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Showing content with the highest reputation on 05/12/14 in all areas

  1. 2 points
    Plot For Life v2.5 with Snap Pro v1.4.1 & Precise Base Building 1.0.4 (Built for Epoch 1.0.5.1) Current Version Note: If you are also going to use other building mods (Vector build etc) then please check the other mods have been updated to work with v2.5 before installing. If they have not then please use A Plot for Life v2.35 which can be downloaded from the links further down this post. Dropbox: A Plot for Life v2.5 GitHub: A Plot for Life v2.5 V2.4 -> 2.5 upgrade. 1. Download and replace the following files in MPMissions\[Mapname]\Custom\Compile. fn_check_owner.sqf fn_find_plots.sqf 2. Download and merge (see the diffmerge tutorial links further down) the server files found in $SERVERHOME\custom (changes are fairly minimal). That is it. New features. Merged in Precise Base Building from his kind permission. Please show your appreciation to him as well. Core Features. The whole system is is switchable between characterID and PlayerUID by setting a variable. All items built after the mod is installed with have the PlayerUID and the characterID stored for ownership checking (locked buildables will only have the PlayerUID stored as the characterID field is used for the lock code). Includes the 1.0.5.2. code to allow either SteamID or BIS PUID (written by icomrade). You can turn on the plot boundary from the plot pole and remove it. Currently I am using the road cones with lights on top which are also visible at night. They can be changed. Take Ownership is available from the plot pole to the plot poles owner and allows them to take ownership of all buildables in range excluding locked storage (safes / lockboxes), tents, locked doors. This can be changed as it is all controlled via variables. The core idea is that this will align peoples bases to the new system for steamID storage on legacy bases. It also means that raiders can raid a base, replace the plot pole, take ownership and not get full access to locked areas but not have 6 cycles to remove stuff etc after taking over. Depending on the size of the base, number of objects etc this could put a bit of load on the server / DB. It is also turn off or on-able via a variable so you can set it only to allow players to realign their bases and then disable the option. New function to check ownership or friendly status of a given object. Merged with Snap Pro and Modular build framework with permission from Raymix Please show you appreciation to Raymix as well). Uses the modular build system. New functions to reduce instances of common code in the building system. Both are small and precompiled. fn_check_owner.sqf to check ownership and friendly status fn_find_plots to get all nearby plot poles and return a count and the nearest alive one (if one exists). Optimised code changing nearestobjects to nearEntities. Added delay in the Take Ownership function so the Hiveext / DB does not get spammed when taking ownership of large bases. Player_build.sqf is no longer used at all and had been removed from the distribution. Optimised code what has saved between 20k & 30k in the mission package size. Install Instructions are in the zip file (A Plot for Life v2.5). Guides on how to use Diffmerge and how to integrate scripts together. Please backup your databases and thoroughly test before putting live. Report any bugs / suggestions in the thread. Previous version 2.35 Dropbox: A Plot for Life v2.35 & Snap Pro (by Raymix) v1.4.1 GitHub (v2.35 stable): A Plot for Life v2.35 & Snap Pro (by Raymix) v1.4.1 Outstanding issues None reported. Next Version: 3.0 Include a action menu (scroll wheel menu) for plot options and builder / owner management () Beta Testing As it seems theres no with an interest to do any beta testing I need to sweeten the deal. Anyone who helps with beta testing will get