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DangerRuss

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Posts posted by DangerRuss

  1. When I try to vector by adding

    AZIMUT="-67.231117";
    INIT="_this setVehicleInit "this setVectorUp [0,0,1];";";
    PARENT="";
    

    It produces this error

    \Documents\ArmA 2 Other Profiles\DangerRuss\missions\qq3.Chernarus\mission.biedi, line 26: '/_vehicle_32/Arguments.this': 's' encountered instead of '='
    
    

    Example

    
    class _vehicle_32
    {
        objectType="vehicle";
        class Arguments
        {
            POSITION="[4688.5459, 11985.612, 3.0517578e-005]";
            TYPE="Land_Wall_L1_gate_EP1";
            AZIMUT="37.598709";
            INIT="_this setVehicleInit "this setVectorUp [0,0,1];";";
            PARENT="";
        };
    };
    
  2. Still got this issue outstanding. From doing a little digging, it may be due to there not being enough accuracy with vectors as there is in precise building. So when you vector something around, it's worldspace gets rounded up/down enough to cause it to be out of line. Seems the more you vector it around, the worse it gets. This is of course, just guesswork at this stage.

    I have vectoring and precise base building, no problems. The only thing that he mentioned that I dont use is P4L and from looking around the forums it seems P4L causes a lot of problems. Good ole' arma

  3. I've putting all my custom buildings server side for a long time. I put them in their own folder called mapedits. It prevents users from having to download more and since they are server side, any AI you have will not be able too see through them. If they are put clientside, AI can see through them.

    Thats not entirely true. I got rid of DZAI because they were able to see and shoot through my server side addons.

     

     

    Is it better to put map addons in th mission pbo or in the server pbo. Say that the server have 10 - 15 map addons. Most of the nice scripts Plot4Life, evac chopper, Vector build, and so on. It's like 20 script or so. Script go mission side, that i know,, but map addons you put in both, so wich one is best, mission or server side for them. Should also say that the mission runs WIA, DZAI and EMS. 

    Most people will tell you server side, but I have never seen any actual evidence that it makes a bit of difference. Ive done both. In the past I always used mission side because thats all I knew.  I did switch to server side but I've never actually noticed any difference. The biggest difference is that anything in the mission folder will be downloaded by every client that joins your server. So if you dont want people to easily steal your work, server side is the way to go.   Also, the larger the client file, the longer it will take clients to join your server. On the flip side, the more you put on the server side, the greater the load on the server.

  4. Maybe someone can help me. I'm not a scripter of any sort. I don't speak script. :wacko: So please keep that in mind. I've looked throught this entire thread and I've only seen 3 people asking for what I am attempting to do, which is split up the refuel, repair and rearm script, IE, not using the gas stations to do all these actions. I am working with an Overpoch Napf server on Vilayer with Infinistar. OK, so this is what I have done.

     

    I have this in the init:

    execVM "service_point\service_point1.sqf"; //refuel

    execVM "service_point\service_point2.sqf"; //repair

    execVM "service_point\service_point3.sqf"; //rearm

     

    Within the service_point folder, I have copied the service_point.sqf 3 times, and added 1,2 and 3 to the end. So I have these files inside the folder, service_point1.sqf, service_point2.sqf, service_point3.sqf, service_point_rearm.sqf, service_point_refuel, and service_point_repair.sqf. Within each of the service_point.sqf scripts I have only changed the _servicePointClasses and whether it's true or false. I haven't touched anything else.

     

    service_point1.sqf is refuel, and the edit is this: (default)

    _servicePointClasses = dayz_fuelpumparray; // service point classes (can be house, vehicle and unit classes)

    fuel true, repair false, rearm false

     

    service_point2.sqf is repair, and the edit is this:

    _servicePointClasses = ["Land_repair_center"]; // service point classes (can be house, vehicle and unit classes)

    fuel is false, repair is true, rearm is false

     

    service_point3.sqf is rearm and the edit is this:

    _servicePointClasses = ["US_WarfareBVehicleServicePoint_Base_EP1"]; // service point classes (can be house, vehicle and unit classes)

    fuel is false, repair is false, rearm is true

     

    This seems pretty simple. However, only refuel is working. I have tried the servicepointclasses with and without the brackets and quotes. Still only refuel works. If I leave it stock, with just the one service_point.sqf and turn everything to true, it works but obviously only at the gas stations, which is not what I want. So the script works complete as is from github, but only refuel works when I split it. I have triple checked the spelling, it's correct. I must be missing something. Can someone please help me?

