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carl101

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Posts posted by carl101

  1. Ebay noob where would I find these lines?

    Xbowbii this is survival servers little added file. The file contains all the dz_godbase, default spawn load out etc

    //Enable purchased vehicle parachute spawning setting this to true. (Default: false)
    DZE_TRADER_SPAWNMODE = false;

    //Set the Amount of possible heli Crashes on Spawn
    MaxHeliCrashes= 5; // Default = 5

    //Enable full moon nights by setting this to true. (Default: false)
    dayz_fullMoonNights = true;

    //Controls the max overall vehicle limit if this limit is reached no new vehicles will spawn.
    MaxVehicleLimit = 150;

    //Experimental feature that will parachute spawn all players into the game. (Default: false)
    dayz_paraSpawn = true;

    //Allows adding more potential spawn points. PLEASE NOTE: The extra markers named spawn5 - spawn10 must exist. (Default: 4)
    //spawnMarkerCount = 10;

    //Controls animal spawn limits (Default: 8)
    dayz_maxAnimals = 8;

    //Enables the ability to tame dogs with raw meat. (Default: false)
    dayz_tameDogs = false;

    //Sets the lowest possible damage a fresh spawned vehicle will have. (Default: 0)
    DynamicVehicleDamageLow = 25;

    //Sets the highest possible damage a fresh spawned vehicle will have. (Default: 100)
    DynamicVehicleDamageHigh = 75;

    //Sets the lowest possible fuel level a fresh spawned vehicle will have. (Default: 0)
    DynamicVehicleFuelLow = 25;

    //Sets the highest possible fuel level a fresh spawned vehicle will have. (Default: 100)
    DynamicVehicleFuelHigh = 75;

    //Max number of zombies spawned per player. (Default: 40)
    dayz_maxLocalZombies = 40;

    //Starting global max zombie count, this will increase for each player within 400m (Default: 40)
    dayz_maxGlobalZombiesInit = 40;

    //This is the amount of global zombie limit increase per player within 400m (Default: 10)
    dayz_maxGlobalZombiesIncrease = 10;

    //Total zombie limit (Default: 500)
    dayz_maxZeds = 500;

    //Disables zombies attacking vehicles.  (Default: false)
    dayz_zedsAttackVehicles = true;

    //Controls the distance that you can sell a vehicle to the traders.
    dayz_sellDistance = 20;
    dayz_sellDistance_vehicle = 20;
    dayz_sellDistance_boat = 30;
    dayz_sellDistance_air = 40;

    //true will enable debug so that road debris and new vehicle spawns are visible via map markers. Also debug will enable "Save to arma.RPT" that allows access of a tool to obtain lootpos information for buildings used for adding support for additional maps. (Default: false)
    DZEdebug = false;

    //To change how many debris spawn edit the MaxDynamicDebris variable in the missions init.sqf.
    MaxDynamicDebris = 100; // Max number of road debris spawns (Default: 100)

    //Customize fresh spawn loadout
    DefaultMagazines = ["ItemBandage","ItemBandage","ItemPainkiller","17Rnd_9x19_glock17","17Rnd_9x19_glock17","30Rnd_545x39_AK","30Rnd_545x39_AK","ItemMorphine","ItemBloodbag"];  
    DefaultWeapons = ["ItemFlashlight","ItemMap","glock17_EP1","AK_74"];  
    DefaultBackpack = "";  
    DefaultBackpackWeapon = "";

    //Customize Death Messages
    //Enables global chat messaging of player deaths. (Also requires enableRadio true;?)   (Default: false)
    DZE_DeathMsgGlobal = true;

    //Enables side chat messaging of player deaths. (Also requires enableRadio true;?)   (Default: false)
    DZE_DeathMsgSide = false;

    //Enables global title text messaging of player deaths.  (Default: false)
    DZE_DeathMsgTitleText = false;

    //Change amount of ammo boxes that spawn on the server.
    MaxAmmoBoxes = 5;

    //Change amount of mining veins on the server.
    MaxMineVeins = 50;

    //Enables Helicopter Lifting
    DZE_HeliLift = true;

    //Enables Player to Spawn as Zombie after being killed by them
    DZE_PlayerZed = true;

    // (Default: 25)
    DZE_HumanityTargetDistance = 25;

    // (Default: true)
    DZE_FriendlySaving = true;

    //If True will allow building on roads
    DZE_BuildOnRoads = false;

    // Custom Mission Loot Table (Default: false)
    DZE_MissionLootTable = false;

    // Loot Spawn Timer (Default: 10)
    DZE_LootSpawnTimer = 10;

