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Showing most liked content since 12/19/17 in all areas

  1. 13 points
    Hi guys, I've had requests for a pack of all my mods that i've written or updated tested and working so here it is. Everything is tested as working but there may be little things I have missed, I've done all the installs the way I like to do them (super anal ocd) Infistar is implemented, please see: https://github.com/oiad/modPack#infistar-install THERE ARE CURRENTLY NO BATTLEYE FILTERS FOR 1.0.6.2 FOR ANY OF MY MODS. Feel free to submit! # Supported mods: Bury Bodies Community Localizations Click Actions Deploy Anything Garage Door Opener Locate Vehicle Safe Zone Relocate Service Points Take Clothes Virtual Garage Vehicle Key Changer ZSC Please visit: https://github.com/oiad/modPack for more information.
  2. 13 points
    oldmatechoc

    [Release] Player Tablet Menu

    Here's my farewell gift :) Nothing special, just somewhere to keep a collection of scripts for players. This can be used as a base, feel free to change the scripts to whatever you like. Prerequisites: Deploy Anything Addon Custom Compiles.sqf & Keyboard.sqf Screenshot: Install guide is in the rar file. https://github.com/ch0c/epoch_player_menu Credit to @iben for testing and for the deploy function. Credit to @Hooty and @FragZ for random scripts and scan for players. Credit to @Logi for locate vehicles updated by @salival See ya guys, all the best for the future. Edit: Arma is a hell of an addiction. Hard to kick xD
  3. 12 points
    icomrade

    Arma 2: DayZ Epoch 1.0.6.2

    Hello all, We are pleased to announce the release of ArmA 2 DayZ Epoch 1.0.6.2, [will shortly be] available for download at: http://epochmod.com/a2dayzepoch.php or use the direct links. 1.0.6.2 Client Package 1.0.6.2 Server Package We've further refined Epoch 1.0.6/1.0.6.1, fixing and expanding many of the features that were added. Please see the change-log below for a list of new features, fixes, and changes. Throughout the update process we have kept up to date with changes from DayZ mod 1.9.0 Server admins should read the README.TXT included in the server package. BE and server profile/config directories should be placed outside of the A2/OA folder, i.e. in a folder C:\DayZ_Epoch_Server_Config to prevent hackers from obtaining RCON/admin passwords! Addons from 1.0.5.1 and older are not guaranteed to be compatible with 1.0.6 releases and greater. Please see the updated resources forum for mods which are guaranteed to be compatible, otherwise please be thorough when testing older mods on your 1.0.6 server. A list of variables that have change is available as part of the 1.0.6 changelog txt file included in the client package. https://epochmod.com/forum/forum/122-resources/ Single currency has been updated for 1.0.6 and newer, please see the following thread for DL and info:
  4. 7 points
    This is a reworked and updated version of JAEM originally from @OtterNas3 This version is compatible with DayZ Epoch 1.0.6.2. A complete set of install instructions is provided on my github repository Download here Let me know if you have trouble understanding them or if I made a mistake. New Features ZSC support - you can choose between Epoch currency or ZSC to pay for your evac chopper. Deploy Anything - you can use Mudzereli's right-click actions to call the evac chopper instead of using the built in self-action loop. Plot pole and plot friends restriction - to prevent players from placing evac helipads in obnoxious places, they have to build them on their own plots or their friends plots. I have placed all of the config variables in one place in varables.sqf. The variables all have explanatory comments. Adjust them to your preferred settings: // Evac Chopper Config Variables evac_chopperPrice = 1; // This is the price players pay in full briefcases to set up an evac chopper (between 1-12 briefcases). Players must have the briefcases in their inventory. evac_chopperUseZSC = false; // If you have ZSC installed you can set this to true and have players pay the amount below to set up an evac chopper. evac_chopperPriceZSC = 100000; // Price for evac chopper if you have ZSC Installed and evac_chopperUseZSC set to true. evac_chopperMinDistance = 500; // Minimum distance for player to call evac chopper. Do not set this lower than 500. evac_chopperZoneMarker = 0; // Evac zone marker type (0 = Landingpad | 1 = Smoke). evac_chopperNeedRadio = 0; // 1 - Require player to have a radio in gear to call evac chopper | 0 - Doesn't require radio to call evac chopper. evac_chopperUseClickActions = false; // If you have Mudzereli's Deploy Anything installed and are going to use click actions to call the evac chopper, set this to true (disables call chopper self-action loop). Functionality Instructions if you have any other mods which save classname "HeliHRescue" to the database, be aware that this particular classname is used along with ownerID to make this mod work. If you already have an instance of HeliHRescue saved to the database with your playerUID, then you will get a message stating that you cannot create another when trying to set an evac chopper. To create an evac chopper you need a keyed helicopter, a plot pole, and the money to make the purchase. You have to have the key in your inventory to set and clear the evac chopper field. Walk up to the helicopter and you will get blue self actions for setting and clearing the evac chopper field. You do not have to have the key on you to call the evac chopper. There is a flight status monitor that appears in the same place as the debug monitor, so you will want to have the debug toggled off to view it. If you use Mudzereli's right click actions, make sure to set variable evac_chopperUseClickActions to true to disable the built in self action loop. If your helicopter is destroyed simply place a new one on the rescue helipad. The call evac chopper function finds the nearest heli (within 10 meters) of your rescue helipad. It does not return your money when you disable the evac chopper. Known Issues There is only one known issue at this time. If the player is killed while the evac chopper is in route, the helicopter will not return to base. The pilot lands at the evac zone, gets out of the heli and just stands there. The helicopter remains locked. The way the code is written, it looks like it should work, but everything I have tried thus hasn't fixed it. I might try using some diagnostic logs to try to find where the breakdown is later. As long as you don't die before it gets there, it's smooth sailing. Enjoy! OtterNas3's original release topic
  5. 6 points
    DAmNRelentless