     

    PS, I already saw the post by GeneralTragedy here:

     

    This is not doing what I am looking for, and I understand those changes ever less. :(

    I haven't really looked into this script too much, and I dont code myself either, but it seems to me you're wanting a drastic overhaul of the script. I dont know that it is as simple to configure as you'd like. It might require significant change in the code.

  5. i keep getting these rpt errors server side. and players on my server including myself keep having issues with the amount of gold coins duping. one may have 1 million coins, spend it, and after servr restart, the original 1 million reappears again.

     

    10:25:46 Error in expression_result = _vNew - _vOld;

    _object>

    10:25:46 Error position: <_vNew];

    _result = _vNew - _vOld;

    _object>

    10:25:46 Error Undefined variable in expression: _vnew

    10:25:46 File z\addons\dayz_server\init\server_functions.sqf, line 550

    10:25:46 Error in expression_result = _vNew - _vOld;

    _object>

    10:25:46 Error position: <_vNew];

    _result = _vNew - _vOld;

    _object>

    10:25:46 Error Undefined variable in expression: _vnew

    10:25:46 File z\addons\dayz_server\init\server_functions.sqf, line 550

    10:25:46 Error in expression <_killsH,_killsB,_currentModel,_humanity,_cashMoney];

    _key call server_hiveWrite;>

    10:25:46 Error position: <_cashMoney];

    _key call server_hiveWrite;>

    10:25:46 Error Undefined variable in expression: _cashmoney

    10:25:46 File z\addons\dayz_server\compile\server_playerSync.sqf, line 172

    10:25:46 Error in expression <_killsH,_killsB,_currentModel,_humanity,_cashMoney];

    _key call server_hiveWrite;>

    10:25:46 Error position: <_cashMoney];

    _key call server_hiveWrite;>

    10:25:46 Error Undefined variable in expression: _cashmoney

    10:25:46 File z\addons\dayz_server\compile\server_playerSync.sqf, line 172

    10:27:25 Error in expression_result = _vNew - _vOld;

    _object>

    10:27:25 Error position: <_vNew];

    _result = _vNew - _vOld;

    _object>

    10:27:25 Error Undefined variable in expression: _vnew

    10:27:25 File z\addons\dayz_server\init\server_functions.sqf, line 550

    10:27:25 Error in expression <_killsH,_killsB,_currentModel,_humanity,_cashMoney];

    _key call server_hiveWrite;>

    10:27:25 Error position: <_cashMoney];

    _key call server_hiveWrite;>

    10:27:25 Error Undefined variable in expression: _cashmoney

    10:27:25 File z\addons\dayz_server\compile\server_playerSync.sqf, line 172

    10:28:42 "CLEANUP: INITIALIZING CLEANUP SCRIPT"

    10:28:57 Error in expression_result = _vNew - _vOld;

    _object>

    10:28:57 Error position: <_vNew];

    _result = _vNew - _vOld;

    _object>

    10:28:57 Error Undefined variable in expression: _vnew

    10:28:57 File z\addons\dayz_server\init\server_functions.sqf, line 550

    10:28:57 Error in expression <_killsH,_killsB,_currentModel,_humanity,_cashMoney];

    _key call server_hiveWrite;>

    10:28:57 Error position: <_cashMoney];

    _key call server_hiveWrite;>

    10:28:57 Error Undefined variable in expression: _cashmoney

    10:28:57 File z\addons\dayz_server\compile\server_playerSync.sqf, line 172

    10:29:27 Error in expression_result = _vNew - _vOld;

    _object>

    10:29:27 Error position: <_vNew];

    _result = _vNew - _vOld;

    _object>

    10:29:27 Error Undefined variable in expression: _vnew

    10:29:27 File z\addons\dayz_server\init\server_functions.sqf, line 550

    10:29:27 Error in expression <_killsH,_killsB,_currentModel,_humanity,_cashMoney];