    //Enable/Disable backpack contents being wiped if logging out or losing connection beside another player.
    DZE_BackpackGuard = false; //Default = true, true to enable, false to disable

    //Change the number of constructed objects within range of a 30m Plot Pole. (default=150). Be very carefull with this number, as setting it too high will cause a huge amount of local lag**
    DZE_BuildingLimit = 900;

    //Non destructable bases
    DZE_GodModeBase = true;

    //DZE_requireplot override variable added
    DZE_requireplot = 0;

    //weight system
    DZE_R3F_WEIGHT = false;

    //build timer
    DZE_StaticConstructionCount = 1;

     

  2. i have edited AGN to make god mode cars and iv had this working previously but cant seem to get it working now.
    can anyone tell me what im missing please?

     

    /*
     * Safezone Commander Script by AlienX
     * www.opendayz.net
     * Thanks to everyone who has provided other scripts of the same format, without you I would not have been able to make this.
     */

    diag_log ( "[AGN] Starting Trader City Safezone Commander!" );
     
    if ( isDedicated || isServer ) exitWith {diag_log ( "Error: Attempting to start AGN products on a server where it should not be!" );};

    Private ["_EH_Fired", "_ehID", "_fix","_inVehicle","_inVehicleLast","_EH_Fired_Vehicle",
            "_inVehicleDamage","_antiBackpackThread","_antiBackpackThread2"];
            
    //SCRIPT SETTINGS
    AGN_safeZoneDebug = false; //Debug notes on screen.
    AGN_safeZoneGodmode = true;                                 //Should safezone Godmode be enabled?
    AGN_safeZoneMessages = true;                                //Should players get messages when entering and exiting the safe zone?
    AGN_safeZone_Backpack_EnableAntiBackpack = true;            //Should players not be able to take from peoples bags?
    AGN_safeZone_Backpack_AllowGearFromLootPiles = true;        //Should players be able to loot from loot piles?
    AGN_safeZone_Backpack_AllowGearFromVehicles = true;        //Should players be able to loot from a vehicles gear?
    AGN_safeZone_Backpack_AllowGearFromDeadPlayers = true;        //Should players be able to loot from a dead players corpse?
    AGN_safeZone_Backpack_AllowFriendlyTaggedAccess = true;    //Should players who are tagged friendly be able to access eachothers bags?
    AGN_safeZone_Vehicles_DisableMountedGuns = true;            //Should players not be able to shoot bullets/projectiles from mounted guns?
    AGN_safeZone_Vehicles_AllowGearFromWithinVehicles = true;    //Should players be able to open the gear screen while they are inside a vehicle?
    AGN_safeZone_Players_DisableWeaponFiring = true;            //Should players not be able to shoot bullets/projectiles from their weapon(s)?

    //Probs not needed, but meh :)
    disableSerialization;

    waitUntil {!isNil "dayz_animalCheck"};
    if ( AGN_safeZoneMessages ) then { systemChat ( "[AGN] Trader Zone Commander Loaded!" ); };

    _inVehicle = objNull;
    _inVehicleLast = objNull;

    while {true} do {
        
        waitUntil { !canBuild };

        _inSafezoneFinished = false;
        if ( AGN_safeZoneMessages ) then { systemChat ("[AGN] Entering Trader Area - God Mode Enabled"); };
        _thePlayer = player;

        if ( AGN_safeZoneGodmode ) then
        {
            player_zombieCheck = {};
            player_zombieCheck = {};
            fnc_usec_damageHandler = {};
            fnc_usec_unconscious  = {};
            vehicle_handleDamage ={};
            vehicle_handleKilled ={};
            thePlayer removeAllEventHandlers "handleDamage";
            thePlayer addEventHandler ["handleDamage", {false}];
            thePlayer allowDamage false;
        };
        
        if ( AGN_safeZone_Players_DisableWeaponFiring ) then
        {
            _EH_Fired = _thePlayer addEventHandler ["Fired", {
                systemChat ("[AGN] You can not fire your weapon in a Trader City Area");
                NearestObject [_this select 0,_this select 4] setPos[0,0,0];
            }];
        };
        
        if ( AGN_safeZone_Backpack_EnableAntiBackpack ) then
        {
            AGN_LastPlayerLookedAt = objNull;
            AGN_LastPlayerLookedAtCountDown = 5;
            _antiBackpackThread = [] spawn {
                private [ "_ct","_ip","_ia","_dis"] ;
                while {!canBuild} do
                {
                    if ( isNull AGN_LastPlayerLookedAt ) then
                    {
                        waitUntil {!isNull cursorTarget};
                        _ct = cursorTarget;
                        _ip = isPlayer _ct;
                        if ( _ip ) then { _ia = alive _ct; _dis = _ct distance player; } else { _ia = false; _dis = 1000; };
                        
