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Halvhjearne

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  1. Like
    Halvhjearne got a reaction from Staraway in RPT error, updated to 1.0.4.2 but still remain   
    are you sure its not the "if (!isDedicated) then {"?
     
     
     
    its not a problem with the debug, its cause the debug is running on the server ...
     
    move the line in the init, to inside the "if (!isDedicated) then {" block and it will stop spamming this
  2. Like
    Halvhjearne reacted to Joeyy in SQF vehicle ID changer   
    Hi,
     
    During the testing of my map additions I am working on I got really annoyed by changing the _vehicle_ID to something unique in case it was already taken. I couldn't be bothered doing it after chaning it once so I quickly decided to write a small program to do this for me.
     
    Using the software, all you have to do is set a starting ID and the program will loop through the file you open with it and change all the _vehicle_IDs with your starting ID. It automaticly increases the starting ID by itself. It supports SQF and TXT files, and probably a lot more.
     
    Hopefully you guys find it useful like I did!
     
    Screenshot:

     
     
    Download:
    https://github.com/Joeyy/UniqueSQFIDs
     
    Source:
    https://gist.github.com/Joeyy/8918941
  3. Like
    Halvhjearne got a reaction from insertcoins in Suggestion: Add ACS weapons pack (allows modular attachments of current guns)   
    if you need cba, its either cause you are lazy or unexperienced ... i dont think vbawol is either
     
    for thos who wants attachments without this theres actually scripts for this already (on this forum) that can change inbetween current ingame models by right clicking it, kinda simulating the attachents ... shouldnt be too hard to add
     
    example:
    M1A4 has multiple and versions witch could easily simulate this, like adding m203, scope, sight, camo or suppressor
     
    (and if omigaa dosnt post an updated version of his, i might just post the version i updated)
  4. Like
    Halvhjearne reacted to Axle in Luring players   
    Good admin that ban asshats. Promoting a non KoS attitude, but still being able to pvp freely in military/trader cities.. Respectful PVP'rs.
     
    If a server can't enforce these things I will not play on it. It's that simple.
  5. Like
    Halvhjearne reacted to TheVampire in C-130 Storage Capacity   
    This has been bugging me for a long time now, and I know the C130 in arma is a passenger plane, but the storage capacity is way too small for the size.
     
    I know Epoch is expanding and adding new config classes for vehicles like some APCs, so in an upcoming update could we get the storage size on the C130 redefined? I'm not sure what would be adequate, but I think it would be interesting to make it rather large. It would allow large quantities of items to be moved from one point to the other, but being so large there are few places other than an airfield that a pilot could land to offload the cargo.
     
    The reason being is that currently, you never see someone keeping a C130 for any serious use. It's simply a big score to find like the Osprey, but only to be sold. People currently use the Osprey as the large cargo carrier, and I think the C130 should be the replacement for that role.
  6. Like
    Halvhjearne got a reaction from Paxton in I can`t sell spawned vehicles   
    idk if you are either oblivius or too stupid to understand, but he posted the code with the fix already.
     
    what more do you want him to do ... fix your files aswell?
  7. Like
    Halvhjearne got a reaction from NorthyPark in wierd rpt error ...   
    maybe you should ... but i guess if you have max 12 players you will never notice, except for the extreem loadtime
     
     
    when did i get shitfaced? ... maybe you should start reading and get some info straigt on your scumbag host, i could dig up quite a few not so nice topics about ss server, if i wanted to. (properly also here in this very forum)
     
     
    think about what i am saying?
     
    maybe you should considder what you are saying in public forums and actually read instead if going full retard, cause i explained how bad your host is.
    you made it seem like they are the best in the buissnes, when they are oviusly not.
    tbh i could care less what you think and the fact that you are this big of a moron makes me wish i never told you.
     
    Now if you have any comment on the error in the op then spit it out, else pls go somewhere else and rage
  8. Like
    Halvhjearne got a reaction from NorthyPark in wierd rpt error ...   
    if your dumbass read what i wrote, you would know why im not trying ss servers again
  9. Like
    Halvhjearne got a reaction from NorthyPark in wierd rpt error ...   
    are you serious here?
     
    you think GTXservers are bad hosts, but you want me to switch to ss servers?
    that would be like switching out pest for cholera ... there would be no point in that.
     
    1. i have already had ss server and you (dont even) get what you pay for.
    2. ss servers are so bad, they could barely handle 20 man on a server ... i would hate to try it with any more than that
    3. connection response from ss servers are so slow for both ftp and database, that sometimes you can actually loose connection while waiting for response (not to mention connecting with a client sometimes failed aswell).
    it was wierd really, since i had decent ping to the server, yet connection was just horrible.
    4. they have no idea how to manage arma servers or any understanding of the code used for this and will not hisitate to tell you lies in order to shut you up.
    5. the antihack they provide for free, is pretty much always out of date, they will offer no support for it whatsoever, any errors caused by the antihack, they will claim is caused by you or your mods, they will not do simple edits of it, even tho you can provide clear instructions on what they need to do (most likely cause they have no understanding of the code, not to mention the fact that infistar writes in his notes that they are blacklisted).
     
    after trying ss servers, my next host i actually loaded pretty much same pbo files into this system and it ran beautiful right from begining...
     
    ill stop all my ranting here and just come to the conclusion that most of these companys have pretty much the same deal and i will just have to try and setup my own box sometime soon, since none of the host i have tested so far, is actually living up to expectations anyway ...
  10. Like
    Halvhjearne reacted to icomrade in wierd rpt error ...   
    Hi guys, this will be fixed in the latest patch. Info for a fix has been available for quite some time, it's just a matter of looking in the correct places.http://forums.bistudio.com/showthread.php?168767-ARMA-2-OA-beta-build-112555-(1-63-build-release-not-backward-compatible)&p=2563481&viewfull=1#post2563481
     
    It's a simple fix, simple create folder /ca/modules/functions/ inside that folder create a file init.sqf. the path should read /ca/modules/functions/init.sqf. YOU DO NOT NEED TO EDIT A FILE IN ANY WAY JUST DRAG AND DROP!! (yippie).
     
    Use the content for init.sqf file from the epoch repo, linky link
     
    This is a normal error that will not effect game-play from a quantitative point of view, it may cause minor performance impact on loading. Note: if you do not see this error in your .RPT you are running an older beta patch than 106400 (the recommended beta is older than this), patches newer than 106400 enable error/warning logging in threads created by execVM/Spawn.
     
    Also this is in no way connected to your host or DayZ mod (so stop making a mockery of yourselves), it's an error in the ArmA 2 code that will always be present whether you see it or not in your .RPT, unless you fix it.
  11. Like
    Halvhjearne got a reaction from macdog in Delete vehicles parked in safezones on restart   
    updated to allow unlocking ...
  12. Like
    Halvhjearne got a reaction from Glenn in Delete vehicles parked in safezones on restart   
    updated to allow unlocking ...
  13. Like
    Halvhjearne reacted to cen in I can`t sell spawned vehicles   
    This is correct.
     
    _uniqueid = str(round(random 999999)); _object setVariable ["ObjectID", _uniqueid, true]; _object setVariable ["ObjectUID", _uniqueid, true];
  14. Like
    Halvhjearne got a reaction from looter809 in Delete vehicles parked in safezones on restart   
    A guy on opendayz.net gave me this brilliant idea for a script, big thanks to titan!
     
