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Halvhjearne

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  1. Like
    Halvhjearne got a reaction from meanbeandk in how ti get ia´s at weedfarm´s ?   
    it doesnt matter what ai system he has, it would be more work trying to add ai from some system, since the farms are random on each restart.
     
    the easiest way would be to spawn some default ai by each field, within the script i wrote.
  2. Like
    Halvhjearne reacted to icomrade in Why are there still some servers on DAYZ Commander   
    I want to add that there are already hacks for the outdated BE in pre-stable 1.63 (YES if you are not running the 1.63 stable or newer this affects you). BE will work with the outdated betas it will no longer be updated or maintained though, new global bans will also probably not work on the outdated BE. At this point by keeping your servers on an outdated version you are doing a disservice to the community (by fragmenting server versions) and your player base.
  3. Like
    Halvhjearne got a reaction from VentZer0 in log use of hotwirekits   
    you need to publicvariable eventhandler for this, to make it simple you could just do something like this:
    if(isServer)then{ "PV_server_logevent" addPublicVariableEventHandler {diag_log format["[PV_SERVERLOGGER]: %1",(_this select 1)];}; }; now you can fire logs to the server from the clients like this:
    PV_server_logevent = [name player,typeOf player,weapons player,items player,magazines player,worldName] publicVariableServer "PV_server_logevent"; will return a serverlog looking like this:
    [PV_SERVERLOGGER]: ["playername","playerskin",[players weapons],[players items],[players magazines],current worldname]
  4. Like
    Halvhjearne got a reaction from NorthyPark in [Tutorial] Keep Non-Epoch skins or Overwatch skins on logout   
    this will allow all kinds of skin no matter what, gonna be funny for you when a hacker stops by and decides to turn everyone into a goat and they arent turned back when they relog.
    not to mention the fact that if player data becomes corrupt at some point, the player will most likely not be able to log into your server anymore as they do not have a default skin in case something goes wrong.
     
    to only allow skins you decide, you need to find all the skin names, and the CaSe correct name or they this will not work.
     
    now find your variables.sqf and find the array called AllPlayers (its around the top somewhere iirc), now add the skins names with cAsE correct spelling and they will not be change on relog.
     
    should look like this, by default:
    AllPlayers = ["Survivor2_DZ","SurvivorWcombat_DZ","SurvivorWdesert_DZ","SurvivorWurban_DZ","SurvivorWsequishaD_DZ","SurvivorWsequisha_DZ","SurvivorWpink_DZ","SurvivorW3_DZ","SurvivorW2_DZ","Bandit1_DZ","Bandit2_DZ","BanditW1_DZ","BanditW2_DZ","Soldier_Crew_PMC","Sniper1_DZ","Camo1_DZ","Soldier1_DZ","Rocket_DZ","Rocker1_DZ","Rocker2_DZ","Rocker3_DZ","Rocker4_DZ","Priest_DZ","Functionary1_EP1_DZ","GUE_Commander_DZ","Ins_Soldier_GL_DZ","Haris_Press_EP1_DZ","Pilot_EP1_DZ","RU_Policeman_DZ","pz_policeman","pz_suit1","pz_suit2","pz_worker1","pz_worker2","pz_worker3","pz_doctor","pz_teacher","pz_hunter","pz_villager1","pz_villager2","pz_villager3","pz_priest","Soldier_TL_PMC_DZ","Soldier_Sniper_PMC_DZ","Soldier_Bodyguard_AA12_PMC_DZ","Drake_Light_DZ","CZ_Special_Forces_GL_DES_EP1_DZ","TK_INS_Soldier_EP1_DZ","TK_INS_Warlord_EP1_DZ","FR_OHara_DZ","FR_Rodriguez_DZ","CZ_Soldier_Sniper_EP1_DZ","Graves_Light_DZ","GUE_Soldier_MG_DZ","GUE_Soldier_Sniper_DZ","GUE_Soldier_Crew_DZ","GUE_Soldier_CO_DZ","GUE_Soldier_2_DZ","TK_Special_Forces_MG_EP1_DZ","TK_Soldier_Sniper_EP1_DZ","TK_Commander_EP1_DZ","RU_Soldier_Crew_DZ","INS_Lopotev_DZ","INS_Soldier_AR_DZ","INS_Soldier_CO_DZ","INS_Bardak_DZ","INS_Worker2_DZ"]; if you have a custom variables file, add this in there somewhere else add it somewhere below the line in the init where it loads the default variables.sqf
     