    _key call server_hiveWrite;>

    10:29:27 Error position: <_cashMoney];

    _key call server_hiveWrite;>

    10:29:27 Error Undefined variable in expression: _cashmoney

    10:29:27 File z\addons\dayz_server\compile\server_playerSync.sqf, line 172

    10:29:44 Error in expression_result = _vNew - _vOld;

    _object>

    10:29:44 Error position: <_vNew];

    _result = _vNew - _vOld;

    _object>

    10:29:44 Error Undefined variable in expression: _vnew

    10:29:44 File z\addons\dayz_server\init\server_functions.sqf, line 550

    10:29:44 Error in expression <_killsH,_killsB,_currentModel,_humanity,_cashMoney];

    _key call server_hiveWrite;>

    10:29:44 Error position: <_cashMoney];

    _key call server_hiveWrite;>

    10:29:44 Error Undefined variable in expression: _cashmoney

    10:29:44 File z\addons\dayz_server\compile\server_playerSync.sqf, line 172

    10:29:54 Error in expression_result = _vNew - _vOld;

    _object>

    10:29:54 Error position: <_vNew];

    _result = _vNew - _vOld;

    _object>

    10:29:54 Error Undefined variable in expression: _vnew

    10:29:54 File z\addons\dayz_server\init\server_functions.sqf, line 550

    10:29:54 Error in expression <_killsH,_killsB,_currentModel,_humanity,_cashMoney];

    _key call server_hiveWrite;>

    10:29:54 Error position: <_cashMoney];

    _key call server_hiveWrite;>

    10:29:54 Error Undefined variable in expression: _cashmoney

    10:29:54 File z\addons\dayz_server\compile\server_playerSync.sqf, line 172

    10:30:03 "RUNNING EVENT: crash_spawner on [2015,1,4,13,30]"

    10:30:04 Error in expression_result = _vNew - _vOld;

    _object>

    10:30:04 Error position: <_vNew];

    _result = _vNew - _vOld;

    _object>

    10:30:04 Error Undefined variable in expression: _vnew

    10:30:04 File z\addons\dayz_server\init\server_functions.sqf, line 550

    10:30:04 Error in expression <_killsH,_killsB,_currentModel,_humanity,_cashMoney];

    _key call server_hiveWrite;>

    10:30:04 Error position: <_cashMoney];

    _key call server_hiveWrite;>

    10:30:04 Error Undefined variable in expression: _cashmoney

    10:30:04 File z\addons\dayz_server\compile\server_playerSync.sqf, line 172

    10:30:14 Error in expression_result = _vNew - _vOld;

    _object>

    10:30:14 Error position: <_vNew];

    _result = _vNew - _vOld;

    _object>

    10:30:14 Error Undefined variable in expression: _vnew

    10:30:14 File z\addons\dayz_server\init\server_functions.sqf, line 550

    10:30:14 Error in expression <_killsH,_killsB,_currentModel,_humanity,_cashMoney];

    _key call server_hiveWrite;>

    10:30:14 Error position: <_cashMoney];

    _key call server_hiveWrite;>

    10:30:14 Error Undefined variable in expression: _cashmoney

    10:30:14 File z\addons\dayz_server\compile\server_playerSync.sqf, line 172

    10:30:24 Error in expression_result = _vNew - _vOld;

    _object>

    10:30:24 Error position: <_vNew];

    _result = _vNew - _vOld;

    _object>

    10:30:24 Error Undefined variable in expression: _vnew

    10:30:24 File z\addons\dayz_server\init\server_functions.sqf, line 550

    10:30:24 Error in expression <_killsH,_killsB,_currentModel,_humanity,_cashMoney];

    _key call server_hiveWrite;>

    10:30:24 Error position: <_cashMoney];

    _key call server_hiveWrite;>

    10:30:24 Error Undefined variable in expression: _cashmoney

    10:30:24 File z\addons\dayz_server\compile\server_playerSync.sqf, line 172

    10:30:29 "infiSTAR.de Log: [soA]Darth_Rogue(76561197996565851) - Entered SafeZone @064075"

