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Posts posted by DangerRuss
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https://pp.vk.me/c624016/v624016763/25d15/_KuyrGDmyi4.jpg
Tell me how to solve this problem? Please ...
You need more money?
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from the install instructions:
STEP 7 (Modifying player_build.sqf, player_upgrade.sqf, and player_buildingDowngrade.sqf)
I have player_build, player_upgrade and player_buildingDowngrade twice in my server (both in the epoch and overwatch folders/dayz_code.pbo) do I need to keep both and edit both?)
from the install instructions:
STEP 7 (Modifying player_build.sqf, player_upgrade.sqf, and player_buildingDowngrade.sqf)
I have player_build, player_upgrade and player_buildingDowngrade twice in my server (both in the epoch and overwatch folders/dayz_code.pbo) do I need to keep both and edit both?)
No you dont edit those. You pull the files out of your client dayz_code PBO's.. add them to the server PBO or mission PBO, edit them, and change the call line usually in the compiles.sqf.
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Even with this option set to false, its still blocking the script from working.
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Yea I'll update the version and see if I have that.
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This isn't the issue. I've always had it set to false.
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infiSTAR is blocking and kicking for this on my overwatch server, and just blocking it on my overpoch server.
Overwatch, nothing happens when player clicks the action and player grey screens.Overpoch, nothing happens.when player clicks the action except it removes their money.
Nothing logged in the hackerlog or suspicious log and nothing in the RPT.
Im stumped. Any help would be much appreciated.
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If there's a kick then there's a log and if there's a log an exception can be added :)
Post the log with the kick reason in full.
Im telling you, theres no log! Even when Im in game it doesn't give a reason or even notify me the person is being kicked, they just grey screen. Theres absolutely nothing in the RPT. Im doing this on a test server so theres nothing cluttering up the logs at all. It just says the player disconnected. If I turn the antihack off, it works like a charm.
One of the scripts I recently changed was my anti-side chat script, it used to disconnect people but I changed it to killing the player and then messaging the server with the reason they were killed. As soon as I added that message the antihack is kicking for it, if I remove the message it works normally. Also the same thing on a carepackage script Ive been tweaking. Thats the only way I've narrowed it down to this rtitletext thing.
Theres not battleye kick, no infistar message, nothing recorded, just a grey screen. The players can rejoin right away, it isnt' a temp ban.
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Trying a few new scripts lately that use server wide messages in this format
[nil,nil,rTitleText,"MESSAGE GOES HERE!", "PLAIN",6] call RE;
This is blocked by the antihack so the server can't see it, and kicks the player.
I can't figure out where to remove this function from the antihack
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It is working. Anyone that places a plotpole, adds themselves to top spot on the plot friends side. After death, they can continue on building, maintain the plot, upgrade walls, downgrade walls, etc. I am not using Plot For Life either. I also have a heavily scripted server ... coins, elevators, paint vehicles, plot management, r3f tow/lift, walking zeds, advanced trading, deploy anything, snap build, vector build, precise build, chameleon skin changing, animated suv/mv22, service point, remote key, spawn select and a few other minor ones. So it DOES work.
Interesting.. definitely didnt work for me. After death, I had to remove my plot pole and replant it. Are you sure that it's working for the plot pole owner and not just the friends? Might give it another shot if you say it's working. I never got any feedback when I posted this the last time so I just assumed that it was unfinished, which no offense, is pretty typical of Zupa's scripts.
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~snip~
double post
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Well I'm confused, on the GitHub page it clearly says (for non-p4l users, like me)
- (If not using Plot For Life) Player can add their own UID to the plot pole when they first build it so they don't lose access if they die
I've tested it and it does not work. Maybe this conflict with another mod?
I have: DZGM, Snap Build Pro, Precise Base Building, Indestructable Items, Deploy Anything, Souls currency, WAI, R3F Tow Lift, AGN Safe Zones
No you're absolutely correct it does not work. Somewhere a few pages back I said the same thing. Which is why I dont get the point of this mod.
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After dying I cannot upgrade walls and doors anymore. Need to remove plot pole and place a new one.
What causes this?
Epoch causes this. You'd need to use the plot 4 life mod (which I dont recommend). I never quite understood the point of this plot management mod.. all it does it give you a dialogue menu for functions which are already in the game. None of it persists through death, and all you have to do otherwise is tag someone as friendly. Rosska and Zupa aren't active in the community anymore so this will never get developed any further. If someone could shed some light on the point of this mod and enlighten me as to its purpose....
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not hard at all, just loop it a few times. do something like this : http://pastebin.com/BhVes7fM
but where and how do I define what these are?
