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Zupa

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  1. Like
    Zupa got a reaction from ElDubya in [Release] Advanced Trading 2.1 !UPDATED!   
    Nothing is released yet.
    All new changes will be released in 1 release when it's done.
     
    Tutorial will be updated ( but there won't be much to change tbh just replacing files and setting a config on true/false)
  2. Like
    Zupa got a reaction from Saltzman in [Release] Advanced Trading 2.1 !UPDATED!   
    Nothing is released yet.
    All new changes will be released in 1 release when it's done.
     
    Tutorial will be updated ( but there won't be much to change tbh just replacing files and setting a config on true/false)
  3. Like
    Zupa got a reaction from Muffin Man in How about an official statement?   
    Awol gave me rights on the code, i'm code reviewing all merge requests and getting issue assinged correctly.
  4. Like
    Zupa got a reaction from calamity in [Release] Advanced Trading 2.1 !UPDATED!   
    Small update on development, Finished filtering today, started with currency support. Also item info will be displayed.
     
     

  5. Like
    Zupa got a reaction from Saltzman in [Release] Advanced Trading 2.1 !UPDATED!   
    Small update on development, Finished filtering today, started with currency support. Also item info will be displayed.
     
     

  6. Like
    Zupa got a reaction from cen in [Release] Advanced Trading 2.1 !UPDATED!   
    Small update on development, Finished filtering today, started with currency support. Also item info will be displayed.
     
     

  7. Like
    Zupa got a reaction from vbawol in How about an official statement?   
    Awol gave me rights on the code, i'm code reviewing all merge requests and getting issue assinged correctly.
  8. Like
    Zupa got a reaction from ZENITHOVMAN in How about an official statement?   
    Awol gave me rights on the code, i'm code reviewing all merge requests and getting issue assinged correctly.
  9. Like
    Zupa got a reaction from fr1nk in How about an official statement?   
    Awol gave me rights on the code, i'm code reviewing all merge requests and getting issue assinged correctly.
  10. Like
    Zupa got a reaction from Buck0 in How about an official statement?   
    Awol gave me rights on the code, i'm code reviewing all merge requests and getting issue assinged correctly.
  11. Like
  12. Like
    Zupa got a reaction from Saltzman in [Release] Advanced Trading 2.1 !UPDATED!   
    Working on it atm,
     
    also adding a filter to search items
     
    redesinging abit to because opacity is 90's webdesign
     

  13. Like
    Zupa got a reaction from stonXer in [Release] Advanced Trading 2.1 !UPDATED!   
    continuing development this weekend : ) a heads up!
  14. Like
    Zupa got a reaction from Bob_the_K in [Release] Advanced Trading 2.1 !UPDATED!   
    continuing development this weekend : ) a heads up!
  15. Like
    Zupa got a reaction from stonXer in Give the guy some love ^^   
    http://www.twitch.tv/extremeedge134
     
    Old skool arma 2 streaming from a nice guy! Give him some love. Watching his stream made me feel to comeback to arma2
     
    I'm coming back to arma 2 to fix up some scripts and see what arma 2 epoch holds in the future ! ^^ 
  16. Like
    Zupa got a reaction from bualdoot in [Release] Advanced Trading 2.1 !UPDATED!   
    continuing development this weekend : ) a heads up!
  17. Like
    Zupa got a reaction from ElDubya in Give the guy some love ^^   
    http://www.twitch.tv/extremeedge134
     
    Old skool arma 2 streaming from a nice guy! Give him some love. Watching his stream made me feel to comeback to arma2
     
    I'm coming back to arma 2 to fix up some scripts and see what arma 2 epoch holds in the future ! ^^ 
  18. Like
    Zupa got a reaction from Buck0 in [Release] Advanced Trading 2.1 !UPDATED!   
    continuing development this weekend : ) a heads up!
  19. Like
    Zupa got a reaction from pr0dukt in Give the guy some love ^^   
    http://www.twitch.tv/extremeedge134
     
    Old skool arma 2 streaming from a nice guy! Give him some love. Watching his stream made me feel to comeback to arma2
     
    I'm coming back to arma 2 to fix up some scripts and see what arma 2 epoch holds in the future ! ^^ 
  20. Like
    Zupa got a reaction from Scarylarry in [Release] Advanced Trading 2.1 !UPDATED!   
    continuing development this weekend : ) a heads up!
  21. Like
    Zupa got a reaction from ElDubya in [Release] Advanced Trading 2.1 !UPDATED!   
    continuing development this weekend : ) a heads up!
  22. Like
    Zupa got a reaction from chi in Advanced Alchemical Crafting v3.3   
    NIce, saves some work!.
     
    i'll share the build file when it's done.
     