    Anyone in need of a coder?

    @TrayMcCloud I hope you really think about this offer. This guy is a new guy on Epoch Forum and said that he started 2-3 month ago and is now extremely (doubt that) familiar with the language. As I quoted he only gets "most things working" means he just follows install instructions from existing scripts. Everyone can do that and charging money for that is very sad. There are people that install scripts for you voluntary or you just follow the install instructions of the scripts you want. You could easily do that yourself. Please do us a favor and try it yourself before asking someone, that's how you learn it and how you become a good server admin.
  6. 6 points
    Hey Lance, I will have this updated in a couple hours when I am able to get on my P.C. Thanks for reminding me!
  7. 5 points
    salival

    Anyone in need of a coder?

    Just thought i'd weigh in on this. I don't know what @vbawol stance is on people taking donations on here for doing work, but here's my opinion The world works on payment for time spent on things, if you spend your hard earned time helping people, you should be able to take donations but DONT excpect them. HOWEVER. I have helped a lot of people on here that have paid people to set up their servers and done either a shit job or not finished the job at all. If you are serious in wanting to do paid work setting up peoples servers and writing scripts, you better do a bloody good job.
  8. 4 points
    salival

    [Release] Virtual Garage for 1.0.6.1+

    Hi guys, Just pushed an update for Virtual Garage to remove vehicle ammo on spawn, heres the blurb: This is quite a requested feature since players are abusing the garage to get free rearms. Basically what this does is when the player stores a vehicle, the server (on server startup) will generate a random key. When the vehicle is spawned, it will check that key against the current server key, if they match, it means the player stored that vehicle this restart and the ammo needs to be stripped, if they don't match this vehicle was obviously stored on a previous restart. Thanks to @icomrade/@Dayz_Epoch for the random key code and to @icomrade again for the heads up on the turret code on the biki. See this commit for the changes: https://github.com/oiad/virtualGarage/commit/65a33e7b07efa71c0acfb87ce77cc044f254edb2
  9. 4 points
    chi

    Zombies After Dark

    This is used to remove zeds during daytime. So zombies comes only at night. Credit goes to @juandayz 1- In your custom compiles.sqf into !dedicated section paste: 2- Copy building_spawnLoot.sqf && zombie_generate.sqf from ...\@DayZ_Epoch\addons\dayz_code\compile\ to: mpmissions\Your_Instance\dayz_code\compile\ 3-A Open the new building_spawnZombies.sqf 3-B Open zombie_generate.sqf 4- Open zombie_Wildgenerate.sqf from dayz_server.pbo\compile\ *Note: if u wanna have zeds during day and not in night just change the condition on each file. if (sunOrMoon == 1) exitWith {}; //zeds at night by: if (sunOrMoon != 1) exitWith {};//zeds during daytime Thanks @juandayz
  10. 4 points
    salival

