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DangerRuss

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Posts posted by DangerRuss

  1. You can't do it with a dikcode anymore. You need to pull playerstats.sqf from your dayz_code and slap it in your mission folder. In dayz_ spaceinterrupt.sqf find where it calls playerstats.sqf and change that to wherever you put playerstats.sqf. Edit playerstats.sqf to your liking. This replaces the default debug monitor which is built in to epoch. Insert toggles

  2. Im just trying to install the very first part (indestructible on restarts), and I must be inserting the code in the incorrect places. Server is getting stuck on authenticating. Here's my server_monitor

    private ["_nul","_result","_pos","_wsDone","_dir","_block","_isOK","_countr","_objWpnTypes","_objWpnQty","_dam","_selection","_totalvehicles","_object","_idKey","_type","_ownerID","_worldspace","_intentory","_hitPoints","_fuel","_damage","_key","_vehLimit","_hiveResponse","_objectCount","_codeCount","_data","_status","_val","_traderid","_retrader","_traderData","_id","_lockable","_debugMarkerPosition","_vehicle_0","_bQty","_vQty","_BuildingQueue","_objectQueue"];
    // []execVM "\z\addons\dayz_server\system\instaaction.sqf";
    
    dayz_versionNo = 		getText(configFile >> "CfgMods" >> "DayZ" >> "version");
    dayz_hiveVersionNo = 	getNumber(configFile >> "CfgMods" >> "DayZ" >> "hiveVersion");
    
        _script = getText(missionConfigFile >> "onPauseScript");
        // ### [CPC] Indestructible Buildables Fix
        _cpcimmune =[
        "WoodFloor_DZ",
        "WoodFloorHalf_DZ",
        "WoodFloorQuarter_DZ",
        "Land_DZE_LargeWoodDoorLocked",
        "WoodLargeWallDoor_DZ",
        "WoodLargeWallWin_DZ",
        "WoodLargeWall_DZ",
        "Land_DZE_WoodDoorLocked",
        "WoodSmallWallDoor_DZ",
        "WoodSmallWallWin_DZ",
        "Land_DZE_GarageWoodDoor",
        "Land_DZE_GarageWoodDoorLocked",
        "WoodLadder_DZ",
        "WoodStairsSans_DZ",
        "WoodStairs_DZ",
        "WoodSmallWall_DZ",
        "WoodSmallWallThird_DZ",
        "CinderWallHalf_DZ",
        "CinderWall_DZ",
        "CinderWallDoorway_DZ",
        "Land_DZE_LargeWoodDoor",
        "MetalFloor_DZ",
        "CinderWallDoorSmallLocked_DZ",
        "CinderWallSmallDoorway_DZ",
        "CinderWallDoor_DZ"
        ];
        // ### [CPC] Indestructible Buildables Fix
        if ((count playableUnits == 0) and !isDedicated) then {
    
    waitUntil{initialized}; //means all the functions are now defined
    
    diag_log "HIVE: Starting";
    
    waituntil{isNil "sm_done"}; // prevent server_monitor be called twice (bug during login of the first player)
    	
    // Custom Configs
    if(isnil "MaxVehicleLimit") then {
    	MaxVehicleLimit = 50;
    };
    
    if(isnil "MaxDynamicDebris") then {
    	MaxDynamicDebris = 100;
    };
    if(isnil "MaxAmmoBoxes") then {
    	MaxAmmoBoxes = 3;
    };
    if(isnil "MaxMineVeins") then {
    	MaxMineVeins = 50;
    };
    // Custon Configs End
    
    if (isServer and isNil "sm_done") then {
    
    	serverVehicleCounter = [];
    	_hiveResponse = [];
    
    	for "_i" from 1 to 5 do {
    		diag_log "HIVE: trying to get objects";
    		_key = format["CHILD:302:%1:", dayZ_instance];
    		_hiveResponse = _key call server_hiveReadWrite;  
    		if ((((isnil "_hiveResponse") || {(typeName _hiveResponse != "ARRAY")}) || {((typeName (_hiveResponse select 1)) != "SCALAR")})) then {
    			diag_log ("HIVE: connection problem... HiveExt response:"+str(_hiveResponse));
    			_hiveResponse = ["",0];
    		} 
    		else {
    			diag_log ("HIVE: found "+str(_hiveResponse select 1)+" objects" );
    			srvInstaId = _hiveResponse select 2;
    			_i = 99; // break
    		};
    	};
    	