    10:30:34 Error in expression_result = _vNew - _vOld;

    _object>

    10:30:34 Error position: <_vNew];

    _result = _vNew - _vOld;

    _object>

    10:30:34 Error Undefined variable in expression: _vnew

    10:30:34 File z\addons\dayz_server\init\server_functions.sqf, line 550

    10:30:34 Error in expression <_killsH,_killsB,_currentModel,_humanity,_cashMoney];

    _key call server_hiveWrite;>

    10:30:34 Error position: <_cashMoney];

    _key call server_hiveWrite;>

    10:30:34 Error Undefined variable in expression: _cashmoney

    10:30:34 File z\addons\dayz_server\compile\server_playerSync.sqf, line 172

    10:30:44 Error in expression_result = _vNew - _vOld;

    _object>

    10:30:44 Error position: <_vNew];

    _result = _vNew - _vOld;

    _object>

    10:30:44 Error Undefined variable in expression: _vnew

    10:30:44 File z\addons\dayz_server\init\server_functions.sqf, line 550

    10:30:44 Error in expression <_killsH,_killsB,_currentModel,_humanity,_cashMoney];

    _key call server_hiveWrite;>

    10:30:44 Error position: <_cashMoney];

    _key call server_hiveWrite;>

    10:30:44 Error Undefined variable in expression: _cashmoney

    10:30:44 File z\addons\dayz_server\compile\server_playerSync.sqf, line 172

    Are you starting the server fresh using these files only without making any modifications and still getting that bug?

  6. Hello

     

    What is exactly needed to add to the BattlEye filters?

    I'm getting a pvar restriction kick after installing the fix and so far i did not figure out what to add :P

    If you check your pvar log it tells you what you are getting kicked for. You make a filter like so  !="cad_pvar_shared_var" and add it to the pvar.txt on the appropriate lines.

  7. Sure here you go.

    #include "Scripts\Trader_Items\cfgServerTrader.hpp"
    
    respawn = "BASE";
    respawndelay = 5;
    onLoadMission= "DayZ Epoch Chernarus";
    OnLoadIntro = "Welcome to DayZ Epoch Chernarus";
    
    OnLoadIntroTime = False;
    OnLoadMissionTime = False;
    
    disabledAI = true;
    
    disableChannels[]={0,2,6};
    enableItemsDropping = 0;
    
    
    #include "custom\cfgBuildingLoot.hpp"
    
    briefing = 0;
    debriefing = 0;
    
    onPauseScript = "custom\DupingFix.sqf";
    loadScreen = "WICKEDSPLASH.jpg";
    
    
    class Header
    {
     gameType = COOP;
     minPlayers = 1;
     maxPlayers = 100;
    };
    
    aiKills = 1;
    diagRadio = 1;
    diagHit = 1;
    
    #include "Scripts\Player_Hud\commonhud.hpp"
    #include "Scripts\Defines\hw.hpp"
    
    class RscText
    {
    	type = 0;
    	idc = -1;
    	x = 0;
    	y = 0;
    	h = 0.037;
    	w = 0.3;
    	style = 0x100; 
    	font = Zeppelin32;
    	SizeEx = 0.03921;
    	colorText[] = {1,1,1,1};
    	colorBackground[] = {0, 0, 0, 0};
    	linespacing = 1;
    };
    
    class RscPicture
    {
    	access=0;
    	type=0;
    	idc=-1;
    	style=48;
    	colorBackground[]={0,0,0,0};
    	colorText[]={1,1,1,1};
    	font="TahomaB";
    	sizeEx=0;
    	lineSpacing=0;
    	text="";
    };
    
    class RscLoadingText : RscText
    {
    	style = 2;
    	x = 0.323532;
    	y = 0.666672;
    	w = 0.352944;
    	h = 0.039216;
    	sizeEx = 0.03921;
    	colorText[] = {0.543,0.5742,0.4102,1.0};
    };
    
    class RscProgress
    {
    	x = 0.344;
    	y = 0.619;
    	w = 0.313726;
    	h = 0.0261438;
    	texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
    	colorFrame[] = {0,0,0,0};
    	colorBar[] = {1,1,1,1};
    };
    
