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DangerRuss

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Posts posted by DangerRuss

  1. I've seen on some servers in the past, when using the regular trading menu (not advanced trading menu) that when you select an item in the menu a larger image is displayed near the top of the trade menu, instead of the little image to the left of the named item. I can't seem to find a tutorial on this anywhere although Im sure there has to be. If anyone can link me or provide me with the information that would be great thanks.

    I hope what Im asking is clear enough , I wasn't sure how to phrase it and I can't find an image online.

    Instead of showing:

           Menu

    [image] Item name

     

    It shows:

    [IMAGE]

       Menu

    Item Name

     

     

  2. Hello Zupa!

    I was looking into this vote for day/night script.
    Is it possible for us to get it on our servers?
    I understod that you or infi´s got it?

    Also im looking for fast switch weapon script?

    And while i have you here, how much cash do you want for adding some scripts to our server for our community? :)

    Best regards!

    Steve

    The vote/day night script is included in the infiSTAR antihack.

  3. thanks for the tip.. I definitely think this is in th right direction... unfortunately it's a bit dated or isn't compatible with windows server 2012 r2

    specifically this part here

    Weirdly even after doing all that, it’s still not enough to disable the error window when the game server crashes. So I continue digging and I found that there’s another important registry key which you need to modify in order to totally suppress the “.exe has stopped working” dialog.” Go to the following registry location and change the value data to 1.

    HKEY_CURRENT_USER\Software\ Microsoft\Windows\Windows Error Reporting\DontShowUI

    I don't have a "dontshowui" in that registry folder.

    pN0e6db.png

  4. Really bad title I wasn't sure exactly how to phrase it... This happens on the server sometimes

    3ce2522c3324f2464a0d9965538cdf00.png

    ^This isn't a screen shot just a google image I found

    Arma Crashes, and the prompt doesn't go away until you hit OK, in the mean time the server is hung up. I need a bat file or something of the like to stop and restart the application if it isn't running.

  5. Idk how many of you have ever actually implemented the RQ-11 backpack onto your servers but I seem to have an issue... everything works except when you select a new target on the map for the raven to travel, and you're a non admin, it doesn't actually move. It stays in the circular holding pattern around your player. Everything else works with the raven except that but I can't seem to figure out what part of infiSTAR is blocking it. Any ideas? Perhaps like a  map click block?

  6. I have a script Im trying to implement. When the player uses the item it will cause them to become very thirsty/hungry. Everything about the script works as it should except that part and Im not sure what Im doing wrong.

    if (random(_infectionChance) < 1) then {
             
                dayz_lastDrink = time;
                dayz_thirst = 1;
     
                dayz_lastMeal = time;
                dayz_hunger = 1;
                
                player setVariable ["messing",[dayz_hunger,dayz_thirst],true];
                
                //Ensure Control is visible
                _display = uiNamespace getVariable 'DAYZ_GUI_display';
                (_display displayCtrl 1301) ctrlShow true;

              } else {

  7. sorry for the delay I did eventually get this working although it seemed like you were ALWAYS cutting yourself which is odd. I stopped using the script because it wasn't really being used by the players.

     

     

    private["_hasKnife","_qty","_item","_text","_string","_type","_loop","_meat","_timer","_infectionChance","_infectedLifeBool","_infectedLifeLost"];
    _item = _this select 3;
    _hasKnife =    "ItemKnife" in items player;
    _type = typeOf _item;
    _hasHarvested = _item getVariable["meatHarvested",false];
     
    player removeAction s_player_butcher;
    s_player_butcher = -1;
     
    if (_hasKnife and !_hasHarvested) then {
     
        _loop = true;
        _rnd = random 1;
        if(_rnd < 0.25)then {
            r_player_inpain = true;
            player setVariable["USEC_inPain",true,true];
            cutText ["Your knife slipped and you cut your hand.", "PLAIN DOWN"];
            if(_rnd < 0.15)then {
                r_player_infected = true;
                player setVariable["USEC_infected",true,true];
                cutText ["Your knife slipped and you cut your hand. You have been infected with AIDS.", "PLAIN DOWN"];            
            };
        };
     