    IMPORTANT:
    This can delete vehicles completely from the database!
    beware that if not set correctly you can end up deleteing vehicles un-intended, wich is mainly the reason why i made a log of vehicle type,pos,cargo and so on when it is triggered
     
    HOWEVER i can not stress this enough, backup, backup, backup ... before you use this!!!
     
    after that warning, heres what i did ...
     
    in server_monitor.sqf find this:
    // total each vehicle serverVehicleCounter set [count serverVehicleCounter,_type]; }; add the line like this:
    serverVehicleCounter set [count serverVehicleCounter,_type]; }; [_object] execVM "\z\addons\dayz_server\compile\Server_DeleteObjInsafezone.sqf"; now make a text file and call it server_deleteObjInsafezone.sqf and add this code:
    /* VEHICLE CLEANUP ZONE Script by HALV */ _obj = _this select 0; if (!isServer) exitWith {diag_log "Server_DeleteObjInsafezone.sqf - ERROR: NOT SERVER?"}; //\\\\\\\\\\\\\\\\\\\\ Setup Area ////////////////////\\ //vehicle types to Check for _delVeh = ["Air","Landvehicle","Ship","Tank"]; //Action to take when vehicle is detected in a [VEHICLE CLEANUP ZONE] //0 Delete vehicles ingame but keep in database. NOTE: This will stack vehicles in database if not cleaned propper //1 Tp vehicles outside [VEHICLE CLEANUP ZONE] ("radius" + 50 meter to 4x "radius" from VEHICLE CLEANUP ZONE pos eg: if radius is 100 vehicles are moved 150-400 meter away) //2 Tp vehicles to a position within 125m of _safespot (remember to set a position below) //3 will delete vehicles completly from database _Action = 1; //if _Action = 2 then enter the position you desire here (default is by grozovoy pass around 022010) _safespot = [2283.19,14255,0]; //how large radius to spread them in this area in meters (default 125m) _radius = 125; //damaged above this amoun, vehicle is deleted (set to 1 to only delete completely destroyed vehicles) _dam = 0.90; //if true will delete vehicles matching array below by default _delbikmot = true; //if above is true will delete these by default _defdelar = ["Bicycle","Motorcycle","CSJ_GyroC","CSJ_GyroCover","CSJ_GyroP"];//,"ATV_Base_EP1" //set to true, to unlock vehicles by default when TP'ed _unlock = true; //log text, this is what you want to look for in the logs, if you need to know something about a moved vehicle _txt = "[VEHICLE CLEANUP ZONE]"; //Update vehicles to the hive, and make sure they are not moved each restart? _updateHIVE = true; //VEHICLE CLEANUP ZONE's/areas switch choosing the map name for cleanup location purposes if(isNil "HALV_VEHICLE_CLEANUPZONES")then{ diag_log format["%1: selecting world to cleanup ...",_txt]; _WorldName = toLower format ["%1", worldName]; switch (_WorldName)do { //NAPF case "napf":{ // diag_log format["%2: Cleanup zones for napf selected! (check: %1)",_WorldName,_txt]; //logging if right worldname was selected, if uncommented HALV_VEHICLE_CLEANUPZONES = [ //position //radius //cityname/text [[8246.3184,15485.867,0], 125, "Trader City Lenzburg"], [[15506.952,13229.368,0], 125, "Trader city Emmen"], [[12399.751,5074.5273,0], 125, "Trader City Schratten"], [[10398.626,8279.4619,0], 125, "Bandit Vendor"], [[5149.9814,4864.1191,0], 125, "Hero Vendor"], [[2122.7954,7807.9878,0], 100, "West Wholesaler"], [[5379.0342,16103.187,0], 100, "North Wholesaler"], [[6772.8877,16983.27,0], 100, "Nordic Boats"], [[16839.973,5264.0566,0], 100, "Pauls Boats"], [[15128.379,16421.879,0], 100, "AWOLs Airfield"] ]; }; //chernarus case "chernarus":{ // diag_log format["%2: Cleanup zones for chernarus selected! (check: %1)",_WorldName,_txt]; //logging if right worldname was selected, if uncommented HALV_VEHICLE_CLEANUPZONES = [ //position radius cityname/text [[6325.6772,7807.7412,0], 125, "Trader City Stary"], [[4063.4226,11664.19,0], 125, "Trader City Bash"], [[11447.472,11364.504,0], 125, "Trader City Klen"], [[1606.6443,7803.5156,0], 125, "Bandit Camp"], [[12944.227,12766.889,0], 125, "Hero Camp"], [[13441.16,5429.3013,0], 100, "Wholesaler East"], [[4510.7773,10774.518,0], 100, "Aircraft Dealer"], [[7989.3354,2900.9946,0], 100, "Boat Dealer South"], [[13532.614,6355.9497,0], 100, "Boat Dealer East"], [[4361.4937,2259.9526,0], 100, "Wholesaler South"] ]; }; //tavi case "tavi":{ // diag_log format["%2: Cleanup zones for tavi selected! (check: %1)",_WorldName,_txt]; //logging if right worldname was selected, if uncommented HALV_VEHICLE_CLEANUPZONES = [ //position //radius //cityname/text [[11698.81,15210.121,0], 75, "Trader City Lyepestok"], [[15309.663,9278.4912,0], 75, "Trader City Sabina"], [[5538.7354,8762.2695,0], 75, "Trader City Bilgrad"], [[7376.6084,4296.5879,0], 75, "Trader City Branibor"], [[10948.426,654.90265,0], 75, "Bandit Vendor"], [[15587.822,16394.049,0], 75, "Hero Vendor"], [[16555.732,10159.68,0], 75, "Aircraft Dealer"], [[6815.0776,8534.1504,0], 75, "Aircraft Dealer 2"], [[4066.3528,7265.0024,0], 75, "Misc. Vendor"], [[17497.631,7159.0879,0], 75, "Misc. Vendor 2"], [[17332.115,12930.239,0], 75, "Boat Dealer"], [[10570.494,16772.477,0], 75, "Boat Dealer 2"], [[10698.463,5983.665,0], 75, "Boat Dealer 3"], [[5419.2437,9503.5479,0], 75, "Boat Dealer 4"], [[13342.758,8611.9932,0], 75, "Wholesaler"], [[9859.4209,7471.5684,0], 75, "Wholesaler"] // <-- no comma for last entry ]; }; /* //myworldname case "myworldnameinlowercase":{ // diag_log format["%2: Cleanup zones for myworldnameinlowercase selected! (check: %1)",_WorldName,_txt]; //logging if right worldname was selected, if uncommented HALV_VEHICLE_CLEANUPZONES = [ //position //radius //cityname/text [[7839.60,8414.73,381.33], 150, "my custom zone marker"], [[7839.60,8414.73,381.33], 75, "my custom location"] // <-- no comma for last entry ]; }; */ //default default{ diag_log format["%2: Cleanup zones for %1 not availible ...",_WorldName,_txt]; //logging if right worldname was selected, if uncommented HALV_VEHICLE_CLEANUPZONES = [ //position //radius //cityname/text [[0,0,0], 1, "DEBUG"] ]; }; }; }; //\\\\\\\\\\\\\\\\\\\\ End Setup Area ////////////////////\\ /////////////// dont touch anything below this line unless you know what you are doing \\\\\\\\\\\\\\\ _possiblematch = false; {if(_obj isKindOf _x)then{_possiblematch=true;};}forEach _delVeh; if(_possiblematch)then{ { _Spos = _x select 0; _Rad = _x select 1; _name = _x select 2; _radats = _Rad+50; _radx4 = _Rad+_Rad+_Rad+_Rad; if(_obj distance _Spos < _Rad)then{ _defdel = false; _typeOf = typeOf _obj; _pos = getpos _obj; _mags = getmagazinecargo _obj; _weaps = getweaponcargo _obj; _packs = getbackpackcargo _obj; _objID = _obj getVariable["ObjectID","0"]; _objUID = _obj getVariable["ObjectUID","0"]; _objname = (gettext (configFile >> 'CfgVehicles' >> _typeOf >> 'displayName')); diag_log format["%1: %2 (%3) by %4 @%5 %6 [ID:%7,UID:%8] Cargo: [%9,%10,%11]",_txt,_typeOf,_objname,_name,mapgridposition _pos,_pos,_objID,_objUID,_weaps,_mags,_packs]; if(_delbikmot)then{{if(_obj isKindOf _x)then{_defdel = true};}forEach _defdelar;}; if(_defdel)then{_Action=3;diag_log format["%2: %1 is Model to delete by default!",_typeOf,_txt];}; if(getDammage _obj > _dam)then{_Action=3;diag_log format["%2: %1 too damaged",_typeOf,_txt];}; if(_unlock and !_defdel and (locked _obj))then{_obj setVehicleLock "UNLOCKED";_obj setVariable ["R3F_LOG_disabled",false,true];diag_log format["%2: %1 Un-Locked",_typeOf,_txt];}; switch(_Action)do{ case 0:{deleteVehicle _obj;diag_log format["%2: %1 Deleted, but remains in DB (Dont forget to clean this up)",_typeOf,_txt];}; case 1:{ _newPos = [_Spos, _radats, _radx4, 10, 0, 2000, 0] call BIS_fnc_findSafePos; _obj setpos _newPos; //update to HIVE? if(_updateHIVE)then{ private["_position","_worldspace","_fuel","_key"]; _position = getPosATL _obj; _worldspace = [ round(direction _obj), _position ]; _fuel = fuel _obj; _key = format["CHILD:305:%1:%2:%3:",_objID,_worldspace,_fuel]; diag_log ("HIVE: WRITE: "+ str(_key)); _key call server_hiveWrite; }; diag_log format["%6: %5 TP from %1 %2 to %3 %4",_pos,mapgridposition _pos,_newPos,mapgridposition _newPos,_typeOf,_txt]; }; case 2:{ _newPos = [_safespot, 0, _radius, 10, 0, 2000, 0] call BIS_fnc_findSafePos; _obj setpos _newPos; //update to HIVE? if(_updateHIVE)then{ private["_position","_worldspace","_fuel","_key"]; _position = getPosATL _obj; _worldspace = [ round(direction _obj), _position ]; _fuel = fuel _obj; _key = format["CHILD:305:%1:%2:%3:",_objID,_worldspace,_fuel]; diag_log ("HIVE: WRITE: "+ str(_key)); _key call server_hiveWrite; }; diag_log format["%6: %5 TP from %1 %2 to %3 %4",_pos,mapgridposition _pos,_newPos,mapgridposition _newPos,_typeOf,_txt]; }; default{_msg = format["%2: %1",_typeOf,_txt];deleteVehicle _obj;[_objID,_objUID,_msg] call server_deleteObj;}; }; }; }forEach HALV_VEHICLE_CLEANUPZONES; }; script can do quite a few options now:
     