    Community Based translations

    Hi guys, Keeping up with multiple stringtable.xml files for mods I make/maintain is proving to be a headache so I've decided to build a community based stringtable.xml It may grow quite large with translationsfor mods but admins can always remove the packages from the stringtable.xml file they don't require. Supported mods: * ESSv3 spawn script by @ebayShopper (repo here) * ZSC by @salival (repo here) * Remote Vehicle by @salival (repo here) * Virtual Garage by @salival (repo here) * Vehicle Key Changer by @salival (repo here) If you are the owner/maintainer of a mod that has stringtable.xml entries, feel free to do a pull request with your localizations. Currently require Russian translations on a lot of them. https://github.com/oiad/communityLocalizations Cheers
  11. 4 points
    The update I just posted had a mistake. If you already updated in the last few hours make sure to apply this change: https://github.com/ebayShopper/ESSV3/commit/23fab35fcefd66a0037d959ff222c886604740c1
  12. 4 points
    Server Installation Difficulty Level: Medium Time to invest: Depends upon knowledge of Arma 3 but should be a few hours with 20/20/20 breaks ** 20/20/20: Every 20 minutes, get up and focus on something 20 ft away for at least 20 seconds 1. Download Arma 3 Server files by going into Steam -> LIBRARY -> TOOLS This will download to your Steam Library folder. (most likely in program files -> steam -> steamapps -> common) OPTIONALLY you can install SteamCMD and download arma 3 server from there 2. Setup a new folder on your drive If only hosting a single server, simply "EpochServer" is fine If needing to install multiple server, you can alternately name this "EpochServers" and make a subfolder "EpochMapName" for the server * FOR THE REST OF THIS SETUP WE WILL REFER TO THE SERVER FOLDER AS "EpochServer" 3. Move your Arma 3 Server files over to your new folder to start building your Epoch Server Copy and Pasting these files will work just fine 4. Copy the Client Files to your Server Copy your @Epoch folder to the "EpochServer" By default it should be located in "C:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@Epoch" Optionally you can download these files also from http://epochmod.com -> Downloads -> Client 5. Copy the Server Files to your Server Open your copy of the EPOCHMOD github Go into the Server_Install_Pack located here: https://github.com/EpochModTeam/Epoch/tree/release/Server_Install_Pack Copy the contents of the Server_Install_Pack into your "EpochServer" main root 6. Setup your preferences of your epoch server A. Location: "EpochServer"\sc\server.cfg https://github.com/EpochModTeam/Epoch/blob/release/Server_Install_Pack/sc/server-example.cfg Rename server-example.cfg to server.cfg and configure it setup your server name, passwords, mission file name (optional: difficulty and other config entries) B. Location: "EpochServer"\@epochHive\epochAH.hpp https://github.com/EpochModTeam/Epoch/blob/release/Server_Install_Pack/%40epochhive/epochah.hpp#L2 turn on/off the antihack-admin panel C. Location: "EpochServer"\@epochHive\epochConfig.hpp https://github.com/EpochModTeam/Epoch/blob/release/Server_Install_Pack/@epochhive/epochconfig.hpp Server settings for restarts, time and other important settings D. Location: "EpochServer"\@epochHive\epochServer.ini https://github.com/EpochModTeam/Epoch/blob/release/Server_Install_Pack/%40epochhive/EpochServer.ini Very Important: Battleye RCON and Database port/password settings (See next post for more) 7. Setup your database config Location: "EpochServer"\DB\redis.conf https://github.com/EpochModTeam/Epoch/blob/release/Server_Install_Pack/DB/redis.conf port and password change here 8. Setup your preferences of your epoch server Location: "EpochServer"\sc\battleye\beserver.cfg or beserver_x64.cfg https://github.com/EpochModTeam/Epoch/blob/experimental/Server_Install_Pack/sc/battleye/example-beserver_x64.cfg Which depends on what x86/x64 server executable you are running. Should be self explanatory which is needed when? right? If not, x86 means 32bit and x64 means 64bit 9. These below are part of epoch_server_settings.pbo. The links provided are to the source files on github for example purposes. Location: "EpochServer"\@epochHive\epoch_server_settings.pbo\ A. config.cpp https://github.com/EpochModTeam/Epoch/blob/experimental/Sources/epoch_server_settings/config.cpp more server settings B. configs\maps\yourmapname.h https://github.com/EpochModTeam/Epoch/blob/experimental/Sources/epoch_server_settings/configs/maps/tanoa.h Only if using a map other than Altis do you need to use a yourmapname.h file (ie. tanoa.h) Default Map Configs C. configs\CfgLootTable.h https://github.com/EpochModTeam/Epoch/blob/experimental/Sources/epoch_server_settings/configs/CfgLootTable.h Defined Base Loot Tables (if you use Apex, use CfgLootTable_APEX.h) D. configs\CfgMainTable.h https://github.com/EpochModTeam/Epoch/blob/experimental/Sources/epoch_server_settings/configs/CfgMainTable.h Defined Loot per Crate (What kind of Loot will spawn in defined crate-Types) 10. These below are part of mission file pbo. The links provided are to the source files on github for example purposes. Location: "EpochServer"\mpmissions\epoch.yourMapName A. epoch_configs\Configs\CfgEpochClient.hpp https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_config/Configs/CfgEpochClient.hpp Most important configs needed Server and Client side B. epoch_configs\Configs\Cfg*.hpp <- refers to all the Cfg hpp files https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_config/Configs/ Look through these files. Most of them have helpful hints, how to configure
  13. 4 points
    They wouldn't be able to build another plot and they wouldn't be able to build above the height limit that you set. Everything that was already built would remain at that height, but if they had for example a floor above your height limit, they would no longer be able to build on that floor, but that floor will still remain there as long as it is maintained.
  14. 3 points
    I wasn't going to run any more servers but after seeing the changelog for Epoch 1.0.6.2 I wanted to try it out so I put up a Lingor server. Features include: A mix of slow zedz and fast zedz with increased numbers and strength Wicked AI missions Roadblock missions Destroyable bases Virtual garage Deployable bikes Single currency with global banking Safe zones Customized trader cities Located in New York City Mods needed: Epoch 1.0.6.2 and Lingor 1.5 (NOT DayZ Lingor 1.3!). I recommend you use Dayz Launcher to join it.
  15. 3 points
    icomrade

