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DangerRuss

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Posts posted by DangerRuss

  1. Has anyone customized their trader cities? I can't seem to find where the trader areas are being added. It used to be in the dayz_server\missions\DayZ_Epoch_11.Chernarus\mission.sqf

     

    The only thing I See now is you can change the coordinates for the actual traders.

  2. On 12/24/2016 at 0:27 PM, ClontarfX said:

    You could do a _this enableSimulation false if the vehicle is locked. You could also delete vehicles that enter the safe zone without a driver to stop people jumping out of aircraft into safe zone to blow shit up.

    There's a few options.

    Thats an interesting idea. Do you think that would stop it completely?

     

    I was thinking of the issue that if you flip an air vehicle, no matter where it is, it explodes.

  3. On 7/17/2016 at 1:33 PM, lwbuk said:

    Well it wasn't anything to do with the script, it was me being a dumbass and spawning the box colliding with something else, so I didnt think it necessary to expand as no-one would do something that silly.

    You never know bud. It might have been something very particular but who knows, a year or 2 from now someone might be have run into the same thing and spend all day googling it just to find this thread and be so disappointed. It's happened to me!

     

  4. On 6/18/2016 at 11:50 AM, lwbuk said:

    n/m fixed it.

    If you encounter a problem, and you fix it, don't just say you fixed it and nevermind. Explain how you fixed it in case someone else has that same problem. This is just common courtesy, the same way you expected help when you originally posted your problem, you should explain how it was fixed.

  5. I haven't read this entire thread so Im not sure if this was pointed out, but using just the 

    "SmokeShell"

    class name will make every smoke grenade, regardless of color, have the exact same effect. You can't use a script that gives just SmokeShell an effect without also giving that to every other type of smoke grenade. You have to specify color.  I have a custom gas grenade script on my server that Matt started and Halvhjearne improved a couple of years ago and we ran into that exact problem. 

     

    Also "G_40mm_SmokeGreen" is the correct classname for the 40mm smoke grenades. Basically any m203 smoke grenade firing weapon.

  6. From time to time I run a Battle Royale Server on Arma 2. One of the features is frequently dropped carepackes. After playing a little I noticed that unless you directly see the carepackage being dropped there is no way to know where they are! So I added a map marker that spawns on the carepackage when it lands and disappears when a player gets close to the carepackage. 

    The problem is as follows.  The first carepackage is dropped and the map is updated with a marker at it's location. While it sits and before and player loots it, other carepackages are being dropped around the map but the marker does not show for them. After a player captures the first carepackage, the map marker disappears from the map as intended. The very next carepackage that is dropped, following the capture of the first carepackage, updates the map with a new map marker.  So no map markers are spawning on the carepackages that drop after the first before it is captured. 

    How do I make each carepackage get its own marker?

    spawn_carepackages.sqf

     
    
    	//_chutetype, _boxtype, _helistart, _crashwreck
    private ["_chutetype","_boxtype","_helistart","_crashwreck","_randomizedLoot","_guaranteedLoot","_chute","_box","_num","_weights","_index","_itemType","_lootRadius","_lootPos","_pos","_bam","_i","_nearby","_smoke","_itemTypes","_cntWeights","_lootTable","_playerName","_null","_message2"];
    	_chutetype = _this select 0;
    _boxtype = _this select 1;
    _helistart    = _this select 2;
    _crashwreck    = _this select 3;
    _randomizedLoot = _this select 4;
    _guaranteedLoot = _this select 5;
    	_lootRadius = 1;
    _lootTable = ["HeliCrash","MilitarySpecial","Military"] call BIS_fnc_selectRandom;
    	    _chute = createVehicle [_chutetype,_helistart,[],0,"CAN_COLLIDE"];
        _chute setVariable["Sarge",1];
        _chute setPos [(getpos _crashwreck select 0), (getPos _crashwreck select 1), (getPos _crashwreck select 2)-10];
        
        _box = createVehicle [_boxtype,_helistart,[],0,"CAN_COLLIDE"];
        _box setVariable["Sarge",1];
        _box setPos [(getpos _crashwreck  select 0), (getPos _crashwreck select 1), (getPos _crashwreck select 2)-10];
        
        _box attachto [_chute, [0, 0, 0]];
        