                        if ( (_ip && _ia) && (_dis < 6.5) ) then
                        {
                            AGN_LastPlayerLookedAt = _ct;
                        };
                    } else {
                        AGN_LastPlayerLookedAtCountDown = AGN_LastPlayerLookedAtCountDown - 1;
                        if ( AGN_LastPlayerLookedAtCountDown < 0 ) then { AGN_LastPlayerLookedAtCountDown = 5; AGN_LastPlayerLookedAt = objNull; };
                        sleep 1;
                    };
                };
            };
                
            _antiBackpackThread2 = [] spawn {
                private ["_to","_dis","_inchk","_ip","_ia","_skip","_ct","_iv","_lp","_inv","_ctOwnerID","_friendlies","_if"];
                _ctOwnerID = 0;
                while {!canBuild} do
                {
                    _ct = cursorTarget;
                    _skip = false;
                    
                    if ( !isNull (_ct) ) then
                    {
                        _to = typeOf _ct;
                        _dis = _ct distance player;
                        _inchk = ["WeaponHolder","ReammoBox"];
                        
                        _lp = false;
                        {
                            if ( (_to isKindOf _x) && (_dis < 10) && AGN_safeZone_Backpack_AllowGearFromLootPiles ) then
                            {
                                _lp = true;
                            };
                        } forEach ( _inchk );

                        _ip = isPlayer _ct;
                        _ia = alive _ct;
                        _iv = _ct isKindOf "AllVehicles";
                        _inv = (vehicle player != player);
                        
                        _if = false;
                        if ( _ip ) then {
                            _ctOwnerID = _ct getVariable["CharacterID","0"];
                            _friendlies    = player getVariable ["friendlyTo",[]];
                            if(_ctOwnerID in _friendlies) then {    
                                if ( AGN_safeZone_Backpack_AllowFriendlyTaggedAccess ) then
                                {
                                    _if = true;
                                };
                            };
                        };
                        if ( AGN_safeZoneDebug ) then {
                        hintSilent ( format["AGN Safezone Commander\n\nCursorTarget\n%1\n\nDistance\n%2\n\nLootpile\n%3 [%9]\n\nisPlayer\n%4\n\nAlive\n%5\n\nisVehicle\n%6\n\ninVehicle\n%7\n\nisFriendly\n%8 (%12) [%10]\n\nSkip: %11\n",
                                                    _ct, _dis, _lp, _ip, _ia, _iv, _inv, _if, AGN_safeZone_Backpack_AllowGearFromLootPiles, AGN_safeZone_Backpack_AllowFriendlyTaggedAccess, _skip, _ctOwnerID] );
    };

                        
                        //Lootpile check
                        if ( _lp ) then {_skip = true;};
                        
                        //Dead body check
                        if ( !(_ia) && AGN_safeZone_Backpack_AllowGearFromDeadPlayers ) then {_skip = true;};
                        
                        //Vehicle check
                        if ( _iv && (_dis < 10) && !(_ip) && AGN_safeZone_Backpack_AllowGearFromVehicles ) then {_skip = true;};
                        
                        //In a vehicle check
                        if ( _inv && AGN_safeZone_Vehicles_AllowGearFromWithinVehicles ) then { _skip = true; };
                        
                        //Is player friendly?
                        if ( _if ) then { _skip = true; };
                    };
                    
                    if( !isNull (FindDisplay 106) && !_skip ) then
                    {
                        if ( isNull AGN_LastPlayerLookedAt ) then
                        {
                            (findDisplay 106) closeDisplay 1;
                            waitUntil { isNull (FindDisplay 106) };
                            createGearDialog [(player), 'RscDisplayGear'];
                            if ( AGN_safeZoneMessages ) then { systemChat (""); };
                            waitUntil { isNull (FindDisplay 106) };
                        } else {
                            if ( AGN_safeZoneMessages ) then { systemChat (format["[AGN] You cannot open your gear at this time as you have looked at a player in the last 5 seconds."]); };
                            (findDisplay 106) closeDisplay 1;
                            waitUntil { isNull (FindDisplay 106) };
                        };
                    };
                    if ( _skip && _if ) then {
                        if ( AGN_safeZoneMessages ) then { systemChat ("[AGN] This player is tagged friendly, you have access to this players bag") };
                    };
                };
            };
        };
        