    class RscProgressNotFreeze
    {
    	idc = -1;
    	type = 45;
    	style = 0;
    	x = 0.022059;
    	y = 0.911772;
    	w = 0.029412;
    	h = 0.039216;
    	texture = "#(argb,8,8,3)color(0,0,0,0)";
    };
    
    class DayZ_loadingScreen
    { 
    	idd = -1;
    	duration = 10e10;
    	fadein = 0;
    	fadeout = 0;
    	name = "loading screen";
    	class controlsBackground
    	{
    		class blackBG : RscText
    		{
    			x = safezoneX;
    			y = safezoneY;
    			w = safezoneW;
    			h = safezoneH;
    			text = "";
    			colorText[] = {0,0,0,0};
    			colorBackground[] = {0,0,0,1};
    		};
    	};
    	class controls
    	{
    		class Title1 : RscLoadingText
    		{
    			text = "$STR_LOADING";
    		};
    		class CA_Progress : RscProgress
    		{
    			idc = 104;
    			type = 8;
    			style = 0;
    			texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
    		};
    		class CA_Progress2 : RscProgressNotFreeze
    		{
    			idc = 103;
    		};
    		class Name2: RscText
    		{
    			idc = 101;
    			x = 0.05;
    			y = 0.029412;
    			w = 0.9;
    			h = 0.04902;
    			text = "";
    			sizeEx = 0.05;
    			colorText[] = {0.543,0.5742,0.4102,1.0};
    		};
    	};
    };
    
    class RscTitles
    {
    #include "Scripts\Player_Hud\hud.hpp"
    };
    
    #include "Scripts\Defines\defines.hpp"
    #include "Scripts\Defines\common.hpp"
    #include "Scripts\Gold_Coin_system\Bank_Dialog\bank_dialog.hpp"
    #include "Scripts\Gold_Coin_system\Give_Money\give_player_dialog.hpp"
    #include "custom\snap_pro\snappoints.hpp"
    #include "custom\extra_rc.hpp"
    

     

    make sure you dont have an extra closing bracket somewhere.

  8. Weird bug after installing. Players have to choose gender twice and they spawn with inventory open and duped, when you close the inventory the game throws you back to loadingscreen.

     

    Anyone experienced this?

    Definitely not. Are you starting the server fresh using these files only without making any modifications and still getting that bug?

  9. So having never read this before until now, I recently put the old player_wearClothes.sqf in my mission file and called it because I dont want players to be able to change clothes while wearing a backpack. Recently Ive been having issues with players complaining about money in the bank disappearing or negative money on their character, which I've never had before. Could this be why? Is there something in the player_wearClothes.sqf that could cause this issue?

     

    player_wearClothes.sqf

    /*
    _item spawn player_wearClothes;
    Added Female skin changes - DayZ Epoch - vbawol
    */
    private ["_item","_onLadder","_hasclothesitem","_config","_text","_myModel","_itemNew","_currentSex","_newSex","_model","_playerNear"];
    
    if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_83") , "PLAIN DOWN"] };
    DZE_ActionInProgress = true;
    
    _item = _this;
    call gear_ui_init;
    
    _onLadder =        (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
    if (_onLadder) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_player_21") , "PLAIN DOWN"]};
    
    _hasclothesitem = _this in magazines player;
    _config = configFile >> "CfgMagazines";
    _text = getText (_config >> _item >> "displayName");
    
    if (!_hasclothesitem) exitWith { DZE_ActionInProgress = false; cutText [format[(localize "str_player_31"),_text,"wear"] , "PLAIN DOWN"]};
    
    if (vehicle player != player) exitWith { DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_85"), "PLAIN DOWN"]};
    
    if (!isNull (unitBackpack player)) exitWith { DZE_ActionInProgress = false; cutText  [("You must remove your backpack to change clothes"), "PLAIN DOWN"] };
    
    if ("CSGAS" in (magazines player)) exitWith { DZE_ActionInProgress = false; cutText [(localize "STR_EPOCH_ACTIONS_10"), "PLAIN DOWN"] };
    
    _myModel = (typeOf player);
    _itemNew = "Skin_" + _myModel;
    
