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DangerRuss

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Posts posted by DangerRuss

  1. it's kicking everyone but i see no rpt log for this variable restriction. just scriptslog. it's something i gotta add in the publicvariable file...

     

     

    EDIT

     

    now it isnt kicking people anymore because it' doesnt get past the 2nd iteration of the loading screen...gets stuck at a almost full loading bar and a ZERO...i'm about an asshair away from wiping everything and re scripting...

     

     

    players are gonna be PISSED.

    whats the RPT say? if it's a script restriction that means its doesn't like them loading something client side. Ive always used infiSTAR and his filters and never had any problems. You just need to find out the offending line and either filter it or just change the 5 to a 1. The Scripts.txt is almost useless anyway.

  2. yeah, weed sounds like John Digweed ;-)

     

     

    uhm, nope, sorry, dont works...i am a total noob with c++

     

    maybe with the moving Anim?  maybe i dont have that?

     

    or maybe bad language inside blocked by infistar?

     

    this drives me crazy....still cant get it....

    Im utterly useless with this but he was correct in that there aren't enough closing brackets. If you use Notepad ++ and you use the SQF syntax highlighting, when you click next to a bracket it, and its corresponding closing bracket turn red. 

    Im sure gr8 will be able to help.

     

    Try this. No promises.

     [] spawn {
        hint "You just smoked a huge blunt and youre now high as crazy fuck (lasts 90 seconds)";
        player removeMagazine 'ItemKiloHemp';
        player setDamage 0;
        r_player_inpain = false;
        r_player_injured = false;
        dayz_hunger    = dayz_hunger + 0.4;
        dayz_thirst = dayz_thirst + 0.4;
        r_player_lowblood = false;
        dayz_sourceBleeding = objNull;
        player setVariable ["USEC_injured",false,true];
       {player setVariable[_x,false,true];} forEach USEC_woundHit;
        player setVariable['medForceUpdate',true,true];
        Remove_Drug_effects =
        {
        {
        ppEffectDestroy _x;
        } forEach (_this select 0);
        ppEffectDestroy ppe2;
        ppEffectDestroy ppe3;
        setaperture 0;
        };
        _time = time;
        _effects = [];
        player playMoveNow "ActsPercMstpSnonWpstDnon_sceneBardak01";
        while {true} do
        {
    Flare = "SmokeShellGreen" createVehicle position player;
    if (vehicle player != player) then { Flare attachTo [vehicle player,[0,0,0.]];}
    else {Flare attachTo [player,[0,0,0.]];}
        ppe2 = ppEffectCreate ["chromAberration", 1555];
        _effects = _effects + [ppe2];
        ppe2 ppEffectAdjust [random 0.25,random 0.25,true];
        ppe2 ppEffectCommit 1;
        ppe2 ppEffectEnable true;
        ppe3 = ppEffectCreate ["radialBlur", 1555];
        _effects = _effects + [ppe3];
        ppe3 ppEffectEnable true;
        ppe3 ppEffectAdjust [random 0.02,random 0.02,0.15,0.15];
        ppe3 ppEffectCommit 1;
        sleep random(1);
        if (_time + 90 < time) exitWith {[_effects] call Remove_Drug_effects;};
     };
     };
    

  3. _weapons = [currentWeapon player] + (weapons player) + (magazines player);
    
    closeDialog 0;
    
    		cutText ["\n\nDeploying vehicle started... Move from current position to cancel", "PLAIN DOWN"];
    
    
    		[1,1] call dayz_HungerThirst;
    		player playActionNow "Medic";
    
    		[player,"repair",0,false] call dayz_zombieSpeak;
    		[player,50,true,(getPosATL player)] spawn player_alertZombies;
    
    		r_interrupt = false;
    		_animState = animationState player;
    		r_doLoop = true;
    		_started = false;
    		_finished = false;
    
    		while {r_doLoop} do {
    			_animState = animationState player;
    			_isMedic = ["medic",_animState] call fnc_inString;
    			if (_isMedic) then {
    				_started = true;
    			};
    			if (_started and !_isMedic) then {
    				r_doLoop = false;
    				_finished = true;
    			};
    			if (r_interrupt) then {
    				r_doLoop = false;
    			};
    			sleep 0.1;
    		};
    		r_doLoop = false;
    