        if ( AGN_safeZone_Vehicles_DisableMountedGuns ) then
        {
            while { !canBuild } do
            {
                sleep 0.1;
                if ( !(isNull _inVehicle) && (vehicle player == player) ) then
                {
                    _inVehicle removeEventHandler ["Fired", _EH_Fired_Vehicle];
                    _inVehicleLast = _inVehicle;
                    _inVehicleLast removeEventHandler ["Fired", _EH_Fired_Vehicle];
                    _inVehicle = objNull;
                };
                
                if ( vehicle player != player && isNull _inVehicle ) then
                {
                    if (AGN_safeZoneMessages) then { systemChat ( "[AGN] No Firing Vehicle Guns Enabled" ); };
                    _inVehicle = vehicle player;
                    _inVehicleDamage = getDammage _inVehicle;
                    _EH_Fired_Vehicle = _inVehicle addEventHandler ["Fired", {
                        systemChat ("[AGN] You can not fire your vehicles weapon in a Trader City Area");
                        NearestObject [_this select 0,_this select 4] setPos[0,0,0];
                    }];
                };
            };
        } else {
            waitUntil { canBuild };
        };

        AGN_LastPlayerLookedAt = objNull;
        AGN_LastPlayerLookedAtCountDown = 5;
        terminate _antiBackpackThread;
        terminate _antiBackpackThread2;
        if ( AGN_safeZoneMessages ) then { systemChat ("[AGN] Exiting Trader Area - God Mode Disabled"); };
        
        if ( AGN_safeZone_Vehicles_DisableMountedGuns ) then
        {
            if ( !(isNull _inVehicle) ) then
            {
                if ( AGN_safeZoneMessages ) then { systemChat ( "[AGN] No Firing Vehicle Guns Disabled" ); };
                _inVehicle removeEventHandler ["Fired", _EH_Fired_Vehicle];
            };
            
            if ( !(isNull _inVehicleLast) ) then
            {
                if ( AGN_safeZoneMessages ) then { systemChat ( "[AGN] No Firing Vehicle Guns Disabled" ); };
                _inVehicleLast removeEventHandler ["Fired", _EH_Fired_Vehicle];
            };
        };

        if ( AGN_safeZone_Players_DisableWeaponFiring ) then
        {
            _thePlayer removeEventHandler ["Fired", _EH_Fired];
        };
        
        if ( AGN_safeZoneGodmode ) then
        {
            player_zombieCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf";
            fnc_usec_damageHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandler.sqf";
            fnc_usec_unconscious = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_unconscious.sqf";
            vehicle_handleDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleDamage.sqf";
            vehicle_handleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleKilled.sqf";
            thePlayer addEventHandler ["handleDamage", {true}];
            thePlayer removeAllEventHandlers "handleDamage";
            thePlayer allowDamage true;
        };
        _inSafezoneFinished = true;
    };

     

     

    i have added the damage things for vehicles but aint working.

  3. yeah all these lines are gone from my init

     

    /*    

        For DayZ Epoch

        Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz

    */

    startLoadingScreen ["","RscDisplayLoadCustom"];

    cutText ["","BLACK OUT"];

    enableSaving [false, false];

    //REALLY IMPORTANT VALUES

    dayZ_instance =    24;                //The instance

    dayzHiveRequest = [];

    initialized = false;

    dayz_previousID = 0;

    //disable greeting menu

    player setVariable ["BIS_noCoreConversations", true];

    //disable radio messages to be heard and shown in the left lower corner of the screen

    enableRadio true;

    // May prevent "how are you civillian?" messages from NPC

    enableSentences false;

    // DayZ Epochconfig

    spawnShoremode = 1; // Default = 1 (on shore)

    spawnArea= 1500; // Default = 1500

    dayz_MapArea = 18000; // Default = 10000

    dayz_minpos = -1000;

    dayz_maxpos = 26000;

    //Epoch Config Variables

    call compile preprocessFileLineNumbers "config\epochconfig.sqf";    

    // Dayz Epoch Events

    EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];

    //Load in compiled functions

    call compile preprocessFileLineNumbers "init\variables.sqf";                //Initilize the Variables (IMPORTANT: Must happen very early)

    progressLoadingScreen 0.1;

    call compile preprocessFileLineNumbers "init\publicEH.sqf";                //Initilize the publicVariable event handlers

    progressLoadingScreen 0.2;

    call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";    //Functions used by CLIENT for medical

    progressLoadingScreen 0.4;

    call compile preprocessFileLineNumbers "init\compiles.sqf";                //Compile regular functions

    progressLoadingScreen 0.5;

    call compile preprocessFileLineNumbers "traders\server_traders.sqf";                //Compile trader configs

    progressLoadingScreen 1.0;

    fnc_usec_selfActions = compile preprocessFileLineNumbers "init\fn_selfActions.sqf";