    	_BuildingQueue = [];
    	_objectQueue = [];
    	
    	if ((_hiveResponse select 0) == "ObjectStreamStart") then {
    		diag_log ("HIVE: Commence Object Streaming...");
    		_key = format["CHILD:302:%1:", dayZ_instance];
    		_objectCount = _hiveResponse select 1;
    		_bQty = 0;
    		_vQty = 0;
    		for "_i" from 1 to _objectCount do {
    			_hiveResponse = _key call server_hiveReadWriteLarge;
    			//diag_log (format["HIVE dbg %1 %2", typeName _hiveResponse, _hiveResponse]);
    			if ((_hiveResponse select 2) isKindOf "ModularItems") then {
    				_BuildingQueue set [_bQty,_hiveResponse];
    				_bQty = _bQty + 1;
    			} else {
    				_objectQueue set [_vQty,_hiveResponse];
    				_vQty = _vQty + 1;
    			};
    		};
    		diag_log ("HIVE: got " + str(_bQty) + " Epoch Objects and " + str(_vQty) + " Vehicles");
    	};
    	
    	// # NOW SPAWN OBJECTS #
    	_totalvehicles = 0;
    	{
    		_idKey = 		_x select 1;
    		_type =			_x select 2;
    		_ownerID = 		_x select 3;
    
    		_worldspace = 	_x select 4;
    		_intentory =	_x select 5;
    		_hitPoints =	_x select 6;
    		_fuel =			_x select 7;
    		_damage = 		_x select 8;
    		
    		_dir = 0;
    		_pos = [0,0,0];
    		_wsDone = false;
    		if (count _worldspace >= 2) then
    		{
    			_dir = _worldspace select 0;
    			if (count (_worldspace select 1) == 3) then {
    				_pos = _worldspace select 1;
    				_wsDone = true;
    			}
    		};			
    		
    		if (!_wsDone) then {
    			if (count _worldspace >= 1) then { _dir = _worldspace select 0; };
    			_pos = [getMarkerPos "center",0,4000,10,0,2000,0] call BIS_fnc_findSafePos;
    			if (count _pos < 3) then { _pos = [_pos select 0,_pos select 1,0]; };
    			diag_log ("MOVED OBJ: " + str(_idKey) + " of class " + _type + " to pos: " + str(_pos));
    		};
    		
    
    		if (_damage < 1) then {
    			//diag_log format["OBJ: %1 - %2", _idKey,_type];
    			
    			//Create it
    			_object = createVehicle [_type, _pos, [], 0, "CAN_COLLIDE"];
    			_object setVariable ["lastUpdate",time];
    			_object setVariable ["ObjectID", _idKey, true];
    
    			_lockable = 0;
    			if(isNumber (configFile >> "CfgVehicles" >> _type >> "lockable")) then {
    				_lockable = getNumber(configFile >> "CfgVehicles" >> _type >> "lockable");
    			};
    
    			// fix for leading zero issues on safe codes after restart
    			if (_lockable == 4) then {
    				_codeCount = (count (toArray _ownerID));
    				if(_codeCount == 3) then {
    					_ownerID = format["0%1", _ownerID];
    				};
    				if(_codeCount == 2) then {
    					_ownerID = format["00%1", _ownerID];
    				};
    				if(_codeCount == 1) then {
    					_ownerID = format["000%1", _ownerID];
    				};
    			};
    
    			if (_lockable == 3) then {
    				_codeCount = (count (toArray _ownerID));
    				if(_codeCount == 2) then {
    					_ownerID = format["0%1", _ownerID];
    				};
    				if(_codeCount == 1) then {
    					_ownerID = format["00%1", _ownerID];
    				};
    			};
    
    			_object setVariable ["CharacterID", _ownerID, true];
    			
    			clearWeaponCargoGlobal  _object;
    			clearMagazineCargoGlobal  _object;
    			// _object setVehicleAmmo DZE_vehicleAmmo;
    			