_giveWep = [_weapon,_weapon2,_weapon3,_weapon4,_weapon5,_weapon6]
the array at the top of the script is just
_giveWep = ["FHQ_ACR_WDL_TWS_SD","BAF_LRR_scoped","USSR_cheytacM200_sd"] call BIS_fnc_selectRandom;
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Ok so Ive got this script running basically how I want it. I'd like to try and change up the way the loot spawns in it a bit, because as it is now it will pick only one weapon from the array. I'd like it to select a few weapons at random from the array. Once I get that working this will be perfect. But here it is so far...
Quick explanation.... player calls in crate, makes a marker on the map at players position. A message notifies the server that a player has called in a carepackage and it will land in X amount of time. Crate falls in parachute, blown by the wind. When it lands, the original marker is deleted and a new one is created on the boxes position. A message notifies the server that the box has landed. When a player gets close to the box, a message notifies the server that a player has reached the box and it will delete the box in X amount of time. After that time has passed the box and the map marker are deleted.private ["_cost","_positionM","_Marker","_LastUsedTime","_height","_downspeed","_wealth","_distance","_boxtype","_unit","_getPos","_position","_box","_chute","_smoke","_var","_textt","_tools","_items","_walls","_supplies","_weapon","_weapon2","_weapon3","_weapon4","_weapon5","_weapon6","_giveWep","_possibleMags","_mag","_whichBuild","_crateItems","_text","_getPos2","_positionB"]; _cost = 1000; _wealth = player getVariable["cashMoney",0]; _distance = 500; _boxtype = "USVehicleBox_EP1"; _LastUsedTime = 900; _height = 100; _downspeed = -3; _OnlineLimit = 1; _unit = player; _getPos = getPos _unit; _position = [_getPos select 0, (_getPos select 1) - 5, _height]; _positionM = [_getPos select 0, _getPos select 1]; //System Chat Message _playerName = name player; //System Chat Message //item lists _tools = ["ItemEtool","ItemKnife","ItemGPS","ItemFishingPole","ItemHatchet_DZE","ItemMatchbox_DZE","ItemCrowbar"]; _items = ["ItemSodaPepsi","FoodCanCorn","FoodNutmix","ItemSodaClays","FoodCanSardines","ItemKiloHemp"]; _walls = ["ItemWoodWallGarageDoor","ItemWoodWallWithDoorLg","ItemWoodWallLg","ItemWoodWallGarageDoor","ItemWoodFloor","metal_floor_kit"]; _supplies = ["CinderBlocks","MortarBucket","ItemTankTrap","PartWoodPlywood","PartWoodLumber","ItemPole","PartGlass"]; _giveWep = ["DMR","FHQ_ACR_WDL_TWS_SD","BAF_LRR_scoped","USSR_cheytacM200_sd","m107_DZ","BAF_L85A2_RIS_CWS"] call BIS_fnc_selectRandom; _possibleMags = getArray (configfile >> "cfgWeapons" >> _giveWep >> "magazines"); _mag = _possibleMags select 0; //select arrays to use _crateItems = [_walls,_supplies,_items] call BIS_fnc_selectRandom; _Time = time - lastpack; if(_Time < _LastUsedTime) exitWith { // If cooldown is not done then exit script cutText [format["please wait %1 before calling in another Air Drop!",(round(_Time - _LastUsedTime))], "PLAIN DOWN"]; //display text at bottom center of screen when players cooldown is not done }; //Checks if Player is in SafeZone or in Combat if(!(canbuild) || (inSafeZone)) exitWith { cutText ["\n\nYou are in a Safezone and cannot perform that action!" , "PLAIN DOWN"]; }; if (dayz_combat == 1) exitwith { cutText ["\n\nYou are in combat and cannot perform that action!", "PLAIN DOWN"] }; //Checks Number of Players Online if ((count playableUnits) < _OnlineLimit) exitWith { cutText [format["Air Drop Failed. Less Than %1 Players online.",_OnlineLimit], "PLAIN DOWN"]; }; //Checks if Player Has Enough Money if(_wealth < _cost) exitWith { cutText [format["You need %1 coins to Call an AirDrop.",_cost], "PLAIN DOWN"]; }; player setVariable["cashMoney",(_wealth - _cost),true]; PVDZE_plr_Save = [player,(magazines player),true,true] ; publicVariableServer "PVDZE_plr_Save"; //Create a Map Marker on Player Position deleteMarker "MarkerDrop"; _null = createMarker ["MarkerDrop",_positionM]; "MarkerDrop" setMarkerText "Air Drop"; "MarkerDrop" setMarkerType "mil_objective"; "MarkerDrop" setMarkerColor "ColorRed"; //Message To Server _message = format["%1 has called in an AirDrop. It will arrive in 100 seconds! It is marked on your map, Go Capture it!",_playerName]; [nil,nil,rTitleText,_message, "PLAIN",6] call RE; diag_log text format["[AirDrop]: Air Drop Called By a Player Successfully"]; lastpack = time; for "_x" from 1 to 100 do { if (_x >= 2) then {cutText [format ["AIR DROP ARRIVING IN %1", 101-_x], "PLAIN DOWN"];}; uiSleep 1; }; //Creates Box Falling With Parachute and Blue Smoke Trailing _chute = createVehicle ["ParachuteMediumEast", _position, [], 0, "FLY"]; _chutePos = getPos _chute; _box = createVehicle [_boxtype, _chutePos, [], 0, "FLY"]; _box attachTo [_chute, [0,0,3]]; _box setVariable ["Mission",1,true]; _chute setVariable ["Mission",1,true]; _box setVariable ["ObjectID", ""]; _chute setVariable ["ObjectID", ""]; _smoke = "SmokeShellBlue" createVehicle (getPos _box); _smoke attachTo [_box, [0,0,0]]; _var = floor((random 20) + 1); //display text to alert user _textt = format ["\nCarepackage is above you!",10]; titleText [_textt,"PLAIN DOWN"]; //Allows Box To Blow Freely in the Wind waitUntil {getPos _box select 2 < 4}; //Prevents Wind from Effecting the Parachute /* while {getPos _box select 2 > 4} do { _chute SetVelocity [0,0,_downspeed]; uiSleep 0.1; }; */ //Detaches Chute, Deletes Old Box, Makes New Box and Loads Gear detach _box; while {getPos _box select 2 > 0} do { _box setPos [getPos _box select 0, getPos _box select 1, (getPos _box select 2) - .25] }; deleteVehicle _chute; _posATL = getPosATL _box; deleteVehicle _box; _boxx = _boxtype createVehicle _posATL; _boxx setVariable ["Mission",1,true]; _boxx setVariable ["ObjectID", ""]; clearweaponcargoglobal _boxx; clearmagazinecargoglobal _boxx; {_boxx addMagazineCargoGlobal [_x, _var];} forEach _crateItems; {_boxx addWeaponCargoGlobal [_x, 5];} forEach _tools; _boxx addMagazineCargoGlobal [_mag, _var]; _boxx addWeaponCargoGlobal [_giveWep, 5]; //Remove Old Marker and Creates a Map Marker on Box Position _getPos2 = getPos _boxx; _positionB = [_getPos2 select 0, _getPos2 select 1]; deleteMarker "MarkerDrop"; _null = createMarker ["MarkerDrop",_positionB]; "MarkerDrop" setMarkerText "Air Drop"; "MarkerDrop" setMarkerType "Defend"; "MarkerDrop" setMarkerColor "ColorRed"; //Message To Server _message3= format["The Carepackage has Landed! Check Your Map and Race to Claim it!",_playerName]; [nil,nil,rTitleText,_message3, "PLAIN",6] call RE; diag_log text format["[AirDrop]: Air Drop Landed Successfully"]; //Wait until player is near. waitUntil{ sleep 1; (({isPlayer _x && _x distance _boxx <= 5} count playableUnits > 0)); }; //Message To Server _message2 = format["A Player Has Reached the Carepackage! It Will Despawn in 120 Seconds!",_playerName]; [nil,nil,rTitleText,_message2, "PLAIN",6] call RE; diag_log text format["[AirDrop]:Player At Airdrop"]; //Waits 120 Seconds then Deletes Map Marker and Box sleep 120; deleteMarker "MarkerDrop"; deleteVehicle _boxx; //Message To Server _message = format["The Air Drop Has Been Captured",_playerName]; [nil,nil,rTitleText,_message, "PLAIN",6] call RE; diag_log text format["[AirDrop]: Air Drop Captured Successfully. Deleting Marker"];
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no luck. Doesn't delete the marker or the box and I followed matt's advice and removed a block of code so the parachute moves freely in the wind and now it just falls from the sky haha.
I removed this block of code here
/* while {getPos _box select 2 > 4} do { _chute SetVelocity [0,0,_downspeed]; uiSleep 0.1; }; */
and I added this bit to the end of the script. No RPT errors in client or server.
waitUntil{ sleep 1; (({isPlayer _x && _x distance _box <= 5} count playableUnits > 0)); }; sleep 90; deleteMarker "MarkerDrop"; deleteVehicle _boxx; _message = format["The Air Drop has been Captured",_playerName]; [nil,nil,rTitleText,_message, "PLAIN",6] call RE; diag_log text format["[AirDrop]: Air Drop captured Successfully. Deleting Marker"];
gonna try commenting that part back in and see if that changes anything.