    =OSF= Old School Epoch Semi-Mil

    Hi guys, I finally got around to setting up an Epoch server fit for public play. The server is based on Trainwreck DayZ Chernarus #1 (which hopefully some of you remember), but has since been almost completely remade by me for 1.0.6.2. The philosophy and game play is more or less the same, no BS, abusive admins (a major issue with ArmA server IMO), or arbitrary on-the-spot rules, with a modest end-game. There's no tanks, jets, stingers/strellas, or other overpowered weapons/vehicles. Server IP:Port 167.114.80.188:2402 Hardware: Located in Quebec for low ping in North America 250/250 Mbps guaranteed bandwidth, 1 Gbps burst Intel i7-7700K 4.7GHz /5GHz Turbo 2 x 450GB NVMe PCIe SSD in soft-raid 64GB DDR3 Hosted on Windows Server 2016 Features: Custom (properly made) BE Filters, and security functions which detect certain BE bypasses/common exploits. No infistar (yeah, I prefer FPS over pseudosecurity) ESS V3 spawn selection Custom traders and cities Customized loot - not over the top, but pretty generous Customized map Limited militirization; BRDM/UH1Y/RPG/AA12 HE endgame R3F Tow/Lift Virtual Garage Deploy bike Set view distance No grass Vehicle service points (with custom whole-vehicle rearming) Take clothes Locate vehicle with keys and GPS WAI missions Indestructible cinder base parts Old school DayZ Epoch feeling/experience that no other server provides Optimized addons, and network settings Rules for all of our A2/A3 servers can be found at http://www.osf.rip/rules
  16. 3 points
    salival