    if you still have problems with the skin not adding correctly, then its cause your database is omiting the "" around the classname, in that case you need to add the skin name above the allplayers line, like this:
    skinclassname = "skinclassname"; now only the default skins and the ones you selected will be allowed on relog and you wont have players unable to log into the server cause they dont have a skin or players forced to be animals untill you decide to stop by and turn them back into a normal skin.
  5. Like
    Halvhjearne got a reaction from hambeast in log use of hotwirekits   
    you need to publicvariable eventhandler for this, to make it simple you could just do something like this:
    if(isServer)then{ "PV_server_logevent" addPublicVariableEventHandler {diag_log format["[PV_SERVERLOGGER]: %1",(_this select 1)];}; }; now you can fire logs to the server from the clients like this:
    PV_server_logevent = [name player,typeOf player,weapons player,items player,magazines player,worldName] publicVariableServer "PV_server_logevent"; will return a serverlog looking like this:
    [PV_SERVERLOGGER]: ["playername","playerskin",[players weapons],[players items],[players magazines],current worldname]
  6. Like
    Halvhjearne got a reaction from hambeast in Relogging gives tools   
    my guess is you are using default arma skins and they come with default gear wich players are then getting when relogging in or switching to one of those skins ...
     
    in dayz_code.pbo find player_switchModel.sqf and scroll to around line 58-60 it should look like this:
    //Clear New Character {_newUnit removeMagazine _x;} count magazines _newUnit; removeAllWeapons _newUnit; rigth below that add this line:
    removeAllItems _newUnit; obviusly you need to redirect the file in compiles.sqf aswell, but after doing that, the problem should be fixed.
  7. Like
    Halvhjearne got a reaction from hambeast in Donator- / Adminskins Issues in server_playerlogin.sqf   
    not sure what you are trying to say here?
     
    player_monitor.sqf is like 7 lines i think and the file he is showing is server_playerlogin.sqf.
     
    however his line 83 looks like this:
    if ((getPlayerUID player) in AdminNewspawn) then { and that wont work in a serverside script, it should be something like:
    if ((getPlayerUID _playerObj) in AdminNewspawn) then { but it still wont work changing it here serverside, when it is changed again clientside in player_monitor.fsm before the player spawns.
  8. Like
    Halvhjearne got a reaction from monkeybrain in Custom Sounds when entering new area   
    you are quite confusing and dosnt make much sense, but ill try and explain this for you
     
    in your first example you have no activation, deactivation or condition line, making it impossible to do much with your music loop, also you have no way to exit the loop, so it will obviusly keep running until the player logs off.
    i propose you do something like this:
     
    onactivation:
    cave = execVM 'Musicloop.sqf'; ondeactivation:
    terminate cave;
  9. Like
    Halvhjearne got a reaction from DangerRuss in Help with specific Variables on debug monitor please..   
    i think what you are looking for is something like this?
    //would be better using getMarkerPos "center", but some antihacks breaks getMarkerPos _vehiclecount = (count([6800, 9200, 0] nearEntities [["LandVehicle","Air","Ship"],25000]));
  10. Like
    Halvhjearne got a reaction from mgm in [HELP] Bug in custom debug monitor script - can you help fix it?   
    look in dayz_spaceInterrupt.sqf and either add your button or modify the default to work with your debug monitor
  11. Like
    Halvhjearne reacted to Glenn in Script to remove vehicles at traders?   
    Halvhjearne's script is an automatic insert for me whenever I work on a new build - It's easy to use and I can change if I want it moved or deleted and more. 
     
    All other scripts that I have seen is probably doing some of the same things... but is the best in my opinion. 
  12. Like
    Halvhjearne got a reaction from Glenn in Script to remove vehicles at traders?   
    i made this a while back:
     

     
    it has a lot more functions than macas version like choose distance indiviually for each safezone/tradercity, it logs all vehicle moved/deleted with classname, gear, id and so on, you can set it to delete certain vehicles and just move other types, you can also choose to unlock them or delete the ones that has over a certain percentage of damage and you can choose if you want to move all the vehicles to a certain spot (like a special made vehicle impound lot).
     
    from default i have set it up to just move vehicles outside the zones and only delete bikes, motorcycles and gyros, it will work for napf, cherno and taviana but can easily be setup to work for any map.
  13. Like
    Halvhjearne got a reaction from Snake72 in AI recruitment for epoch   
    this works for any map and will place a trader randomly each restart, has a scroll menu compared to the display menu and spawns the ai serverside so players are not spawning the ai and their weapons/ammo:
     
    https://docs.google.com/file/d/0B8fUlKbv9mi2OU5adnNZOGFvcXM/edit
  14. Like
    Halvhjearne reacted to TheVampire in Help cleaning up parachutes from HALO spawns with new beta version. ..   
    I set it to 60 seconds, but it's up to you how long you want it to wait.
     
