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Mates31cz

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  1. Like
    Mates31cz reacted to Suppe in [Release] HS Blackmarket 1.6 | 'New' Trader System | Special Trader | Blackmarket   
    /*
        HS Blackmarket
        by Halv & Suppe
    */

    The HS Blackmarket is a 'new' Trader-system for A3 Epoch, it was created in collaboration with Halv, Halv wrote the main part of the script, he is the true genius.

    Features:
    - Trader with Custom Dialog (Menu)
    - Trader with unlimited supply
    - You control how many Trader will spawn
    - Trader will spawn random over the Map
    - Trader will spawn in 5 different "Camps"
    - With persistent Vehicles or not persistent Vehicles
    - Easily edit/add Prices, Items, Vehicles, Weapons
    - Easily Blacklist Items, Vehicles, Weapons
    - Easily control about Vehicleammo
    - Vehicleammo count over restart (10 bullets left for the restart = 10 bullets left after restart)
    - Static and Random Traders
    - Work with stock Epoch AH and infistar
    - Work without emod !
    - Work on every Map
     
    Pictures:



     
    Download:
    https://github.com/GBR-Suppe/a3_epoch_HSBlackmarket
     
     
    Install:
    - Copy the "trader" Folder and the Stringtable.xml in your epoch.Mission

    - Add to your init:
      [] execVM "trader\init.sqf"; [] execVM "trader\resetvehicleammo.sqf";   [] execVM "trader\HALV_takegive_crypto_init.sqf";  - Add to your description.ext  ( on the very top and if you use Halv's spawn script as well, you need only 1x the Halv_defines.hpp)
      #include "trader\Halv_defines.hpp" #include "trader\tradedialog.hpp"   #include "trader\HSPricing.hpp" - (optional) Open epoch.Mission/trader/init.sqf to configurate the HS Blackmarket
     
    - (optional) Open epoch.Mission/trader/settings.sqf and resetvehicleammo.sqf to configurate the Vehicleammo

    - (optional) Open epoch.Mission/trader/HSPricing.hpp to configurate prices, or to add Items, Vehicles, Weapons and so on

    - (optional) Remove 1 Epoch Trader for every Blackmarket Trader you added (remove Epoch Trader: \Arma 3\@epochhive\epochconfig.hpp  ,search for NPCSlotsLimit)
     
    - (optional) To get all messages of the traders (like the vehicleworldlimit check) you need:
     
    Edit your BE Filter:



     
    For infistar Server:



     
     
      for Halv                              for Suppe
     
    Copyright © 2015 Halvhjearne & Suppe

    This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your    option) any later version.

    This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.

    You should have received a copy of the GNU General Public License along with this program. If not, see http://www.gnu.org/licenses/.
  2. Like
    Mates31cz reacted to hambeast in How to Set Up an Automated Build Process and How to set up a DayZEpoch Dev Environment   
    What we are doing: Setting up an automated build process to compile the server and mission PBO on restart
    Why: Ever needed to make changes to your server but had to wait for server restart?  Ever missed that window and had to wait another 3 - 4 hours till your next restart cycle? I hate that!
    Requirements: PBOmanager, notepad++, firedaemon(optional) or knowledge of editing your batch scripts, a dev environemnt (you do have a dev environment don't you?), a dedicated server
    Difficulty: Advanced
     
    Ok guys, as stated before it is a huge pain in the ass to have to wait till your server goes down to push changes.  Why not automate it so that you can make your changes and be done with them?
     
    So to start off you really should have a dev environment that mirrors your production environment.  I'm talking about a dev server here people.  Quick and dirty, just copy and paste your folder containing the Arma2OA install (you know the folder with @DayZ_Epoch_Server in it) to another directory.  Doesn't matter what the name is but you need to make changes here before you make them on your production server so you can verify that you didn't break anything.
     
     
    Step 1: Install PBO manager if you have not.  you can get it here: http://www.armaholic.com/page.php?id=16369
    Step 2: If you do not have unpacked folders of your PBO's living next to them in their proper directories, unpack your pbo's so that you have a folder with the same name in the same directory.  This is where you will make your changes.
    Step 3: Create a batch script to run BEFORE your server starts.  This PBO will automatically pack up the folder into a PBO overwriting your old one.
     