    Delete (not from database, will still require cleanup or it will clonk up db at some point)
    Delete (als from database)
    TP outside safezone TP to "safe" location   you can edit what to delete, areas, distance to areas
    can be set to always delete certain vehicles (like bikes/motorcycle/ATV) by default
    can be set to delete damaged vehicles by default
    can be set to unlock vehicles when moved
     
    will work out of the box on chernarus, napf and taviana
     
    i tried to comment for easy edit
     
    after your edits, put this file in the complie folder of your server pbo and restart server.
     
    all vehicles in safezones when server restarts are now only a small notice in the rpt file with info on city name, where it came from, type, current position and cargo [weapons,mags,bags].
     
     
    enjoy ;)
  15. Like
    Halvhjearne got a reaction from Glenn in Delete vehicles parked in safezones on restart   
    updeted version ... you can now select between delete (not in db), tp 2-400m outside zone, tp to 150m within defined destination or delete in db.
     
    have fun
  16. Like
    Halvhjearne got a reaction from Glenn in Delete vehicles parked in safezones on restart   
    exactly ... i just set it to move the vehicles 200-400m away from the original position, wich should be outside the safezones, but yea, if you want to collect them somewhere, thats a good idea aswell
     
    think i will add that as an extra option :)
  17. Like
    Halvhjearne got a reaction from Glenn in Delete vehicles parked in safezones on restart   
    added a switch to choose between complete delete from db, just delete from map (vehicles will stack up in db this way) or just teleport the vehicles out of the zone ... edited op with updated code ... enjoy :)
  18. Like
    Halvhjearne got a reaction from Glenn in Delete vehicles parked in safezones on restart   
    yes ofc, that wouldnt be very hard at all ... ill see if i get time to do it soon :)
  19. Like
    Halvhjearne got a reaction from rss_adm in Delete vehicles parked in safezones on restart   
    A guy on opendayz.net gave me this brilliant idea for a script, big thanks to titan!
     
    IMPORTANT:
    This can delete vehicles completely from the database!
    beware that if not set correctly you can end up deleteing vehicles un-intended, wich is mainly the reason why i made a log of vehicle type,pos,cargo and so on when it is triggered
     
    HOWEVER i can not stress this enough, backup, backup, backup ... before you use this!!!
     
    after that warning, heres what i did ...
     
