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Showing content with the highest reputation on 11/30/17 in all areas

  1. 2 points
    *** I claim no credit for this code - Credit goes to blurgaming and all the "welcome messages and intro music" script writers out there. - I just want to share what I did to make it work on 1061 since the init.sqf is different now. ======================================= 1) Create your introSong.ogg file and place it in the mission folder (same location as init.sqf) I use this - https://audio.online-convert.com/convert-to-ogg 2) Create a file named playerspawn.sqf with this code and place it in the mission folder (same location as init.sqf) Screenshot of messages - https://imgur.com/a/Xk5Aw 3) Add the code in red to the class CfgSounds section in the description.ext located in your mission folder - it should look something like this 4) Add the code in red to your init.sqf All done! *** Don't forget to edit the playerspawn.sqf unless you want to advertise my server :)
  2. 1 point

    [Release] Cinematic Camera Death

    Another cinematic camera script :) Again this is a very simple script to implement and the camera zooms out on death. //Callous Gaming Death Camera _body spawn { "colorCorrections" ppEffectEnable true;"colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 0.1], [1, 1, 1, 0.0]]; "colorCorrections" ppEffectCommit 0; "dynamicBlur" ppEffectEnable true; "dynamicBlur" ppEffectAdjust [2]; "dynamicBlur" ppEffectCommit 0; showCinemaBorder true; camUseNVG false; playSound "heartbeat_1"; CG_CAM = "camera" camCreate [(getPosATL _this select 0), (getPosATL _this select 1),(getPosATL _this select 2)+4]; CG_CAM cameraEffect ["internal","back"]; CG_CAM camSetFOV 2; CG_CAM camSetTarget (vehicle _this); CG_CAM camCommit 0; waitUntil {camCommitted CG_CAM}; sleep 3; CG_CAM camSetTarget [(getPosATL _this select 0), (getPosATL _this select 1),(getPosATL _this select 2)+800]; CG_CAM camSetRelPos [0,5,0]; CG_CAM camCommit 80; }; Copy and paste this into your player_death.sqf Make sure it is pasted below the following two lines: PVDZE_plr_Died = [dayz_characterID,0,_body,_playerID,_infected, dayz_playerName]; publicVariableServer "PVDZE_plr_Died"; After doing this load up your server and test in-game :) Feel free to criticize or like if this helped you! -Hoplox, Thanks for reading!
  3. 1 point

    Skalisty Island Treasure Hunting

    This is a Treasure hunting event on Skalisty Island. This script spawns crates somewhere on the island. The mission for players is to find them. You can configure the number and reward of crates. This script also spawns some boats, graves and ore veins. No AI Included. GitHub link: https://github.com/Schalldampfer/SIPTH
  4. 1 point

    [OUTDATED] Time Control

    Now I think I made it work... I hope this script can be the time control script for Installation: 1. in dayz_server\init\server_functions.sqf, add at the bottom: This will accelerate the time "_speed" times every "_interval" seconds. In this sample, x4.000 for daytime and x6.666 for dawn and dusk, and x10.000 for night. skipTime will accelerate the time for the server, and dayzSetDate will synchronize the time between the server and clients. 2. in dayz_server\system\scheduler\sched_init.sqf, delete or comment out: This will disable default time synchronization. Now sched_init.sqf will be: That's all! I hope it works well... This is the link to Joelma's Time Control by @Donnovan :
  5. 1 point
  6. 1 point

    Skalisty Island Treasure Hunting

    Thanks man - This should fit perfect with my current island setup! testing ....
  7. 1 point
    Tnx for this Bricktop
  8. 1 point
    *** NOT MY SCRIPT - Just wanted to share since it works with the new epoch 1061 Very simple to install just added it to my server - works perfect!
  9. 1 point
    420.... was just tested as a good setting...yeeea ofc :D
  10. 1 point
    Now use the Epoch Config to setup a perfect nighttime https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_config/Configs/CfgEpochClient.hpp#L62 Use this: niteLight[] = {1,666,10000}; The 666 is a very nice and bright night 420 is moderate nights and should be the goto brightness here 300 is dark enough to call hardcore but still playable af This info was also added to the OP for new viewers
  11. 1 point
    you could keep it as anyone can repack the deployable and then add it to the garage to restrict removal variable in your ConfigVariables.sqf. The restrict removal option keeps anyone from removing anything from your plot thats in that array without permission on the plot pole first.
  12. 1 point


    Do you ever want to use a greater inventory for example in a shed, safe or even a truck/car to craft your buildables ? Here is the solution CraftInShed. With this mod admins are able to allow/disallow items with inventoryspace for crafting, also admins are able to allow/disallow craftable objects for crafting in a shed (or similiar). How to use/what it does : When a player has the inventory/gear menu open in for example a shed and he want to craft plywood, he took one woodplank item in his inventory rightclick it and choose craft plywood, the menu will close and the crafting process will start and show you how many items are crafted till now, how many items are left and the approximated time (in mins/secs) left to finish the whole craft process (based on max possible amount and/or space in shed). It is interruptable at every time, the mats to craft and the crafted items are stored in the shed you use. The mod is tested over a longer period on our customserver and should work fine, but Im sure YOU will find the one or other minor bug ;) For admins pls look at line 55-66 for customization. ( The briefcases and weapons [sledgehammer] are disallowed cause of bugs, use at your own risk, backpacks are currently not supported for craftingIn) I will not have much time to support you, so maybe someone wants to hop in and took the supportersrole, Im thinking of Jossy, as he is doing just fine with cKc ;) Installation is really easy : CraftInShed copy the included player_craftItem.sqf to yourmission.pbo in yourmission.pbo open your compiles.sqf and find : player_craftItem = compile preprocessFileLineNumbers then : change the path of the player_craftItem.sqf to the location of the new one IN yourmission.pbo CraftInShed.zip
  13. 0 points
    salival linux epoch

    As was mentioned, we have no one able to do the changes required for it to work.
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