    Here is the content of my batch script "pbopack_dev.bat" (note that this is for the dev server, your path will not be the same"
     
     
    "C:\Program Files\PBO Manager v.1.4 beta\PBOConsole.exe" -pack "D:\dayz\DEV_Epoch1\@DayZ_Epoch_Server\addons\dayz_server" "D:\dayz\DEV_Epoch1\@DayZ_Epoch_Server\addons\dayz_server.pbo" "C:\Program Files\PBO Manager v.1.4 beta\PBOConsole.exe" -pack "D:\dayz\DEV_Epoch1\MPMissions\DayZ_Epoch_11.Chernarus" "D:\dayz\DEV_Epoch1\MPMissions\DayZ_Epoch_11.Chernarus.pbo"  
     
    Step 4: Integrate batch script into your current server restart method.  I use firedaemon, if you use a batch script, just make sure you run the previous batch before you start your server but after you have shut it down.  for firedaemon users, just add the batch script to the "pre-service programs".  Give it a nice 15 second timeout to ensure we didn't start the server too fast.
     
    That's it.  Verify it works without breaking anything and you can implement this for your production servers.
     
     
    Development and Deployment strategy:
     
    Ok so I touched a little about this earlier but you MUST use a development environment.  Any programmer who has worked in a professional environment will know that you NEVER EVER EVER make changes to production code.  Firstly, its dangerous, secondly, it makes you look bad if you break a critical system because you were too lazy to test it properly.  Always make changes to your dev server first before you migrate those changes to the live prod environment!!!!!
     
    Ideally,  you would want to have an exact mirror of your production server so that you can accurately verify your changes don't break something.
     
    Here's how I do it.
     
    Initial Setup:
    1. Copy entire DayZ server directory to a new one (this only needs to be done once)
    2. Backup your DayZ database and insert it as a new one (I use "DayzEpoch_DEV" for this)
    3. Modify your hive.ini so it points to your dev database
    4. Make changes on dev server and verify results.
     
    After Setup:
    1. Delete "@DayZ_Epoch_Server" and "mpmissions" directories from the DEV server folder.
    2. Copy over "@DayZ_Epoch_Server" and "mpmissions" from your PROD server folder into the DEV server folder.
    3. Make changes you need to the folders (no need to recompile as our script above does that for us)
    4. Verify changes
     
    Migrating changes from DEV to PROD on a Live server:
    1. TEST YOUR CHANGES IN DEV
    2. Navigate to your PROD server directory and delete the PBO's unpacked folders you wish to modify
    3. Copy the unpacked folders from your DEV server to the PROD server
    4. Wait for server restart to automatically recompile the folders into PBOs
  3. Like
    Mates31cz reacted to IT07 in [scarCODE] S.I.M. (Server Info Menu) by IT07   
    S.I.M. (Server Info Menu)
    by IT07


    WHAT IS THIS
    This is a script that runs from the mission file and provides the players on the server (on which the menu is installed) with a neat menu
    that can show a ton of information all configured by the person who installs the script.
    Want to see what it can do? then checkout the video linked below :)

    SCREENSHOT
    http://imgur.com/zAGaD1F

    DOWNLOAD & INSTALL
    https://github.com/IT07/Game_code/tree/master/ArmA_3/A3_scarCODE_Bundle
  4. Like
    Mates31cz reacted to computermancer in Earplugs Script   
    I updated battleye stuff, files on github and install instrucitons
    BTW: It turns out that EPAH being enabled does not allow keydown stuff. 
    But if you do have EPAH enabled, everything else still works.
     
    Edit these in your BE filters
    ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////// scripts.txt (at the end of the line add the following) /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////                                         (BIS_fnc_)  First Line:  !"bis_fnc_initVehicle" !"BIS_fnc_setVehicleMass_fsm" !"BIS_fnc_arsenal_type"                         (displayAddEventHandler)  Line 53 (54 on notepad++) :         !"EP_LOOP"  (displayAddEventHandler)  Line 53 (54 on notepad++)           !"cmKeyPress"  (              exec                    )   Line 22 (23 on notepad++) :           !"clock.sqf"   ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////// PublicVariable.txt (at the end of the line add the following) ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////// First Line:                                            !"cmEarplugs_hotkeyDIKCodeNumber"   /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  5. Like
    Mates31cz got a reaction from mgm in [TUTORIAL] Quick Bulletpoint-style Notes to Set Up a Arma 3 Epoch Dedicated Server   
    Nice Tutorial, TNX
  6. Like
    Mates31cz reacted to mgm in [TUTORIAL] Quick Bulletpoint-style Notes to Set Up a Arma 3 Epoch Dedicated Server   
    Following the forum software upgrade, this post became invisible. I can't seem to make it work any more not sure what's wrong and don't have the time to mess with it any more.
     