        _i = 0;
    	
        while {_i < 45} do {
        scopeName "loop1";
        if (((getPos _box) select 2) < 1) then {breakOut "loop1"};
    	    sleep 1;
        _i=_i+1;
        };  
    	
        switch (true) do {
          case not (alive _box): {detach _box;_box setpos [(getpos _box select 0), (getpos _box select 1), 0];};
          case alive _box: {detach _box;_box setpos [(getpos _box select 0), (getpos _box select 1), 0];_bam = _boxtype createVehicle [(getpos _box select 0),(getpos _box select 1),(getpos _box select 2)+0];deletevehicle _box;};
        };
        _bam setVariable["Sarge",1];
        deletevehicle _chute;
        
        sleep 2;
        
        _pos = [getpos _bam select 0, getpos _bam select 1,0];
        
        //Map Marker
        _null  = createMarker ["MarkerDrop",_pos];
        "MarkerDrop"  setMarkerText "Air Drop";
        "MarkerDrop"  setMarkerType "mil_dot";
        "MarkerDrop"  setMarkerColor "ColorRed";
        //Map Marker
        
        _smoke = createVehicle ["SmokeShellred",_pos,[],0,"CAN_COLLIDE"];
        _smoke setVariable["Sarge",1];
    	    
        
        //Wait until player is near, wait 90 seconds and delete marker/box.
        waitUntil{
        sleep 1;
        (({isPlayer _x && _x distance _pos <= 5} count playableUnits > 0));
        };
    	
        //_message2 = format[" %1 is at the carepackage!",_playerName];
        _message2 = format[" A player is looting the carepackage!",_playerName];
        [nil,nil,rTitleText,_message2, "PLAIN",6] call RE;
    	    sleep 5;
        deleteMarker "MarkerDrop";
        
        _num        = (round(random _randomizedLoot)) + _guaranteedLoot;
    	        
            _itemTypes =    [] + getArray (configFile >> "CfgBuildingLoot" >> _lootTable >> "lootType");    
            _index =        dayz_CBLBase  find _lootTable;
            _weights =        dayz_CBLChances select _index;
            _cntWeights = count _weights;   
    	        //Creating the Lootpiles outside of the _crashModel
            for "_x" from 1 to _num do {
                //Create loot
                _index = floor(random _cntWeights);
                _index = _weights select _index;
                _itemType = _itemTypes select _index;
            
                
                //Let the Loot spawn in a non-perfect circle around _crashModel
                _lootPos = [_pos, ((random 2) + (sizeOf(_boxtype) * _lootRadius)), random 360] call BIS_fnc_relPos;
                [_itemType select 0, _itemType select 1, _lootPos, 0] call spawn_loot;
    	            diag_log(format["CAREPACKAGE: Loot spawn at '%1' with loot %2", _lootPos, _itemType]); 
    	            // ReammoBox is preferred parent class here, as WeaponHolder wouldn't match MedBox0 and other such items.
                _nearby = _pos nearObjects ["ReammoBox", (sizeOf(_boxtype)+3)];
                {
                    _x setVariable ["permaLoot",true];
                } forEach _nearBy;
            };
  7. On 6/5/2016 at 6:18 PM, salival said:

    Did you modify the paths to the mods?

    The file paths, IP, and port are all correct. This is not the issue.  

    Ive tried this multiple different ways. I believe his way produces this error "Windows cannot find 'ArmA2OA_BE.exe'. Make sure you typed the name correctly, and then try again." Even though the file pathing and file names are correct.

    My way is the closest one to working out of any of the suggested files, it just isn't actually changing the mod and if I manually change the mod and then boot I connect to to server before it kicks me with a service lost message.  I suppose it might be as the other gentlemen suggested and has something to do with my arma version. Still there is some way to do it if dayz launcher is doing it. I just need whatever launch parameters it is using.

  8. On 6/3/2016 at 7:24 PM, salival said:

    My batch file I posted works perfectly, it's also in the Arma 2 OA directory so I launch it from there. Post a copy of my version that you are using

    I tried it exactly as you posted it with only changing the IP's. It launches me to the server and then boots me instantly.

     

    Quote

    have you reverted your arma 2 to legacy in steam?

    I have not. I guess I should try that?