    		if (_finished) then {
    _toolbox = "ItemToolbox" in _weapons;
    
    if (!_toolbox) then {
        cutText [format["Missing Toolbox"], "PLAIN DOWN"];
    } else {
        player removeAction s_player_deploybike;
        player playActionNow "Medic";
        r_interrupt = false;
    	player removeWeapon "ItemToolbox";
        	_dis=10;
        	_sfx = "repair";
        	[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
        	[player,_dis,true,(getPosATL player)] spawn player_alertZombies;
     
       	 sleep 6;
    	_Offset = [0,5,0]; //change how far from player vehicle spawns
    	_worldPos = player modelToWorld _Offset; // spawn in front of player
        _object = "MMT_USMC" createVehicle (_worldPos);
       	_object setVariable ["ObjectID", "1", true];
       	_object setVariable ["ObjectUID", "1", true];
    	_object setVariable ["Deployed", "1", true];
     	_degrees = getDir player;
    	_object setDir _degrees;
       	 player reveal _object;
     
        	cutText [format["Here's your bike you lazy bum!"], "PLAIN DOWN"];
       	 r_interrupt = false;
       	 player switchMove "";
       	 player playActionNow "stop";
     
        	sleep 10;
     
       	 cutText [format["Warning: Spawned bikes DO NOT SAVE after server restart! If you wish to keep it - deconstruct it!"], "PLAIN DOWN"];
     
    	
    };
    } else {
    	cutText ["\n\nCanceled deploying vehicle", "PLAIN DOWN"];
    };
    

    Here is an interupt code taken from Trading script

     

    For Attaching, just use

    _object attachTo player;
    

    This cancels the build but doesn't stop the animation which is what I was really going for.

    Perhaps I added the attachTo incorrectly but there is no visual of the bike until after it has been deployed, so you can't see where you're placing it.

  4. I am having an issue where only the admin (myself) seems to be able to use build vectors... Does anyone else have this issue or am I just missing something here... lol

     

    I thought it might have tied in with my actions menu (which has the admin list in it with Player UID's), but I removed the action menu from the server so shouldn't have been able to call it, and it still is admin only. 

     

     

     

     

    b_560x95.png

    if ever you encounter something that an admin can do, any regular players cannot do it, it is antihack related. your antihack is blocking the action, you need to whitelist the action or disable the check completely.

  5. At least for Souls version that is not correct. It will simply ignore the gems and still ask for coins

    I am using souls, and it is completely correct, as my traders both buy and sell gems.

    class ItemTopaz{
    	    type = "trade_items";                 
    		buy[] ={1000,"Coins"};
    		sell[] ={1000,"Coins"};
           };
    	
    	class ItemObsidian{
    	    type = "trade_items";                 
    		buy[] ={1000,"Coins"};
    		sell[] ={1000,"Coins"};
           };
    	
    	class ItemSapphire{
    	    type = "trade_items";                 
    		buy[] ={1000,"Coins"};
    		sell[] ={1000,"Coins"};
           };
    	
    	class ItemAmethyst{
    	    type = "trade_items";                 
    		buy[] ={1000,"Coins"};
    		sell[] ={1000,"Coins"};
           };
    	
    	class ItemEmerald{
    	    type = "trade_items";                 
    		buy[] ={1000,"Coins"};
    		sell[] ={1000,"Coins"};
           };
    	
    	class ItemCitrine{
    	    type = "trade_items";                 
    		buy[] ={1000,"Coins"};
    		sell[] ={1000,"Coins"};
           };
    	
    	class ItemRuby{
    	    type = "trade_items";                 
    		buy[] ={1000,"Coins"};
    		sell[] ={1000,"Coins"};
           };
    

  6. Hey, firstly I LOVE these bases, however since installing them alongside WAI I've found that the AI spawned by the mission also have the options for Trader Menus.

     

    Obviously this it a bit of a pain.

     

    Any ideas on a quick fix?

     

    I thought about editing each WAI mission to only use specified models that you didn't have in your server_traders.sqf but that seems like a pain in the ass so thought I'd ask here first.

    Thanks!