access to boobytrapping doors 4 weeks before it is released publicly. The 4 weeks will start from the v2.4 release date and will include any bug fixing period. Boobytrapping Doors - If you have a hand grenade then you can upgrade a locked door to boobytrap it. If the incorrect door code is entered then the hand grenade will be dropped at the position the player was when they boobytrapped the door (make sure you are on the correct side of the door when setting the trap ;) ). Releases Naming convention Previous releases (Majors) Use and Distribution License details. This mod is licensed under the DayZ Mod License Share Alike (DML) license. Usage For people wishing to use the mod for their own servers, please use away. If advertising the mod as a feature of your servers then a shoutout and a linkback to here would be appreciated but is not a requirement. Distribution For people wishing to modify and distribute my code for this mod, the requirements are different. 1. You contact me and ask (common courtesy really). 2. You make it clear who the original creator is and provide a link to this thread. Included mods. A Plot for Life v2.35 (Rimblock). <- is fine. Included mods. A Plot for Life "credits to each addon / script creator" <- is not. 3. The person distributing the mod explicitly states that they are responsible for any issues with their modified version of the mod and not the original creator (i.e. me). 4. Any other requirements under the DayZ Mod License Share Alike (DML) license.
  2. 2 points
    iskindof uses boolean, it checks if an object is part of a class for instance _cursortarget iskindof "air" : returns true if _cursortarget is an airvehicle ... all of them _cursortarget iskindof "mv22" : returns true if _cursortarget is a MV22 or MV22_DZ because MV22 is the Superclass for MV22_DZ _cursortarget iskindof "mv22_dz" : returns ONLY if _cursortaget is the MV22_DZ http://browser.six-projects.net/cfg_vehicles https://community.bistudio.com/wiki/ArmA_2:_CfgVehicles might help with determining the classes of certain vehicles ^^ by the way : http://pastebin.com/L2n1mi38 all vehicles, except Tanks are in this file and they are able to tow vehicles which are reasonable/realistic instead of a one size fits all approach. 123kb have fun
  3. 2 points
    Please, Give me a reason to play ARMA 3. (I BEG YOU.)
  4. 1 point
    Just finished it and thought someone could like it... You have many, many (many, ...) Vehicles? You have many, many (many, ...) different Keys? Already need to attach a list with Key = Vehicle to your Monitor to keep track of em? Need 30 minutes to start driving because you dont have such a list? Frustrated? ALL OVER! This little script allows you and the Players on your Server to copy Vehicles, that you got the Key for, to another Key that's in your Inventory! Example: Car 1: Red Skoda - Red Key (1234) Car 2: Green Skoda - Green Key (4321) You need a Keymakers Kit! Put both keys in your Inventory, look at the Car 1 and select "Change Vehicle Key" from the action menu. You get a list with all Keys in your Inventory, to select from a menu. In this case the list would just be one: Green Key (4321) Not in the list is the Key for Car 1, so no Red Key (1234) Select the new Key you want to put the car on and: voila! You can throw away the unneeded Red Key (1234) The Old vehicle Key gets added to your Backpack Car 1 & Car 2 are both now on the Green Key (4321) You can allow players to "Claim" Vehicles that are dynamic spawned on the Map and does not yet need a Key. This is a option you can turn On/Off! You can set a price for claiming vehicles also. THIS DOES NOT HOWEVER INCLUDE MISSIONVEHICLES THAT ARE NOT SPAWNED CORRECTLY! IF YOU WANT TO BE ABLE TO CLAIM MISSIONVEHICLES, TELL THE MISSION DEVELOPER TO SETUP HIS SPAWNCODE FOR VEHICLES TO A CORRECT WAY! Changelog 1.4 I changed some functions and implemented some small fixes mentioned by other users in this