  9. 	if(Z_SellingFrom == 2)then{
            _wA = [];
            _mA = [];
            {
                //_localResult = [player,(_x select 0),1] call BIS_fnc_invRemove;
                //Fix so rocket mags and weapons can be sold
                _name = _x select 0;
                    _type = _x select 1;
                    if (_type == "trade_items") then {_name = configFile >> "CfgMagazines" >> _name;};
                    if (_type == "trade_weapons") then {_name = configFile >> "CfgWeapons" >> _name;};
                    _localResult = [player,_name,1] call BIS_fnc_invRemove; // Use config for BIS_fnc_invRemove
    	            if( _localResult != 1)then{
                    if(_x select 1 == "trade_items")then{
                        _mA set [count(_mA),0];
                    }else{
                        _wA set [count(_wA),0];
                    };
                }else{
                    if(_x select 1 == "trade_items")then{
                        _mA set [count(_mA),1];
                    }else{
                        _wA set [count(_wA),1];
                    };
                };
    	        }count Z_SellArray;
    	        _outcome set [0,_mA];
            _outcome set [1,_wA];
            _outcome set [2,[]];
        };
    	

    20160529003314_1.jpg

  10. Yes first and foremost thanks to Ebay for being one of the last Arma Guru's to still work on arma 2. Your DZGM and ESSv2 are basically apart of the mod now. Almost every server uses your mods! 

    Back on topic. This appears to fix the issue for regular trading, but not for advanced trading. Advanced trading still shows the weapon instead of the magazine. When you try and sell more than one of those weapon, only the actual weapon sells so you can't exploit this but you still cant sell rockets with advanced trading. Regular trading seems to work fine.

  11. sweet I'll test this out. I was wondering why all of the sudden dayz launcher couldn't find my epoch mod. And the strangest thing when I Would try and verify the mod it would blue screen of death my pc.. really bizarre stuff.

     

    Anyways my server isn't actually epoch or overpoch but this should help anyway

    EDIT- Not working.. 
     

    [Window Title]
    ArmA2OA_BE.exe
    
    [Content]
    Windows cannot find 'ArmA2OA_BE.exe'. Make sure you typed the name correctly, and then try again.
    
    [OK]

    paths are correct.. so Im not sure..

  12. Your line doesn't even launch arma 2 for me. The bat file launches and nothing happens.

    My line seems to launch arma through steam but it doesn't seem to apply the launch parameters for the server, it sits at "waiting for host." You can then back out to main menu and remote connect to the server. It also doesn't appear to change the mod no matter what mod parameters Im  using.

  13. On 5/23/2016 at 5:08 PM, Shawn said:

    Is it advanced trader not letting you, or the actual epoch trader menu?

    It's both.

    Quote

    Maybe u can make an special Trader to sell and bougth it. for example a trader who spawn a custom crate when you buy an launcher,  and delete plaeyer weapon and magazines.

    Thank you for the suggestion but thats a bit much for me. Also, the problem is only with selling, not purchasing.

  14. On 5/23/2016 at 5:08 PM, Shawn said:

    Is it advanced trader not letting you, or the actual epoch trader menu?

    It's both

     
    On 5/23/2016 at 0:21 PM, juandayz said:

     a few time ago i was try to make it, and yes, all  magazines and launcher have the same name.

    Maybe u can make an special Trader to sell and bougth it. for example a trader who spawn a custom crate when you buy an launcher,  and delete plaeyer weapon and magazines.

    if ure using gold system try:

    Firts u needs to crate a new trader trought arma2oa editor and call this addon by init.sqf  or take an id of deafault trader (more easy) for example Black Market trader.

    then create:

    roketsbuy.sqf (must be into custom\rockets\):

      Reveal hidden contents

    private ["_playerPos","_neartrade","_cost"];

    call gear_ui_init;
    _playerPos = getPosATL player;
    _neartrade = count nearestObjects [_playerPos, [TRADER ID HERE], 3] > 0;
    _cost = "ItemGoldBar" in magazines player;  //change for another if u want

    if (!_cost) exitWith {cutText [format["Needs 1x ItemGoldBar to buy a roket launcher package"], "PLAIN DOWN"];};

    if (_neartrader && _cost)  then {

    titleText ["Bought Roket Launcher Package", "PLAIN DOWN"];titleFadeOut 5;

    player removeMagazine "ItemGoldBar";

    player addMagazine "ROKETLAUNCHER AMMOID HERE";

    player addWeapon "ROKETLAUNCHER WEAPON ID HERE";

    sleep 2;

    };

     

    or make it trougth crates.