     
        
     /* //Original Penalty
        if (_rnd < 0.1) then {
            r_player_inpain = true;
            r_player_infected = true;
            player setVariable["USEC_inPain",true,true];
            player setVariable["USEC_infected",true,true]; 
            r_player_blood = r_player_blood - 3000;
            cutText ["Your knife slipped and you cut your hand. You have been infected with AIDS.", "PLAIN DOWN"];
        };
     */
     
        _qty = (random 3);
     
        _id = [player,50,true,(getPosATL player)] spawn player_alertZombies;
     
        dayzHumanity = [player,-500];
        _id = dayzHumanity spawn player_humanityChange;
     
        _array = [_item,_qty];
        _meat = "FoodSteakRaw";
     
            for "_x" from 1 to _qty do {
                    _item addMagazine "FoodSteakRaw";
                    _result = [player,_meat] call BIS_fnc_invAdd;
                    if (_result) then {
     
                    } else {
                        cutText ["You don't have enough room in your inventory to carry the human meat.", "PLAIN DOWN"];
                        _x = _qty;
                    }
     
            };
     
        sleep 8;
        cutText ["You have gutted another person... your hands are covered with their blood...what have you become?", "PLAIN DOWN"];
        };
    };
    
     
     
    Now Im curious about making someone hungry and thirsty.. On a different script I am trying to make a person hungry/thirsty if they use the item. I can't see to get it to work. Im going to make a separate thread about it but I figured I'd ask here first.
    
    if (random(_Chance) < 1) then {
             
                dayz_lastDrink = time;
                dayz_thirst = 1;
     
                dayz_lastMeal = time;
                dayz_hunger = 1;
                
                player setVariable ["messing",[dayz_hunger,dayz_thirst],true];
                
                //Ensure Control is visible
                _display = uiNamespace getVariable 'DAYZ_GUI_display';
                (_display displayCtrl 1301) ctrlShow true;
              } else {
  8. So I was looking through old scripts I have laying around and I decided to toss the good old "gut human" script on my server for fun. 

    I was looking at the code and I saw the part about cutting yourself on the knife and it makes you lose blood and shake like you're in pain. I would like to add infection to that as well.. so if the player cuts himself, he will be in pain and infected and lose blood.

     if (_rnd < 0.1) then {
            r_player_inpain = true;
            r_player_infected = true;
            player setVariable["USEC_inPain",true,true];
            player setVariable["USEC_infected",true,true]; 
            r_player_blood = r_player_blood - 3000;
            cutText ["Your knife slipped and you cut your hand. You have been infected.", "PLAIN DOWN"];
        };
     
    i even tried 
    
    r_player_inpain = true;
            player setVariable["USEC_inPain",true,true];
            r_player_infected = true;
            player setVariable["USEC_infected",true,true];
     

     

    but for some reason neither work. the player does lose blood however. What am I doing wrong?

  9. Hello. I recently switched from a hosted service (Vilayer) to a VDS. I was largely unable to port the server over as is so I had to use a fresh install for everything. I rebuilt the server from the ground up.

    Now before I begin I have to say that I am not running Epoch or Overpoch, Im running Overwatch.

    Players who join keep getting kicked back to the lobby with the message "Player already dead, Please rejoin"

    I have no idea what this is or how to fix it. It only goes away if I delete them from the database.

     

    Nothing in RPT, or hiveext.log.. google has no answers.. Im stumped.

     

    For some reason setting the instance of the player to alive = 0 in the character_data table allows them to spawn back in but when Im running a full server, and this happens after every restart... it's really taxing

  10. So I recently moved my server over from a hosted service to a VDS. I used pwnzors' latest private server pack (Im not running epoch or overpoch) but I seem to have a weird problem with zombies. Before the move zombies were brutal. Now they're almost pets. They will aggro on you but they will not really attack you. Maybe the occasional hit but more or less you can just lay there and continue shooting.

    What are some files I should look in or where can I even start to get an idea of how to change this?

    Thanks for any advice.