    "filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";

    if (isServer) then {

        //Compile vehicle configs

        call compile preprocessFileLineNumbers "\z\addons\dayz_server\missions\DayZ_Epoch_24.Napf\dynamic_vehicle.sqf";                

        // Add trader citys

        _nil = [] execVM "\z\addons\dayz_server\missions\DayZ_Epoch_24.Napf\mission.sqf";

        _serverMonitor =     [] execVM "\z\addons\dayz_code\system\server_monitor.sqf";

    };

    if (!isDedicated) then {

        //Conduct map operations

        0 fadeSound 0;

        waitUntil {!isNil "dayz_loadScreenMsg"};

        dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");

        execVM "service_point\service_point.sqf";

        

        //Run the player monitor

        _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];

        _playerMonitor =     [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";    

    };

    //Start Dynamic Weather

    execVM "\z\addons\dayz_code\external\DynamicWeatherEffects.sqf";

    #include "\z\addons\dayz_code\system\BIS_Effects\init.sqf"

    //Mod Config

    execVM  "config\modconfig.sqf";    

    [] execVM "R3F_ARTY_AND_LOG\init.sqf";

    [] execvm 'AGN\agn_SafeZoneCommander.sqf';

  4. Anyone else having a tp issue? Me and my admins can tp fine but when we tp a player they go back to there original position.

    It's either instant or can take about 5 mins but there position is always reset .

    Anyone else having this issue?

  5. my rpt error

    this is just constantly repeating itself

    if (count Allowed>
     8:07:43   Error Zero divisor
     8:07:43 File z\addons\dayz_server\init\server_functions.sqf, line 266
     8:07:43 "DEBUG: unable to find suitable vehicle to spawn"
     8:07:43 Error in expression <esList set [_index, AllowedVehiclesList select _lastIndex];
    };
    AllowedVehiclesLi>
     8:07:43   Error position: <select _lastIndex];
    };
    AllowedVehiclesLi>
     8:07:43   Error Zero divisor
     8:07:43 File z\addons\dayz_server\init\server_functions.sqf, line 264
     8:07:43 Error in expression <ect _lastIndex];
    };
    AllowedVehiclesList resize _lastIndex;
    };

    my server functions file of them lines

     

     

     

    // vehicle limit reached, remove vehicle from list
            // since elements cannot be removed from an array, overwrite it with the last element and cut the last element of (as long as order is not important)
            _lastIndex = (count AllowedVehiclesList) - 1;
            if (_lastIndex != _index) then {
                AllowedVehiclesList set [_index, AllowedVehiclesList select _lastIndex];
            };

     

     

     

     

    could this have something to do with why i have so many cars spawning?

     

    cheers

  6. Not sure if in correct section so feel free to move if needed.

    Anyways I have one player that seems to have problems with his player randomly tping to a previous spot on the map every now and again.

    We know he ain't doing it as he's been on my server since the beginning and everyone knows him as a legite player etc.

    I have infistar running and gotcha antihack

    Krixes self bloodbag

    Remove clothes

    Agn safezone

    Any ideas what's going on?

    I also have a player or 2 complaining that the server seems to show up with 10000 ping for them sometimes when it's fully running.

    They have no problems with others

    Not sure if both could be related?

    Any ideas?

  7. hi, im having trouble getting r3f working, i had it working great on a dayz,st server but cant get it working on a surviival server.

    iv looked at loads of other post to see what im doing wrong but nothing seems to help.

     

    if someone could have a quick loot at what iv done then that would be great :)

     

    my init.sqf has this at the bottom

     

    [] execVM "R3F_ARTY_AND_LOG\init.sqf";

     

     

    my description.ext

    at the top:

     

     

    aiKills = 1;

    diagRadio = 1;

    diagHit = 1;

    #include "R3F_ARTY_AND_LOG\desc_include.h"

    class RscTitles

    {

    #include "R3F_ARTY_AND_LOG\desc_rsct_include.h"

    };

    class RscText

     

     

    and the bottom:

     

    #include "R3F_ARTY_AND_LOG\desc_rsct_include.h"

     

     

    iv added all vehicles that spawn from the vehicle_dynamic.sqf to make sure im using the correct vehicles

     

    iv uploaded a snippet from the file to see how it is added in

     

    if someone could have a quick look it would be greatly appreciated

     

     

    /applications/core/interface/file/attachment.php?id=400">confi.txt

    confi.txt

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