    The parachutes disappear locally to the person who was using it, but not to all the other clients connected, so unless you see another person who just got done parachuting, the player shouldn't notice it as long as the script is running at least once a minute.
  15. Like
    Halvhjearne got a reaction from insertcoins in AI recruitment for epoch   
    this works for any map and will place a trader randomly each restart, has a scroll menu compared to the display menu and spawns the ai serverside so players are not spawning the ai and their weapons/ammo:
     
    https://docs.google.com/file/d/0B8fUlKbv9mi2OU5adnNZOGFvcXM/edit
  16. Like
    Halvhjearne reacted to Sukkaed in Release/Tutorial - Vending Machine   
    Best way would be BIS_fnc_selectRandom.
    _soda = ["ItemSodaRabbit","ItemSodaOrangeSherbet","ItemSodaLvg","ItemSodaClays","ItemSodaSmasht","ItemSodaPepsi","ItemSodaMdew","ItemSodaCoke","ItemSodaLemonade"] call BIS_fnc_selectRandom; player addMagazine _soda;
  17. Like
    Halvhjearne reacted to Sukkaed in uisleep instead of sleep function   
    This sounds too good to be true. Unreliable timers are my worst enemy. 
  18. Like
    Halvhjearne got a reaction from Incar in Arma 2 Map Editor   
    in the init line of the object you can write this:
    this setVectorUp [0,0,1]; or if you edit it after, you can add this line after the setpos line:
    _this setVectorUp [0,0,1];
  19. Like
    Halvhjearne reacted to Incar in Limited Fuel   
    I myself will avoid persistent, in the end eventually tanks will need to be refueled, nobody is going to play on a server once it's completely out of fuel. Plus even if you do have everything refuel regularly enough, depending on time zones, some people might get utterly screwed in comparison to others. Personally I like it working on every restart with very limited fuel set at random levels. With 6 hour restarts, it's quite possible a few players will end up stranded once a server has a decent amount of activity.
  20. Like
    Halvhjearne got a reaction from CommanderRetra in Infistar Problem With Overpoch Server   
    you dont need to change anything in the mod folders, just change around what mod is loaded first in the launch parameters ... this was already suggested by glenn, but you are all disregarding it.
    (even tho its actually the sollution)
  21. Like
    Halvhjearne reacted to TheVampire in Prevent Building at an Ai Island   
    Get a custom player_build.sqf in your mission.pbo.
    Edit your compiles to point to it.
     
    add a line like this:
    if ((player distance [X,Y,Z]) < 500) exitWith { DZE_ActionInProgress = false; cutText ["You cannot build in an AI City!","PLAIN DOWN"]; }; Coordinates would be the coords of the center of your city, 500 is the radius in meters.
  22. Like
    Halvhjearne reacted to insertcoins in Overpoch Vehicle Spawns   
    on your pc.
     
    know what. make a copy of your server.pbo and save it on your desktop and somewhere else.
     
    Now, go to town on the server.pbo in one of these locations. Try every option pbo manager has and see what happens
  23. Like
    Halvhjearne got a reaction from lmapper in [WIP] Upgrading weapons   
    i dont wanna steal your thunder or anything, but heres what i got so far, so you dont do too much "double" work:
     
    my "upgrade" file:
    http://pastebin.com/8AcCMZDT
     
    my "downgrade" file:
    http://pastebin.com/XC2L5wQz
     
    my hpp file:
    http://pastebin.com/jGMm7K2f
  24. Like
    Halvhjearne reacted to peipo118 in Help cleaning up parachutes from HALO spawns with new beta version. ..   
    Teleport the parachute to debug zone and set damage to 1. But really switch back to the old version :P
  25. Like
    Halvhjearne got a reaction from TheVampire in Undefined Variable in expression   
    you arent solving a problem by sweeping it under the carpet ...
     
     
     
    what did you do change right before you got this error?
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