     

    Someone has said that military zombies hit you but not civilian.. havent verified that

     

  11. Hello. I recently switched from a hosted service (Vilayer) to a VDS. I was largely unable to port the server over as is so I had to use a fresh install for everything except my Server PBO and mission files.

    Now before I begin I have to say that I am not running Epoch or Overpoch, Im running Overwatch.

    Players who join keep getting kicked back to the lobby with the message "Player already dead, Please rejoin"

    I have no idea what this is or how to fix it.

     

    Nothing in RPT, or hiveext.log.. google has no answers.. Im stumped.

     

    One thing that stands out, is with this private server pack from pwnzor, there is a character_dead table which I never had on my old database. This table hold all of the instances of alive = 0 of players but the character_data is also showing alive= 0 on some of the players. I am not sure if this is related or not. Even when I delete the instances of alive = 0 from the character_data this still sometimes happens. What Im at a total loss for is why this happens to some people and not others. Why does the server run fine for a few days and then this happens?

     

  12. Now you're removing parts that might not exist and still adding those to inventory if it's cancelled. It will work fine if you use what I posted. Although I can see couple other flaws in that. You should lock the vehicle while it's in "preview" or someone can get in it and glitch into bases. Also you can use it for swiping people to death or use it as a shield in combat, so remove the "preview" if player moves.

     The check for the parts is in the fn_selfactions.sqf. If you dont have the required parts the scroll wheel option will never appear so this is not an issue. Once you press deploy on your scroll wheel it removes the parts. You must press the space bar for the script to go any further, and if you allow it to build your parts are already removed, but if you move and cancel you get the parts back. Works pretty well. I think you might have assumed Im using a button? In which case you are absolutely correct and it would be an issue.

    Im not concerned with the preview function since I run a pvp overwatch server,there are no bases, and if you're dumb/bad enough to allow a player to smack you to death with a vehicle, well I hope someone recorded it and posts it online for everyone to have a good laugh at.

     

    Thanks for your input though, I'll keep that in mind if I decide to change the script up at some point for whatever reason.

  13. I actually resolved this. You remove the parts before the option to press space bar to deploy appears. Then when you hit space bar it begins deploying however if you move it exits the script and gives you your parts back.

    if !(isNil "isDangerDeploying")exitWith{
        titleText["Already deploying something ...","PLAIN DOWN"];
    };
    isDangerDeploying = true;
    
    deploybike = false; //or whatever you would like to call this variable ;)
    
    _weapons = [currentWeapon player] + (weapons player) + (magazines player);
    
    closeDialog 0;
    
    
    _toolbox = "ItemToolbox" in _weapons;
    
    if (!_toolbox) then {
    		cutText [format["Missing Toolbox"], "PLAIN DOWN"];
    	} else {
    		player removeWeapon "ItemToolbox";
    		player removeMagazine "PartEngine";
    		player removeMagazine "PartGeneric";
    		cutText ["\n\nPRESS SPACEBAR TO DEPLOY", "PLAIN DOWN"];
    		_Offset = [0,5,0]; //change how far from player vehicle spawns
    		_worldPos = player modelToWorld _Offset; // spawn in front of player
    		_object = "350z_ruben" createVehicle (_worldPos);
    		_object setVariable ["ObjectID", "1", true];
    		_object setVariable ["ObjectUID", "1", true];
    		_object attachTo [player,[-0.2, 5, 1]];		
    
    		waitUntil {deploybike};
    		_object setVariable ["Deployed", "1", true];
    		
    
    		player playActionNow "Medic";
    		cutText ["\n\nDeploying 350z. 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 {
    		
    			_dis=10;
    			_sfx = "repair";
    			[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
    			[player,_dis,true,(getPosATL player)] spawn player_alertZombies;
    	 
    			detach _object;
    		 
    	 
    			cutText [format["Here's your 350z!"], "PLAIN DOWN"];
    		 r_interrupt = false;
    		 player switchMove "";
    		 player playActionNow "stop";
    	 
    		sleep 10;
    		//this way every player will get the message from a deployed bike
    		_object addEventHandler ["GetIn",{
    				_nil = [nil,(_this select 2),"loc",rTITLETEXT,"Warning: Spawned 350z DO NOT SAVE after server restart! ","PLAIN DOWN",5] call RE;
    			}];
    
