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Showing content with the highest reputation on 01/20/18 in all areas

  1. 3 points
    Version 6.79 Build 109 is on the github and contains: 1) a fix for the issues with the underwater missions. 2) a fix for the case in which players vehicles were damaged incorrectly for AI kills using vehicle-mounted guns when all checks for illegal kills were off. All you need to change is the file \custom_server\Missions\UMS\dynamicMissions\default.sqf. and \custom_server\Compiles\Units\GMS_fnc_processIlleagalAIKills.sqf Cheers - Ghost
  2. 1 point
    theduke

    [RELEASE] Smoke weed Dukes Style!

    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
  3. 1 point
    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
  4. 1 point
    oldmatechoc

    [SOLVED] Trader's movement with guns

    both of them? @Thug Try this maybe. private "_trader"; { _trader = createAgent [_x select 0,_x select 1,[],0,"CAN_COLLIDE"]; {_trader removeMagazine _x;} count magazines _trader; removeAllItems _trader; // removeAllWeapons _trader;//this is commented out so traders have weapons removeBackpack _trader; _trader switchMove ""; _trader setDir (_x select 2); _trader setVehicleInit "this disableAI 'AUTOTARGET'; this disableAI 'FSM'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0; this allowDamage false;"; _trader setUnitAbility 0.6; _trader disableAI "AUTOTARGET"; _trader disableAI "FSM"; _trader disableAI "TARGET"; _trader setBehaviour "CARELESS"; _trader forceSpeed 0; _trader allowDamage false; _trader enableSimulation false; } count _this; processInitCommands;
  5. 1 point
    oldmatechoc

    [SOLVED] Trader's movement with guns

    @Thug https://community.bistudio.com/wiki/disableAI _trader setVehicleInit "this disableAI 'ANIM'; this disableAI 'AUTOTARGET'; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0; this allowDamage false;"; So im guessing "MOVE" - disable the AI's movement / do not move
  6. 1 point
    oldmatechoc

    AxeCops Elevators in 1.0.6.1

    also ac_functions.sqf needs an update.
  7. 1 point
    oldmatechoc

    AxeCops Elevators in 1.0.6.1

    When building your 2nd elevator stop you must move the elevator to the 1st stop before trying to upgrade. Then it will work.
  8. 1 point
    Hooty

    null

    Welcome back buddy xD
  9. 1 point
    oldmatechoc

    Parachute "Hack" fix

    Message me if you'd like a new version.
  10. 1 point
    oldmatechoc

    null

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