      Reveal hidden contents

    private ["_playerPos","_neartrade","_cost"];

    call gear_ui_init;
    _playerPos = getPosATL player;
    _neartrade = count nearestObjects [_playerPos, [TRADER ID HERE], 3] > 0;
    _cost = "ItemGoldBar" in magazines player;  //change for another if u want

    if (!_cost) exitWith {cutText [format["Needs 1x ItemGoldBar to buy a roket launcher package"], "PLAIN DOWN"];};

    if (_neartrader && _cost)  then {

    titleText ["Bought Roket Launcher Package", "PLAIN DOWN"];titleFadeOut 5;

    player removeMagazine "ItemGoldBar";

    _crate12 = objNull;
                    if (true) then
                    {
                    _this = createVehicle ["USBasicWeapons_EP1", _playerPos, [], 0, "CAN_COLLIDE"];
                    _crate12 = _this;
                     clearWeaponCargoGlobal _crate12;
                     clearMagazineCargoGlobal _crate12;  
                    _crate12 addWeaponCargoGlobal   ["ROKETLAUNCHER ID HERE", 1];                  
                    _crate12 addmagazinecargoglobal  ["ROKETLAUNCHER AMMO HERE", 2];    
                                    
                };
                 sleep 60;
                    deleteVehicle _crate12; 

    };

     

     

    then go to the bottom of your fn_selfaction.sqf and add

      Reveal hidden contents

    ////////////rokets//
    private["_playerPos","_neartrade"];


    _playerPos = getPosATL player;
    _neartrade = count nearestObjects [_playerPos, ["TRADERID HERE"], 3] > 0;
     
    if (_neartrade) then {
            if (s_player_buyy < 0) then {
                s_player_buyy = player addaction[("<t color=""#3399cc"">" + ("BuyRocketPackage") +"</t>"),"custom\rockets\rocketsbuy.sqf"];
            };
        } else {
            player removeAction s_player_buyy;
            s_player_buyy = -1;
        };
    ////////////////

    ***This add a new option on scroll menu to buy rockets when youre infront of this special trader.

    ***its not tested

    Thank you for the suggestion but it's a bit much honestly. Also the problem is only when the player wishes to sell the rockets, not purchase. You can purchase fine.

     

     

  15. No unfortunately it doesn't, I still get "session lost"

    I did a little digging and I found this

    steam://run/33930//-connect=IP%20-port=PORT%20-mod=@DayzOverwatch;%20-nosplash%20-world=empty%20-nopause

    it doesn't seem to work though. Launches the game with Epoch even though Im trying to launch just Overwatch, and it hangs on wait for host.. but this is definitely closer to the mark. If we could just get the launch parameters that dayz launcher uses that would work.

  16. I used to use batch files to join all of my favorite servers because dayz launcher so often gets screwy on me. The latest and greatest is it seems to believe my epoch installation is corrupt but it won't actually fix it. Launching the game through steam works fine but it's a process to have to remember the IP/Port to remote connect to all of my servers.

    I used to use this

    SETLOCAL ENABLEEXTENSIONS
    
    :v64_path_a2
    For /F "Tokens=2* skip=2" %%A In ('REG QUERY "HKLM\SOFTWARE\Wow6432Node\Bohemia Interactive Studio\ArmA 2" /v "MAIN"') Do (set _ARMA2PATH=%%B)
    
    IF NOT DEFINED _ARMA2PATH (GOTO v32_path_a2) ELSE (GOTO v64_path_a2oa)
    
    :v32_path_a2
    For /F "Tokens=2* skip=2" %%C In ('REG QUERY "HKLM\SOFTWARE\Bohemia Interactive Studio\ArmA 2" /v "MAIN"') Do (set _ARMA2PATH=%%D)
    
    IF NOT DEFINED _ARMA2PATH (GOTO uac_PATH_A2) ELSE (GOTO v64_path_a2oa)
    
    :uac_PATH_A2
    FOR /F "tokens=2* delims=	 " %%I IN ('REG QUERY "HKLM\SOFTWARE\Wow6432Node\Bohemia Interactive Studio\ArmA 2" /v "MAIN"') DO (SET _ARMA2PATH=%%J)
    
    IF NOT DEFINED _ARMA2PATH (GOTO std_PATH_A2) ELSE (GOTO v64_path_a2oa)
    
    :std_PATH_A2
    FOR /F "tokens=2* delims=	 " %%K IN ('REG QUERY "HKLM\SOFTWARE\Bohemia Interactive Studio\ArmA 2" /v "MAIN"') DO (SET _ARMA2PATH=%%L)
    
    IF NOT DEFINED _ARMA2PATH (GOTO ENDfailA2) ELSE (GOTO v64_path_a2oa)
    
    :v64_path_a2oa
    For /F "Tokens=2* skip=2" %%E In ('REG QUERY "HKLM\SOFTWARE\Wow6432Node\Bohemia Interactive Studio\ArmA 2 OA" /v "MAIN"') Do (set _ARMA2OAPATH=%%F)
    