    in server_monitor.sqf find this:
    // total each vehicle serverVehicleCounter set [count serverVehicleCounter,_type]; }; add the line like this:
    serverVehicleCounter set [count serverVehicleCounter,_type]; }; [_object] execVM "\z\addons\dayz_server\compile\Server_DeleteObjInsafezone.sqf"; now make a text file and call it server_deleteObjInsafezone.sqf and add this code:
    /* VEHICLE CLEANUP ZONE Script by HALV */ _obj = _this select 0; if (!isServer) exitWith {diag_log "Server_DeleteObjInsafezone.sqf - ERROR: NOT SERVER?"}; //\\\\\\\\\\\\\\\\\\\\ Setup Area ////////////////////\\ //vehicle types to Check for _delVeh = ["Air","Landvehicle","Ship","Tank"]; //Action to take when vehicle is detected in a [VEHICLE CLEANUP ZONE] //0 Delete vehicles ingame but keep in database. NOTE: This will stack vehicles in database if not cleaned propper //1 Tp vehicles outside [VEHICLE CLEANUP ZONE] ("radius" + 50 meter to 4x "radius" from VEHICLE CLEANUP ZONE pos eg: if radius is 100 vehicles are moved 150-400 meter away) //2 Tp vehicles to a position within 125m of _safespot (remember to set a position below) //3 will delete vehicles completly from database _Action = 1; //if _Action = 2 then enter the position you desire here (default is by grozovoy pass around 022010) _safespot = [2283.19,14255,0]; //how large radius to spread them in this area in meters (default 125m) _radius = 125; //damaged above this amoun, vehicle is deleted (set to 1 to only delete completely destroyed vehicles) _dam = 0.90; //if true will delete vehicles matching array below by default _delbikmot = true; //if above is true will delete these by default _defdelar = ["Bicycle","Motorcycle","CSJ_GyroC","CSJ_GyroCover","CSJ_GyroP"];//,"ATV_Base_EP1" //set to true, to unlock vehicles by default when TP'ed _unlock = true; //log text, this is what you want to look for in the logs, if you need to know something about a moved vehicle _txt = "[VEHICLE CLEANUP ZONE]"; //Update vehicles to the hive, and make sure they are not moved each restart? _updateHIVE = true; //VEHICLE CLEANUP ZONE's/areas switch choosing the map name for cleanup location purposes if(isNil "HALV_VEHICLE_CLEANUPZONES")then{ diag_log format["%1: selecting world to cleanup ...",_txt]; _WorldName = toLower format ["%1", worldName]; switch (_WorldName)do { //NAPF case "napf":{ // diag_log format["%2: Cleanup zones for napf selected! (check: %1)",_WorldName,_txt]; //logging if right worldname was selected, if uncommented HALV_VEHICLE_CLEANUPZONES = [ //position //radius //cityname/text [[8246.3184,15485.867,0], 125, "Trader City Lenzburg"], [[15506.952,13229.368,0], 125, "Trader city Emmen"], [[12399.751,5074.5273,0], 125, "Trader City Schratten"], [[10398.626,8279.4619,0], 125, "Bandit Vendor"], [[5149.9814,4864.1191,0], 125, "Hero Vendor"], [[2122.7954,7807.9878,0], 100, "West Wholesaler"], [[5379.0342,16103.187,0], 100, "North Wholesaler"], [[6772.8877,16983.27,0], 100, "Nordic Boats"], [[16839.973,5264.0566,0], 100, "Pauls Boats"], [[15128.379,16421.879,0], 100, "AWOLs Airfield"] ]; }; //chernarus case "chernarus":{ // diag_log format["%2: Cleanup zones for chernarus selected! (check: %1)",_WorldName,_txt]; //logging if right worldname was selected, if uncommented HALV_VEHICLE_CLEANUPZONES = [ //position radius cityname/text [[6325.6772,7807.7412,0], 125, "Trader City Stary"], [[4063.4226,11664.19,0], 125, "Trader City Bash"], [[11447.472,11364.504,0], 125, "Trader City Klen"], [[1606.6443,7803.5156,0], 125, "Bandit Camp"], [[12944.227,12766.889,0], 125, "Hero Camp"], [[13441.16,5429.3013,0], 100, "Wholesaler East"], [[4510.7773,10774.518,0], 100, "Aircraft Dealer"], [[7989.3354,2900.9946,0], 100, "Boat Dealer South"], [[13532.614,6355.9497,0], 100, "Boat Dealer East"], [[4361.4937,2259.9526,0], 100, "Wholesaler South"] ]; }; //tavi case "tavi":{ // diag_log format["%2: Cleanup zones for tavi selected! (check: %1)",_WorldName,_txt]; //logging if right worldname was selected, if uncommented HALV_VEHICLE_CLEANUPZONES = [ //position //radius //cityname/text [[11698.81,15210.121,0], 75, "Trader City Lyepestok"], [[15309.663,9278.4912,0], 75, "Trader City Sabina"], [[5538.7354,8762.2695,0], 75, "Trader City Bilgrad"], [[7376.6084,4296.5879,0], 75, "Trader City Branibor"], [[10948.426,654.90265,0], 75, "Bandit Vendor"], [[15587.822,16394.049,0], 75, "Hero Vendor"], [[16555.732,10159.68,0], 75, "Aircraft Dealer"], [[6815.0776,8534.1504,0], 75, "Aircraft Dealer 2"], [[4066.3528,7265.0024,0], 75, "Misc. Vendor"], [[17497.631,7159.0879,0], 75, "Misc. Vendor 2"], [[17332.115,12930.239,0], 75, "Boat Dealer"], [[10570.494,16772.477,0], 75, "Boat Dealer 2"], [[10698.463,5983.665,0], 75, "Boat Dealer 3"], [[5419.2437,9503.5479,0], 75, "Boat Dealer 4"], [[13342.758,8611.9932,0], 75, "Wholesaler"], [[9859.4209,7471.5684,0], 75, "Wholesaler"] // <-- no comma for last entry ]; }; /* //myworldname case "myworldnameinlowercase":{ // diag_log format["%2: Cleanup zones for myworldnameinlowercase selected! (check: %1)",_WorldName,_txt]; //logging if right worldname was selected, if uncommented HALV_VEHICLE_CLEANUPZONES = [ //position //radius //cityname/text [[7839.60,8414.73,381.33], 150, "my custom zone marker"], [[7839.60,8414.73,381.33], 75, "my custom location"] // <-- no comma for last entry ]; }; */ //default default{ diag_log format["%2: Cleanup zones for %1 not availible ...",_WorldName,_txt]; //logging if right worldname was selected, if uncommented HALV_VEHICLE_CLEANUPZONES = [ //position //radius //cityname/text [[0,0,0], 1, "DEBUG"] ]; }; }; }; //\\\\\\\\\\\\\\\\\\\\ End Setup Area ////////////////////\\ /////////////// dont touch anything below this line unless you know what you are doing \\\\\\\\\\\\\\\ _possiblematch = false; {if(_obj isKindOf _x)then{_possiblematch=true;};}forEach _delVeh; if(_possiblematch)then{ { _Spos = _x select 0; _Rad = _x select 1; _name = _x select 2; _radats = _Rad+50; _radx4 = _Rad+_Rad+_Rad+_Rad; if(_obj distance _Spos < _Rad)then{ _defdel = false; _typeOf = typeOf _obj; _pos = getpos _obj; _mags = getmagazinecargo _obj; _weaps = getweaponcargo _obj; _packs = getbackpackcargo _obj; _objID = _obj getVariable["ObjectID","0"]; _objUID = _obj getVariable["ObjectUID","0"]; _objname = (gettext (configFile >> 'CfgVehicles' >> _typeOf >> 'displayName')); diag_log format["%1: %2 (%3) by %4 @%5 %6 [ID:%7,UID:%8] Cargo: [%9,%10,%11]",_txt,_typeOf,_objname,_name,mapgridposition _pos,_pos,_objID,_objUID,_weaps,_mags,_packs]; if(_delbikmot)then{{if(_obj isKindOf _x)then{_defdel = true};}forEach _defdelar;}; if(_defdel)then{_Action=3;diag_log format["%2: %1 is Model to delete by default!",_typeOf,_txt];}; if(getDammage _obj > _dam)then{_Action=3;diag_log format["%2: %1 too damaged",_typeOf,_txt];}; if(_unlock and !_defdel and (locked _obj))then{_obj setVehicleLock "UNLOCKED";_obj setVariable ["R3F_LOG_disabled",false,true];diag_log format["%2: %1 Un-Locked",_typeOf,_txt];}; switch(_Action)do{ case 0:{deleteVehicle _obj;diag_log format["%2: %1 Deleted, but remains in DB (Dont forget to clean this up)",_typeOf,_txt];}; case 1:{ _newPos = [_Spos, _radats, _radx4, 10, 0, 2000, 0] call BIS_fnc_findSafePos; _obj setpos _newPos; //update to HIVE? if(_updateHIVE)then{ private["_position","_worldspace","_fuel","_key"]; _position = getPosATL _obj; _worldspace = [ round(direction _obj), _position ]; _fuel = fuel _obj; _key = format["CHILD:305:%1:%2:%3:",_objID,_worldspace,_fuel]; diag_log ("HIVE: WRITE: "+ str(_key)); _key call server_hiveWrite; }; diag_log format["%6: %5 TP from %1 %2 to %3 %4",_pos,mapgridposition _pos,_newPos,mapgridposition _newPos,_typeOf,_txt]; }; case 2:{ _newPos = [_safespot, 0, _radius, 10, 0, 2000, 0] call BIS_fnc_findSafePos; _obj setpos _newPos; //update to HIVE? if(_updateHIVE)then{ private["_position","_worldspace","_fuel","_key"]; _position = getPosATL _obj; _worldspace = [ round(direction _obj), _position ]; _fuel = fuel _obj; _key = format["CHILD:305:%1:%2:%3:",_objID,_worldspace,_fuel]; diag_log ("HIVE: WRITE: "+ str(_key)); _key call server_hiveWrite; }; diag_log format["%6: %5 TP from %1 %2 to %3 %4",_pos,mapgridposition _pos,_newPos,mapgridposition _newPos,_typeOf,_txt]; }; default{_msg = format["%2: %1",_typeOf,_txt];deleteVehicle _obj;[_objID,_objUID,_msg] call server_deleteObj;}; }; }; }forEach HALV_VEHICLE_CLEANUPZONES; }; script can do quite a few options now:
     