    Zombies After Dark

    Not sure if you realise this, but as a moderator I can see that you are Juandayz based off ip address and your registered email, not sure why you have 2 accounts and why you feel the need to prop up your juandayz account.
  17. 3 points
    BigEgg

    Zombies After Dark

    Gernika, multiple people have known you are Juan since like day one of your account being made. Please stop shagging yourself on the forums.
  18. 3 points
    Replace this line: default{_msg = format["%2: %1",_typeOf,_txt];deleteVehicle _obj;[_objID,_objUID,_msg] call server_deleteObj;}; With this line: default{_msg = format["%2: %1",_typeOf,_txt];deleteVehicle _obj;[_objID,_objUID,_msg] call server_deleteObjDirect;}; For what it's worth, this is a good script with a lot of features but it is very performance intensive since it scans every vehicle to see if it's in the safezone on server startup
  19. 3 points
    JasonTM

    Overpoch Loot Tables for 1.0.6.2

    These loot tables have been updated to be compatible with 1.0.6.2.
  20. 3 points
    That's why we have a public server as well. No whitelist needed for that server. 158.69.23.154:2302 for the public server.
  21. 3 points
    I updated the Github to Ver 1.78 Build 106 which has some additional bug fixes and refinements related to how MPKilled and MPHit events are handled for vehicles and AI.
  22. 3 points
    ebayShopper

    error in fill canisters

    Rather than just removing the one part that is giving you the error you should update your entire fn_selfActions.sqf. This means you were still using the old fn_selfActions from 1.0.6.1. There have been multiple changes to the file. When a new patch is released you should always start with fresh copies of the new files from dayz_code before moving them to your mission and modifying them.
  23. 3 points
    I updated the github to add the missing line. Thanks for reporting the problem.
  24. 3 points
    @Cubitron Publishing, deleting and destroying database objects requires clients to provide their authKey now in 1.0.6.2. I submitted a pull request with the needed changes: https://github.com/mudzereli/DayZEpochDeployableBike/pull/5/files#diff-dd07e4e2d51bba5d4436efb9b9e48c0c @mudzereli
  25. 3 points
    salival

    [Release] Virtual Garage for 1.0.6.1+

    Hi guys, Virtual Garage has been updated for the latest version of Epoch 1.0.6.2: https://github.com/oiad/virtualGarage/commit/d3ae01632706de8e92c4fa978b292e595668ee92
  26. 3 points
    Hi guys, ZSC was updated for the newest release of Epoch 1.0.6.2: https://github.com/oiad/ZSC/commit/8cb90d0af68d6ee39cc0e536962f7e0d8818eff1
  27. 3 points
    salival

    Spawn coins on Zombies

    Doing it the way @thedukeis doing is the best imo, since it's only putting the coins on the zombie if it dies
  28. 3 points
    Had a fellow community member approach me about a serious question regarding removal of a vehicle mod and how to proceed. Situation: Mas vehicles was installed but host realized that CUP vehicles and weapons were already configured within Epoch for easy setup and start. So what we want to do here is get rid of those vehicles. Most mods use a common string for their mod in the class names. In this case it is "mas_" so we will check the classname for a partial match. If it finds the match, lets kill the vehicle and remove the database entry. At the end of EPOCH_server_loadVehicles we can add this code. after this line of code: https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_server/compile/epoch_vehicle/EPOCH_load_vehicles.sqf#L228 if(_class find "mas_" > -1)then { [_vehicle,""] call EPOCH_server_save_killedVehicle; }; Start up the server with this code installed. Let the server fully start up. Remove the code and restart the server again ENJOY! ps. Someone asked why not do a _vehicle setDamage 1; Well do we really want to blow up a bunch of vehicles and possibly damage bases and other vehicles? NO
  29. 3 points
    salival

    People wiping the database

    STOP FUCKING BEING CUNTS TO EACH OTHER. ITS FUCKING CHRISTMAS.
  30. 3 points
    ebayShopper