Thread. Specially for just bought vehicles and the "get not saved after driving" thing. This should also fix the duping for some of you, i never had it yet and cant reproduce. just made the call a bit different now. If it doesnt work as it should, gimme a shout. And for people that think this Mod is a total mess. Dont use it? It works on my Server for a loooooooooooooong time now without any errors! Demo Video http://www.youtube.com/watch?v=bEUmLrje_5o Like? DOWNLOAD: https://www.dropbox.com/s/mq0dvpzawtwmam8/VehicleKeyChanger_v1.4.zip Install Instructions: 1. Download and unzip VehicleKeyChanger_v1.4.zip 2. unpbo MPMissions\YOURMISSIONNAME.pbo 3. copy the custom folder from the unziped VehicleKeyChanger_v1.4.zip to MPMissions\YOURMISSIONNAME\ 4. open MPMissions\YOURMISSIONNAME\init.sqf Find this block: if (!isDedicated) then { 0 fadeSound 0; waitUntil {!isNil "dayz_loadScreenMsg"}; dayz_loadScreenMsg = (localize "STR_AUTHENTICATING"); _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; }; And insert this line above the closing bracket }; _nil = [] execVM "custom\VehicleKeyChanger\VehicleKeyChanger_init.sqf"; 5. Configuration: Edit custom\VehicleKeyChanger\VehicleKeyChanger_init.sqf Edit this block to your likings! ///////////////////////////////////////////////// ///////////////////////////////////////////////// // Edit these settings to fit your needs/likes // ///////////////////////////////////////////////// ///////////////////////////////////////////////// /// Claim Vehicles that does not yet need Key /// ///////// 0 = Not allowed | 1 = Allowed ///////// vkc_claiming = 0; ///////////////////////////////////////////////// //////// Claim Vehicles costs this Item ///////// /// Any Item can be used here, some examples: /// //// ItemTinBar, ItemSilverBar, ItemGoldBar, //// ////// ItemSilverBar10oz, ItemGoldBar10oz, ////// ///// ItemBriefcase20oz, ItemBriefcase100oz ///// //////// set to "0" to disable the costs //////// vkc_claimingPrice = "ItemGoldBar10oz"; ///////////////////////////////////////////////// ////////// Change Key costs this Item /////////// ////////////// see above examples /////////////// //////// set to "0" to disable the costs //////// vkc_Price = "ItemSilverBar"; ///////////////////////////////////////////////// /////// Need KeyKit to use this function //////// ////////// 0 = Not needed | 1 = Needed ////////// vkc_needKeykit = 1; ///////////////////////////////////////////////// ///////////////////////////////////////////////// /////////////// DONT EDIT BELOW ! /////////////// ///////////////////////////////////////////////// 5. repbo MPMissions\YOURMISSIONNAME\ - upload it to your server - 6. unpbo @DayZ_Epoch_Server\addons\dayz_server.pbo 7 copy server_updateObject.sqf from your unziped VehicleKeyChanger_v1.4.zip to @DayZ_Epoch_Server\addons\dayz_server\compile\ and overwrite the existing one. (This just adds a function for this mod nothing else changed) If you already have a custom server_updateObjects.sqf you need to compare my file with yours and make the changes yourself! 8. repbo @DayZ_Epoch_Server\addons\dayz_server\ - upload it to your server - 9 copy this file to your Servers BattlEye filters folder: publicvariableval.txt FYI: INFISTAR AdminCheat, ummm sorry meant AntiCheat, users! Cause he uses his own BE filter files should not copy paste this file over your existing one, else you will get kicked for all the cool nice admin functions that comes with your Infistar! You need to do the change yourself if you get kicked for anything regarding this script. I dont had and will not have a look at Infistar's BE files to sort things out! 10. Restart your server 11. Enjoy it and cleanup your vaults! 12. DONT LOOSE YOUR MASTERKEY! :rolleyes: -- Additional Information --- For InfiStar AdminCheat (ummm sorry meant AntiCheat...) users: Have fun with it! - If you like it - Like it - So I can count Downloads - I like that ##################################### # Support my work # # & # # Donate # #####################################