    			    _object setdir _dir;
                    _object setpos _pos;
                    _object setDamage _damage;
                   // ### [CPC] Indestructible Buildables Fix
        if (typeOf(_object) in _cpcimmune) then {
                    _object addEventHandler ["HandleDamage", {false}];
                    _object enableSimulation false;
        };
        // ### [CPC] Indestructible Buildables Fix
    	
    			if ((typeOf _object) in dayz_allowedObjects) then {
    				if (DZE_GodModeBase) then {
    					_object addEventHandler ["HandleDamage", {false}];
    				} else {
    					_object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}];
    				};
    				// Test disabling simulation server side on buildables only.
    				_object enableSimulation false;
    				// used for inplace upgrades and lock/unlock of safe
    				_object setVariable ["OEMPos", _pos, true];
    				
    			};
    
    			if (count _intentory > 0) then {
    				if (_type in DZE_LockedStorage) then {
    					// Fill variables with loot
    					_object setVariable ["WeaponCargo", (_intentory select 0)];
    					_object setVariable ["MagazineCargo", (_intentory select 1)];
    					_object setVariable ["BackpackCargo", (_intentory select 2)];
    				} else {
    
    					//Add weapons
    					_objWpnTypes = (_intentory select 0) select 0;
    					_objWpnQty = (_intentory select 0) select 1;
    					_countr = 0;					
    					{
    						if(_x in (DZE_REPLACE_WEAPONS select 0)) then {
    							_x = (DZE_REPLACE_WEAPONS select 1) select ((DZE_REPLACE_WEAPONS select 0) find _x);
    						};
    						_isOK = 	isClass(configFile >> "CfgWeapons" >> _x);
    						if (_isOK) then {
    							_object addWeaponCargoGlobal [_x,(_objWpnQty select _countr)];
    						};
    						_countr = _countr + 1;
    					} forEach _objWpnTypes; 
    				
    					//Add Magazines
    					_objWpnTypes = (_intentory select 1) select 0;
    					_objWpnQty = (_intentory select 1) select 1;
    					_countr = 0;
    					{
    						if (_x == "BoltSteel") then { _x = "WoodenArrow" }; // Convert BoltSteel to WoodenArrow
    						if (_x == "ItemTent") then { _x = "ItemTentOld" };
    						_isOK = 	isClass(configFile >> "CfgMagazines" >> _x);
    						if (_isOK) then {
    							_object addMagazineCargoGlobal [_x,(_objWpnQty select _countr)];
    						};
    						_countr = _countr + 1;
    					} forEach _objWpnTypes;
    
    					//Add Backpacks
    					_objWpnTypes = (_intentory select 2) select 0;
    					_objWpnQty = (_intentory select 2) select 1;
    					_countr = 0;
    					{
    						_isOK = 	isClass(configFile >> "CfgVehicles" >> _x);
    						if (_isOK) then {
    							_object addBackpackCargoGlobal [_x,(_objWpnQty select _countr)];
    						};
    						_countr = _countr + 1;
    					} forEach _objWpnTypes;
    				};
    			};	
    			
    			if (_object isKindOf "AllVehicles") then {
    				{
    					_selection = _x select 0;
    					_dam = _x select 1;
    					if (_selection in dayZ_explosiveParts and _dam > 0.8) then {_dam = 0.8};
    					[_object,_selection,_dam] call object_setFixServer;
    				} forEach _hitpoints;
    
    				_object setFuel _fuel;
    
    				if (!((typeOf _object) in dayz_allowedObjects)) then {
    					
    					//_object setvelocity [0,0,1];
    					_object call fnc_veh_ResetEH;		
    					
    					if(_ownerID != "0" and !(_object isKindOf "Bicycle")) then {
    						_object setvehiclelock "locked";
    					};
    					
    					_totalvehicles = _totalvehicles + 1;
    
    					// total each vehicle
    					serverVehicleCounter set [count serverVehicleCounter,_type];
    				};
    			};
    
    			//Monitor the object
    			PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_object];
    		};
    	} forEach (_BuildingQueue + _objectQueue);
    	// # END SPAWN OBJECTS #
    	
    
    	// preload server traders menu data into cache
    	if !(DZE_ConfigTrader) then {
    		{
    			// get tids
    			_traderData = call compile format["menu_%1;",_x];
    			if(!isNil "_traderData") then {
    				{
    					_traderid = _x select 1;
    
    					_retrader = [];
    
    					_key = format["CHILD:399:%1:",_traderid];
    					_data = "HiveEXT" callExtension _key;
    
    					//diag_log "HIVE: Request sent";
    			