    People wiping the database

    MaxDeleteVehiclePerInterval only applies to clients performing deleteVehicle directly. It will not stop abuse of publicVariableServer requests to fire server_deleteObj, because in that case the server performs the deleteVehicle. However, all PVDZ_obj_Delete/Destroy requests sent from clients are logged in publicvariable.log, so you can easily see if someone is sending an unusually high number of requests: https://github.com/EpochModTeam/DayZ-Epoch/blob/master/Server Files/Battleye/publicvariable.txt#L3 We have also added prevention for abuse of server-side public variable event handlers in 1.0.6.2 and 1.9: https://github.com/EpochModTeam/DayZ-Epoch/blob/master/CHANGE LOG 1.0.6.2.txt#L14
  31. 3 points
    SERVER RESTART, FIREWALL RULES and MONITORING Restart batch files are an important way to get everything up and running properly. I have built over the years a nice startup that will handle most hosts needs. Once the server is started, we can rely on Epoch's built in shutdown timer. Thus using a monitor will allow for a smooth restart every time and within a few minutes of shutting down. Firewall rules can be very easy or it can feel very difficult and frustrating. Its always safe to just open up the Firewall Rules in Windows and just add your new rules. After a few years I choose to use a firewall toggle within my restart batch files. Example files(Edit to your needs): https://github.com/EpochModTeam/Epoch/blob/experimental/Server_Install_Pack/restartserver_x64-example.bat https://github.com/EpochModTeam/Epoch/blob/experimental/Server_Install_Pack/servermonitor-example.bat LOOT AND VEHICLES CONFIG By default Epoch will perform as intended with the base Epoch and A3 assets. If you would like to use a mod Epoch has setup already for compatiblity These configs are here: https://github.com/EpochModTeam/Epoch/blob/release/Server_Install_Pack/%40epochhive/epochconfig.hpp#L96-L97 For example if you would like to add CUP weapons and vehicles to your server use this: forcedVehicleSpawnTable = "allowedVehiclesList_CUP"; forcedLootSpawnTable = "CfgLootTable_CUP"; If you are using another mod/addon with assets for these categories you can customize the lists in these files here: Vehicles default array: https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_server_settings/config.cpp#L100 Loot default array: https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_server_settings/configs/CfgLootTable.h Other Loot default array: <- includes everything else Epoch allows you to loot, ie animals, ambient objects, missions, etc https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_server_settings/configs/CfgMainTable.h
  32. 3 points
    PORTS A lot of people have confusion on ports, there should not be any at all. ARMA 3 for this example GAME PORT is 2302 Query Port which is for server lists, gametracker, battlemetrics, etc BE Port which was recently added is dedicated to battleye traffic and will help ease the load on our other ports. RCON Port this is setup by you and can be several different choices. Game Port: 2302 (Your Choice) Query Port: 2303 (A3 Default is Game Port+1) BE Port: 2306 (A3 Default is Game Port +4) RCON Port: 2307 (suggested Game Port +5) EDITS battleye config: https://github.com/EpochModTeam/Epoch/blob/experimental/Server_Install_Pack/sc/battleye/example-beserver_x64.cfg#L1-L2 and epochserver.ini: https://github.com/EpochModTeam/Epoch/blob/experimental/Server_Install_Pack/%40epochhive/EpochServer.ini#L1-L8 REDIS DATABASE Redis database needs to be running for the server to start up properly. I recommend a relaxed importance on restarting this redis instance. I restart redis about once every week or two. EDITS EpochServer.ini: https://github.com/EpochModTeam/Epoch/blob/experimental/Server_Install_Pack/%40epochhive/EpochServer.ini#L10-L14 and redis.conf: https://github.com/EpochModTeam/Epoch/blob/experimental/Server_Install_Pack/DB/redis.conf
  33. 3 points
    I don't know if this could be causing the problem, but do you have this in as well? I apparently forgot to add this to the original post sometime back, but it prevents you from raising it above the height while building.
  34. 3 points
    This is the correct format (example pulled from my server): BlacklistedBuildings = [ ["Fire Station", "Land_a_stationhouse", 250], ["General Store", "Land_A_GeneralStore_01", 250], ["Hospital", "Land_A_Hospital", 250], ["Fuel Pump", "Land_A_FuelStation_Feed", 250], ["Fuel Station", "Land_fuelStation_army", 250], ["Fuel Station", "Land_fuelstation", 250], ["Fuel Pump", "Land_Ind_FuelStation_Feed_EP1", 250], ["Fuel Pump", "Land_ibr_FuelStation_Feed", 250], ["Fuel Pump", "Land_fuelStation_w", 250] ];
  35. 3 points
    If you'd like, I could get in contact with you sometime tomorrow and take a look, as something simple like this should not be causing these problems.
  36. 3 points
    This would be an install issue if you are being able to go 60m up, as countless people have installed this. Please be sure you have done everything correctly.
  37. 3 points
    I would double check, as those options are strictly controlled by fn_selfActions and should not be effected by these additions.
  38. 3 points
    And you are positive that you haven't changed anything in fn_selfActions? No matter what you should be getting the options, so this is clearly an issue with it.
  39. 3 points
    I mean, that would be weird. @Anhor, could you also post your dze_buildChecks.sqf? @juandayz, here is the code that sets dayz_actioninprogress to false. if (_cancel) exitWith { dayz_actionInProgress = false; _reason call dayz_rollingMessages; [false, _isPole]; }; All of the restrictions that I added in this script go through this block of code if they are met.
  40. 3 points
    If there are no errors then I honestly wouldn't know where to begin. I am not having this issue, nor is anyone else. Would you mind posting your client and server rpt logs (be sure to use spoilers)?
  41. 2 points
    oldmatechoc