    I ended up now rewriting the whole script xD taking out the gems and making Single Currency support for it (instead of gems).
     
    Also cleaning up some code. I prefer no while lusses  to check for any changes ^^. 
    And no big functions in compiles.sqf ^^
     
    I change it so u can get all menu's from right clicking toolbox and then a sub dialog to choose which category to go into ^^
     
    (No worries about it calling Z-Craft) Thats just for on my server. Credits are always given! And i keep names in re releases (for Single currency i mean).

  23. Like
    Zupa got a reaction from oldmatechoc in How to give the zombie gold?   
    change the study body check to allow Zeds to :) in selfactions.
     
    Comon guys ^^ some logical thinking!! 
     
    I won't be always here to aswer these things
  24. Like
    Zupa got a reaction from mimmosan in [Release] 3.0 Door Management - No More Codes   
    [RELEASE] Door Management - No More Codes
     



    First release ONLY for Plot 4 Life users. 
     
    Tired of giving in codes? Which code belongs to which door anyways? Geezus, some guy put a bot on my door to break the code. FUCK THAT
     
    Here comes Door Management. Throw away your codes and enjoy a simple eye scan. Add your friends to your list on the door an enjoy a stress free "door opening" experience. Door opening too fast? dont worry just put the opening time a bit longer. 
     
    Inspired by plotManagement but now for Doors!
     
     

     
     
     
    If you press the unlock action you will not see a code dialog anymore. My dialog overwrites this dialog with my personal one. Here you get to simple action to press  EYE SCAN. This will open the door after 2 seconds of scanning. Fails when you are not on the manage list ofcourse. Only people on the manage list can manage the door ofcourse. Owner will be alwyas highest authority and can never be erased. (Thanks P4L - Rimblock).
     
    [insert Image of the manage window here when i'm @ home, or anyone else provide it in the meantime]
     
    If you press manual code you get the old dialog back. You can disable this in the config section.
     
    This Scripts DOES not change anything gamebreaking or database related. The door code is still being used, but only codewise (back-end). You dont see anything in the front-end.
     
    Instructions
     
     
    0 - Download the files from github:
     
    https://github.com/DevZupa/DoorManagement
     
     
    1 - in your description.ext: ( Mission PBO ) 
     
    Add to the bottom: ( THE DEFINES IS UPDATED, overwrite any other defines i gave u at other mods of mine!)
    If you get any duplicates of classes, just delete them from the defines.hpp, problem solved.
    #include "doorManagement\defines.hpp" #include "doorManagement\doorUnlock.hpp" #include "doorManagement\doorManagement.hpp" #include "doorManagement\ComboLockUI.hpp" 2 - In your compiles.sqf:  ( Mission PBO )  Add the following lines  
    /*DoorManagement Zupa*/ DoorGetFriends = compile preprocessFileLineNumbers "doorManagement\doorGetFriends.sqf"; DoorNearbyHumans = compile preprocessFileLineNumbers "doorManagement\doorNearbyHumans.sqf"; DoorAddFriend = compile preprocessFileLineNumbers "doorManagement\doorAddFriend.sqf"; DoorRemoveFriend = compile preprocessFileLineNumbers "doorManagement\doorRemoveFriend.sqf"; player_unlockDoor       = compile preprocessFileLineNumbers "doorManagement\player_unlockDoor.sqf"; player_unlockDoorCode = compile preprocessFileLineNumbers "doorManagement\player_unlockDoorCode.sqf"; player_manageDoor       = compile preprocessFileLineNumbers "doorManagement\initDoorManagement.sqf"; player_enterCode       = compile preprocessFileLineNumbers "doorManagement\player_enterCode.sqf"; player_changeCombo = compile preprocessFileLineNumbers "doorManagement\player_changeCombo.sqf";  /*DoorManagement End*/   Above
    BIS_Effects_Burn = compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf"; AND place "//" infront of the normal  player_actions so it looks like this:
    // player_unlockDoor   = compile preprocessFileLineNumbers "defaultfile.sqf";   //player_changeCombo = compile preprocessFileLineNumbers "defaultfike.sqf";  3 - Variables.sqf: Add somewhere at the top: NOT FIRST LINE:
    /**DoorManagement Config**/ DoorAdminList = ["-2","-3"]; // List of Player Id's of admins that can manage all doors AllowManualCode = true;// 2 reason| 1: Allows breaking codes (if 2nd config = false and code = 3 digits) | 2: Friends can access access not owned doors until owner gets on. HarderPenalty = true;// Cen's Penalty: Flashes screen white. And kicks player to lobby if failed more then (random number between 4 and 14) times. // AllowUncrackableCode = false; // in next release: if set to true, player can change code to more then 4 digits, The manualCode will always fail when he does. THIS is for AntiCodeCrack servers that allow Manual Code for people that like that system. // in next release. AllowManualCode will allow players to change the code in the DoorManagement Menu. /**DoorManagement Config END**/ DZE_DoorsLocked = ["Land_DZE_GarageWoodDoorLocked","Land_DZE_LargeWoodDoorLocked","Land_DZE_WoodDoorLocked","CinderWallDoorLocked_DZ","CinderWallDoorSmallLocked_DZ"];            4 -  FN_SELFACTIONS.SQF:
     
