into the master package of DZMS. I have also added @ebayShopper as a contributor/developer to the main repo to help with any future incompatibilities. The current version of DZMS is now v1.2.
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    I can see this being popular with non militarized and militarized servers. It gives off that having to search for gear feel if it were the end of days times. Very good idea @juandayz
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    I used to use something similar to announce various rules and FAQs during the course of a session. Used to do it with battleye but no one pays attention to the red text, so doing it via side/system/global chat is much better. Good job.
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    Some Wasteland servers have AI on 50 cals guarding the base for opfor and blufor. The main issue is probably that AI are not perfect and they can be killed or worked around fairly easily. You could set them to instant respawn or invulnerable, but even then people and zombies will probably get past them. Units with AI enabled add a lot of load to the server. You would need a good number to cover all the traders, so this is probably unrealistic performance wise when combined with loot, zombies and 50 players. Maybe if they were on a headless client it would be acceptable.
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    The problem is the person who posted put the scripts in the wrong dir. So it's not a problem of the script as much as it is the person, your fix is a bandaid for a bigger problem of people not following install instructions. I get messages daily from people not following installation procedures and it's tiring.