    Dave

    Traders are AI that you've disabled movement and such for. The trader menu is tied to the skin class of the AI. Therefore any AI you use in missions and other scripts that have the same skin will also have trader menus. You'll have to go through and change each AI skin that conflicts with a trader, or change the trader to a different skin.

  7. I guess I can't knock it until Ive tried it, but it seems like an overcomplicated abundance of code for my simple needs. I have 4 deployable options and its much less code in my mission file. I'll have a peak through this and see if I can figure it out, but really Im only interested in the ability to cancel and move the object before deployment. Removing ammo, saving to the database, etc. is just extra stuff I dont need.

     

    Also I have another script that uses the scroll wheel and utilizes the _vehicle attachTo

    but Im really interested in just modifying my existing script.

    If anyone could help me that'd be fantastic

  8. is it kicking them as well or just logging it in the RPT?

    Im honestly not sure which line is the culprit here. If it's not kicking them that narrows it down to anything with a 1. Im usually pretty good with BE but your scripts.txt is pretty huge and full of all sorts of stuff. Unfortunately, scripts.txt is pretty broken in arma right now, and therefore next to useless.

  9. i deleted whis in infistar

    infi 343d

    playableUnits = [player]; (two occurrences)

    lbsetpicture='no';

    lbSetData='no';

    createMarkerLocal='no';

    setMarkerTextLocal='no';

    setMarkerTypeLocal='no';

    setMarkerColorLocal='no';

    Find and delete these from the FNCRestored check (_FRC):

    'lbsetpicture',

    'lbSetData',

    'createMarkerLocal',

    'setMarkerTextLocal',

    'setMarkerTypeLocal',

    'setMarkerColorLocal',

    + and

    Close Dialogs ? */ _CUD = false;

    I see you've also posted on opendayz.net and Ebay is helping you. He's the guy you'll want to talk to about this.

  10. the reason you're having trouble getting it to run from your init.sqf is because you're calling it like this

    execVM "\z\addons\dayz_server\buildings\weedfarm.sqf";
    

    First you're attempting to call a script in the server PBO from the mission init.sqf... you cant really do that. The script would have to be located somewhere in the mission folder.  In the directions I gave you, I told you to put it in a folder called scripts and call it like this

    //Weed Farms
    [] execVM "scripts\weedfarms.sqf";
    

    if you had followed my instructions completely this would have worked for you :)

  11. thanks dangerruss, i'll look into that once i figure this crap out.

     

    ok i'm officially infuriated. script log is spamming this for any player trying to join:

     

     

    24.02.2015 13:03:53: playername (78.3.232.241:59372) playerguid - #74 "pmissions\__CUR_MP.chernarus\Scripts\Gold_Coin_system\Trading_Stuff\player_traderMenu.sqf"

    TraderDialogCatList = 12000;

    TraderDi"

     

    any ideas?

    paste your scripts.txt here.. Im assuming when they get kicked its for script restriction #74?

  12. Is it possible to items such as gems for items (trade_old) with config trader + single currency (gold coins) ?

    if you're using the mission side config trader files with single currency, just add the gems to the traders, you dont need to do anything fancy at all. Add them like a regular item.

  13. Yeah, finally got it.

     

    some kinda typo, grrr :D

     

    now the marker shown on the map. not via server_monitor.sqf,  but via init.sqf !

     

    Thannxxx again for everything got this script to run ;-)

     

    now we can look for the static fields and the AI patrols around them ^^

     

    Cheers

    you're welcome. you'll have to add ai though, they aren't apart of this script. I actually incorporated weed plants into my DZMS missions so the AI at DZMS missions are guarding them.

  14. yeah man, thats great :-)

     

    the only last thing were  the missing markers on the map, so the people can see where it spawns...

     

    then i try to put some own fields on the map with AI patrols surrounding them ;-)

     

    thank you very much again!!!

     

    cheers and good nite for now :D

     

    p.s. traders have setup correctly also ;-)

    in weedfarms.sqf try changing this

    _useLocalMarkers = false;
    

    to

    _useLocalMarkers = true;
    

    see if that works.

  15. thanx again, but those effects were the standard color effects by infistar...

     

     i found at line #6  this  -->   //Add this part after *while {true} do {* to add a smoke effect

     

    maybe something of it has to be inserted in line #32 next to  -->  while {true} do

     

    but i dont have a clue...