    Delete (not from database, will still require cleanup or it will clonk up db at some point)
    Delete (als from database)
    TP outside safezone TP to "safe" location   you can edit what to delete, areas, distance to areas
    can be set to always delete certain vehicles (like bikes/motorcycle/ATV) by default
    can be set to delete damaged vehicles by default
    can be set to unlock vehicles when moved
     
    will work out of the box on chernarus, napf and taviana
     
    i tried to comment for easy edit
     
    after your edits, put this file in the complie folder of your server pbo and restart server.
     
    all vehicles in safezones when server restarts are now only a small notice in the rpt file with info on city name, where it came from, type, current position and cargo [weapons,mags,bags].
     
     
    enjoy ;)
  20. Like
    Halvhjearne got a reaction from Taszi in Delete vehicles parked in safezones on restart   
    A guy on opendayz.net gave me this brilliant idea for a script, big thanks to titan!
     
    IMPORTANT:
    This can delete vehicles completely from the database!
    beware that if not set correctly you can end up deleteing vehicles un-intended, wich is mainly the reason why i made a log of vehicle type,pos,cargo and so on when it is triggered
     
    HOWEVER i can not stress this enough, backup, backup, backup ... before you use this!!!
     
    after that warning, heres what i did ...
     
    in server_monitor.sqf find this:
    // total each vehicle serverVehicleCounter set [count serverVehicleCounter,_type]; }; add the line like this:
    serverVehicleCounter set [count serverVehicleCounter,_type]; }; [_object] execVM "\z\addons\dayz_server\compile\Server_DeleteObjInsafezone.sqf"; now make a text file and call it server_deleteObjInsafezone.sqf and add this code:
    /* VEHICLE CLEANUP ZONE Script by HALV */ _obj = _this select 0; if (!isServer) exitWith {diag_log "Server_DeleteObjInsafezone.sqf - ERROR: NOT SERVER?"}; //\\\\\\\\\\\\\\\\\\\\ Setup Area ////////////////////\\ //vehicle types to Check for _delVeh = ["Air","Landvehicle","Ship","Tank"]; //Action to take when vehicle is detected in a [VEHICLE CLEANUP ZONE] //0 Delete vehicles ingame but keep in database. NOTE: This will stack vehicles in database if not cleaned propper //1 Tp vehicles outside [VEHICLE CLEANUP ZONE] ("radius" + 50 meter to 4x "radius" from VEHICLE CLEANUP ZONE pos eg: if radius is 100 vehicles are moved 150-400 meter away) //2 Tp vehicles to a position within 125m of _safespot (remember to set a position below) //3 will delete vehicles completly from database _Action = 1; //if _Action = 2 then enter the position you desire here (default is by grozovoy pass around 022010) _safespot = [2283.19,14255,0]; //how large radius to spread them in this area in meters (default 125m) _radius = 125; //damaged above this amoun, vehicle is deleted (set to 1 to only delete completely destroyed vehicles) _dam = 0.90; //if true will delete vehicles matching array below by default _delbikmot = true; //if above is true will delete these by default _defdelar = ["Bicycle","Motorcycle","CSJ_GyroC","CSJ_GyroCover","CSJ_GyroP"];//,"ATV_Base_EP1" //set to true, to unlock vehicles by default when TP'ed _unlock = true; //log text, this is what you want to look for in the logs, if you need to know something about a moved vehicle _txt = "[VEHICLE CLEANUP ZONE]"; //Update vehicles to the hive, and make sure they are not moved each restart? _updateHIVE = true; //VEHICLE CLEANUP ZONE's/areas switch choosing the map name for cleanup location purposes if(isNil "HALV_VEHICLE_CLEANUPZONES")then{ diag_log format["%1: selecting world to cleanup ...",_txt]; _WorldName = toLower format ["%1", worldName]; switch (_WorldName)do { //NAPF case "napf":{ // diag_log format["%2: Cleanup zones for napf selected! (check: %1)",_WorldName,_txt]; //logging if right worldname was selected, if uncommented HALV_VEHICLE_CLEANUPZONES = [ //position //radius //cityname/text [[8246.3184,15485.867,0], 125, "Trader City Lenzburg"], [[15506.952,13229.368,0], 125, "Trader city Emmen"], [[12399.751,5074.5273,0], 125, "Trader City Schratten"], [[10398.626,8279.4619,0], 125, "Bandit Vendor"], [[5149.9814,4864.1191,0], 125, "Hero Vendor"], [[2122.7954,7807.9878,0], 100, "West Wholesaler"], [[5379.0342,16103.187,0], 100, "North Wholesaler"], [[6772.8877,16983.27,0], 100, "Nordic Boats"], [[16839.973,5264.0566,0], 100, "Pauls Boats"], [[15128.379,16421.879,0], 100, "AWOLs Airfield"] ]; }; //chernarus case "chernarus":{ // diag_log format["%2: Cleanup zones for chernarus selected! (check: %1)",_WorldName,_txt]; //logging if right worldname was selected, if uncommented HALV_VEHICLE_CLEANUPZONES = [ //position radius cityname/text [[6325.6772,7807.7412,0], 125, "Trader City Stary"], [[4063.4226,11664.19,0], 125, "Trader City Bash"], [[11447.472,11364.504,0], 125, "Trader City Klen"], [[1606.6443,7803.5156,0], 125, "Bandit Camp"], [[12944.227,12766.889,0], 125, "Hero Camp"], [[13441.16,5429.3013,0], 100, "Wholesaler East"], [[4510.7773,10774.518,0], 100, "Aircraft Dealer"], [[7989.3354,2900.9946,0], 100, "Boat Dealer South"], [[13532.614,6355.9497,0], 100, "Boat Dealer East"], [[4361.4937,2259.9526,0], 100, "Wholesaler South"] ]; }; //tavi case "tavi":{ // diag_log format["%2: Cleanup