    					//Process result
    					_result = call compile format ["%1",_data];
    					_status = _result select 0;
    			
    					if (_status == "ObjectStreamStart") then {
    						_val = _result select 1;
    						//Stream Objects
    						//diag_log ("HIVE: Commence Menu Streaming...");
    						call compile format["ServerTcache_%1 = [];",_traderid];
    						for "_i" from 1 to _val do {
    							_data = "HiveEXT" callExtension _key;
    							_result = call compile format ["%1",_data];
    							call compile format["ServerTcache_%1 set [count ServerTcache_%1,%2]",_traderid,_result];
    							_retrader set [count _retrader,_result];
    						};
    						//diag_log ("HIVE: Streamed " + str(_val) + " objects");
    					};
    
    				} forEach (_traderData select 0);
    			};
    		} forEach serverTraders;
    	};
    
    	//  spawn_vehicles
    	_vehLimit = MaxVehicleLimit - _totalvehicles;
    	if(_vehLimit > 0) then {
    		diag_log ("HIVE: Spawning # of Vehicles: " + str(_vehLimit));
    		for "_x" from 1 to _vehLimit do {
    			[] spawn spawn_vehicles;
    		};
    	} else {
    		diag_log "HIVE: Vehicle Spawn limit reached!";
    	};
    	//  spawn_roadblocks
    	diag_log ("HIVE: Spawning # of Debris: " + str(MaxDynamicDebris));
    	for "_x" from 1 to MaxDynamicDebris do {
    		[] spawn spawn_roadblocks;
    	};
    	//  spawn_ammosupply at server start 1% of roadblocks
    	diag_log ("HIVE: Spawning # of Ammo Boxes: " + str(MaxAmmoBoxes));
    	for "_x" from 1 to MaxAmmoBoxes do {
    		[] spawn spawn_ammosupply;
    	};
    	// call spawning mining veins
    	diag_log ("HIVE: Spawning # of Veins: " + str(MaxMineVeins));
    	for "_x" from 1 to MaxMineVeins do {
    		[] spawn spawn_mineveins;
    	};
    
    	if(isnil "dayz_MapArea") then {
    		dayz_MapArea = 10000;
    	};
    	if(isnil "HeliCrashArea") then {
    		HeliCrashArea = dayz_MapArea / 2;
    	};
    	if(isnil "OldHeliCrash") then {
    		OldHeliCrash = false;
    	};
    [] ExecVM "\z\addons\dayz_server\DZMS\DZMSInit.sqf";
    	allowConnection = true;
    
    	// [_guaranteedLoot, _randomizedLoot, _frequency, _variance, _spawnChance, _spawnMarker, _spawnRadius, _spawnFire, _fadeFire]
    	if(OldHeliCrash) then {
    		_nul = [3, 4, (50 * 60), (15 * 60), 0.75, 'center', HeliCrashArea, true, false] spawn server_spawnCrashSite;
    	};
    
    	if (isDedicated) then {
    		// Epoch Events
    		_id = [] spawn server_spawnEvents;
    		// server cleanup
    		[] spawn {
    			private ["_id"];
    			sleep 200; //Sleep Lootcleanup, don't need directly cleanup on startup + fix some performance issues on serverstart
    			waitUntil {!isNil "server_spawnCleanAnimals"};
    			_id = [] execFSM "\z\addons\dayz_server\system\server_cleanup.fsm";
    		};
    
    		// spawn debug box
    		_debugMarkerPosition = getMarkerPos "respawn_west";
    		_debugMarkerPosition = [(_debugMarkerPosition select 0),(_debugMarkerPosition select 1),1];
    		_vehicle_0 = createVehicle ["DebugBox_DZ", _debugMarkerPosition, [], 0, "CAN_COLLIDE"];
    		_vehicle_0 setPos _debugMarkerPosition;
    		_vehicle_0 setVariable ["ObjectID","1",true];
    
    		// max number of spawn markers
    		if(isnil "spawnMarkerCount") then {
    			spawnMarkerCount = 10;
    		};
    		
    		actualSpawnMarkerCount = 0;
    
    		// count valid spawn marker positions
    		for "_i" from 0 to spawnMarkerCount do {
    			if (!([(getMarkerPos format["spawn%1", _i]), [0,0,0]] call BIS_fnc_areEqual)) then {
    				actualSpawnMarkerCount = actualSpawnMarkerCount + 1;
    			} else {
    				// exit since we did not find any further markers
    				_i = spawnMarkerCount + 99;
    			};
    			
    		};
    		diag_log format["Total Number of spawn locations %1", actualSpawnMarkerCount];
    	};
    
    	sm_done = true;
    	publicVariable "sm_done";
    };
    
    

    Where'd I go wrong?