    //diag_log ("Debug Clothes: model In: " + str(_itemNew) + " Out: " + str(_item));
    
    if ( (isClass(_config >> _itemNew)) ) then {
        if ( (isClass(_config >> _item)) ) then {
            // Current sex of player skin
            
            _currentSex = getText (configFile >> "CfgSurvival" >> "Skins" >> _itemNew >> "sex");
            // Sex of new skin
            _newSex = getText (configFile >> "CfgSurvival" >> "Skins" >> _item >> "sex");
            //diag_log ("Debug Clothes: sex In: " + str(_currentSex) + " Out: " + str(_newSex));
    
            if(_currentSex == _newSex) then {
                // Get model name from config
                _model = getText (configFile >> "CfgSurvival" >> "Skins" >> _item >> "playerModel");
                if (_model != _myModel) then {
                    if(([player,_item] call BIS_fnc_invRemove) == 1) then {
                        player addMagazine _itemNew;
                        [dayz_playerUID,dayz_characterID,_model] spawn player_humanityMorph;
                    };
                };
    
            } else {
                cutText [(localize "str_epoch_player_86"), "PLAIN DOWN"];
            };
        };
    };
    DZE_ActionInProgress = false;

  10. Hi All, 

     

    I have managed to get this working :) 

    Herewith the details and explanation:

    For example: In your mission file (whichever it happens to be e.g. DZMS (have not tested WAI or SARG or the 4 side-event missions - but I assume the basic fundamentals are the same) - I have tested EMS - so tutorial will be based on that. (based on DZMS so should work) and will be implemented over the course of the day.

    First and foremost - you MUST find an item that has a .p3d associated to it - the way I did it was launch infistar, go to spawn menu, select the category (e.g. weapons or magazines) scroll until I find an item that has a thumbnail (this thumbnail is from the .p3d file)

    If the item in question has a thumbnail - it WILL work.

     

    So, lets take my SM1.sqf from EMS

     

    1. Private array change: 

     

     

    Add ,"_hint" to your private array

    Before: 

     

    private ["_missName","_coords","_vehicle","_crate","_crash"];

    After: 

     

    private ["_missName","_coords","_vehicle","_crate","_crash","_hint"];

     

    2. Create array and class:

     

     

    find:

    [nil,nil,rTitleText,"A bandit hunting party has been spotted! Check your map for the location!", "PLAIN",10]

    and comment it out (by adding a // before the line)

     

    Add 

     

    _ARRAYNAMEHERE = ["ITEM1","ITEM2"];
    _CLASSNAMEHERE = _ARRAYNAMEHERE call BIS_fnc_selectRandom; 
     
    directly above the line you just commented out - so it should look like this: 
     
    _ARRAYNAMEHERE = ["ITEM1","ITEM2"];
    _CLASSNAMEHERE = _ARRAYNAMEHERE call BIS_fnc_selectRandom; 
    
    
    //[nil,nil,rTitleText,"A bandit hunting party has been spotted! Check your map for the location!", "PLAIN",10] call RE;
    Just below the commented line add: 
     
     
    _picture = getText (configFile >> "cfgWeapons" >> _CLASSNAMEHERE >> "picture"); //this will be %1
    _hint = parseText format ["
    <t size='3'font='Bitstream'align='Center'color='#ff0000'>Bandit Hunting Party</t><br/><br/>
    <t align='center'><img size='8' image='%1'/></t><br/>
    <t size='1'font='Bitstream'align='Center'color='#ff0000'>A bandit hunting party has been spotted!</t><br/>
    <t size='1'font='Bitstream'align='Center'color='#ff0000'>Check your map for the location!</t><br/>",
    _picture
    ];
    [nil,nil,rHINT,_hint] call RE;

     

    Explanation of the options here: 

     

    1: _ARRAYNAMEHERE - this is whatever you want to call your array - can be anything - provided it is not already in use within the file you are using

    2: _CLASSNAMEHERE - this is whatever you want to call your class - this will be used to call the array

    3: ITEM1, ITEM2 - this is which ever item you want to use  - keep in mind - the item MUST have a .p3d file attached to it. - so for example "huntingrifle" aka CZ550

    In the last "Code" box it says the following: 

     

    _picture = getText (configFile >> "cfgWeapons" >> _CLASSNAMEHERE >> "picture"); //this will be %1

    cfgWeapons - this can be either: cfgWeapons, cfgAmmo, cfgMoves, cfgVehicles and it MUST!!!! correspond to the ITEM1 and ITEM2 in your array. So coming back to the example, "huntingrifle", you cannot put cfgVehicles in there as it is a weapon and not a car.