zones for tavi selected! (check: %1)",_WorldName,_txt]; //logging if right worldname was selected, if uncommented HALV_VEHICLE_CLEANUPZONES = [ //position //radius //cityname/text [[11698.81,15210.121,0], 75, "Trader City Lyepestok"], [[15309.663,9278.4912,0], 75, "Trader City Sabina"], [[5538.7354,8762.2695,0], 75, "Trader City Bilgrad"], [[7376.6084,4296.5879,0], 75, "Trader City Branibor"], [[10948.426,654.90265,0], 75, "Bandit Vendor"], [[15587.822,16394.049,0], 75, "Hero Vendor"], [[16555.732,10159.68,0], 75, "Aircraft Dealer"], [[6815.0776,8534.1504,0], 75, "Aircraft Dealer 2"], [[4066.3528,7265.0024,0], 75, "Misc. Vendor"], [[17497.631,7159.0879,0], 75, "Misc. Vendor 2"], [[17332.115,12930.239,0], 75, "Boat Dealer"], [[10570.494,16772.477,0], 75, "Boat Dealer 2"], [[10698.463,5983.665,0], 75, "Boat Dealer 3"], [[5419.2437,9503.5479,0], 75, "Boat Dealer 4"], [[13342.758,8611.9932,0], 75, "Wholesaler"], [[9859.4209,7471.5684,0], 75, "Wholesaler"] // <-- no comma for last entry ]; }; /* //myworldname case "myworldnameinlowercase":{ // diag_log format["%2: Cleanup zones for myworldnameinlowercase selected! (check: %1)",_WorldName,_txt]; //logging if right worldname was selected, if uncommented HALV_VEHICLE_CLEANUPZONES = [ //position //radius //cityname/text [[7839.60,8414.73,381.33], 150, "my custom zone marker"], [[7839.60,8414.73,381.33], 75, "my custom location"] // <-- no comma for last entry ]; }; */ //default default{ diag_log format["%2: Cleanup zones for %1 not availible ...",_WorldName,_txt]; //logging if right worldname was selected, if uncommented HALV_VEHICLE_CLEANUPZONES = [ //position //radius //cityname/text [[0,0,0], 1, "DEBUG"] ]; }; }; }; //\\\\\\\\\\\\\\\\\\\\ End Setup Area ////////////////////\\ /////////////// dont touch anything below this line unless you know what you are doing \\\\\\\\\\\\\\\ _possiblematch = false; {if(_obj isKindOf _x)then{_possiblematch=true;};}forEach _delVeh; if(_possiblematch)then{ { _Spos = _x select 0; _Rad = _x select 1; _name = _x select 2; _radats = _Rad+50; _radx4 = _Rad+_Rad+_Rad+_Rad; if(_obj distance _Spos < _Rad)then{ _defdel = false; _typeOf = typeOf _obj; _pos = getpos _obj; _mags = getmagazinecargo _obj; _weaps = getweaponcargo _obj; _packs = getbackpackcargo _obj; _objID = _obj getVariable["ObjectID","0"]; _objUID = _obj getVariable["ObjectUID","0"]; _objname = (gettext (configFile >> 'CfgVehicles' >> _typeOf >> 'displayName')); diag_log format["%1: %2 (%3) by %4 @%5 %6 [ID:%7,UID:%8] Cargo: [%9,%10,%11]",_txt,_typeOf,_objname,_name,mapgridposition _pos,_pos,_objID,_objUID,_weaps,_mags,_packs]; if(_delbikmot)then{{if(_obj isKindOf _x)then{_defdel = true};}forEach _defdelar;}; if(_defdel)then{_Action=3;diag_log format["%2: %1 is Model to delete by default!",_typeOf,_txt];}; if(getDammage _obj > _dam)then{_Action=3;diag_log format["%2: %1 too damaged",_typeOf,_txt];}; if(_unlock and !_defdel and (locked _obj))then{_obj setVehicleLock "UNLOCKED";_obj setVariable ["R3F_LOG_disabled",false,true];diag_log format["%2: %1 Un-Locked",_typeOf,_txt];}; switch(_Action)do{ case 0:{deleteVehicle _obj;diag_log format["%2: %1 Deleted, but remains in DB (Dont forget to clean this up)",_typeOf,_txt];}; case 1:{ _newPos = [_Spos, _radats, _radx4, 10, 0, 2000, 0] call BIS_fnc_findSafePos; _obj setpos _newPos; //update to HIVE? if(_updateHIVE)then{ private["_position","_worldspace","_fuel","_key"]; _position = getPosATL _obj; _worldspace = [ round(direction _obj), _position ]; _fuel = fuel _obj; _key = format["CHILD:305:%1:%2:%3:",_objID,_worldspace,_fuel]; diag_log ("HIVE: WRITE: "+ str(_key)); _key call server_hiveWrite; }; diag_log format["%6: %5 TP from %1 %2 to %3 %4",_pos,mapgridposition _pos,_newPos,mapgridposition _newPos,_typeOf,_txt]; }; case 2:{ _newPos = [_safespot, 0, _radius, 10, 0, 2000, 0] call BIS_fnc_findSafePos; _obj setpos _newPos; //update to HIVE? if(_updateHIVE)then{ private["_position","_worldspace","_fuel","_key"]; _position = getPosATL _obj; _worldspace = [ round(direction _obj), _position ]; _fuel = fuel _obj; _key = format["CHILD:305:%1:%2:%3:",_objID,_worldspace,_fuel]; diag_log ("HIVE: WRITE: "+ str(_key)); _key call server_hiveWrite; }; diag_log format["%6: %5 TP from %1 %2 to %3 %4",_pos,mapgridposition _pos,_newPos,mapgridposition _newPos,_typeOf,_txt]; }; default{_msg = format["%2: %1",_typeOf,_txt];deleteVehicle _obj;[_objID,_objUID,_msg] call server_deleteObj;}; }; }; }forEach HALV_VEHICLE_CLEANUPZONES; }; script can do quite a few options now:
     
    Delete (not from database, will still require cleanup or it will clonk up db at some point)
    Delete (als from database)
    TP outside safezone TP to "safe" location   you can edit what to delete, areas, distance to areas
    can be set to always delete certain vehicles (like bikes/motorcycle/ATV) by default
    can be set to delete damaged vehicles by default
    can be set to unlock vehicles when moved
     
    will work out of the box on chernarus, napf and taviana
     
    i tried to comment for easy edit
     
    after your edits, put this file in the complie folder of your server pbo and restart server.
     
    all vehicles in safezones when server restarts are now only a small notice in the rpt file with info on city name, where it came from, type, current position and cargo [weapons,mags,bags].
     