     

    After reading this entire thread, Ive come to the conclusion that this is something with the newest version of epoch... Gonna try adding

    DZE_GodModeBase = true;

    to my init.sqf

  3.  

    My bad, in one of my original posts i talk about how the orb is attached to the wrist, and its so small and useless, so i changed it to:

    _tag = "Sign_arrow_down_large_EP1" createVehicleLocal _position;
    

    You can literally change that to whatever you want,  If you want those freaking POW flags attached to someone you can. you just the item ID.  here a list of some of the plausible choices.

    • Sign_circle_EP1
    • Sign_sphere10cm_EP1
    • Sign_sphere25cm_EP1
    • Sign_sphere100cm_EP1
    • Sign_arrow_down_EP1
    • Sign_arrow_down_large_EP1

     

    You know I really didnt think of that for some reason. Gonna give that a shot and see what its like. The orb is just too small and hard to see from even closeby depending on the back drop. Also you need line of sight with it so trees easily blocked it.

  4. This is a very neat script but the orb is still not above the players head on my server... I did use the 0,0,0.....

     

    Also is there any way to increase the range of this and/or put a name over their head?  After ~120 meters this orb disappears, which makes it kind of useless if you're trying to keep track of other team members over several hundred meters.

     

    I saw the thread about the radio name tags but Id rather not mess around with the antihack to get it to work properly.

  5. So Im helping a buddy run an epoch server, and I finally got a toggle able debug monitor working using the playerstats.sqf... However the format I use for my debug monitor on vanilla dayz wasn't working properly, so I changed it based off of an example I saw.  But Im looking to add 2 things to the debug monitor that aren't there currently... one = fps, and 2 = how many vehicles are on the server.  Looking at my old debug monitor, the way it is written is completely different and so it doesn't really provide me with any clues... Thanks for taking a look

    //Let Zeds know
    [player,4,true,(getPosATL player)] spawn player_alertZombies;
    
    //display gui (temp hint)
    
    hintSilent parseText format ["
    	<t size='1.4' font='Bitstream' align='center' color='#660000'>W.I.C.K.E.D.</t><br/>
    	<t size='1.15' font='Bitstream' align='center' color='#DDDDDD'>%7 Players Online</t><br/><br/>
    	<t size='1.25' font='Bitstream' color='#5882FA'>%1</t><br/><br/>
    	<t size='1.20' font='Bitstream' color='#5882FA'>Survived %5 Days</t><br/><br/>
    	<t size='1.15' font='Bitstream' align='left' color='#FF9900'>Murders: </t><t size='1.15' font='Bitstream' align='right' color='#FF9900'>%2</t><br/>
    	<t size='1.15' font='Bitstream' align='left' color='#666666'>Bandits Killed: </t><t size='1.15' font='Bitstream' align='right' color='#666666'>%3</t><br/>
    	<t size='1.15' font='Bitstream' align='left' color='#0066FF'>Humanity: </t><t size='1.15' font='Bitstream' align='right' color='#0066FF'>%4</t><br/>
    	<t size='1.15' font='Bitstream' align='left' color='#CC0000'>Blood: </t><t size='1.15' font='Bitstream' align='right' color='#CC0000'>%6</t><br/><br/>
    	<t size='1' font='Bitstream' align='center' color='#16DB57'>Restart in %8 minutes</t><br/><br/>
    	<t size='1' font='Bitstream' align='center' color='#DDDDDD'>http://dayzwicked.enjin.com</t><br/>
    	<t size='1' font='Bitstream' align='center' color='#DDDDDD'>ts30.gameservers.com:9305</t><br/>",
    	(name player),
    	(player getVariable['humanKills', 0]),
    	(player getVariable['banditKills', 0]),
    	(player getVariable['humanity', 0]),
    	(dayz_Survived),
    	(r_player_blood),
    	(count playableUnits),
    	(238-(round(serverTime/60)))
    ];
    
    
  6. Yes you could use trade ruby for briefcases. Also you could add "Gems" category to trader. And trade Gems for Briefcase in normal trading. But be carefull, Veins drop Ruby as well, so your player could find a jackpot in a mine.