    Here is a quick fix, I took the code 1st post BB code and converted to HTML.
    Published the resulting HTML code in GitLab repo at https://gitlab.com/themgm/Arma_3_Misc/raw/master/HOWTO_setup_Arma_3_Epoch_Dedicated_Server/HOWTO_setup_Arma_3_Epoch_Dedicated_Server.html
     
    Sadly the one above does show as TEXT and not HTML web page.
     
    Here is a hack to the hack, I copy & pasted the code to a web developer pastebin-like site, here is the link:
    http://output.jsbin.com/cejamiwaxa
     
    Until I have time to troubleshoot just use the above link please.
     
    To mods: this new forum software does seem to suck BTW :(
     
  7. Like
    Mates31cz reacted to Zupa in [INFO] DZE Configs & Variables / Init   
    This Topic will give you all default options you can change in your init.sqf/variables.sqf to personalize your server without putting any script in.
     
     
    If I made any mistakes, please clearify and I will change it!
     
     
    Simple add the line in the top half of your init.sqf to change values (unless stated otherwise)
     
     
    Selfbloodbag
    DZE_SelfTransfuse = false; // default value TRUE: Allows player to right click on a bloodbag to use a bloodbag on himself.
     
     
    Selfbloodbag values
    DZE_selfTransfuse_Values = [12000, 15, 300]; // default value If  DZE_SelfTransfuse is set to true, this will define the value of that bloodbag,
    1st value is the ammount of blood you get from the bag;
    2nd value is the infection chance in %
    3th value is the cooldown in seconds
     
     
     Max Animals
    dayz_maxAnimals = 5; Amount of animals per player. They will despawn like zombies if no one is there.
     
     
    timezoneswitch
    timezoneswitch = 0; Changes the murdermenu times with this offset in hours.
     
     
    Zombie settings dayz_maxLocalZombies = 40; Max number of zombies spawned per player.
      dayz_maxGlobalZombiesInit = 40; Starting global max zombie count, this will increase for each player within 400m (Default: 40)   dayz_maxGlobalZombiesIncrease = 10; This is the amount of global zombie limit increase per player within 400m (Default: 10)   dayz_maxZeds = 500; Total zombie server limit 
    dayz_zedSpawnVehCount = dayz_maxLocalZombies / 2; Zombies spawn from a vehicle (if a player is in it)
      dayz_spawnAirCount = 0; NO CLUE.
    dayz_zedsAttackVehicles = true; Zombies attack vehicles or not.
       
    Player Zombie
    DZE_PlayerZed = true; Allows the player zo spawn as a zombie when he died of an infection.
     
     
    GODMODE Bases
    DZE_GodModeBase = false; Buildables will be indestructable from the NEXT restart they were placed if set to true.
     
     
    DayZ Epoch Debug For Servers
    DZEdebug = false; If set to true, the server RPT file will have alot more info on what happends on the server. ( For debugging).
     
    Wiki explenation:
     
     
    DZE debug damage
    DZEDebug_Damage = true; Dont really know, i guess that nothing gets damage when Debug = true?
     
     
    Vehicle parachute trading
    DZE_TRADER_SPAWNMODE = false; Enable purchased vehicle parachute spawning setting this to true. 
     
     
    Tame Dogs
    dayz_tameDogs = false; If true, you can tame dogs ( with cooked meat right?).
     
     
    Sell Distance LAND Vehicle
    dayz_sellDistance_vehicle = 10; Ammount in meters how far an LAND vehicle has to be from trader to be sellable.
     
     
    Sell Distance SEA Vehicle
    dayz_sellDistance_boat = 30; Ammount in meters how far an SEA vehicle has to be from trader to be sellable.
     
     
    Sell Distance AIR Vehicle
    dayz_sellDistance_air = 40; Ammount in meters how far an AIR vehicle has to be from trader to be sellable.
     
     
    Para Spawn Player
    dayz_paraSpawn = false; If true, players will spawn in the air, dont forget to open your parachute!
     
     
    Position
    dayz_minpos = -20000; dayz_maxpos = 20000; The max and min distance from center of the map where a player can logout and still spawn on the same position when loggin in. Does this also affect the radiation you get when passing these places ( I dont think so)?
     