    a - Add the following
    player removeAction s_player_manageDoor; s_player_manageDoor = -1; // u might also want to add this to variables reset in your variables.sqf Under
    player removeAction s_player_barkdog; s_player_barkdog = -1; player removeAction s_player_warndog; s_player_warndog = -1; player removeAction s_player_followdog; s_player_followdog = -1; b - Place the following:
    //Allow manage door if((_typeOfCursorTarget in DZE_DoorsLocked)) then { if (s_player_manageDoor < 0) then { s_player_manageDoor = player addAction ["<t color='#0059FF'>Manage Door</t>", "doorManagement\initDoorManagement.sqf", _cursorTarget, 5, false]; }; } else { player removeAction s_player_manageDoor; s_player_manageDoor = -1; }; above
    //Allow owner to unlock vault Now in the Server.pbo
     



    5 -  server_monitor.sqf ( Mostly found in dayz_server/system/ if you are not using any modded one).
     
    a) place
    if (typeOf (_object) in DZE_DoorsLocked) then { _object setVariable ["doorfriends", _intentory, true]; }; under
    _object = createVehicle [_type, _pos, [], 0, "CAN_COLLIDE"];  
    B - Find  ( IF NOT USING PLOTMANAGEMENT )



    if (count _intentory > 0) then { Replace that with
    if ((count _intentory > 0) && !(typeOf( _object) in DZE_DoorsLocked)) then { B - IF USING PLOT MANAGEMENT, 
     
    REplace:
    if ((count _intentory > 0) && !(typeOf( _object) == "Plastic_Pole_EP1_DZ")) then { With
    if ((count _intentory > 0) && !(typeOf( _object) == "Plastic_Pole_EP1_DZ") && !(typeOf( _object) in DZE_DoorsLocked)) then { 6 -  server_UpdateObject.sqf ( Mostly found in dayz_server/compile/ if you are not using any modded one).
     
    Change 
    _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object ]; into ( IF NOT using PLotManagement)
     
    _isNormal = true; if (typeOf (_object)in DZE_DoorsLocked) then{ _isNormal = false; _inventory = _object getVariable ["doorfriends", []]; //We're replacing the inventory with UIDs for this item }; if(_isNormal)then { _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object ]; }; IF USING PLOT MANAGEMENT
     
    Change
    if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then{ _inventory = _object getVariable ["plotfriends", []]; //We're replacing the inventory with UIDs for this item } else { _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object ]; };  Into
    _isNormal = true; if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then{ _isNormal = false; _inventory = _object getVariable ["plotfriends", []]; //We're replacing the inventory with UIDs for this item }; if (typeOf (_object)in DZE_DoorsLocked) then{ _isNormal = false; _inventory = _object getVariable ["doorfriends", []]; //We're replacing the inventory with UIDs for this item }; if(_isNormal)then { _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object ]; }; Infistar Antihack
    If you're running Infistar Antihack, add this to the dialogs array;



    711195, 41144 And this to the '_cMenu =' section
    "DoorManagement","Entercode" IMPORTANT FOR NON PLOT 4 LIFE USERS
     
  25. Like
    Zupa got a reaction from ispan55 in Custom Loadouts for Admins and Regular Players   
    Maybe u can try mine out soon ;)
     

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