Ultimately my goal is to get it to work similarly to the An2 mission on DZMS.. I want a marker to be placed when you call the carepackage, and that marker to be deleted and another one placed where the carepackage lands. I want the carepackage to travel freely in the wind so it doesn't land directly on top of where you called it. Im using notebooks inside the ATC's to call the carepackage so I dont want it landing on the building.
DZMS does something like this
_wp = _aiGrp addWaypoint [[(_coords select 0), (_coords select 1),150], 0]; _wp setWaypointType "MOVE"; _wp setWaypointBehaviour "CARELESS"; _wp_pos = waypointPosition [_aiGrp,1];
deleteWaypoint [_aiGrp, 1]; _wp2 = _aiGrp addWaypoint [[0,0,150], 0]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointBehaviour "CARELESS";
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can I then add
deleteVehicle _boxx;
like this
sleep 90; deleteMarker "MarkerDrop"; deleteVehicle _boxx;
to delete the box as well?
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Add this at the end of the file :
waitUntil{ sleep 1; (({isPlayer _x && _x distance _box <= 5} count playableUnits > 0)); }; sleep 90; deleteMarker "MarkerDrop"; _message = format["Good Job Survivors. The Air Drop has been Captured",_playerName]; [nil,nil,rTitleText,_message, "PLAIN",6] call RE; diag_log text format["[AirDrop]: Air Drop captured Successfully. Deleting Marker"];
Yea I had basically figured out how that waituntil line should look but then I didn't know where to go from that because that just tells it to wait for a player to be near it, but then it doesn't tell it what to do after that. Thanks for this I'll give it a shot
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Hi Zupa,
after i added your singlecurrency, i got no aircraft trader, wholesale or boat dealers. any idea why?
check your mission.sqf, see if the traders are in there, if they're not you can add them.
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Is there a way to solve this, i am stuck here and don't know what to do.
ErrorMessage: File mpmissions\DayZ_Epoch_15.namalsk\dayz_code\CfgServerTrader\cfgServerTrader.hpp, line 14: .CfgTraderCategory: Member already defined.
you have a duplicate in that file on or very near that line. Remove the duplicate.
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That shouldnt be happening, its after the cooldown check
you're right, my mistake I fixed it.
Trying to look at other scripts to get an example of what matt is talking about. DZMS is just using too many variables and it doesn't make it very clear to me.
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I'll try :)
Oh also that message works but it doesn't take into account the cooldown. So even though you have to wait X amount of time before you can another one in, it notifies everyone that you've called another one in.EDIT-
This appears to be how DZMS does it
DZMSWaitMissionComp = { private["_objective","_unitArrayName","_numSpawned","_numKillReq"]; _objective = _this select 0; _unitArrayName = _this select 1; call compile format["_numSpawned = count %1;",_unitArrayName]; _numKillReq = ceil(DZMSRequiredKillPercent * _numSpawned); diag_log text format["[DZMS]: (%3) Waiting for %1/%2 Units or Less to be Alive and a Player to be Near the Objective.",(_numSpawned - _numKillReq),_numSpawned,_unitArrayName]; call compile format["waitUntil{sleep 1; ({isPlayer _x && _x distance _objective <= 30} count playableUnits > 0) && ({alive _x} count %1 <= (_numSpawned - _numKillReq));};",_unitArrayName]; if (DZMSSceneryDespawnTimer > 0) then {_objective spawn DZMSCleanupThread;}; };
and this
//function to clean up mission objects DZMSCleanupThread = { //sleep for the despawn timer length [DZMSSceneryDespawnTimer,20] call DZMSSleep; //delete flagged nearby objects { if (_x getVariable ["DZMSCleanup",false]) then { _x call DZMSPurgeObject; }; } forEach (_this nearObjects 50); };
Im having a bit of trouble adapting this
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excellent I'll make the necessary changes thanks a lot man.
Im having a look into DZMS to see if I can't figure out how to delete the marker when a player captures the crate.. should be pretty similar
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Alright, 2 small requests...
Perhaps a global or system chat message which notifies all players on the server that the carepackage will arrive in X amount of seconds and to check their map for the marker.. and then something that deletes the marker off the map either in X amount of time or once the carepackage has been captured, similar to a mission.If anyone has any ideas please share, thanks!
[Release] 2.1 Plot Management - UPDATED Object Counter
in A2: Epoch Mods (1.0.5.1)
Posted
I think he's talking about the dayz_code thats on his server, not the dayz_code you pull from steam > steamapps>common>etc