     
    BuildingLimits
    DZE_checkNearbyRadius = 30; Distance where the building limits will look for objects.
    DZE_BuildingLimit = 150; Ammount of builables allowed in this distance.
    DZE_BuildOnRoads = false; Allow/Disallow building on roads.
    DZE_DamageBeforeMaint = 0.09; Ammount of damage a builable must have before being able to be maintained.
    DZE_StaticConstructionCount = 0; Ammount of animations you have to do before something gets build. ( always +1) so number 0 = 1 step, number 1 = 2 steps)
    DZE_PlotPole = [30,45]; 1st value is the radius of a plotpole
    2nd value is the radius where the next plot can be build.
    DZE_maintainRange = ((DZE_PlotPole select 0)+20); If you maintain this is going to be the range where it maintains. Default: (plotradius + 20 meters)
    DZE_requireplot = 1; 1= Need a plot to build, 0 = you can build anywhere.
    DZE_AntiWallLimit = 3; Not really sure about this. Amoount of tries u can get to get trough a wall before u get killed ?
     
    Humanity Showing
    DZE_HumanityTargetDistance = 25; The distance where it becomes visible if a player is bandit or hero ( blue red names).
     
     
    Friendls Saving
    DZE_FriendlySaving = true; Save the friend to the database or not.
     
     
    Custom loot tables.
    DZE_MissionLootTable = false; Set to true of you want to use own loot tables ( include them in description.ext ofcrouse)
     
     
    Config traders
    DZE_ConfigTrader = false; Set to true if you want to use config traders. Include them in your description.ext)
     
     
    LootSpawnTimer
    DZE_LootSpawnTimer = 10; Not really sure. The time that takes to start spawning loot in an area?
     
     
    Heli Lift
    DZE_HeliLift = true; Allow/disallow default epoch heli lifting
     
     
    Full moon nights
    dayz_fullMoonNights = false; If true nights wont be pitch black, moonlight will make it doable.
     
     
    Vehicle Ammo Saving
    DZE_vehicleAmmo = 0; 0 : amo in vehicles weapons will reset on restart. 1:ammo will save and respawn on restart.
     
     
    Access backpack in trader area.
    DZE_BackpackGuard = true; If true, it closes the gear menu when close to another player in trader area's
     
     
    CleanNull
    DZE_CleanNull = false; No idea.
     
    Customize Death Messages   Enables global chat messaging of player deaths. (Also requires enableRadio true;?) DZE_DeathMsgGlobal = true; Enables side chat messaging of player deaths. (Also requires enableRadio true;?) DZE_DeathMsgSide = true; Enables global title text messaging of player deaths. DZE_DeathMsgTitleText = true; Vehicles allow without ObjecId and ObjectUID
    DZE_safeVehicle = ["ParachuteWest","ParachuteC"]; // EDIT THIS INSIDE THE VARIABLES.SQF , otherwise overwritten Force Save vehicles
    DZE_AllowForceSave = false; If true players get a scroll wheel option to force a save of a vehicle to database.
     
     
    Cargo Check
    DZE_AllowCargoCheck = true; Allow a player to check cargo on a vehicle.
     
     
    ForceNameTags
    DZE_ForceNameTags = false; If true it forces YES on the question to show name or not on players close to you.
    DZE_ForceNameTagsOff = false; Forces the answer NO.
    DZE_ForceNameTagsInTrader = false; Forces name tag on in trader zones.
     
    HALO JUMP
    DZE_HaloJump = true; Allow Halo Jumps from air vehicles
     
     
    Weight
    DZE_R3F_WEIGHT = true; Enable, disable the epoch weight system.
     
     
    Surrender
    DZE_Surrender = true Able to surrender, which drops all weapons and places hands on head ( Default "/" keybind)
     
    OldHeliCrash (1.0.1.5+)
    Re-enable old heli crash method with OldHeliCrash = true;
    OldHeliCrash = true; spawnShoremode
    Controls if the player will spawn on shore or not. 1 = Spawn must be on shore, 0 = anywhere. (Default: 1)
    spawnShoremode = 1; spawnArea
    Controls how large of an area to search for a suitable spawn location. (Default: 1500)
    spawnArea = 1500; MaxVehicleLimit
    Controls the max overall vehicle limit if this limit is reached no new vehicles will spawn.
    MaxVehicleLimit = 50; DynamicVehicleDamageHigh
    Sets the highest possible damage a fresh spawned vehicle will have. (Default: 100)
    DynamicVehicleDamageHigh = 100; DynamicVehicleDamageLow
    DynamicVehicleDamageLow = 10; // Default: 0 Lowest damage on a spawned vehicle.
     