     

    also when i call the weedfarm.sqf from the init.sqf i get stuck at loading screen. everything is fine when i call it from the server_functions.sqf      weard...

    then call it from the server_functions.sqf... it's been a long time since Ive used this so perhaps something changed.

    I dont know anything about the effects really, you'll just have to keep looking around to see if someone has one you like. Personally I used the one that doesn't have strange visuals and heals you like a blood bag. Glad we got this working for you.

  16. Thanxx alot dude! 

     

     

    But now i got it working ;-)   :D  :D  :D

     

    I can harvest and smoke the weed :D

     

    but there were no markers on the map?   should there be any markers on the map?

     

    i can see in rpt the spawning coordinates from that random weed farms, but this messages appears earlier than i am joining ingame...is that normal?  or should the call be placed somewhere later?

     

    now i like to figure out how i can sell that stuff to the traders, i have custom traders (loads from mission file) and also the other traders (databae)

     

    and im gonna read those 11 pages again for all the infos^^

     

    will there be a possibility to harvest the hemp with action menu from scrolll mouse?

     

    thanx man, now im gonna smoke blunt first ;-)

    hmm I'll look at the markers part and let you know. I haven't used this is probably a year or more.

    The RPT stuff should be normal unless its spamming you like crazy.

    To add it to the traders in the database just add it like you would add any magazine to the traders, the item name is ItemKiloHemp

    If you want to add it to the cfgtraders in the mission folder just add it like any other magazine. Nothing special.

    You'll need to add it to trader_items and also trader_data.

    Try using this as your smokeshit.sqf if you want those crazy effects. No guarantees though.

        /*
        by: http://infiSTAR.de Credits to infistar for the actual script
        Edited by FragZ
         
        */
        //Add this part after *while {true} do {* to add a smoke effect
        /* Flare = "SmokeShellGreen" createVehicle position player;
          if (vehicle player != player) then { Flare attachTo [vehicle player,[0,0,0.]];}
        else {Flare attachTo [player,[0,0,0.]];}
        */
        [] spawn {
        hint "You took drugs YOLOLOLO";
        player removeMagazine 'ItemKiloHemp';
        Remove_Drug_effects =
        {
        {
        ppEffectDestroy _x;
        } forEach (_this select 0);
        ppEffectDestroy nonapsi_ef;
        ppEffectDestroy wetdist1;
        ppEffectDestroy ppe;
        ppEffectDestroy ppe2;
        ppEffectDestroy ppe3;
        setaperture 0;
        "dynamicBlur" ppEffectAdjust [0];
        "dynamicBlur" ppEffectCommit 16;
        "colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1], [1, 1, 1, 0.0]];
        "colorCorrections" ppEffectCommit 0;
        };
        _time = time;
        _effects = [];
        while {true} do
        {
        nonapsi_ef = ppEffectCreate ["colorCorrections", 1555];
        _effects = _effects + [nonapsi_ef];
        nonapsi_ef ppEffectEnable true;
        nonapsi_ef ppEffectAdjust [1.0, 1.0, -0.03, [0.0, 0.0, 0.0, 0.0], [3.0, 5.0, 9.0, 5.0],[0.4,0.0,0.0, 0.7]];
        nonapsi_ef ppEffectCommit 1;
        sleep random(1);
        wetdist1 = ppEffectCreate ["wetDistortion", 2006];
        _effects = _effects + [wetdist1];
        wetdist1 ppEffectAdjust [0, 8, 0.8,8,8, 0.2, 1, 0, 0, 0.08, 0.08, 0, 0, 0, 0.77];
        wetdist1 ppEffectEnable true;
        wetdist1 ppEffectCommit 0;
        ppe = ppEffectCreate ["colorCorrections", 1555];
        _effects = _effects + [ppe];
        ppe ppEffectAdjust [1, 1, 0, [1.5,6,2.5,0.5], [5,3.5,5,-0.5], [-3,5,-5,-0.5]];
        ppe ppEffectCommit 1;
        ppe ppEffectEnable true;
        ppe2 = ppEffectCreate ["chromAberration", 1555];
        _effects = _effects + [ppe2];
        ppe2 ppEffectAdjust [0.01,0.01,true];
        ppe2 ppEffectCommit 1;
        ppe2 ppEffectEnable true;
        ppe3 = ppEffectCreate ["radialBlur", 1555];
        _effects = _effects + [ppe3];
        ppe3 ppEffectEnable true;
        ppe3 ppEffectAdjust [0.02,0.02,0.15,0.15];
        ppe3 ppEffectCommit 1;
        sleep random(1);
        wetdist1 = ppEffectCreate ["wetDistortion", 2006];
        _effects = _effects + [wetdist1];
        wetdist1 ppEffectAdjust [1, 1.16, 0.32, 2.56, 0.8, 0.64, 2.64, 0, 0, 1.08, 0.08, 0, 0, 0, 1.77];
        wetdist1 ppEffectEnable true;
        wetdist1 ppEffectCommit 0;
        sleep random(1);
        nonapsi_ef = ppEffectCreate ["colorCorrections", 1555];
        _effects = _effects + [nonapsi_ef];
        nonapsi_ef ppEffectEnable true;
        nonapsi_ef ppEffectAdjust [1.0, 1.0, -0.02, [9.5, 1.5, 2.5, 0.2], [2.0, 7.0, 6.0, 2.0],[0.4,0.0,0.0, 0.7]];
        nonapsi_ef ppEffectCommit 1;
        sleep random(1);
        if (_time + 60 < time) exitWith {[_effects] call Remove_Drug_effects;};
        };
        };
    