    		
    		} else {
    		r_interrupt = false;
    		player switchMove "";
    		player playActionNow "stop";
            deleteVehicle _object;
    		cutText ["\n\nCanceled deploying 350z", "PLAIN DOWN"];
    	    player addWeapon "ItemToolbox";
    		player addMagazine "PartEngine";
    		player addMagazine "PartGeneric";
    		};
    };
    
    isDangerDeploying = nil;
    

  14. This will fix it, by removing the parts earlier in the script

     

    if !(isNil "isDangerDeploying")exitWith{
        titleText["Already deploying something ...","PLAIN DOWN"];
    };
    isDangerDeploying = true;
     
    deploybike = false; //or whatever you would like to call this variable ;)
     
    _weapons = [currentWeapon player] + (weapons player) + (magazines player);
     
    closeDialog 0;
     
    _toolbox = "ItemToolbox" in _weapons;
     
    if (!_toolbox) then {
    cutText [format["Missing Toolbox"], "PLAIN DOWN"];
    } else {
    cutText ["\n\nPRESS SPACEBAR TO DEPLOY", "PLAIN DOWN"];
    _Offset = [0,5,0]; //change how far from player vehicle spawns
    _worldPos = player modelToWorld _Offset; // spawn in front of player
    _object = "350z_ruben" createVehicle (_worldPos);
    _object setVariable ["ObjectID", "1", true];
    _object setVariable ["ObjectUID", "1", true];
    _object attachTo [player,[-0.2, 5, 1]];
     
    waitUntil {deploybike};
    _object setVariable ["Deployed", "1", true];
     
    //moved removal of required parts here to prevent abuse
    player removeWeapon "ItemToolbox";
    player removeMagazine "PartEngine";
    player removeMagazine "PartGeneric";
     
    player playActionNow "Medic";
    cutText ["\n\nDeploying vehicle. 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;
    };
    uiSleep 0.1;
    };
    r_doLoop = false;
     
    if (_finished) then {
     
    _dis=10;
    _sfx = "repair";
    [player,_sfx,0,false,_dis] call dayz_zombieSpeak;
    [player,_dis,true,(getPosATL player)] spawn player_alertZombies;
     
    detach _object;
     
    cutText [format["Here's your 350z you lazy bum!"], "PLAIN DOWN"];
    r_interrupt = false;
    player switchMove "";
    player playActionNow "stop";
     
    uiSleep 10;
     
    _object addEventHandler ["GetIn",{
    _nil = [nil,(_this select 2),"loc",rTITLETEXT,"Warning: Spawned 350z DO NOT SAVE after server restart! ","PLAIN DOWN",5] call RE;
    }];
     
    } else {
    r_interrupt = false;
    player switchMove "";
    player playActionNow "stop";
            deleteVehicle _object;
    cutText ["\n\nCanceled deploying vehicle", "PLAIN DOWN"];
    };
    };
     
    isDangerDeploying = nil; 

    Someone gave me an idea to just readd them back to the inventory if you move and cancel the script, however even using your fix it isn't removing the items from the inventory soon enough, once the car is attached to the player if you open your inventory they are still in the inventory. I guess I'll try and play around with where that remove items actually belongs.

  15. the problem is, that there is no check if the player actually has an engine and a scrap in the main script. you would need to add that check. best would at the same spot, where the check for toolbox is.

    _hasengine = "PartEngine" in magazines player;

    same for partgeneric.

    then

    if (toolbox) && (_hasenigne) && ...

    you get the idea.

    even better would be using bis_fnc_invremove in my opinion.

    It doesnt matter because you can move the toolbox to your backpack and still build the vehicle, so that check doesn't even work. it simply makes sure you have it at the time you select it on your scroll wheel but nothing stops you from deploying it once it's attached to your player.