  5. 1 point
    Walk Amongst The Dead The famous "Walking Dead" trick, that you can smear zombie parts on you to hide from zombies is coming to dayz ! This mod is for 1.5 epoch. The 1.6+ version is continued by juandayz over here : This script does exactly that!. I tried to do this as realistic as possible...so excuse the lengthy tutorial. Its to add realism to the mod. Features: To apply the camo you need to harvest zombie parts, and Right click on them. (default value: 2) Zombies ignore you when camo is active (camo can be active until player washes it off, or after x minutes...set in the config.sqf) Humanity or blood decreases while under the effect (default value: 1 point per 10 seconds, easy to disable this..see the end of this thread) When in combat, camo is temporarily disabled (ex...you shoot, or your friend does cause he thinks its funny :P) Player is making random zombie noises when camo is on, to fit in with his new friends :P (male or female sounds, depending on the player's skin) Rain can wash away your camo....depending on rain's intensity. Hide inside a building if you want to keep it. (Low, Medium, Hard rain / 26, 18, 12 seconds till you lose it.) To remove the camo you need to wash it off with any type of water source (Right click water bottle, or swim, use mouse scroll on wells, ponds) Changing clothes removes the camo Basically you gut some zombies and use their parts to 'smear' yourself with zombie parts. While you have the camo on you, zombies wont notice you, unless you fire your weapon or clean yourself. If you fire your weapon, then you can easily get the 'zombie camo' back if you hide somewhere until the combat timer is off. You still 'wear' the z parts so the zombies still think you are one of them if they see you again. Installation in 10 steps: Download the file containing the script -=Click Here=- Extract the content in your Mission folder (i have them inside /custom folder. For the purpose of this tutorial i'll refer to that folder. If you want to add them to your OWN special folder...Search all the files for the word custom and change it to your liking.) Open your init.sqf and at the bottom add this line: call compile preprocessFileLineNumbers "custom\walkamongstthedead\config.sqf"; Open your description.ext and search for class RscPictureGUI If you have RscPictureGUI dont do anything...If you dont....then add this at the bottom of the file. class RscPictureGUI { access=0; type=0; idc=-1; colorBackground[]={0,0,0,0}; colorText[]={0.38,0.63,0.25999999,0.75}; font="TahomaB"; sizeEx=0; lineSpacing=0; text=""; style="0x30 + 0x100"; x=0; y=0; w=0.2; h=0.15000001; }; In the same file search for: class RscTitles If you have RscTitles then inside it add class zCamoStatusGUI from bellow...If you dont....then add ALL of this at the bottom of the file: class RscTitles { class zCamoStatusGUI { idd = -1; fadeout=0; fadein=0; onLoad = "uiNamespace setVariable ['zCamo_GUI_display', _this select 0]"; duration = 10e10; name= "zCamoGui"; controlsBackground[] = {}; objects[] = {}; class controls { class zCamoIcon:RscPictureGUI { idc = 1; text="custom\walkamongstthedead\zombie.paa"; x="0.958313 * safezoneW + safezoneX"; y="0.43 * safezoneH + safezoneY"; w=0.059999999; h=0.079999998; colorText[]={1,1,1,1}; }; }; }; }; Notice the text="custom\walkamongstthedead\zombie.paa"; folder name custom...change to where you put the mod. In the same file (or if you have defines.hpp) seach for this: class CfgSounds If you have CfgSounds then inside it add class z_wzombie1 and z_wzombie2 from bellow, and into sounds[] array...If you dont....then add ALL of this at the bottom of the file: (these are the female zombie sounds....whoever made dayz_sfx.pbo forgot to add them in the config.bin..so we have to add them manually). class CfgSounds { sounds[] ={z_wzombie1,z_wzombie2}; class