    Parachute "Hack" fix

    this should annoy them @Bricktop @DieTanx pauseMenuCheck.sqf description.ext keyboard.sqf Find _build_camOnOff = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_buildCamera.sqf"; above that paste Find [actionKeys "GetOver", _build_str8OnOff ] call _addArray; // V add below above the last instance of _handled
  42. 2 points
    Cherdenko

    Anyone in need of a coder?

    Ive been here now for nearly two years (scripting since 3) and even i havent learned out. Over the while ive helped a lot of people without payment and also with them offering some and i denied it all the time, coz i like helping ppl with that stuff. i think salival summonded the point up quite good. You must either be darn good at setting up servers or there have to be extra actions included like bj.
  43. 2 points
    Decided to test it on the latest Epoch, works fine. I feel like a dick. lol
  44. 2 points
    salival

    Error in lobby

    Hello, We won't be giving you any support for this. Arma2 OA is CHEAP. please don't pirate it.
  45. 2 points
    Bricktop

    [Release] Garage Door Opener

    LOL So .. I merged and just couldn't figure out why it wasn't working. Everything was in place ... this is strange ... ================== and then it struck me! I really shouldn't do this stuff at 3am my EXACT garageDoorOpener.sqf
  46. 2 points
    Sneer

    Sarge AI

    I get the same error ^ and no units are spawning.
  47. 2 points
    Replacing line 16 in sem/scripts/fn_spawnVehicle.sqf with: _veh = createVehicle[_veh, _spawnPos, [], 0, "NONE"]; should get rid of the enum error. Note that the same should be done for the createUnit line in fn_spawnAI.sqf
  48. 2 points
    dodget90

    removing wrecks

    i have it fixed now thanks to juandayz for helping me now if u only wanna remove the scroll menu action to remove the action over the wreck.. the open your custom fn_selfactions.sqf find that line: if (!_restrict && (_isDestructable || _typeOfCursorTarget in DZE_isWreck || _typeOfCursorTarget in DZE_isWreckBuilding || _typeOfCursorTarget in DZE_isRemovable)) then { and remove the condition: || _typeOfCursorTarget in DZE_isWreck so its looks: if (!_restrict && (_isDestructable || _typeOfCursorTarget in DZE_isWreckBuilding || _typeOfCursorTarget in DZE_isRemovable)) then {
  49. 2 points
    Dr.Killmore

    1.6 Safezone

    Thanks ebayShopper that indeed was the problem thanks for pointing that out now I have discovered my server provider has updated the servers but clearly haven't updated the community package. On a default 1.0.6.2 mission file there was no issue I would never of known without you're help thanks for everything.
  50. 2 points
    JasonTM

    Spawn coins on Zombies

    _chance = random 1; if (_chance <= .05) then { //5% chance that player gets 500 coins _addcoins = 500; } else { // 95% chance that player gets random amount from 0 to 150 _addcoins = round(random 150); };
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