     

    On my server, AI missions drop Topaz, and 5 topaz could trade for Ruby. And for ruby you could get premium vehicles.

     

    Also ItemTopaz is used for Rearm vehicles at service point. And for Topaz you could buy m107 bullets at traders.

     

    I only use the trick of "_old" category names.

    The only problem with this, is that all Gems have the same drop rate. There is no type of gem that is more rare than another.

  7. Anyone have it so it snows?

    I want it 

    Some fog and rain and little chance of snow showers 

    Any way you could add this

    http://www.armaholic.com/page.php?id=13307

    There are plenty of snow scripts out there. Here's a couple I have.

     

    Snowstorm.sqf

    //Snow Storm
    //Modified by Audio Rejectz, all credits go to original creators JW - Snow script / BI - Wind & Dust particles
    "filmGrain" ppEffectEnable true;
    "filmGrain" ppEffectAdjust [0.02, 1, 1, 0.1, 1, false];
    "filmGrain" ppEffectCommit 5;
     
    setviewdistance 900;
    bis_fog = 0.8;
     
    setviewdistance 900;
    0 setovercast 0.9;
    0 setrain 1;
    //0 setfog 0.8;
    0 setfog bis_fog;
     
    [] spawn {
        _delay = 3;
        sleep 0.01;
        while {true} do {
            _delay  setovercast 0.9;
            _delay  setrain 1;
            _delay  setfog bis_fog;
            sleep _delay ;
        };
    };
     
    //--- Wind & Dust
    [] spawn {
        waituntil {isplayer player};
        setwind [0.201112,0.204166,true];
        while {true} do {
            _ran = ceil random 5;
            playsound format ["wind_%1",_ran];
            _obj = vehicle player;
            _pos = position _obj;
     
            //--- Dust
                setwind [0.201112*2,0.204166*2,false];
            _velocity = [random 10,random 10,-1];
            _color = [1.0, 0.9, 0.8];
            _alpha = 0.02 + random 0.02;
            _ps = "#particlesource" createVehicleLocal _pos;
            _ps setParticleParams [["\Ca\Data\ParticleEffects\Universal\universal.p3d", 16, 12, 8], "", "Billboard", 1, 3, [0, 0, -6], _velocity, 1, 1.275, 1, 0, [9], [_color + [0], _color + [_alpha], _color + [0]], [1000], 1, 0, "", "", _obj];
            _ps setParticleRandom [3, [30, 30, 0], [0, 0, 0], 1, 0, [0, 0, 0, 0.01], 0, 0];
            _ps setParticleCircle [0.1, [0, 0, 0]];
            _ps setDropInterval 0.01;
     
            sleep (random 1);
            deletevehicle _ps;
            _delay = 10 + random 20;
            sleep _delay;
     
        };
    };
     
    //Snow script
     
    setWind [0, -5, true];
     
    _obj = player;
     
    _pos = position (vehicle _obj);
     
    _d  = 15;
    _h  = 12;
    _h1 = 8;
    _h2 = 4;
    _density = 20000;
     
     
     
    _fog1 = "#particlesource" createVehicleLocal _pos;
    _fog1 setParticleParams [
      ["\Ca\Data\ParticleEffects\Universal\universal.p3d" , 16, 12, 13, 0], "", "Billboard", 1, 10,
      [0, 0, -6], [0, 0, 0], 1, 1.275, 1, 0,
      [7,6], [[1, 1, 1, 0], [1, 1, 1, 0.04], [1, 1, 1, 0]], [1000], 1, 0, "", "", _obj
    ];
    _fog1 setParticleRandom [3, [55, 55, 0.2], [0, 0, -0.1], 2, 0.45, [0, 0, 0, 0.1], 0, 0];
    _fog1 setParticleCircle [0.001, [0, 0, -0.12]];
    _fog1 setDropInterval 0.01;
     