    Now, I am sure there is a MUCH better way of doing this, but for me - this works - if there is a better way - please feel free to edit / create / test / post

    I will be sending this to Fuchs to see if he / she will update accordingly and bundle it together with an update.

    edit - forgot to mention: 

     

    Create a new file called "messages.sqf" and place the following in there: 

     

    fnc_remote_message = {
        private ["_type", "_message", "_player"];
        _type = _this select 0;
        _message = _this select 1;
        if (count _this > 2) then {
            _player = _this select 2;
            if (_player == player) then {
                switch (_type) do {
                    case "globalChat": {
                        player globalChat _message;
                    };
                    case "hint": {
                        hint _message;
                    };
                    case "titleCut": {
                        titleCut [_message, "PLAIN DOWN", 3];
                    };
                    case "titleText": {
                        titleText [_message, "PLAIN DOWN"]; titleFadeOut 10;
                    };
                };
            };
        } else {
            switch (_type) do {
                case "hint": {
                    hint _message;
                };
                case "titleCut": {
                    titleCut [_message,"Plain Down",3];
                };
                case "titleText": {
                    titleText [_message, "PLAIN DOWN"]; titleFadeOut 10;
                };
            };
        };
    };
    
    "customRemoteMessage" addPublicVariableEventHandler {(_this select 1) call fnc_remote_message;};

     

    Place this file in the root of your mission pbo and call it from your init.sqf by adding: 

     

    _nil = [] execVM "messages.sqf"; into your if (isServer) { ... } block

     

    This works but it seems to cancel the message that displays when the mission has completed. Im going to try and duplicate this for mission completion.

     

    Edit - Yes just duplicate this process at the bottom where the mission ends and it works.

  11.  

    Using the script provided on this topic, I found out if cleared my server from most duping ( did not get any reports of new duping so far ).

    I customized it to make the punishment... more... efficient? ;)

    If someone wanna take a look.

     

    private ["_time_count"];
    cad_pvar_shared_var = player; cad_pvar_server_answer = 0; _time_count = diag_tickTime;
    publicVariableServer "cad_pvar_shared_var";
    while {diag_tickTime - _time_count < 8 && cad_pvar_server_answer == 0 } do {sleep 0.05;};
    if (cad_pvar_server_answer == 0) exitWith {
    	_BroadcastMessageAntiDupe = format ["%1 attempted to dupe!!! Let the admins know!", name player];
     [nil,nil,rTitleText,_BroadcastMessageAntiDupe,"PLAIN DOWN",10] call RE;  //Let everyone on the server know.
    	diag_log format['Anti-Dupe: DUPER * %1 * FOUND! Let admins know! UID: %2',name player, getPlayerUID player];  //Logs duper name and UID
    	systemChat "Anti-Dupe triggered!";
    	hint "Anti-Dupe triggered!";
    	titleText ["Anti-Dupe: You will therefore lose your ammo/items, your bag, and your map.","PLAIN DOWN"];
    	(findDisplay 49) closedisplay 0;
    	(vehicle player) setVehicleAmmo 0; //Removes all his ammo (also removes items)
    	removeWeapon ItemMap; //Removes their map, but will leave their other Tools and guns
    	removeBackpack player; //Self-Explanatory
    	uisleep 8; 
    	titleText ["Anti-Dupe will now kick you because you are bad! An admin has been notified of your actions. This was a warning.","PLAIN DOWN", 5];
    	endMission "LOSER"; //Kick em to the lobby :3
    };
    

    I think the problem is, this doesn't always mean they're duping.. this just stops them from duping if they are trying to. There could be a situation where they are losing connection and try to leave the server or relog without trying to dupe.

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