z_wzombie1 { name = ""; sound[] = {"custom\walkamongstthedead\dayz_sfx\femalezombie_attack_04.ogg",0.3,1,40}; titles[] = {0, ""}; }; class z_wzombie2 : z_wzombie1 { sound[] = {"custom\walkamongstthedead\dayz_sfx\femalezombie_spotted_01.ogg",0.3,1,40}; }; }; At the bottom of the file add this: (This is the right click options for WaterBottle and Zombie Parts...a must for step 8) #include "custom\walkamongstthedead\watd.hpp" Now for the right clicking options on the Zombie Guts and Water Bottles we have to overwrite ui_selectSlot.sqf in the dayz_code\init\compiles.sqf. If you have done this go to step 9. Open your compiles.sqf and search for player_selectSlot and change it to this: player_selectSlot= compile preprocessFileLineNumbers "dayz_code\compile\ui_selectSlot.sqf"; Open the dayz_code.pbo located in the dayz epoch mod folder (yes the 2.5gig folder) and extract the dayz_code\compile\ui_selectSlot.sqf you see there in your Mission folder (look above the path....dayz_code\compile\) Open ui_selectSlot.sqf and search for: _pos set [3,_height]; Right above this add: _erc_cfgActions = (missionConfigFile >> "WaTd" >> _item); _erc_numActions = (count _erc_cfgActions); if (isClass _erc_cfgActions) then { for "_j" from 0 to (_erc_numActions - 1) do { _menu = _parent displayCtrl (1600 + _j + _numActions); _menu ctrlShow true; _config = (_erc_cfgActions select _j); _text = getText (_config >> "text"); _script = getText (_config >> "script"); _height = _height + (0.025 * safezoneH); uiNamespace setVariable ['uiControl', _control]; _menu ctrlSetText _text; _menu ctrlSetEventHandler ["ButtonClick",_script]; }; }; If you have in*****r Antihack add this as well in your _dayzActions s_player_cleanguts (Update, If you dont have v5). Since the latest beta patch is so strict, add this at the top of your walkamongstthedead\config.sqf file: hasGutsOnHim = false; If people are getting kicked/banned with inifistar you can do this to fix it. Open AH.sqf and change line: player_zombieAttack = compile preprocessFileLineNumbers '\z\addons\dayz_code\compile\player_zombieAttack.sqf'; to this: player_zombieAttack = {}; V2 Changes All values have been moved to config.sqf V3 Changes - Changed config.sqf (removed wells from there...now all wells are recognized from the walkamongstthedead.sqf - Changed walkamongstthedead.sqf (added all wells and ponds detection. Look at any well or a pond and use scroll to get the option to remove camo) V4 Changes (17-5-14) - Fixed flashing icon not flashing when in combat - Fixed camo not getting reactivated properly when 1st camo finishes and new one applied - Added value in config.cfg to NOT disable Z camo when you fire your weapon...so it stays on - (if you are updating from previous versions just change your walkamongstthedead.sqf, and config.sqf files) V5 Changes - Added a value in config.sqf to initialize a bool. Open config.sqf and tweak the hell out of it if you want. If you want to lose blood instead of humanity do these 4 steps Grab this \z\addons\dayz_code\system\player_spawn_2.sqf and put it in your compiles folder Change path to player_spawn_2.sqf in compiles.sqf, to where you put it in Open player_spawn_2.sqf and change line: if (!r_player_infected and !r_player_inpain and !r_player_injured and !DZE_InRadiationZone) then { to if (!r_player_infected and !r_player_inpain and !r_player_injured and !DZE_InRadiationZone and !DZE_hasZombieCamo) then { Set DZ_ZCAMO_HUMANITY = false; in the \walkamongstthedead\config.sqf Gui will look like this when you have zombie camo on Note: If you dont hear any idle zombie sounds when you are wearing the Z camo, try this fix here: It should work for the latest Epoch version. Enjoy Credits: Enhanced Water Bottle Filling - by BDC - Aug 11 2013, for DayZ 1.7.7.1 I DO NOT ALLOW ANYONE SELLING THIS SCRIPT...PERIOD YOU DO NOT HAVE MY PERMISSION TO SELL IT THIS SCRIPT SHOULD BE USED FREELY
  6. 1 point
    Donnovan