     
    enjoy ;)
  21. Like
    Halvhjearne got a reaction from NorthyPark in Call in airdrops ...   
    check the info about antihack ;)
     
    i made these here:
    if (isServer) then { _vehicle_1 = objNull; if (true) then { _this = createVehicle ["Notebook", [16447.129, 11486.184, 9.7828274], [], 0, "CAN_COLLIDE"]; _vehicle_1 = _this; _this setDir -547.06464; _this setPos [16447.129, 11486.184, 9.7828274]; }; _vehicle_2 = objNull; if (true) then { _this = createVehicle ["Notebook", [6994.0947, 8289.5479, 9.7783546], [], 0, "CAN_COLLIDE"]; _vehicle_2 = _this; _this setDir -147.63449; _this setPos [6994.0947, 8289.5479, 9.7783546]; }; _vehicle_3 = objNull; if (true) then { _this = createVehicle ["Notebook", [10164.127, 18712.734, 9.8468447], [], 0, "CAN_COLLIDE"]; _vehicle_3 = _this; _this setDir -32.773014; _this setPos [10164.127, 18712.734, 9.8468447]; }; _vehicle_4 = objNull; if (true) then { _this = createVehicle ["Desk", [6994.0493, 8289.4854, 8.9586668], [], 0, "CAN_COLLIDE"]; _vehicle_4 = _this; _this setDir 217.74315; _this setPos [6994.0493, 8289.4854, 8.9586668]; }; _vehicle_5 = objNull; if (true) then { _this = createVehicle ["Desk", [10164.058, 18712.74, 9.0269384], [], 0, "CAN_COLLIDE"]; _vehicle_5 = _this; _this setDir -29.237629; _this setPos [10164.058, 18712.74, 9.0269384]; }; _vehicle_6 = objNull; if (true) then { _this = createVehicle ["Desk", [16447.215, 11486.166, 8.9664803], [], 0, "CAN_COLLIDE"]; _vehicle_6 = _this; _this setDir -179.86363; _this setPos [16447.215, 11486.166, 8.9664803]; }; }; they could be placed better i guess, but the map editor dosnt always work like i want it to ...
  22. Like
    Halvhjearne got a reaction from NorthyPark in Call in airdrops ...   
    ofc ... here you go:
    //Start positions _start_pos = [ [12205.885,24382.063,300], [1443.165,17094.807,300], [910.6333,586.35706,300], [15485.15,978.75238,300], [24117.75,1174.9438,300], [24117.746,11769.496,300], [20964.359,20292.311,300] ]; ;)
  23. Like
    Halvhjearne got a reaction from Mr.Exodus in Call in airdrops ...   
    in settings, look for this:
    // Time in seconds before player can drop again, default 300=5min _dropCooldown = 300; spamming kind depends on what item you set to enable the laptop fix, seeing as i set it to a hotwire kit as default, its not likely to ever get spammed unless you put in a massive amount of hotwire kits on your server in some way.
     
    hotwire kits are by default found in random cars or on policeman zombies ... i also added a few to my missions and a slight chance from ai aswell as a chance for ai leaders to have a radio ... i also added radio to the vendor, so players can buy that if needed.
     
     
     
    just add hotwire kits to vendors and you got what you are asking for ;)
    (but tbh i think that is a little op, players should work hard for this!)
     
    edit:
       
    you can set this aswell, the admin drop only shows for the admin (obviusly), but i set it to broadcast a hint to all players when a drop is called in and when it is dropped (and where) by default ... this can be switched off in settings
  24. Like
    Halvhjearne got a reaction from david in Call in airdrops ...   
    well i just wanted to post this as a little christmas present to whoever wants it ...
    i made a video a while ago, but it dosnt give the scripts propper credit anymore, so i will just link to the files ... if someone makes a video to show what it does, it would be cool tho
     
    in "short" terms this is what the scripts does:
     
    player walks up to a laptop -> player gets an option to fix the laptop -> if player has toolbox+hotwirekit he can fix the laptop and achive an airdrop -> player does some animations and has to wait for a countdown (while "fixing" the laptop) -> player gets to choose from 3 (5 inc arti and surveillance) diffrent airdrop options random weapons box, predefined box or random vehicle -> player is shown the map and where map is pressed an airdrop will be called in -> ai is spawned with plane/heli at the edge of the map and will transport the selected drop to the destination you choose -> box/vehicle is dropped with smoke and flares -> profit? -> ai flys off full speed, eventually gets deleted
     
     
    a friend of mine made a tut on how to install it on opendayz.net, but aparently it is down for now, so i will just do this short and to the point here:
     
    in fn_selfactions near the top, right after this part:
    if (!isNull _nearLight) then { if (_nearLight distance player < 4) then { _canPickLight = isNull (_nearLight getVariable ["owner",objNull]); }; }; add this:
    _isAirdrop = cursorTarget isKindOf "Notebook"; if ((speed player <= 1) && _isAirdrop && _canDo && (player distance cursorTarget < 4)) then { if (s_player_Airdrop < 0) then { s_player_Airdrop = player addAction [("<t color=""#0096ff"">" + ("Fix Notebook (Airdrop)") +"</t>"),"Scripts\airdrop\Airdropp.sqf",cursorTarget, 0, false, true, "",""]; }; } else { player removeAction s_player_Airdrop; s_player_Airdrop = -1; }; and bottom of init add this:
    [] execVM "Scripts\airdrop\notebooksample.sqf"; now in server_updateobject, find this:
    if (_objectID == "0" && _uid == "0") then { change it to this:
    if (_objectID == "0" && _uid == "0" && (vehicle _object getVariable ["Sarge",0] != 1)) then { now in server_cleanup.fsm, find this line:
    " if(vehicle _x != _x && !(vehicle _x in PVDZE_serverObjectMonitor) && (isPlayer _x) && !((typeOf vehicle _x) in DZE_safeVehicle)) then {" \n change it to this:
    " if(vehicle _x != _x && (vehicle _x getVariable [""Sarge"",0] != 1) && !(vehicle _x in PVDZE_serverObjectMonitor) && (isPlayer _x) && !((typeOf vehicle _x) in DZE_safeVehicle)) then {" \n if you have antihacks, you will need to add this (thanks to sandbird):
     
    if you got problem with only admins can call in drops find and delete the line that looks like this: onMapSingleClick ''; if you have problems with the broadcast hint not showing, find this line:
    if (_input in ['switchmove','playmove','say','jipexec','execvm','spawn','titleText']) then make it look like this:
    if (_input in ['switchmove','playmove','say','jipexec','execvm','spawn','titleText','hint']) then also if you have probles with the crates only deleting stuff and sometimes waypoints are not set correct, find this part:
     
    { call compile (_x+""='STRING';""); sleep 0.00001; } forEach ['lbsetpicture','createDiaryRecord','createTask','createSimpleTask', 'buttonSetAction','processDiaryLink','createDiaryLink','lbSetData','createTeam','profileNamespace', 'exec','addGroupIcon','setGroupIconParams','markerText','setMarkerAlpha','setMarkerBrush','setMarkerColor', 'setMarkerDir','setMarkerPos','setMarkerShape','setMarkerSize','setMarkerText','setMarkerType','addWeaponCargo', 'addMagazineCargo','setVehicleAmmo','setVehicleAmmoDef','setWeaponReloadingTime','setVehicleInit','processInitCommands', 'addMPEventHandler','createVehicleLocal','setWaypointStatements','addWaypoint','toLower','toUpper','loadFile','rcallVarcode', 'saveStatus','loadStatus','saveVar','drawIcon','setMarkerDirLocal','setMarkerAlphaLocal','setMarkerPosLocal','setMarkerTextLocal','setMarkerTypeLocal', 'setMarkerColorLocal','setMarkerBrushLocal','setMarkerSizeLocal','setMarkerShapeLocal','createMarkerLocal']; you will need to remove these:
    'addWeaponCargo','addMagazineCargo','setVehicleAmmo','setWaypointStatements','addWaypoint' now put all the files attached in a folder called Scripts\airdrop\ (or edit settings acordingly) and you are pretty much done ...
     
    laptops are now at each airfield control tower and can be used to call in the airdrops.
     
    you can easy edit the settings.sqf to suit your needs and wishes, just read the notes and you should be good, the default settings is how i use it on my epoch cherno server.
     