    _fog2 = "#particlesource" createVehicleLocal _pos;
    _fog2 setParticleParams [
      ["\Ca\Data\ParticleEffects\Universal\universal.p3d" , 16, 12, 13, 0], "", "Billboard", 1, 10,
      [0, 0, -6], [0, 0, 0], 1, 1.275, 1, 0,
      [7,6], [[1, 1, 1, 0], [1, 1, 1, 0.04], [1, 1, 1, 0]], [1000], 1, 0, "", "", _obj
    ];
    _fog2 setParticleRandom [3, [55, 55, 0.2], [0, 0, -0.1], 2, 0.45, [0, 0, 0, 0.1], 0, 0];
    _fog2 setParticleCircle [0.001, [0, 0, -0.12]];
    _fog2 setDropInterval 0.01;
     
    _fog3 = "#particlesource" createVehicleLocal _pos;
    _fog3 setParticleParams [
      ["\Ca\Data\ParticleEffects\Universal\universal.p3d" , 16, 12, 13, 0], "", "Billboard", 1, 10,
      [0, 0, -6], [0, 0, 0], 1, 1.275, 1, 0,
      [7,6], [[1, 1, 1, 0], [1, 1, 1, 0.04], [1, 1, 1, 0]], [1000], 1, 0, "", "", _obj
    ];
    _fog3 setParticleRandom [3, [55, 55, 0.2], [0, 0, -0.1], 2, 0.45, [0, 0, 0, 0.1], 0, 0];
    _fog3 setParticleCircle [0.001, [0, 0, -0.12]];
    _fog3 setDropInterval 0.01;
     
     
    while {true} do
    {
    _a = 0;
    while { _a < _density } do
    {
    _pos = position player;
    _fog1 setpos _pos;
    _fog2 setpos _pos;
    _fog3 setpos _pos;
    0 setRain 0;
     
    _dpos = [((_pos select 0) + (_d - (random (2*_d))) + ((velocity vehicle player select 0)*1)),((_pos select 1) + (_d - (random (2*_d))) + ((velocity vehicle player select 0)*1)),((_pos select 2) + _h)];
    drop ["\ca\data\cl_water", "", "Billboard", 1, 7, _dpos, [0,0,-1], 1, 0.0000001, 0.000, 0.7, [0.07], [[1,1,1,0], [1,1,1,1], [1,1,1,1], [1,1,1,1]], [0,0], 0.2, 1.2, "", "", ""];    _a = _a + 1;
     
     
    _dpos = [((_pos select 0) + (_d - (random (2*_d))) + ((velocity vehicle player select 0)*1)),((_pos select 1) + (_d - (random (2*_d))) + ((velocity vehicle player select 0)*1)),((_pos select 2) + _h1)];
    drop ["\ca\data\cl_water", "", "Billboard", 1, 7, _dpos, [0,0,-1], 1, 0.0000001, 0.000, 0.7, [0.07], [[1,1,1,0], [1,1,1,1], [1,1,1,1], [1,1,1,1]], [0,0], 0.2, 1.2, "", "", ""];
     
     
    _dpos = [((_pos select 0) + (_d - (random (2*_d))) + ((velocity vehicle player select 0)*1)),((_pos select 1) + (_d - (random (2*_d))) + ((velocity vehicle player select 0)*1)),((_pos select 2) + _h2)];
    drop ["\ca\data\cl_water", "", "Billboard", 1, 7, _dpos, [0,0,-1], 1, 0.0000001, 0.000, 0.7, [0.07], [[1,1,1,0], [1,1,1,1], [1,1,1,1], [1,1,1,1]], [0,0], 0.2, 1.2, "", "", ""];
     
    };
    sleep 0.2;
    };
    

    Also here is a way to use the snow script that Namalsk uses, which ties into your dynamicweather.sqf compliments of Vampire who created DZMS..

    http://opendayz.net/threads/tutorial-snow-added-to-dynamic-weather.15294/

  8. A few months ago, Battleye changed the format for the filters. Basically if you're using the old format, you won't have any BE logs whatsoever. If you're using InfiSTAR's filters than they should already be in the correct format, so that probably rules that out.

     

    I use vilayer as well, I have BE running fine and server messages as well. I like vilayer for some things, but their customer service is probably the worst Ive ever seen in any industry. They'll basically tell you to fuck off because you've modded the server and argue with you over stupid stuff. Then when you finally get an answer , it will be vague and probably not too helpful.  

     

    Im really not sure why it wouldn't work, it's a one click install for both of those things.. very strange. 

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