    Dramatic Suicide Script

    I like to say thankyou to Grafzahl for the Suicide Script. I made is happens faster, and more dramatic. Aditional info: - Player scream sound is in-world and can be heard by other players and zombies. - The gun shot sound, for the player, is the normal gun *ploc* and a personal dramatic gun shot that is not heard in-world. The others just listem the abitual gun *ploc*. https://www.youtube.com/watch?v=PkoWgPlTDWg
  7. 1 point
    raymix

    [Discontinued] Emerald Interior Designer

    Project has been discontinued If you still want this mod, it will (and should) work with any beta or Epoch release, however I highly suggest using Very simple script that lets you right click ItemEmerald and spawn various interior items, using Epoch building system. I will assume you know your way around with scripts and have custom extra_rc, fn_selfActions.sqf and variables.sqf in your mission file, if not, ask below. Credits: Rocket DayZ Epoch Team for player_build.sqf Maca for extra_rc PetuniaEpoch for modified Rythron FIX for playerID tied to plotpole script, replace your http://epochmod.com/forum/index.php?/topic/10665-release-emerald-interior-designer/?p=77638 with his. UPDATE LOG v1.1.1: *Increased distance of objects to prevent people from dying, please refer to _offset in spawn.sqf *Fixed issue with object height distance while using ALT+PgUP/PgDown UPDATE LOG v1.1: *Added huge list of external objects *Added Toggle-able plotpole requirement for spawn *Added Ability to remove items *Can't spawn or remove items if not owner or tagged friendly of nearby plotpole Download files: https://dl.dropboxusercontent.com/u/14423790/interiorV1.1.1.rar Or add yourself: custom\extra_rc.hpp (Updated V1.1): custom\variables.sqf (Updated V1.1): Find dayz_allowedObjects = ["TentStorage"........ Change to: description.ext: #include "interior\defines.hpp" #include "interior\dialogs.hpp" interior\defines.hpp: interior\dialogs.hpp (Do not use with newest Infistar AH): interior\dialogs.hpp (Only for people with newest Infistar Antihack): interior\items.sqf (Updated V1.1): interior\spawn.sqf (Updated v1.1.1): _plotReq = true; // can't build without nearby plotpole _plotReq = false; //can build without plotpole or near owned plotpole only _offset = [0,3.5,0]; //This is distance of object from player XYZ.. increase Y if you want an object to spawn further away from player interior\remove.sqf (NEW): custom\fn_selfActions.sqf (Updated V1.1.1) Add to the very bottom of the file:
  8. 1 point
    Just another tip for using this. Edit the .bat file and add -showScriptErrors to the end of the command line. This will allow script errors to show in the editor.
  9. 1 point
    MatthewK

    Best way to find world space co ords.

    If you're using a Debug monitor in-game. Add this to your values: _worldspace = getPosASL player; Like this: while {custom_monitor} do { _kills = player getVariable["zombieKills",0]; _killsH = player getVariable["humanKills",0]; _killsB = player getVariable["banditKills",0]; _humanity = player getVariable["humanity",0]; _headShots = player getVariable["headShots",0]; _worldspace = getPosASL player; hintSilent parseText format [" <t size='2'font='Bitstream'align='center'>%1</t><br/> <t size='1'font='Bitstream'align='left'>Blood:</t><t size='1' font='Bitstream'align='right'>%2</t><br/> <t size='1'font='Bitstream'align='left'>Humanity:</t><t size='1'font='Bitstream'align='right'>%3</t><br/> <t size='1'font='Bitstream'align='left'>Murders:</t><t size='1'font='Bitstream'align='right'>%4</t><br/> <t size='1'font='Bitstream'align='left'>Bandits Killed:</t><t size='1'font='Bitstream'align='right'>%5</t><br/> <t size='1'font='Bitstream'align='left'>Zombies Killed:</t><t size='1'font='Bitstream'align='right'>%6</t><br/> <t size='1'font='Bitstream'align='left'>Headshots:</t><t size='1'font='Bitstream'align='right'>%7</t><br/> <t size='1'font='Bitstream'align='left'>WorldSpace:</t><t size='1'font='Bitstream'align='right'>%8</t><br/> ", dayz_playerName, r_player_blood, round _humanity, _killsH, _killsB, _kills, _headShots, _worldspace ]; sleep 1; };
  10. 1 point
    I LOVE this mission/script! Thanks a lot, Sandbird! This speeds up the process of coding, a lot. Love you <3 [No homo hahaha]
  11. 1 point
    Haha, he contacted me and I replied. I will help him out. (Ik speek inderdaad Nederlands, Nederlanders en Belgen ftw! hahaha). Darryl
  12. 1 point
    yh was wondering if there was a fix too as like sidewalks
  13. 1 point
    Glenn

    Server helping please!!

    ToshioSM - while I am quoting you, please know that this post is directed to anyone out there posting in this help forum.... I know the feeling of being bran new to adding stuff to a server - we all were brand new and trying to get help at one point. The poster is in the correct forum, there is no need to curse at him for posting a help with scripts... if you think he is lazy, offer to help show him a good way of learning to add it instead. I am not going to engage in flame wars with posters over their feelings... just think it's getting more and more tiresome seeing one line comments from people cursing of pouring out hate over people wanting help. Even if they post offers to pay for someone doing it for them, there is nothing hindering you or any other from posting replies only geared towards helping the poster reach the desired result on their own. Teach before Cursing people out, please. :)
  14. 1 point
    Glenn

    RPT Log error (Server_functions)