     
    DynamicVehicleFuelLow
    Sets the lowest possible fuel level a fresh spawned vehicle will have. (Default: 0)
    DynamicVehicleFuelLow = 0; DynamicVehicleFuelHigh
    Sets the highest possible fuel level a fresh spawned vehicle will have. (Default: 100)
    DynamicVehicleFuelHigh = 100; Dynamic Debris
    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
    Server admins can now change default fresh spawn loadout by adding these variables to the mission init.sqf.
    DefaultMagazines = ["ItemBandage","ItemPainkiller"]; DefaultWeapons = ["ItemFlashlight"]; DefaultBackpack = ""; DefaultBackpackItems = [""]; //  which accepts both weapons and magazines.//  DZE_defaultSkin = [["Male skin1","Male skin2"],["Female skin1","Female skin2"]]; //Default player skin for fresh spawns, selected randomly Ore Veins
    MaxMineVeins = 150; // Max Ore Veins Defines the ammount of oreveins that spawn on the map
       
    Ammo boxes
    MaxAmmoBoxes = 25; // Max Ammo boxes Defines the ammount of ammoboxes next to road.
     
     
    Database events
     
    Damage for maintain
     
    -- ---------------------------- -- Event structure for setDamageOnAge -- ---------------------------- DROP EVENT IF EXISTS `setDamageOnAge`; DELIMITER ;; CREATE EVENT `setDamageOnAge` ON SCHEDULE EVERY 1 DAY COMMENT 'This sets damage on a wall so that it can be maintained' DO UPDATE `Object_DATA` SET `Damage`=0.1 WHERE `ObjectUID` <> 0 AND `CharacterID` <> 0 AND `Datestamp` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 3 DAY) AND ( (`Inventory` IS NULL) OR (`Inventory` = '[]') ) ; DELIMITER ; This will "damage" walls, floors, etc every day so they can be maintained.  
     
     
    If i forgot anything please post it here so we can complete this information topic.
  8. Like
    Mates31cz reacted to 0verHeaT in [Release] Custom Kill Messages   
    Description
     
    Get all kill notification nicely displayed in the left upper corner. This will include the picture of the gun and the shot distance.
     
    The format will look like that:
     
    [killer] ['image'] [victim] ['distance in meters']
     
    To see how it will look like in game:



     
    UPDATE
    fixed bug where dead players spawn near their bodies with their old gear message will only appear when a player is shot by someone else if an attacker killed another player with a vehicle the message will show the picture of the vehicle instead of the gun  
    Download and installation
     
    http://github.com/0verHeaT/kill_msg
     
     
    Step by Step Guide (if you have already other mods)
     
    (Has been removed! Please use my Github!)
     
    Done.
  9. Like
    Mates31cz reacted to OtterNas3 in [RELEASE] Vehicle Key Changer - For making Masterkey - V 1.4 (Updated 06/15/2014)   
    Just finished it and thought someone could like it...
    You have many, many (many, ...) Vehicles? You have many, many (many, ...) different Keys? Already need to attach a list with Key = Vehicle to your Monitor to keep track of em? Need 30 minutes to start driving because you dont have such a list? Frustrated? ALL OVER!
     
    This little script allows you and the Players on your Server to copy Vehicles, that you got the Key for, to another Key that's in your Inventory!
     
    Example:
    Car 1: Red Skoda - Red Key (1234)
    Car 2: Green Skoda - Green Key (4321)
     
    You need a Keymakers Kit!
    Put both keys in your Inventory, look at the Car 1 and select "Change Vehicle Key" from the action menu.
     
    You get a list with all Keys in your Inventory, to select from a menu. In this case the list would just be one: Green Key (4321)
    Not in the list is the Key for Car 1, so no Red Key (1234)
     
    Select the new Key you want to put the car on and: voila!
     
    You can throw away the unneeded Red Key (1234)
    The Old vehicle Key gets added to your Backpack
    Car 1 & Car 2 are both now on the Green Key (4321)
     
    You can allow players to "Claim" Vehicles that are dynamic spawned on the Map and does not yet need a Key.
    This is a option you can turn On/Off!
    You can set a price for claiming vehicles also.
     
    THIS DOES NOT HOWEVER INCLUDE MISSIONVEHICLES THAT ARE NOT SPAWNED CORRECTLY!
    IF YOU WANT TO BE ABLE TO CLAIM MISSIONVEHICLES, TELL THE MISSION DEVELOPER TO SETUP HIS SPAWNCODE FOR VEHICLES TO A CORRECT WAY!
     