    If you have a radio in your inventory you will get "advanced debug and drop control", this is like a small debug showing distance, speed, grid cords info and more from the transporter untill drop, an action to dump load at will+extra 200sec when plane heli arrives is also added when radio is in inventory.
     
    also included is an atillery strike and a survailance camera, atillery is disabled from normal players by default, but if you want this for all players just uncomment the lines around the bottum of airdropp.sqf
     
    feel free to ask if you are confused, but dont expect me to install this for you, thank you.
     
     
    have fun:
    https://drive.google.com/file/d/0B8fUlKbv9mi2QTdpT2x4ajU1ZHM/edit?usp=sharing
    (incase someone needs it, i do have taviana starting coords too, just ask and i will post them)
     
    Known problems/glitches:
     
    if player disconnects before drop is delivered the plane or heli will hover/circle at location untill shot down or runs out of fuel, i still have to figure a way to clean this, incase caller dies.
     
    if you have antihacks you will need to edit some stuff and whitelist some actions, i hope i got that covered now.
     
    if you have battleye kicks, i cant really help you much ... maybe one of the guys who got this fixed already can help with some answers for that (course i dont, sorry).
  25. Like
    Halvhjearne got a reaction from ispan55 in Call in airdrops ...   
    well i just wanted to post this as a little christmas present to whoever wants it ...
    i made a video a while ago, but it dosnt give the scripts propper credit anymore, so i will just link to the files ... if someone makes a video to show what it does, it would be cool tho
     
    in "short" terms this is what the scripts does:
     
    player walks up to a laptop -> player gets an option to fix the laptop -> if player has toolbox+hotwirekit he can fix the laptop and achive an airdrop -> player does some animations and has to wait for a countdown (while "fixing" the laptop) -> player gets to choose from 3 (5 inc arti and surveillance) diffrent airdrop options random weapons box, predefined box or random vehicle -> player is shown the map and where map is pressed an airdrop will be called in -> ai is spawned with plane/heli at the edge of the map and will transport the selected drop to the destination you choose -> box/vehicle is dropped with smoke and flares -> profit? -> ai flys off full speed, eventually gets deleted
     
     
    a friend of mine made a tut on how to install it on opendayz.net, but aparently it is down for now, so i will just do this short and to the point here:
     
    in fn_selfactions near the top, right after this part:
    if (!isNull _nearLight) then { if (_nearLight distance player < 4) then { _canPickLight = isNull (_nearLight getVariable ["owner",objNull]); }; }; add this:
    _isAirdrop = cursorTarget isKindOf "Notebook"; if ((speed player <= 1) && _isAirdrop && _canDo && (player distance cursorTarget < 4)) then { if (s_player_Airdrop < 0) then { s_player_Airdrop = player addAction [("<t color=""#0096ff"">" + ("Fix Notebook (Airdrop)") +"</t>"),"Scripts\airdrop\Airdropp.sqf",cursorTarget, 0, false, true, "",""]; }; } else { player removeAction s_player_Airdrop; s_player_Airdrop = -1; }; and bottom of init add this:
    [] execVM "Scripts\airdrop\notebooksample.sqf"; now in server_updateobject, find this:
    if (_objectID == "0" && _uid == "0") then { change it to this:
    if (_objectID == "0" && _uid == "0" && (vehicle _object getVariable ["Sarge",0] != 1)) then { now in server_cleanup.fsm, find this line:
    " if(vehicle _x != _x && !(vehicle _x in PVDZE_serverObjectMonitor) && (isPlayer _x) && !((typeOf vehicle _x) in DZE_safeVehicle)) then {" \n change it to this:
    " if(vehicle _x != _x && (vehicle _x getVariable [""Sarge"",0] != 1) && !(vehicle _x in PVDZE_serverObjectMonitor) && (isPlayer _x) && !((typeOf vehicle _x) in DZE_safeVehicle)) then {" \n if you have antihacks, you will need to add this (thanks to sandbird):
     
    if you got problem with only admins can call in drops find and delete the line that looks like this: onMapSingleClick ''; if you have problems with the broadcast hint not showing, find this line:
    if (_input in ['switchmove','playmove','say','jipexec','execvm','spawn','titleText']) then make it look like this:
    if (_input in ['switchmove','playmove','say','jipexec','execvm','spawn','titleText','hint']) then also if you have probles with the crates only deleting stuff and sometimes waypoints are not set correct, find this part:
     
    { call compile (_x+""='STRING';""); sleep 0.00001; } forEach ['lbsetpicture','createDiaryRecord','createTask','createSimpleTask', 'buttonSetAction','processDiaryLink','createDiaryLink','lbSetData','createTeam','profileNamespace', 'exec','addGroupIcon','setGroupIconParams','markerText','setMarkerAlpha','setMarkerBrush','setMarkerColor', 'setMarkerDir','setMarkerPos','setMarkerShape','setMarkerSize','setMarkerText','setMarkerType','addWeaponCargo', 'addMagazineCargo','setVehicleAmmo','setVehicleAmmoDef','setWeaponReloadingTime','setVehicleInit','processInitCommands', 'addMPEventHandler','createVehicleLocal','setWaypointStatements','addWaypoint','toLower','toUpper','loadFile','rcallVarcode', 'saveStatus','loadStatus','saveVar','drawIcon','setMarkerDirLocal','setMarkerAlphaLocal','setMarkerPosLocal','setMarkerTextLocal','setMarkerTypeLocal', 'setMarkerColorLocal','setMarkerBrushLocal','setMarkerSizeLocal','setMarkerShapeLocal','createMarkerLocal']; you will need to remove these:
    'addWeaponCargo','addMagazineCargo','setVehicleAmmo','setWaypointStatements','addWaypoint' now put all the files attached in a folder called Scripts\airdrop\ (or edit settings acordingly) and you are pretty much done ...
     
    laptops are now at each airfield control tower and can be used to call in the airdrops.
     
    you can easy edit the settings.sqf to suit your needs and wishes, just read the notes and you should be good, the default settings is how i use it on my epoch cherno server.
     
    If you have a radio in your inventory you will get "advanced debug and drop control", this is like a small debug showing distance, speed, grid cords info and more from the transporter untill drop, an action to dump load at will+extra 200sec when plane heli arrives is also added when radio is in inventory.
     
    also included is an atillery strike and a survailance camera, atillery is disabled from normal players by default, but if you want this for all players just uncomment the lines around the bottum of airdropp.sqf
     
    feel free to ask if you are confused, but dont expect me to install this for you, thank you.
     
     
    have fun:
    https://drive.google.com/file/d/0B8fUlKbv9mi2QTdpT2x4ajU1ZHM/edit?usp=sharing
    (incase someone needs it, i do have taviana starting coords too, just ask and i will post them)
     
    Known problems/glitches:
     
    if player disconnects before drop is delivered the plane or heli will hover/circle at location untill shot down or runs out of fuel, i still have to figure a way to clean this, incase caller dies.
     
    if you have antihacks you will need to edit some stuff and whitelist some actions, i hope i got that covered now.
     
    if you have battleye kicks, i cant really help you much ... maybe one of the guys who got this fixed already can help with some answers for that (course i dont, sorry).
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