  17. Im using a version of right click deploy bike script, making use of maca's right click system. Anyways I'm trying to do 2 things.

    1. Im trying to allow an interrupt which will cancel the build when the player moves. For example if the player is deploying the bike and gets shot at and needs to cancel the build.

    2. Currently my deploy script nicely places the bike in front of you. But I have seen servers which attach the buildable to the player, and allows the player to move the buildable into position before placing it.

    Obviously the 2 would have to work together, so that moving to place the buildable doesn't cancel the build until you've actually started to build it.

    Here is my current deploy script.

    _weapons = [currentWeapon player] + (weapons player) + (magazines player);
    closeDialog 0;
    
    _toolbox = "ItemToolbox" in _weapons;
    
    if (!_toolbox) then {
        cutText [format["Missing Toolbox"], "PLAIN DOWN"];
    } else {
        player removeAction s_player_deploybike;
        player playActionNow "Medic";
        r_interrupt = false;
    	player removeWeapon "ItemToolbox";
        	_dis=10;
        	_sfx = "repair";
        	[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
        	[player,_dis,true,(getPosATL player)] spawn player_alertZombies;
     
       	 sleep 6;
    	_Offset = [0,5,0]; //change how far from player vehicle spawns
    	_worldPos = player modelToWorld _Offset; // spawn in front of player
        _object = "MMT_USMC" createVehicle (_worldPos);
       	_object setVariable ["ObjectID", "1", true];
       	_object setVariable ["ObjectUID", "1", true];
    	_object setVariable ["Deployed", "1", true];
     	_degrees = getDir player;
    	_object setDir _degrees;
       	 player reveal _object;
     
        	cutText [format["Here's your bike you lazy bum!"], "PLAIN DOWN"];
       	 r_interrupt = false;
       	 player switchMove "";
       	 player playActionNow "stop";
     
        	sleep 10;
     
       	 cutText [format["Warning: Spawned bikes DO NOT SAVE after server restart! If you wish to keep it - deconstruct it!"], "PLAIN DOWN"];
     
    	
    };
    
    

    Here is an example of what Im talking about. Although I dont want to use the EVD script which he is using and has modified.

    https://www.youtube.com/watch?v=oASs2_RUX88&feature=youtu.be

     

    Thanks for any help!

  18. So we found out that the first number in the brackets is getting cut off. 350 (725) << objects is actually 6725

    Is there anyway to fix this so it shows the full number correctly

    You have way too many items on your server. Get rid of items. Lower the amount of cars spawning. Get rid of unused cars locked and unlocked. Get rid of unused bases,safes,lockboxes. Limit the number of items a player can build around their plot pole. Add maintenance if you dont have it, if you do have it increase the costs of maintenance so people will be less likely to have huge bases.

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