    Can you copy your trouble files to http://pastebin.com/ and give us the link to review the files? In addition, can you tell us what host you are with, as some of them sometimes edit certain files to be fitting with their update scheme.
  15. 1 point
    fr1nk

    Donator Trader City Access

    Try this maybe?
  16. 1 point
    Ideally for this feature I want to find a way in which both methods can be used, either generic base class or specific class, and maintain it in only one place rather than two arrays like pre v1.1.0 was doing. Will have a think about the approach over the coming weekend.
  17. 1 point
    Ye. A beer for the guy ;) I'll send it using my tamed pidgeons, so that it gets there cold :D
  18. 1 point
    You are a legend, thank you soooooooooooooooooooooooooooooo oooo oooo much. Been at this for ages and it was just a silly prefix in the PBO Manager.
  19. 1 point
    I copied his list and it works like a charm. Sure glad it wasn't me typing that up though, give that man a beer :D
  20. 1 point
    OH WOW. The prefix wasn't adding every time I repack it with PBO Manager, I see! Thank you!
  21. 1 point
    exactly the reason I did all that there, have fun using my arrays ;)
  22. 1 point
    Dependant on which update setting you have for 3D (realtime (by default) or interval), you need to change a line in "RC\src\update3DNamesRT.sqf" (for realtime, line 30) or "RC\src\update3DNames.sqf" (for interval, line 38): _size = (1-(floor(_distance/5)*0.1)) max RC_3DNameSizeMin; Change it to a static value between 0.3 and 1. You can't really read text below 0.3. Example: _size = 0.3; But you will soon change it back, since you don't have a clue how far your friend is away, if you set it to a fixed size. You can play with this value a bit to find a function you like, if you know your way around math. Again, dependant on which update setting you have for 3D (realtime (by default) or interval), you need to change a line in "RC\src\update3DNamesRT.sqf" (for realtime, line 29) or "RC\src\update3DNames.sqf" (for interval, line 37): if (RC_3DRadius > _distance) then { change it to if (RC_3DRadius > _distance && _distance > 30) then { The 30 are your 30m limitation mentioned. In "checkCondition.sqf" after line 18 if (_hasRadio) then { change it to if (_hasRadio) then { player call RC_fnc_addRCUnit; In DayZ it is important to know where you are and also find your way around a map or gps. This is a skill which needs to be learned and makes you a better player. Maybe when carrying a GPS I would show also a player icon for yourself on the map, since you have it on your GPS then.
  23. 1 point
    Wouldn't happened to know how I can fix it without removing indestructible bases? To make it so the walls and other items stop shifting?
  24. 1 point
    This is not right _Message = format[Welcome to Braindeath-Gaming, %1 ",format["%1", name player]];//Welcome message after the menu pops up _Ending = format["Good Luck, %1 ",format["%1", name player]];//end message after god mode is off Need to be _Message = format["Welcome to Braindeath-Gaming %1 ",format["%1", name player]];//Welcome message after the menu pops up _Ending = format["Good Luck %1 ",format["%1", name player]];//end message after god mode is off
  25. 1 point
    ok I get it now. You can override offset with functions used in spawn.sqf fnc_Pos_fired1 = { disableSerialization; _indexPic = lbCurSel 2667; _returnTextPic = lbText [2667, _indexPic]; hint format["BAR : [%1] \n [%2]",_indexPic,_returnTextPic]; classnameChange = _returnTextPic; customOffset = [0,3.5,0]; // add this }; _offset = customOffset; This way you can have different offsets for different menus. For example pictures could use 1 meter offset, while exterior objects could have 3 meters
  26. 1 point
    Hi Matt A true trooper ! ... Sorry for keeping ya awake :D cheers ukko
  27. 1 point
    Just got a new Epoch up and running and am looking for help installing and teaching one of my admins. Any one interested I am willing to donate via pay pal.
  28. 1 point
    insertcoins

    How do you change zombie skins?