    IF NOT DEFINED _ARMA2OAPATH (GOTO v32_path_a2oa) ELSE (GOTO RUN)
    
    :v32_path_a2oa
    For /F "Tokens=2* skip=2" %%G In ('REG QUERY "HKLM\SOFTWARE\Bohemia Interactive Studio\ArmA 2 OA" /v "MAIN"') Do set (_ARMA2OAPATH=%%H)
    
    IF NOT DEFINED _ARMA2OAPATH (GOTO uac_PATH_A2OA) ELSE (GOTO RUN)
    
    :uac_PATH_A2OA
    FOR /F "tokens=2* delims=	 " %%M IN ('REG QUERY "HKLM\SOFTWARE\Wow6432Node\Bohemia Interactive Studio\ArmA 2 OA" /v "MAIN"') DO (SET _ARMA2OAPATH=%%N)
    
    IF NOT DEFINED _ARMA2OAPATH (GOTO std_PATH_A2OA) ELSE (GOTO RUN)
    
    :std_PATH_A2OA
    FOR /F "tokens=2* delims=	 " %%O IN ('REG QUERY "HKLM\SOFTWARE\Bohemia Interactive Studio\ArmA 2 OA" /v "MAIN"') DO (SET _ARMA2OAPATH=%%P)
    
    IF NOT DEFINED _ARMA2OAPATH (GOTO ENDfailA2OA) ELSE (GOTO RUN)
    
    :run
    :v64_path_steam
    For /F "Tokens=2* skip=2" %%Q In ('REG QUERY "HKLM\SOFTWARE\Wow6432Node\Valve\Steam" /v "InstallPath"') Do (set _STEAMPATH=%%R)
    
    IF NOT DEFINED _STEAMPATH (GOTO v32_path_steam) ELSE (GOTO runs)
    
    :v32_path_steam
    For /F "Tokens=2* skip=2" %%S In ('REG QUERY "HKLM\SOFTWARE\Valve\Steam" /v "InstallPath"') Do (set _STEAMPATH=%%T)
    
    IF NOT DEFINED _STEAMPATH (GOTO uac_path_steam) ELSE (GOTO runs)
    
    :uac_path_steam
    FOR /F "tokens=2* delims=	 " %%U IN ('REG QUERY "HKLM\SOFTWARE\Wow6432Node\Valve\Steam" /v "InstallPath"') DO (SET _STEAMPATH=%%V)
    
    IF NOT DEFINED _STEAMPATH (GOTO std_path_steam) ELSE (GOTO runs)
    
    :std_path_steam
    FOR /F "tokens=2* delims=	 " %%W IN ('REG QUERY "HKLM\SOFTWARE\Valve\Steam" /v "InstallPath"') DO (SET _STEAMPATH=%%X)
    
    IF NOT DEFINED _STEAMPATH (GOTO ENDfailSteam) ELSE (GOTO runs)
    
    :runs
    
    "%_ARMA2OAPATH%\ArmA2OA_BE.exe" 0 0 -nosplash -skipintro -noPause -world=empty "-mod=%_ARMA2PATH%;EXPANSION;ca;@DayzOverwatch;@DayZ_Epoch1051" -connect=YOURIP -port=YOURPORT /high
    
    ENDLOCAL
    
    :end
    exit /B 0
    
    :ENDfailA2
    exit /B 1
    
    :ENDfailA2OA
    exit /B 2
    
    :ENDfailSteam
    exit /B 3
    

    You would obviously change the IP and port for the server you want to join. However this no longer seems to work because it's missing some kind of steam launch parameter, and trying to join the server fails. Any ideas how to fix this?

  17. So I guess because the classnames are exactly the same, you can't sell rockets at the traders. When you go to sell your rocket (ammunition) it thinks it is the rocket launcher (Weapon) ,even though I've clearly defined it as a magazine in the config traders, It won't actually let you sell the rocket.

    For example

    class Igla {
            type = "trade_weapons";

    class Igla {
    		type = "trade_weapons";

    and

    class Igla {
    		type = "trade_items";

     

  18. On 3/10/2016 at 9:27 AM, lonewolfgaming said:

    Thanks, I knew it was probably at least one missing somewhere

    make sure you download the syntax highlighting for notepad++  

    When you click your mouse cursor next to a bracket, it should highlight in deep bold red and so should its corresponding closing/opening bracket. If there is no corresponding bracket, it will appear as a very thin light red bracket. That is how you'll know you're missing a bracket.

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