  16. Sorry for the confusing title but I need a little bit of help. Im using an old scroll wheel option deploy script that I've modified to suit my purposes however I've recently discovered a rather serious problem. When you deploy the vehicle it is initially attached to the player and you are required to press space bar to deploy the vehicle. However, in the time before you press space bar you can simply move the required parts to your backpack and then deploy the vehicle without actually losing the required parts. This allows players to make an infinite amount of deployable vehicles.

     

    How can I stop this?  Here are my scripts

     

    Deploy.sqf

    if !(isNil "isDangerDeploying")exitWith{
        titleText["Already deploying something ...","PLAIN DOWN"];
    };
    isDangerDeploying = true;
    
    deploybike = false; //or whatever you would like to call this variable ;)
    
    _weapons = [currentWeapon player] + (weapons player) + (magazines player);
    
    closeDialog 0;
    
    
    _toolbox = "ItemToolbox" in _weapons;
    
    if (!_toolbox) then {
    		cutText [format["Missing Toolbox"], "PLAIN DOWN"];
    	} else {
    		cutText ["\n\nPRESS SPACEBAR TO DEPLOY", "PLAIN DOWN"];
    		_Offset = [0,5,0]; //change how far from player vehicle spawns
    		_worldPos = player modelToWorld _Offset; // spawn in front of player
    		_object = "350z_ruben" createVehicle (_worldPos);
    		_object setVariable ["ObjectID", "1", true];
    		_object setVariable ["ObjectUID", "1", true];
    		_object attachTo [player,[-0.2, 5, 1]];		
    
    		waitUntil {deploybike};
    		_object setVariable ["Deployed", "1", true];
    		
    		player playActionNow "Medic";
    		cutText ["\n\nDeploying vehicle. 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 {
    		
    		player removeWeapon "ItemToolbox";
    		player removeMagazine "PartEngine";
    		player removeMagazine "PartGeneric";
    			_dis=10;
    			_sfx = "repair";
    			[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
    			[player,_dis,true,(getPosATL player)] spawn player_alertZombies;
    	 
    			detach _object;
    		 
    	 
    			cutText [format["Here's your 350z you lazy bum!"], "PLAIN DOWN"];
    		 r_interrupt = false;
    		 player switchMove "";
    		 player playActionNow "stop";
    	 
    		sleep 10;
    		
    		_object addEventHandler ["GetIn",{
    				_nil = [nil,(_this select 2),"loc",rTITLETEXT,"Warning: Spawned 350z DO NOT SAVE after server restart! ","PLAIN DOWN",5] call RE;
    			}];
    
    		
    		} else {
    		r_interrupt = false;
    		player switchMove "";
    		player playActionNow "stop";
            deleteVehicle _object;
    		cutText ["\n\nCanceled deploying vehicle", "PLAIN DOWN"];
    		};
    };
    
    isDangerDeploying = nil;
    
    

    fn_selfActions.sqf

    // -------------------------------------- 350z DEPLOY -------------------------------------- 
    _weapons = [currentWeapon player] + (weapons player) + (magazines player);
    _isNissan350z = typeOf cursorTarget in ["350z_ruben"];
     
    
    if ("ItemToolbox" in _weapons && "PartEngine" in _mags && "PartGeneric" in _mags ) then {
            hasNissanItem = true;
        } else { hasNissanItem = false;};
        if((speed player <= 1) && hasNissanItem && _canDo) then {
            if (s_player_350z < 0) then {
                s_player_350z = player addaction[("<t color=""#D16666"">" + ("Deploy 350z") +"</t>"),"deploys\350z\deploy.sqf","",5,false,true,"", ""];
            };
        } else {
            player removeAction s_player_350z;
            s_player_350z = -1;
    };
    // -------------------------------------- 350z DEPLOY -------------------------------------- 
    
  17. This is a life lesson for you then. This is how people are in almost any aspect of life. They take what they can, and do whatever they think they can get away with. I run a pretty popular Arma 2 server and I am constantly being bombarded by people demanding things from, expecting things from me. They don't care that Im providing a free service for them to play on and enjoy. They get upset when the smallest things don't pan out their way.  It's all part of the gig. You have 2 choices, stop doing it, or suck it up and continue to do it for your own reasons.

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