    Got it to this point, using a modified version of DZAI. Still facing problems, as the zeds will not stop respawning on the trigger set up by DZAI resulting in 40fps drop in 20-30 minutes and actual zombie hordes with 60 zeds shambling to the nearest player (even 1km away players) which is a really.. REALLY cool sight but not viable preformence wise.
  29. 1 point
    got an idea. How about a mission where zeds spawn the moment somebody is within 30 meters of the loot. Like, 60 zeds or so (regular ones, as to not bump serverload too much). I'll see if I can write something up added to dzms or somethign
  30. 1 point
    Markokil321

    Adding guns to Loot Tables

    assaultrifles[] = { { "AKS_74_kobra", "AKS_74_U", "AKS_GOLD", "AK_47_M", "AK_74", "FN_FAL", "G36A_camo", "G36C", "G36C_camo", "G36K_camo", "G36_C_SD_camo", "M16A2", "M16A2GL", "M16A4_ACG", "M4A1", "M4A1_Aim", "M4A1_AIM_SD_camo", "M4A1_HWS_GL_camo", "M4A3_CCO_EP1", "Sa58P_EP1", "Sa58V_CCO_EP1", "Sa58V_EP1", "Sa58V_RCO_EP1", "m8_compact", "m8_sharpshooter", "m8_carbine", "BAF_L85A2_RIS_SUSAT", "BAF_L85A2_RIS_Holo", "BAF_L85A2_RIS_ACOG", "BAF_L85A2_UGL_ACOG", "BAF_L85A2_UGL_Holo", "BAF_L85A2_UGL_SUSAT", "M4A1_HWS_GL_SD_Camo", "SCAR_L_CQC_CCO_SD", "SCAR_L_CQC", "SCAR_L_CQC_Holo", "SCAR_L_CQC_EGLM_Holo", "SCAR_L_STD_EGLM_RCO", "SCAR_L_STD_HOLO", "SCAR_L_STD_Mk4CQT", "SCAR_H_CQC_CCO", "SCAR_H_CQC_CCO_SD", "SCAR_H_STD_EGLM_Spect" }, { 0.03, 0.02, 0.01, 0.02, 0.02, 0.02, 0.03, 0.03, 0.03, 0.03, 0.03, 0.03, 0.02, 0.01, 0.03, 0.03, 0.01, 0.01, 0.03, 0.02, 0.02, 0.02, 0.03, 0.02, 0.02, 0.03, 0.02, 0.02, 0.02, 0.02, 0.02, 0.02, 0.01, 0.03, 0.03, 0.03, 0.03, 0.03, 0.03, 0.03, 0.03, 0.01, 0.01 } }; This should work, spot the difference. Hint = , ;)
  31. 1 point
    FoamysWorld

    FMission

    I found a couple things wrong. _targetunitsAlive = {alive _x} count (units _targetgroup); if (_targetunitsAlive < 1) then 1) It is looking for _targetgroup to check mission completion status however your group is called _attackgroup so change the targetgroup to attackgroup. 2) Remove the reference to _targetgroup in the Clean up section at the bottom in the first if statement so it looks like this // Clean up EPOCH_MISSION3_RUNNING = false; deleteVehicle _base; deleteVehicle _loot_box; { deleteVehicle _x } forEach units _attackgroup; deleteGroup _attackgroup; diag_log("MISSION 3: WellsFargo - Script Finished"); } else { [nil,nil,rTitleText,"MISSION: Mission Failed", "PLAIN",10] call RE; // Clean up EPOCH_MISSION3_RUNNING = false; deleteVehicle _base; { deleteVehicle _x } forEach units _attackgroup; deleteGroup _attackgroup; diag_log("MISSION 3: WellsFargo - Script Finished"); }; 3) Look at all the ai (units, vehicle and heli) calls... they are set to M1, yet you are using an M3 template. Change all M1's to M3's and that should be it.
  32. 1 point
    Closed Alpha testers will be able to stream/youtube any and all gameplay.
  33. 1 point
    Wow, that was quick; I better gets to work!
  34. 1 point
    edit the safe vehicles to the bike you are deploying - apply the custom location inside your init see below.....
  35. 1 point
    Anthraxx

    approximate date Exit A3 mod Epoch ?

    [Dream mode on] Outerra with option for a million players on one server and a complete planet to explore would be nice....... [/Dream mode off]
  36. 1 point
    vbawol

    Show Off Your Base

    We have created a monster!
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