    Changelog 1.4
    I changed some functions and implemented some small fixes mentioned by other users in this Thread.
    Specially for just bought vehicles and the "get not saved after driving" thing.
    This should also fix the duping for some of you, i never had it yet and cant reproduce. just made the call a bit different now.
     
     
    If it doesnt work as it should, gimme a shout.
     
    And for people that think this Mod is a total mess. Dont use it?
    It works on my Server for a loooooooooooooong time now without any errors!
     
     
     
    Demo Video
    http://www.youtube.com/watch?v=bEUmLrje_5o
     
     
    Like?
     
    DOWNLOAD:
    https://www.dropbox.com/s/mq0dvpzawtwmam8/VehicleKeyChanger_v1.4.zip
     
     Install Instructions:
    1. Download and unzip VehicleKeyChanger_v1.4.zip
    2. unpbo MPMissions\YOURMISSIONNAME.pbo
    3. copy the custom folder from the unziped VehicleKeyChanger_v1.4.zip to MPMissions\YOURMISSIONNAME\
    4. open MPMissions\YOURMISSIONNAME\init.sqf
     
    Find this block:
    if (!isDedicated) then { 0 fadeSound 0; waitUntil {!isNil "dayz_loadScreenMsg"}; dayz_loadScreenMsg = (localize "STR_AUTHENTICATING"); _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; }; And insert this line above the closing bracket };
    _nil = [] execVM "custom\VehicleKeyChanger\VehicleKeyChanger_init.sqf"; 5.
    Configuration:
    Edit custom\VehicleKeyChanger\VehicleKeyChanger_init.sqf
     
    Edit this block to your likings!

    ///////////////////////////////////////////////// ///////////////////////////////////////////////// // Edit these settings to fit your needs/likes // ///////////////////////////////////////////////// ///////////////////////////////////////////////// /// Claim Vehicles that does not yet need Key /// ///////// 0 = Not allowed | 1 = Allowed ///////// vkc_claiming = 0; ///////////////////////////////////////////////// //////// Claim Vehicles costs this Item ///////// /// Any Item can be used here, some examples: /// //// ItemTinBar, ItemSilverBar, ItemGoldBar, //// ////// ItemSilverBar10oz, ItemGoldBar10oz, ////// ///// ItemBriefcase20oz, ItemBriefcase100oz ///// //////// set to "0" to disable the costs //////// vkc_claimingPrice = "ItemGoldBar10oz"; ///////////////////////////////////////////////// ////////// Change Key costs this Item /////////// ////////////// see above examples /////////////// //////// set to "0" to disable the costs //////// vkc_Price = "ItemSilverBar"; ///////////////////////////////////////////////// /////// Need KeyKit to use this function //////// ////////// 0 = Not needed | 1 = Needed ////////// vkc_needKeykit = 1; ///////////////////////////////////////////////// ///////////////////////////////////////////////// /////////////// DONT EDIT BELOW ! /////////////// ///////////////////////////////////////////////// 5. repbo MPMissions\YOURMISSIONNAME\
    - upload it to your server -
     
    6. unpbo @DayZ_Epoch_Server\addons\dayz_server.pbo
     
    7 copy server_updateObject.sqf from your unziped VehicleKeyChanger_v1.4.zip to @DayZ_Epoch_Server\addons\dayz_server\compile\  and overwrite the existing one. (This just adds a function for this mod nothing else changed)
    If you already have a custom server_updateObjects.sqf you need to compare my file with yours and make the changes yourself!
     
    8. repbo @DayZ_Epoch_Server\addons\dayz_server\
    - upload it to your server -
     
    9 copy this file to your Servers BattlEye filters folder:
    publicvariableval.txt
     
    FYI: INFISTAR AdminCheat, ummm sorry meant AntiCheat, users!
    Cause he uses his own BE filter files should not copy paste this file over your existing one, else you will get kicked for all the cool nice admin functions that comes with your Infistar! You need to do the change yourself if you get kicked for anything regarding this script.
    I dont had and will not have a look at Infistar's BE files to sort things out!
     
    10. Restart your server
    11. Enjoy it and cleanup your vaults!
     
    12. DONT LOOSE YOUR MASTERKEY! :rolleyes:
     
     
    -- Additional Information ---
     
    For InfiStar AdminCheat (ummm sorry meant AntiCheat...) users:

     
     
    Have fun with it!
     
    - If you like it - Like it - So I can count Downloads - I like that
     
    #####################################
    #                      Support my work                      #
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    #                                Donate                           #
    #####################################

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